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ENVIRONMENT
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What you will learn
learning objectives
Learn Blender from scratch with a concept art mindset
Build game environments using 3D as a design tool
Understand how gameplay flow shapes the spaces you create
Go from zero 3D knowledge to production-ready concept art
Texture and assemble modular kits instead of modelling every detail
Light, render and present a finished portfolio piece
Key details about this course
Level
Beginner to Intermediate
Duration
13 hours, 4 minutes
Language
English
Subtitles
English, Portuguese, French, Spanish, Hindi, Chinese (Simplified)
Software used
Photoshop, Blender
Category
Environment Art
Mentorship compatible
Yes
Last updated
Jun 2026

13 hours, 4 minutes
Duration
Free
Discord Chat
4-5 days
Assignment Delivery
MENTOR WORK
mentor portfolio
Course Overview
Blender changed how game environments get designed. This course teaches it from zero, with a concept artist's eye. You are not learning 3D for its own sake. You are learning it to design faster, iterate more, and finish images that look like production work.
Blender Basics. Short, focused videos on the parts of Blender that matter for concept art: the interface, modelling, light, materials, nodes and modifiers. The goal is the logic behind the process, so the software starts making sense instead of feeling like a wall of menus.
Modelling. You get the brief, break complex shapes apart, and recreate chunks of your references with simple modelling. You do not need to be an advanced modeller to create intricate detail. Textures carry more than you think.
Texturing and Instances. You assemble your models into modular pieces and texture them with the node system. This is where the complexity of your scene gets decided, and where you learn what needs geometry and what a texture can fake.
Building the Scene. The biggest chapter. Lighting, volumes, particles, quick rigging, cameras, compositing and rendering. Everything comes together in one final image, and this part is pure creation: you experiment, change colors and textures, and push the mood until the composition works.
Each chapter ends with an assignment, and Bart hands over his own working files so you can follow the exact process. If you are a 2D artist avoiding 3D, or a modeller who wants to design, you leave with a repeatable pipeline and a finished portfolio piece.
Environment
design
game dev
CHAPTERS
Course Structure
Meet your mentor


Bart Tchorzewski
Poland
From
KARAKTER STUDIOS
ONE PIXEL BRUSH
FUNCOM
+
Freelance concept designer and 3D artist based in Warsaw. Versatile across environments, characters, creatures, and hard surface work. Has contributed to titles including Conan Exiles through studios like Karakter and One Pixel Brush.
Assignments
WHAT YOU WILL BUILD DURING THIS COURSE
STUDENT SHOWCASE
See how students are interpreting the briefs and executing the pipeline. Upload your own results via our Discord channel.
Join Our discord
Questions & Answers
Emilie offers 1-on-1 sessions focused on:
How are your Masterclasses produced?
We take a "slow-cooking" approach to education. Each Masterclass is the result of a rigorous 6 to 9-month collaboration with the artist. We believe in capturing the artist in their element, so roughly half of the course is recorded from the comfort of their own home studio—allowing them to dive deep into technical demonstrations without distraction. The other half is produced in our studio in Paris, where we work with them to structure the curriculum, film high-quality interviews, and ensure the teaching methodology is crystal clear.
Will these courses actually help me get a job?
That’s our ultimate goal, yes. Every course and mentorship is designed with industry outcomes in mind. That means we teach the skills and workflows studios are looking for, from foundational stuff like perspective, form language, and iteration, to pipeline skills like kitbashing 3D models or paint-over techniques for speed. Importantly, we focus on helping you create portfolio pieces that stand out. By the time you finish a course, you should have at least one solid project for your portfolio, and if you go through a full track of courses or a mentorship, you’ll be assembling a portfolio tailored to the role you want. We also cover professional development topics (e.g. how to present your portfolio, how to handle feedback, etc.). In our community, we regularly share job postings and even conduct portfolio reviews and mock interviews. Ultimately, your effort + our guidance = the result. We can’t guarantee a job (no school can), but we can confidently say we give you the training you need to build a job-winning portfolio.
Do I need any prior skills or software knowledge?
Not much, but you do need drive. We designed our courses so that a motivated beginner can follow along, but some basic drawing experience helps. You should be familiar with fundamental art concepts like perspective and lighting (even at a rudimentary level) and comfortable with digital art software (Adobe Photoshop is most common in our workflow). Don’t worry if you’re new to certain tools, we often include intro lessons for software, and our community will help you pick up technical skills. The key is having strong fundamentals and willingness to learn. If you’re starting from zero art knowledge, we might recommend you do a bit of basic drawing practice first, but many of our beginners have been self-taught hobbyists before they join. As for hardware/software: a drawing tablet and a computer that can run art programs are essential; specific course tool requirements (like Blender for a 3D heavy course) will be noted in the course info, but generally Photoshop or an equivalent is used for most 2D concept art courses.
What is the difference between a Masterclass and a Live Class?
A Masterclass is a pre-recorded, self-paced product. Once you buy it, you have lifetime access to watch it whenever and wherever you want. A Live Class is a time-sensitive event with a fixed schedule (usually 6-8 weeks) where you learn alongside a cohort of students and the instructor in real-time.




































