Understand the role of a Character Artist
Character creation artists are the engines that drive the world of 3D games animation. In essence they are responsible for translating pre-production and concept art into a solid, workable 3D form for the animation team--but that barely scratches the surface of what’s involved. What is remarkable about this job is the way it combines technical precision with artistic expression, providing a unique opportunity to build the characters and creatures that ultimately define a project. Little wonder the role of character artist is often regarded as the most coveted in entertainment design.
As you complete each course, you will receive a certificate of completion for that course. In order to qualify for a course certificate of completion, students must complete at least 80% of the class assignment during the duration of the course.
Should you have any questions regarding these courses please contact email@example.com. Additionally, you only pay for the course(s) you take in a given term.
Understanding the role of a Character Artist for Film & TV
These intensive courses are designed to take students through the entire process of character creation, developing the skills required to become a character artist capable of producing work to industry standards. Along the way students will become fluent in human anatomy, familiarize themselves with professional character pipelines, and master the tools and techniques used by seasoned professionals when sculpting, modeling, and finessing the surface detail on their creations. While some of the classes emphasize character arts from a 3D games development perspective, the Character Arts track is equally valid for those eyeing a career in animation and VFX for film or television, where the scale and nature of the work typically requires larger teams of artists working in more specialized roles. For such students it provides a unique opportunity to gain a solid understanding of the entire pipeline while refining skills for their chosen specialist role, such as hard surface modeler, prop artist, texture artist, rigging artist, or creature designer.
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As you complete each course you will receive a certificate of completion for that course. In order to qualify for an in course certificate of completion, students must complete at least 80% of the class assignment during the duration of the course.
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Learn from award-winning artists who've worked at top studios around the world
A longtime veteran of the industry, David began his career illustrating car accidents for the courtroom, which led to illustrating the gruesome injuries caused, which led to illustrating surgical procedures, which led to working on the VFX for dozens of fancy car commercials! This led to VFX work on a wide variety of films, ride films, TV series, and more commercials--which then led to modeling for five Disney animated features and four Disney “apps.” All of this led to his current career as a freelance consultant, modeler, and technical artist for companies working in advertising, design, VFX, games, VR, and big oil. And now all of that has led to doing one of the things he enjoys doing most: teaching.
Martin Teichmann started his environment art career in Germany 2007. He has worked at AAA Games since 2010 for Crytek on Crysis 2 and 3, Rocksteady on Batman Arkham Knight, Naughty Dog on Uncharted 4, Uncharted Lost Legacy and Last of Us Part 2 and is currently working for Blizzard on Diablo 4.
Min-Yu Chang is currently a senior Modeler at Pixar Animation Studios since 2020 with credits include "Lightyear" (2022), "Luca"(2021). Previous to working at Pixar, Min-Yu started his career at Tippett Studio making CG animals and digital doubles for live-action films before he spent almost 15 years at DreamWorks Animation as a senior Modeler, worked on both characters and environment assets for franchise such as "Shrek", "Madagascar", "Trolls", "Kung Fu Panda", "How to train your Dragon", "The Croods" etc. Min-Yu also like to learn and write new tools to import the workflow and he is looking forward to share his production experience with young artists.
Lead Environment Modeler
Alberto Hernandez is a CG artist and environment modeler with over 15 years of industry experience. He earned his bachelor of science in Media Arts and Animation from the Art Institute of Los Angeles in 2004 and has been working in the industry since 2005. He started his career in the architectural visualization industry working on various projects that consisted of modeling, lighting, and rendering different projects for architectural developers such as Toll Bros, Caruso Affiliated, Hilton Hotels, and Brookfield Partners. He moved on to working for Sprite Animation as a junior environment modeler, working his way to senior modeler and generalist. While at Sprite animation he worked as a modeler for many different projects including Pac Man and the Ghostly Adventures(Disney XD), Kong King of the Apes(Netflix), Rudolph the Black Cat(Japan Feature Animation), “Snack World” feature and feature short, and prop models for Square Enix and Konami.
After spending 8 years at Sprite Animation Alberto moved on to working at Dreamworks TV as a CG generalist for The Boss Baby: Back in Business Netflix series Season 2 & 3. He also briefly worked on the Dreamworks HUB team as a CG Generalist for projects such as Jurassic World: Camp Cretaceous and Kung Fu Panda. He currently works at Netflix Animation as a Environment modeler/Designer for the upcoming Netflix Series Blue Eye Samurai slated for a 2023 release.
CG Environment Artist
With over 20 years in the animation industry, Jon has worked on a wide variety of projects, including architectural visualizations , television motion graphics, commercials, feature films, shorts, and theme park rides. Jon found that working in environments is an amazing challenge. Whether it was setting up procedurals for a huge cityscape, building a vegetation library for a show, or modeling a single prop, it's all problem solving. Jon is always amazed that from a single polygonal cube, you can create an entire universe. All you need is patience and a sense of wonder. "It's like a giant puzzle that changes every day and I love it." - Jon
3D Concept Artist
Michael Pavlovich graduated from Ringling College of Art and Design in 2005 with a Bachelor of Fine Arts in Computer Animation. He started at Electronic Arts creating environment art on Madden NFL and NCAA Football and then brought comic books characters to life in DC Universe Online at Sony Online Entertainment.
Ashley Adams graduated from Sheridan College in 2015 with a BA of Animation and a strong foundation in traditional art before moving into the 3D animation industry. One of her first character driven experiences being in-studio at Arc Productions working on Disney's Elena of Avalor which led to working at Tangent on the Netflix film Next Gen. Since then she has had experience in freelance concept sculpting work for projects such as A Tale Dark and Grimm, Magic the Gathering, and is currently working with Spinmasters R&D team.
Michael is a modeller and shot sculptor with 8 years of experience working in games, TV, and film. He has worked as a lead modeller within medical education in which his role handled deep anatomical studies, delivering accurate human assets used in surgical training for medical professionals. He is now currently working on several projects at Framestore and has worked on the award-winning ‘A Midnight Sky’ as well as ‘Tom & Jerry’.
Senior Creature Modeler
Jason Brown has worked in the vfx industry for 15 years; 12 of those years were in the film/tv industry where he specialized as a creature modeler. Jason started his career in London where he spent ten years working at MPC, The Mill and Milk-vfx before moving to Vancouver with Double Negative. After four years, he left to join the great ILM. A few highlights of his career include Creating the ghosts for GhostBusters Afterlife, Concepting Carnage's weapons for Venom 2, working on the king of monsters himself- Godzilla and winning the 2013 Broadcast TECH Young Talent Award.
Senior Environment Artist
Mehreen Bazm is an independent contractor. She has been working as a Creative Director/Consultant in the field of motion graphics animation and design for 8+ years. She graduated with an undergrad in Graphic Design and a Master’s Degree in Motion Media Design from Savannah College of Art & Design. After graduating, Mehreen started her career in Manhattan & Brooklyn, NY where she was given the opportunity to work with well-reputed companies such as Motion Picture Company-NY, Vice Media HBO, NBC Universal, Hogarth Worldwide, Ogilvy & Mather, Loyal Kaspar, Click 3x, Spontaneous, Sirius XM, Transistors Studios, Animated Storyboards, Starz Entertainment, Motive Design Studio, Spillt Agency, Evoque data center solutions and many more! Some of the clients that she has worked with include MoMA, Adobe, Facebook, Ford, Charter Support, CMT ID Logos, The Profit, SharkTank, VICE HBO, Comedy Central, New York City Opera LED screen projection-Moses in Egypt, GE, Harley Davidson, La Soiree-Theater New York, CNBC Networks and the list goes on. For a full list please view website here: www.mebazm.com
She also taught Motion Graphics at Art Institute of Colorado and re-wrote the motion graphics online course for Rocky Mountain College of Art & Design, Denver Colorado. She now successfully teaches 2D animation online program at RMCAD as well. When she is not working she is hiking the Colorado mountains, soaking up the sun, traveling, drawing, painting, making music, dancing, or simply being a curious nerd!
Senior 3D Lead Artist
After working across all aspects in the 3D Industry for many years, Chris now happily resides with Dekogon Studios as a Senior 3D Lead Artist. Chris has been in the 3D industry for 12 years working on films, games, vr and mobile. Initially Chris was a business major ... however, during his schooling Chris had the very fortunate opportunity to work at SquareUSA where he was introduced to the incredibly captivating 3D film and animation industry. Chris quickly pivoted his education goals and switched to studying 3D Digital Animation and Gaming. After graduating from the University of Hawaii, Chris worked as a 3D Modeler/compositor on the hit tv series "Lost". Chris then pursued mobile gaming and VR simulations in Canada. Shortly after Chris decided to join Dekogon, one of the gaming industries top outsource company. Most recently Chris won the Platinum MarCom 2020 Awards with a real-time marketing VR Tour for Eavor Solutions (Business on Camera). Some of Chris's work includes working and leading on large scale AAA titles such as Scavengers, Crayta, Werewolf the Apocalypse, Enemy on Board, Remnant 2, Sierra 7, Empire of Sin and many more!
Victor Maiorino Fernandes
Senior Character Artist
Victor is a Senior Character Artist currently working at Framestore in London. Over the past few years, he was a character artist at Method Studios in Melbourne, Australia. Thereby, he was involved in several movies and TV series like Game of Thrones, Jumanij (1+2), IT 2 and Aquaman, with a focus on digital doubles and creatures. In my free time I like to study more anatomy through drawing, watercolour and clay sculpture, a part of that I’m doing outdoor adventures.
Senior Character Artist
Jared has been pursuing a love for CG characters from the moment he took his first class on Maya. He started out learning 3D at the University of New Mexico, and continued by receiving further insight by taking CGMA courses. He started out at Northrup Grumman working on VR training materials mostly focused on creating environments. In 2019 he made the move to AAA working with Turtle Rock Studios, where he currently resides as a Senior Character Artist working on the recently released title Back 4 Blood. Jared’s primary focuses are characters, creatures, and a passion for creating useful learning material to help others.
Concept Artist and Texture Painter
Chris Nichols is a Concept Artist and Texture Painter at Digital Domain. Previously, he has worked at Bardel Entertainment, Whizz Digital, Spin FX, IS Vancouver. He's worked on titles such as X-men: Days of Future Past, Night at the Museum, Thor, and Alice Through the Looking Glass. His most recent work has been on Avengers: Infinity War & Avengers: Endgame, Antman and the Wasp, Free Guy, Twilight Zone, Spiderman - No way home, and more.
Lead Character Artist
Nakshatra a.k.a. Naky, started as freelance artist making collectibles when he was 17. Soon after, he got his first on site job at the age of 19 at Little Red Zombies where he became Character Artist for games. Today after industry experience of over 6 years he has worked on almost every title at LRZ like Sniper 3, Strange Brigade, Overkill's The Walking Dead, CONTROL, Ghost of Tsushima etc. During his professional career he also developed a taste for creating real time hair.
Today after going through several iterations, he has come up with a pipeline that yields high quality and optimal real time hair results. This has been noticed by several AAA clients among the game industry and he is working with handful of them. Using mixture of traditional and modern techniques has benefited the overall department of real time alpha card hairs. He is also working on pushing hair creation for Next-generation games!
Look Dev/Texture Artist
Michele is a Look Dev/Texture Artist based in the San Francisco Bay Area. Her work can be seen in movies, tv, and commercials such as the Star Wars Series and the Marvel Franchises. Her main focus is Look Development, but she has worked as a Character Artist and Cloth Modeler. She worked as a 3D Designer for Marvelous Designer and currently works as a Look Dev/Texture Artist at Tippett Studios.
Senior Character Artist
Pete is a Los Angeles based senior character artist with both video game and film experience. His skillset revolves around high to low poly modeling, texture painting and look development. He is currently working at Treyarch. His past work includes all of the titles Call of Duty: Black Ops franchise, James Bond: Quantum of Solace, Underworld: Evolution and Night at the Museum. His software of choice are Maya, Mudbox, Zbrush, Substance Painter, Marvelous Designer and Photoshop.
Senior Character Artist
Originally from Brazil, Daniel is an experienced artist with over 10 years in the games industry, He Started off doing a bit of everything in some small indie studios, from illustration, to 3D art, UI art and animation, until being able to dedicate his full attention to character art. He’s worked with a wide range of styles on games like Marvel: Contest of Champions and Disney Mirrorverse. Currently he’s working on an unannounced AAA title at Unbroken studios.
Digital Sculptor and Designer
Hannah Kang works as a Digital Sculptor and Designer at Dreamworks Animation in Los Angeles, California, previously worked at Legacy Effects Studio. Hannah believes her best art makes you laugh! Your art is at its best when you know what you want it to do!
Hannah Kang graduated the Gnomon School of Visual Effects in 2014. Hannah has been delivering characters, creatures, and assets on projects like Guardians of the Galaxy Vol 2, Avengers: Infinity War, Pacific Rim 2, Underwater and many more. Legacy provides one of the industry's most diverse portfolios requiring you to work on projects styles ranging from Call of Duty, Doom, and Crash Bandicoot to Avengers, Iron Man and the Georgia Lottery's Flying Pig!!!. While Legacy tends to focus on real-world translation of costumes and character builds that are created to be worn by actors.
Hannah's personal style is often referred to as "bleedingly cute," showing a love for a feature animation style and a strong side of dorkiness--all with the aim of making viewers' first response to laugh out loud. Hannah has been teaching professional and student artists improve their portfolios for the past two years, and considers herself a student still--with a strong pursuit of continuous education. Hannah would like to someday work on children's books and create a universe of her own.
Weston Reid is currently the Lead Character Artist for Moonshot Games. He has over 14 years of professional experience in videogame development. In those years he's worked on many types of games, with various art styles to match. That range of experience has helped mold him into the artist and game developer he is today. As a lead character artist over the last 6 years, he's learned and experienced much about what studios look for in character art. Now he wants to share some of that with you. His passion for stylized art focuses on core art principles like shape language, silhouette, value range, and color theory. His students will leverage workflows inside of Zbrush, Substance Painter, 3DCoat and more to maximize quality and efficiency. When not making art, he loves to hike, take road trips with the top down, barbeque some grub, and play videogames
Alejandro is an experienced full cycle Recruiter with demonstrated history of working in the computer games industry. He uses his hands on game development experience, in-depth AAA industry training, and holistic approach in developing and executing hiring strategies to build world class teams.
Shading and Grooming Artist
Ethan Dean is a Character Shading and Grooming artist at Pixar Animation Studios. In his time at Pixar he’s helped make characters on Coco, Toy Story 4, Soul, Turning Red, and Lightyear. Before Pixar, he worked as a look development artist for commercials and short films at Psyop and Moonbot. Ethan is passionate about making art with great collaborators. The best art is never done alone.
Lead Groom TD
Chris is currently a grooming lead at Pixar Animation where he has helped create characters on films such as Coco, Incredibles 2, Onward and Turning Red. Prior to Pixar Chris worked at ILM, Sony ImageWorks and Laika. Chris considers Sony ImageWorks to be his second home where he worked as a groom and tailoring supervisor and helped crate many characters on films such as Surfs Up, Cloudy with a chance of meatballs, Hotel Transylvania and Angry Birds.
Liza is great. She's very accommodating and friendly and her critiques were very constructive.
Was a great guy overall that explained stuff clearly
Liza was fantastic! She was incredibly attentive and helpful, always going above and beyond for us. I would absolutely take another course taught by her again.
[Louis is] awesome. He really wanted to share all of the tips and good technices to deal with real cases of simulation tasks for production.
Chris was great. I'm glad he's not only close with the Clinton, but shares the same overall passion for the industry.
She did it perfectly. I dare to say that she very experienced with speaking in public. I'm not just glad to go through the course under her guidance, I am proud of it.
Adam was fantastic! He always took the time to answer my questions and help me improve my project. I truly appreciate his advice, expertise, and instruction.
Oh, Im so happy that someone so experienced like him gave me feedback. Plus he is a great person with passion about sharing 3D modelling/ texturing tips.
Jared is a great teacher!
Sophie was great and really helpful through the whole course. Any questions were always answered with clarity, and showing us different approaches helps develop the way of thinking required for Houdini
I learned a lot about the Houdini FLIP (fluids) workflow, of which I knew very little about before.
The instructor was great and delivered what was promised of the class. Besides this, it was great to received feedback from someone with so much experience in the industry.
Just awesome. So many tips and even if a question couldn't be answered in the live QnA -they were for sure answered in the class questions afterwards. Provided great and useful feedback. Great
explanations, nice, helpful, etc.
This course has challenged me and many different ways that I otherwise would not have been able to. Nate was excellent at explaining things in ways I've never thought before and had done so in very clear, concise manner.
It develops your eye and attention to detail. This is an excellent course. Walking my instructor through my grooming scene in Houdini and getting real time feedback on things was perfect, I loved that. Having your work reviewed by such a talent really made me want to push the hard work for me. I'm grateful for that because you feel always motivated.
Jane S. Kim
Janneke van den Biggelaar
Ethan it's an awesome teacher, the way he answered all of our questions was super clear, and even if he came across a problem he doesn't know 100% he looks into it to teach us the way to solve it
Diego is awesome! He's very friendly and easy to talk to; he was always happy to answer our questions and extremely encouraging about continuing to learn and grow as artists. He provided a lot of great demos in the Q&As and always gave detailed and thoughtful answers to both specific technical questions and general career related questions. It was a truly great experience to have Diego as an instructor; his enthusiasm for his craft really comes through and his willingness to share his own career experiences and anecdotes is greatly appreciated.
Chris is a great teacher who was always very positive and encouraging, and gave helpful feedback.
Adam was an excellent instructor and offered very insightful critiques and alternative processes that spoke to our individual designs. Always in a thoughtful, patient, and professional manner. As an instructor for almost 20yrs, I'd say you have a winner in Adam Beardall.
Ashley was extremely thorough in her answers to questions and feedback advice, as well as in providing links to external resources related to the questions and feedback.
Diego is awesome! super patient and encouraging.
It really helped me understand some of the intricacies about the pipeline for animated grooms. The reviews were also really helpful.
Ed really showed me great techniques to make sure I got a realistic water simulation. Amazing course!
She is amazing! I'm really happy to have signed up with Ashley, her feedback was very constructive and supportive and I really appreciated that as a beginner.
Seemed like she was very knowledgeable about the software.
Liza was an awesome instructor. She always provided good feedback.
Chris was an absolutely amazing instructor. You can tell he is a very nice guy who is passionate about what he does.
I love how close of a conversation you can have with him. How he seems to have a working example for nearly everything, it's really helpful to visualize if a specific question is more technical.
Really helped me get a better emphasis on material definition as well as gave me the confidence to do something like texture a face from scratch
Instructor was great, gave real world production examples and treated all students respectfully
I now know how to use substance painter, texture a face, and render a scene in marmoset. Incredibly useful.
Nate is an exceptional teacher. It changed my way of taking on new projects and opened up new opportunities and horizons as a freelance artist. I cannot thank him enough for how valuable it was to take Nate's class.
The course helped answer many questions I had coming in, both about the industry and about MAYA. I learned new ways to model things that I wouldn’t have been able to before.
It was great to have an instructor with such a wide background in animation as well as a concentration in one specific aspect.
Ethan is a great artist and also a great instructor, he helped with every problem I had even when they were not related to groom so that was great.
Emiel was simply perfect. He is easy to listen to, he has a mountain of knowledge, he teaches really well, doesn't overwhelm with too much information. I would personally prefer the course to be 2 or 4 weeks longer and taught exclusively by Emiel.
Ashley is the most inspiring Zbrush mage! Her live QAs are super fun and get us hyped about trying something new in the software and in our designs! Found my love for Zbrush with her demos and feedback and hope to learn more :D
Student testimonial here
Student testimonial here
I gained a much better understanding of the project flow for game asset creation and how UVs are handled for video games.
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Magnificent transformation--strongly recommend Louis and his course to every person who wants to advance their skills.
I really enjoyed learning from Emmanuel. He was very humble and knowledgeable. I can tell he put a lot of thought and time in using our face to face time wisely by addressing as many overall issues the class was having with their projects via his demos and lectures. He also made himself available for industry based questions that are so important, yet outside of the realm of just learning how to create.
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