Sculpt a Game Environment

with Mike Porter
Sculpt a Game Environment

Learn how game artists work with a variety of software to create assets used in real-world games, while you sculpt a unique environment of your very own. Mike Porter is a 20-year veteran of the game industry, with stints at Microsoft and Super X Studios, where he worked on properties such as Counter-Strike: Condition Zero and Halo 3. Get an inside look at his development process, as he leads you through the process of designing in Photoshop, modeling and sculpting in ZBrush, and rendering assets for placement in a game engine like Unreal. The end result is a simple vertical slice of a game environment, but the ultimate goal is to show new and intermediate game artists how concepts are evolved over time, what pitfalls to avoid, and how to integrate new techniques into an existing workflow.
Topics include:
  • Collecting references
  • Creating brushes and thumbnail sketches in Photoshop
  • Working with the ZBrush ZModeler
  • Detailing the floor, walls, stairs, and surface detail
  • Lighting
  • Rendering your scene


  • Introduction
    • Welcome
    • Requirements and recommendations
      1m 27s
  • 1. Concept Reference Collection
    • About references
      3m 23s
    • Collecting references
      3m 22s
  • 2. Photoshop Rough Concept
    • Creating a Photoshop document
      6m 18s
    • Create a new brush
      8m 49s
    • Creating thumbnails
      8m 27s
    • Working with perspective
      5m 27s
    • Concept choice
      3m 11s
  • 3. ZBrush Concept Development
    • Setting up a ZBrush document for your project
      6m 10s
    • Working with ZModeler
      8m 30s
    • Detailing the floor
      7m 25s
    • Detailing the walls
      8m 38s
    • Creating the stairs
      11m 40s
    • Creating the accent pieces
      5m 5s
    • Creating head sculpt
      11m 58s
    • Creating surface detail
      11m 24s
    • Finalizing the concept
      10m 37s
  • 4. Finalizing Your Scene
    • Lighting your scene
      7m 37s
    • Working with BPR
      6m 20s
    • Final Render
      5m 52s
  • Conclusion
    • Summary