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Game Artist Course
More than 2 million students worldwide

Game Artist Course

Master every stage of the game art pipeline — from 2D concept sketches and 3D modeling to PBR texturing, engine integration, and portfolio presentation. This course covers the exact tools, workflows, and industry standards studios expect from a professional game artist. Build a body of work that gets you hired.

Dedika for Business

What you will learn:

You will learn how to research and analyze game art styles, apply visual design principles, and produce polished 2D illustrations and concept sheets. The course covers polygon modeling, high-poly sculpting, UV unwrapping, and PBR texture creation using industry-standard software. You will import and light your assets inside a real-time game engine and build a complete, public-facing portfolio. Supplementary modules introduce pixel art, character rigging, VFX particle systems, environment art, and AI-assisted workflows. By the end, you will have the skills and the portfolio pieces to apply for professional game art roles.

How you study in practice Game Artist Course

How you practise Game Artist Course

For companies looking to train their team

With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course Content

8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Game Art

  • Lesson 1 • Setting Up a Professional Workspace

    Configures software, file management, and hardware settings for efficient production. Prevents workflow bottlenecks from the start.

  • Lesson 2 • The Game Art Pipeline Overview

    Maps the full production pipeline from concept to engine integration. Establishes vocabulary used throughout the course.

  • Lesson 3 • Art Style Research and Analysis

    Teaches systematic deconstruction of existing game art styles. Students develop a reference library and style vocabulary.

  • Lesson 4 • Visual Design Principles for Games

    Covers composition, color theory, and contrast as applied to interactive media. Grounds all subsequent asset creation in strong visual fundamentals.

Chapter 2See details

2D Drawing and Digital Painting

  • Lesson 1 • Brush Techniques and Layer Management

    Covers brush customization, blending modes, and non-destructive layer workflows. Directly supports efficient painting in later sections.

  • Lesson 2 • Digital Sketching Fundamentals

    Introduces gesture, line confidence, and form blocking in a digital medium. Builds the draftsmanship base required for all 2D asset work.

  • Lesson 3 • Environment Thumbnailing and Composition

    Generates rapid environment thumbnails to explore layout and mood efficiently. Connects 2D painting skills to environment concept work.

  • Lesson 4 • Value Studies and Lighting

    Trains the eye to render light, shadow, and form using grayscale studies. Prepares students for full-color rendering in the next section.

  • Lesson 5 • Color Rendering and Stylization

    Applies color theory to fully rendered 2D assets with stylized or realistic finishes. Produces portfolio-ready painted illustrations.

Chapter 3See details

Concept Art and Character Design

  • Lesson 1 • Environment and Level Concept Art

    Produces key art and location concepts that define the visual tone of a game world. Connects character design to broader world-building.

  • Lesson 2 • Costume, Gear, and Prop Design

    Designs culturally grounded costumes and functional props that reinforce character narrative. Builds the asset vocabulary needed for full concept sheets.

  • Lesson 3 • Character Design Principles

    Teaches silhouette design, shape language, and personality communication through form. Establishes the design thinking behind memorable game characters.

  • Lesson 4 • Creature and Fantastical Design

    Applies anatomy knowledge and imaginative extrapolation to design believable non-human creatures. Expands the student's design range beyond humanoid characters.

  • Lesson 5 • Character Concept Sheet Production

    Assembles orthographic views, expression sheets, and color callouts into a deliverable concept document. Mirrors real studio handoff requirements.

Chapter 4See details

3D Modeling Fundamentals

  • Lesson 1 • Hard-Surface Asset Modeling

    Applies polygon techniques to model weapons, vehicles, and architectural props. Reinforces clean topology and efficient polygon budgets.

  • Lesson 2 • Polygon Modeling Techniques

    Covers edge loops, extrusion, and topology best practices for game assets. Builds the modeling vocabulary used in every subsequent 3D chapter.

  • Lesson 3 • UV Unwrapping Essentials

    Teaches seam placement, UV island layout, and texel density for game assets. UV quality directly impacts texture fidelity in later chapters.

  • Lesson 4 • 3D Software Interface and Navigation

    Orients students to viewport navigation, object modes, and core modeling tools. Removes the interface barrier before creative modeling begins.

  • Lesson 5 • Organic and Character Modeling

    Introduces subdivision and sculpt-retopology workflows for organic forms. Prepares students for the high-poly sculpting chapter ahead.

Chapter 5See details

High-Poly Sculpting and Detailing

  • Lesson 1 • Sculpting Software Fundamentals

    Introduces the sculpting interface, brush library, and dynamic mesh tools. Establishes the sculpting workflow distinct from polygon modeling.

  • Lesson 2 • Retopology for Game Assets

    Converts high-poly sculpts into clean, animation-ready low-poly meshes. Produces the low-poly base required for baking in the next chapter.

  • Lesson 3 • Skin, Fabric, and Material Sculpting

    Applies specialized brushes to simulate skin pores, fabric folds, and hard-surface wear. Expands the student's material vocabulary in 3D.

  • Lesson 4 • Primary and Secondary Form Development

    Builds large primary forms before adding secondary and tertiary surface detail. Enforces the correct sculpting order to avoid rework.

  • Lesson 5 • Normal Map Baking Workflow

    Bakes high-poly detail onto low-poly meshes using cage-based baking methods. Delivers the normal maps used in the texturing chapter.

Chapter 6See details

Texturing and Material Creation

  • Lesson 1 • Procedural Texturing Workflows

    Uses node-based procedural tools to generate tileable and non-repeating surface detail. Increases texturing speed and flexibility for large asset sets.

  • Lesson 2 • Wear, Damage, and Storytelling

    Adds edge wear, dirt, and damage layers that communicate asset history and use. Elevates texture quality from clean to believable.

  • Lesson 3 • PBR Material Theory

    Explains albedo, roughness, metalness, and normal map roles in PBR workflows. Provides the theoretical foundation for all texturing work ahead.

  • Lesson 4 • Texture Optimization and Export

    Covers texture atlasing, compression formats, and mip-map considerations for engines. Ensures assets meet real-time performance requirements.

  • Lesson 5 • Texture Painting Techniques

    Applies hand-painted and photo-sourced techniques to build base color maps. Bridges 2D painting skills with 3D surface application.

Chapter 7See details

Game Engine Integration and Lighting

  • Lesson 1 • Post-Processing and Visual Effects

    Applies bloom, tone mapping, and color grading to enhance scene mood and realism. Adds the final visual layer to the assembled scene.

  • Lesson 2 • Scene Composition and Dressing

    Arranges assets, props, and foliage to create a visually compelling and readable scene. Applies composition principles from Chapter 1 in a 3D context.

  • Lesson 3 • Asset Import and Scene Setup

    Covers FBX/OBJ import, material assignment, and scene hierarchy organization in a game engine. Establishes the engine workflow for all subsequent work.

  • Lesson 4 • Real-Time Lighting Fundamentals

    Introduces directional, point, and spot lights alongside baked vs. dynamic lighting strategies. Directly shapes the visual quality of the final scene.

  • Lesson 5 • Real-Time Material Shaders

    Builds PBR shader graphs inside the engine to display textures correctly at runtime. Connects the texture chapter's outputs to visible in-engine results.

Chapter 8See details

Portfolio Development and Industry Readiness

  • Lesson 1 • Resume, Cover Letter, and Art Test Prep

    Crafts a concise game art resume and cover letter, and practices timed art test scenarios. Prepares students for the full studio application process.

  • Lesson 2 • Portfolio Strategy and Curation

    Defines target roles, selects best work, and structures the portfolio for maximum impact. Aligns presentation with studio expectations and job descriptions.

  • Lesson 3 • Networking and Community Engagement

    Builds a professional presence through social media, forums, and industry events. Extends job search reach beyond direct applications.

  • Lesson 4 • Asset Presentation and Turntables

    Renders beauty shots, wireframe overlays, and animated turntables for each portfolio piece. Produces the visual content that populates the portfolio site.

  • Lesson 5 • Online Portfolio Platforms

    Builds and publishes a portfolio on industry-standard hosting platforms with SEO-friendly descriptions. Makes work discoverable by recruiters and art directors.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring game artists: eager to break into the industry without a formal degree.

  • Graphic designers: looking to redirect existing visual skills toward game production work.

  • Hobbyist illustrators: wanting to transform personal artwork into a professional career path.

  • Career changers: drawn to games and ready to build a new creative skill set.

  • Indie game developers: needing to produce their own art assets to a studio standard.

  • Recent art graduates: seeking game-specific technical skills that traditional programs rarely teach.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to switch platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the presentation style and video transcription, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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