
Learn practical game art best practices through bite-sized tutorials on quality assurance, project leadership, and user experience, using Maya and ZBrush.
Learn from a veteran 3D modeling lecturer as the instructor shares course updates, invites reviews, and explains how views and watch time help reach more game developers and artists.
Explore how 3D anime hair uses hair tubes and hair cards, with texture lines to imply strands, as seen in Sora, and reuse textures for stylized results in game engines.
Join our discord to share progress and connect with artists, and please leave a review to support course development, updates, and help new artists discover our 3d game art content.
Quickly build a race track from a square by extruding the road and grass, beveling edges for turns. Iterate with extrude, scale, and multi-cut to add ramps and reduce pixelation.
From high poly ZBrush to Maya for UVs and UV shells, refine quads and triangles, then texture in Substance Painter before exporting to a game engine.
Explore Pure Ref, a reference software for artists and game devs; crop and drag images, isolate with c, and keep references always on top while editing in Unreal or Photoshop.
Block out a simple character to prototype gameplay quickly, focusing on mechanics and fun before adding details, using Unreal or Unity to test movement.
Promote artist health and safety by maintaining a relaxed posture, keeping shoulders down, and placing the tablet at a comfortable level to protect the elbow and ulnar nerve, ensuring longevity.
Treat fellow artists as collaborators, not competition, and build kindness and respect to expand your network and opportunities in the game art field.
Choose a style you love to fuel your passion game. Remake Max into a simple, cute Nintendo-inspired look after planning and earning a master's in game art.
Block out a character quickly by duplicating and arranging basic shapes into a snowman-inspired form, adjusting proportions, rotating limbs, and using mesh mirror for symmetry to build the base.
Learn how stylization changes proportions to create a cutesy, Mario-esque character by resizing limbs, preserving the belly and head, and inflating hands to match head and feet shape.
Learn to build a simple, low poly game character in minutes for a weekend game jam by using segmented blocks, a shoulder bone, and symmetry for quick rigging and iteration.
Texture peach's eyes by applying blush skin tones, defining lashes and a black eye trim, using a soft brush to shade blue tones, and shaping elongated pupils for symmetric lighting.
Create Luigi from a Mario fan's perspective in 3D by shaping a basic elongated head, rounded eyes, nose, mouth, brows, mustache, and a puffed hat using clay buildup.
For beginner 3d artists, avoid starting with complex hair; build it in simple chunks using cones and spheres, then extrude and shape with soft select for depth.
Texture better by using separate materials to access occluded areas, turning off hair or the platform to paint belts, spikes, and the back of the helmet.
Learn practical eye topology for 3d characters, with edge loops around the eye, an inner eyelid loop for proper closing, and a permanently attached mask to simplify geometry and animation.
Learn to model the iconic F-Zero X Blue Falcon quickly by shaping glass-like panels, extruding the chassis, and adding tapered wings for a sci fi speed craft.
Create boosters and wings for the blue falcon racer using extrude, cut, mirror, and taper techniques while adjusting proportions and angles for a low-polygon look.
Model the low-poly blue falcon by extruding, scaling, and tapering the tail and wings, then duplicate components and use symmetry for the boosters and interior fanning.
Learn 3d modeling of Freddy Fazbear in FNAF, detailing muzzle and jaw geometry, eye placement, and symmetry, while comparing VFX, story branching, and audience reactions.
Create a quick fnaf-inspired 3D bear character in ZBrush, sculpting an expressive face with eyebrows, eyes, a top hat, and teeth, and iterate fast to capture the character’s vibe.
Set up a chaos server on a cheap Asus laptop, keep it running at home with an external drive, and coordinate Perforce with collaborators to keep the game ready.
Explore retro low-poly character design by shaping Ganondorf's head with large forms, blocking, and limited polygons to reflect early hardware aesthetics.
Explore low-poly arm and hand modeling as separate meshes, using extrusion and taper to shape a retro-style guard for an indie game.
Design a Mega Man fanart 3D model by shaping the helmet dome, adding a mid-eye spike, large vertical eyes, sharpened cheeks and jaw, and refining helmet trim for volume.
Design a stylized Spyro-inspired dragon by sculpting the head with spherical forms, defining the muzzle, eyes, brows, horns, and a mohawk, using dynamesh for quick adjustments.
Discover the benefits and downsides of a master's degree in game art, including higher pay, field requirements, perception, and how practicum and team projects boost career readiness.
Explore the downsides of a master's degree, including high costs, overqualification, perception challenges, time investment, debt, and potential misalignment with career goals.
Create a PS1 era weapon and armor set with low resolution silhouettes, texture detail, and edge loops; assemble a shield, helmet, sword, and tapered handle for a dynamic, ready-for-action character.
Want to level up your game art skills fast—without sitting through hour-long lectures?
Game Art Short Tutorials is a bingeable library of bite-size lessons where each video delivers one clear win you can apply right away. It’s perfect for busy artists, students, and indie devs who learn best in quick, high-energy bursts.
What you’ll learn (in ultra-short sprints):
Practical 3D art workflows: blocking, clean topology, UVs, baking, and texturing.
Stylized and PBR techniques you can use in any pipeline.
Engine essentials: importing, materials, lighting and quick polish for Unreal/Unity.
VFX & presentation tips to make your work pop in a reel or portfolio.
Games-industry mini-briefs: production habits, naming, versioning, scope, and portfolio do’s/don’ts.
How this class works
Each lesson is a focused, very short video that shows one technique or tip—no filler.
Watch → do: after a clip, you’ll get a tiny action step so you build skill through repetition.
Lessons are grouped by theme so you can jump straight to what you need.
Who this class is for
Beginners who want momentum without overwhelm.
Intermediate artists who want fast reminders, fresh tricks, and polish passes.
Indie devs and content creators who need production-ready results on a tight schedule.
Tools
Use your preferred stack. Demos reference common tools (Blender/Maya, ZBrush, Substance Painter, Unreal/Unity), but the techniques apply broadly—follow along with whatever you have.
Class project (quick + fun)
Create a small game-ready prop or effect using any 3–5 tips from the lessons. Post 1–3 images or a short clip showing your before/after and list the shorts you used. Keep it light and ship it!
If you want practical, modern game art training in the time it takes to grab a coffee, this class is for you. Jump in, stack small wins, and watch your portfolio level up—one short at a time.
Class Project — Ship a Tiny, Game-Ready Piece
Your brief:
Create one small, production-minded asset or effect using 3–5 tips from the shorts (prop, VFX burst, UI icon, or a mini environment piece). Keep it tight and fun—the goal is fast iteration, clean presentation, and visible before/after improvement.
Suggested scope (pick one):
Stylized prop (potion, crate, sword/charm, gadget)
Simple VFX (muzzle flash, sparkle burst, impact puff)
UI/2D element (loot icon, pickup badge)
Time box: 2–4 hours total. Done > perfect.
Deliverables (post to the Project Gallery)
Hero render (1920×1080) or a 5–10s turntable/short clip from your engine or viewer.
WIP shots: blockout + wireframe/UV (1–2 images).
Notes (3–6 lines): what you made, which shorts/tips you used, and one thing you’d improve next.
(Optional) texture sheet + tri count.
Step-by-Step
Plan (5–10 min): choose reference, define scope and constraints.
Blockout & forms: establish big shapes and silhouette first.
Clean pass: topology, naming, pivot/origin, and scale.
UVs & bake/paint: single sheet; keep texel density consistent.
Lookdev: textures/materials; add a small “showpiece” detail.
In-engine polish: import, set up materials, quick lighting, and a turntable/camera move.
Present: export 1 hero image or short clip; add WIPs and notes.
Mini-Brief Template (copy/paste)
Asset: ________
Style: Stylized / PBR / Hand-paint
Poly budget: ≤ 3k tris (adjust to taste)
Texture budget: 1×1k (or 2k)
Time box: ___ hours
Shorts/tips to use: 1) ___ 2) ___ 3) ___
Target engine/viewer: Unreal / Unity / Marmoset / Blender
What “Good” Looks Like (rubric)
Readability: clear silhouette and primary/secondary/tertiary detail.
Craft: tidy topology & UVs; no obvious shading/stretching issues.
Consistency: style and materials feel cohesive.
Presentation: simple lighting, neutral background, and legible angles.
Tips
Limit scope to one focal feature.
Work in passes: big → medium → small.
Save WIPs at 25% and 75% and post them for feedback.
Tag your project with #GameArtShorts so we can find and feature it.
Build small, finish fast, and stack wins—can’t wait to see your before/after!