Understand the role of an Environment Artist in Games
The environment artist’s role is that of world builder. The mission is nothing less than to craft the spaces that will create a sense of immersion, help tell a story, and work hand-in-glove with level design and gameplay. Environment artists work at the vanguard of video game development, typically collaborating closely with level designers to visualize, build, and refine the 3D content that helps define aesthetic as well as gameplay flow. In addition to providing students with an inroad to the games industry, this track also acts as an ideal primer for artists looking at more specialized hard surface modeling or digital matte painter roles in the film and animation industries.
As you complete each 3D environment art 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.
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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.
Senior Hard Surface / Weapon Artist
Alexandru Voinea is a Senior Hard Surface / Weapon Artist with over 8 years of game-industry experience. Having worked on multiple AAA titles such as “Tom Clancy’s Ghost Recon Breakpoint”, “Call of Duty: Modern Warfare Remastered” and “Mafia III”, he is currently part of Reikon Games, where he helps oversee the Weapon Assets Department. Previously he worked for studios such as Creative Assembly, Ubisoft and AMC RO Studio. His academic experience includes teaching 3D Art at the National University of Arts in Bucharest, Romania.
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!
Senior Environment Artist
Ben is currently working as a Senior Environment Artist at Rocksteady Studios in London, UK. He has worked on numerous environments on various AAA productions and projects for over 6-years. He's worked on titles such as EA's Need for Speed franchise, Sony's VR worlds with PlayStation VR, and on Halo Wars 2. His work has been featured on the Algorithmic homepage, Polycount, and CryEngine forums.
Principal Environment Texture Artist
Jared Sobotta is an Principal Environment Texture Artist at Naughty Dog. He obtained a Bachelor's degree in Game Art from Fullsail University. After graduating early in 2012 he moved around the US working full time and contract as an environment artist and lighting/TD at studios including Bio Ware, Digital Domain, Whitemoon Dreams and Bertone Visuals. Since 2015 he's worked at Naughty Dog. His credits include “The Last of Us: Part 2”, "Uncharted Lost Legacy", "Uncharted 4," "Star Wars: the Old Republic," and "War Machine: Tactics", "Batman Arkham Origins" and "The Bureau: Xcom Declassified".
Environment Texture Artist
Peyton Varney is an Environment Texture Artist from South Alabama, currently working at Naughty Dog on The Last of Us Part 2. Previously, he worked on Marvel's Spiderman PS4 at Insomniac Games. Peyton received his BFA from Ringling College of Art and Design, and also taught prospective students 3D fundamentals and game design. He was featured as the "Rookie of the Year" for Game Development in 2018.
Senior Environment Artist
Ashleigh is a Senior Environment Artist working in the game industry since 2013 making stylized 3D art. She is currently at Riot Games working on an unannounced R&D project. Prior to Riot she worked on the World of Warcraft team at Blizzard Entertainment, and has worked on six expansions: Mists of Pandaria, Warlords of Draenor, Legion, Battle for Azeroth, Shadowlands, and Dragonflight. Her expertise is in hand-painting low poly game art, focusing on creating cultures and storytelling through the environment. Ashleigh got her start with a traditional art education—a Bachelor of Fine Arts in Communication Arts (Illustration) from Virginia Commonwealth University—and then moved into game art with a Master of Interactive Technology from The Guildhall at SMU.
Hugh is currently working as a Material Artist at Playstation Studios Visual Arts, a Sony Playstation team dedicated to developing and supporting First Party studios across the Playstation Studio network. He has worked on numerous environments on various AAA productions and projects for over 7-years. He's worked on titles such as Naughty Dog's The Last of Us Part 1,Infinity Ward's Call of Duty Infinite Warfare and three VR titles for Sanzaru Games; Marvel: Powers United and Asgard's Wrath and Asgard's Wrath II. His work has been featured on the 80.lv homepage & Polycount
Senior Lighting Artist
Adriano Grasso is a Senior Lighting Artist with over 6 years of professional experience in the game industry. He has worked at several studios, including Behaviour Interactive, MoGi Group, and Intergalactic Agency. Currently, Adriano is working at Ubisoft Toronto, where he is responsible for creating and implementing high-quality lighting solutions for AAA games currently in the Far Cry franchise. Throughout his career, Adriano has gained expertise in a range of lighting software, including Unreal Engine, Dunia & Snowdrop, and has contributed to the development of numerous successful titles.
Art Director / Studio Head
Clinton is the founder, studio head and creative director of Dekogon Studios, an artist collaborative art OS studio. Formerly a senior look development artist at Microsoft Studios: The Coalition located in Vancouver, BC, working on the Gears of War franchise. He has also previously work an artist at Bethesda Game Studios Austin, KIXEYE, Army Game Studio, and various other contract projects with independent studios. Clinton’s primary focuses are art direction, environment art, shaders, and visual development. His experiences range from AAA, Indie, and mobile development. In 2016 he released a textbook with Sam's Publishing with a focus on game art development for Unreal engine.
Senior Environment Artist
Anthony Vaccaro is currently an environment artist working at Naughty Dog in Southern California. He started his career at Bungie working on Halo Reach after graduating and obtaining his bachelor degree in Video Game Art & Design. After leaving Bungie he joined the team at Naughty Dog where he has been for the last 7 years working on critically acclaimed titles such as: Uncharted 3: Drakes Deception, The Last of Us, Uncharted 4: A Thief's End and most recently, Uncharted: Lost Legacy. While at Naughty Dog Anthony has specialized in creating the largest and most open organic levels from the ground up done by the studio.
Senior Houdini TD & Technical Trainer
Sean McEwan is a Senior Houdini Artist and Trainer, currently working at Pixar Animation Studios as a Senior Technical Trainer. With over a decade of industry experience, his career has spanned both animation and live action visual effects, with work in both feature film and television. Over the years he has worked in a variety of disciplines, such as Environments, Modeling, FX, and Technical Direction, but throughout this his focus and passion has always been on the power of Houdini's proceduralism. He is a VES nominated artist who has helped provide work for clients such as Marvel, Disney, and Netflix. Sean is a graduate of the Savannah College of Art and Design
Sean Ian Runnels
Lead Prop Artist
Sean Ian is currently the Lead Prop Artist with Turtle Rock Studios in Irvine, CA. He started his career in 2012 and has developed for a variety of titles such as Back 4 Blood, Days Gone, Lone Echo, Armored Warfare, Star Citizen and many more. He has developed for both PC and console titles, and has extensive knowledge of the Unreal Engine and modern game art pipelines. He also takes pride in learning new software and adapting his workflow towards the latest industry practices. His primary focus has been on content creation for gameplay props, cinematics, and environment art.
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.
Senior Level Designer
Shane Canning is a Senior Level Designers and has been working in the AAA Game industry for 14 years. He spent 8 years at Disney Interactive, where he had the opportunity to help create Disney Infinity and shipped 7 titles there. Afterwards, he spent over 3 years working at Insomniac Games where he shipped Marvel's Spider-Man and worked on Ratchet & Clank: Rift Apart. After Insomniac Games Shane spent two years at Square Enix Japan working on an unannounced title. Shane is currently creating a new IP with Ikumi Nakamura at her new studio UNSEEN
Principal Mission Designer
Max Pears is a Senior Level Designer who has worked on a range of titles over the years, from mobile to augmented reality and now AAA where he currently resides. Max has worked in some of the biggest studios from around the world from Ubisoft to currently CD PROJEKT RED. With over eight years of experience, he is most known for his work on the Tom Clancy's The Division franchise, where he worked on multiple titles in the franchise as well as now currently releasing Cyberpunk 2077. Max also has a passion for helping others and making sure the level design community grows.
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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