How to become Technical Artist in Game Development
How to become Technical Artist in Game Development, available at $54.99, has an average rating of 4.63, with 45 lectures, based on 98 reviews, and has 497 subscribers.
You will learn about Сlear requirements in Hard and Soft skills for obtaining Technical Artist role Real Time Engines: Overview, Rendering pipeline; Profiling; Optimizing Scripting using Python, MaxScript, MEL, VEX Procedural modeling using Houdini Procedural Textures & Material creation using Substance Designer Essential Math for Technical Artists Shaders: Node-based and HLSL Production art pipeline creation Support in preparation to Tech Art interview This course is ideal for individuals who are Highly motivated beginners interested in obtaining Technical Artist role in Game Development industry or Gameplay/Tools/3D programmers aimed to bring more artistic awareness in GameDev pipelines or Experienced Artists and Animators who want to develop technical skills or Game Designers who're looking towards Technical Design / Technical Art role or Those who aim to create a bridge between Tech and Art in Game Development It is particularly useful for Highly motivated beginners interested in obtaining Technical Artist role in Game Development industry or Gameplay/Tools/3D programmers aimed to bring more artistic awareness in GameDev pipelines or Experienced Artists and Animators who want to develop technical skills or Game Designers who're looking towards Technical Design / Technical Art role or Those who aim to create a bridge between Tech and Art in Game Development.
Enroll now: How to become Technical Artist in Game Development
Summary
Title: How to become Technical Artist in Game Development
Price: $54.99
Average Rating: 4.63
Number of Lectures: 45
Number of Published Lectures: 45
Number of Curriculum Items: 45
Number of Published Curriculum Objects: 45
Original Price: $29.99
Quality Status: approved
Status: Live
What You Will Learn
- Сlear requirements in Hard and Soft skills for obtaining Technical Artist role
- Real Time Engines: Overview, Rendering pipeline; Profiling; Optimizing
- Scripting using Python, MaxScript, MEL, VEX
- Procedural modeling using Houdini
- Procedural Textures & Material creation using Substance Designer
- Essential Math for Technical Artists
- Shaders: Node-based and HLSL
- Production art pipeline creation
- Support in preparation to Tech Art interview
Who Should Attend
- Highly motivated beginners interested in obtaining Technical Artist role in Game Development industry
- Gameplay/Tools/3D programmers aimed to bring more artistic awareness in GameDev pipelines
- Experienced Artists and Animators who want to develop technical skills
- Game Designers who're looking towards Technical Design / Technical Art role
- Those who aim to create a bridge between Tech and Art in Game Development
Target Audiences
- Highly motivated beginners interested in obtaining Technical Artist role in Game Development industry
- Gameplay/Tools/3D programmers aimed to bring more artistic awareness in GameDev pipelines
- Experienced Artists and Animators who want to develop technical skills
- Game Designers who're looking towards Technical Design / Technical Art role
- Those who aim to create a bridge between Tech and Art in Game Development
Technical Artists – rare beasts in Game Development that both have great artistic skills and technical know-how. They take crucial part across the whole production pipeline in any project. The list of TechArt responsibilities is so big and versatile that it would not fit in this description. That explains high demand on the market for Technical Artist and their highest compensation rates across all artists in Game Dev.
In the vast sea of online information, the key to success lies in strategic learning. With the internet providing nearly limitless resources, it’s crucial to discern what truly matters and where to direct your learning efforts. This course is designed to guide you through the maze of information, helping you identify the essentials and focus your energy on what truly brings you closer towards Technical Artist role.
This course is establishing a foundation which would serve as a Road to obtain Technical Artist role. It’s core idea is to clarify all the core required Hard and Soft skills for being a good Technical Artist and do a basic overview of all of them to prepare and simplify further in-depth learning.
Lay the groundwork of your future success in the dynamic world of Game Development. Your journey towards mastering the Technical Artist role starts here.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Welcome to the course
Lecture 2: How to use this course
Lecture 3: Who is Technical Artist in Game Development
Chapter 2: Hard Skills – Real-Time Engines
Lecture 1: Section overview
Lecture 2: Real Time Engines overview (UE, Unity, Custom)
Lecture 3: Rendering Pipeline
Lecture 4: Performance Profiling Techniques
Lecture 5: Scene Optimization Tips
Lecture 6: Frame debugging with RenderDoc
Chapter 3: Hard Skills – Scripting
Lecture 1: Section overview
Lecture 2: Minimal valuable Python scripting knowledge for Tech Artist
Lecture 3: Max Script basics for 3Ds Max scripting
Lecture 4: MEL basics for Maya scripting
Lecture 5: Tech Art scripting examples
Chapter 4: Hard Skills – Procedural
Lecture 1: Section overview
Lecture 2: Proceduralism as a content creation approach
Lecture 3: Unveiling Houdini
Lecture 4: Houdini learning plan
Lecture 5: VEX in Houdini
Lecture 6: Houdini SideFX Labs
Lecture 7: Substance Designer
Lecture 8: [Workshop] Bridge between Substance Designer and Substance Painter
Chapter 5: Hard Skills – Shaders
Lecture 1: Section overview
Lecture 2: Shaders introduction
Lecture 3: [Workshop] Basics of node-based Shaders creation
Lecture 4: Basics of code-based Shaders creation
Chapter 6: Hard Skills – Math
Lecture 1: Section overview
Lecture 2: Vectors, Interpolations, Matrices and Quaternions
Chapter 7: Hard Skills – Establishing pipelines
Lecture 1: Section overview
Lecture 2: What is pipeline
Lecture 3: Art creation pipeline
Lecture 4: Project Asset Management pipeline
Chapter 8: Soft Skills
Lecture 1: Section overview
Lecture 2: Proactivity
Lecture 3: G.S.D Approach
Lecture 4: Communication and Collaboration in a team
Lecture 5: Looking for the Root
Lecture 6: The Power of Feedback
Chapter 9: Planning further steps towards TechArt role
Lecture 1: Section overview
Lecture 2: Preparing for the Tech art Interview
Lecture 3: Typical Technical Artist interview questions
Lecture 4: TechArt Portfolio recommendations
Lecture 5: Where to apply? Indie vs AAA studio comparison
Lecture 6: BONUS. Links to in-depth learning resources
Chapter 10: Course wrap-up
Lecture 1: Last word from Author
Instructors
-
Viacheslav Makhynko
Senior Technical Artist at Ubisoft
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 8 votes
- 4 stars: 26 votes
- 5 stars: 64 votes
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