Diploma in Game Art using Unreal Engine 5
A 9 month course in Game Art includes the following modules
Commitment from your side:
Minimum 24 hours a week
– 2 hours x 3 times a week
– 6 hours x 3 days to complete assignments






Section 1 – Concepts of Image, it’s Size, Resolution, Color Management
Section 2 – Basic editing with selection & transform tools
Section 3 – Concepts of Layers, Blending options
Section 4 – Layers, Blending options
Section 1 – Paint Tools
Section 2 – Selection Tools
Section 3 – Transform Tools
Section 4 – Paths
Section 5 – Text
Section 1 – Enhancing Filters
Section 2 – Generation Filters
Section 3 – Distortion Filters
Section 4 – Maps
Section 1 – Color Management
Section 2 – Channels
Section 3 – Customizing Layout





Section 1 – Interface, Navigation, Units
Section 2 – Basic Geometry creation
Section 3 – Grab, Rotate, Scale, Duplicate
Section 4 – Selection & Precision Modeling
Section 5 – 3D Origin & Cursor
Section 6 – Mesh Editing with Vertices / Edges & Faces using Extrude, Inset, Loop
Section 7 – Modifiers – Subdivision, Mirror, Array
Section 1 – Mesh Editing
Section 2 – Transform Orientation, Snapping, Proportional Editing, Empties
Section 3 – Display options
Section 4 – Vertex Groups
Section 5 – Relations & Instancing
Section 6 – Text
Section 7 – Modeling with Curves
Section 8 – Deform Modifiers
Section 9 – Generative Modifiers
Section 10 – Background Creation
Section 11 – Sculpting – Brushes, Sculpting with Textures
Section 1 – Material Shaders
Section 2 – Shaders using Node editing
Section 3 – Textures
Section 4 – Seams & UV Unwrapping
Section 5 – Texture Painting
Section 1 – Understanding Timeline
Section 2 – Automatic Keyframing
Section 3 – Shape Keys
Section 4 – Graph Editor & F-curves
Section 1 – Character creation
Section 2 – Bone Setup
Section 3 – Rotation Constraints
Section 4 – Inverse Kinemetics & Forward Kinematics
Section 5 – Attaching Bones to Character
Section 6 – Weight Painting
Section 7 – Setting up Character Poses
Section 8 – Setting up walk cycle









Section 1 – Interface, Navigation, Display
Section 2 – Importing objects
Section 3 – Subtools
Section 4 – Scale Master
Section 1 – Meshes
Section 2 – Image References
Section 3 – Masked Tools & Brushes
Section 4 – Shadow Box
Section 5 – Extract Masked Polys
Section 6 – Mesh from Alpha
Section 7 – Project Bass Relief
Section 8 – ZSphere
Section9 – Array Mesh
Section 10 – 3D Text
Section 1 – Transform Tools
Section 2 – Polygroups
Section 3 – Cutting Mesh
Section 4 – ZModeler
Section 5 – Brushes
Section 6 – Brush Creation
Section 7 – ZRemesher & Project
Section 8 – Nanomesh & Microopoly
Section 9 – Deformation
Section 10 – Surface Texture
Section 11 – Boolean
Section 12 – Bevel Pro
Section 13 – Layers
Section 14 – Thickness
Section 1 – Transpose Master
Section 2 – Decimation
Section 3 – Export
Section 2 – Customize Interface







Section 1 – Creating and saving a new Project with Templates and settings
Section 2 – Understand the Level Editor interface
Section 3 – Navigate a Level in the Viewport
Section 4- Playtest a Level
Understanding Project File structure
Section 1 – Importing assets
Section 2 – Assets created in Unreal Engine
Section 3 – Migrating Assets
Section 1 – Understanding Cartesian Coordinates and Pivot points
Section 2 – Manual & Interactive Move, Scale, Rotate for World and Local system
Section 3 – Grid units and snapping
Section 4 – World Outliner / Layers
Importing, assigning material, checking it UV orientation & Collisions
Section 1 – Creating Materials
Section 2 – Material Editor Interface
Section 3 – Texture Editor
Section 1 – Terminologies
Section 2 – Types of Light
Section 3 – Light Properties
Section 4 – Mobility settings
Section 5 – Building Light
- Default and new levels
- Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
- Reflection Capture Actors
- Lightmass Importance Volume, Volumetric Lightmaps
- Project Settings (Maps & Modes)
- Ray Tracing
Section 1 – Landscape Tools
Section 2 – Landscape Materials
Section 3 – Painting Foliage surface using an attractor
- Project Physics Settings
- Physics terms, Actors, Assets
- Collision settings
Section 1 – Particle System Asset
Section 2 – Emitter Actor
Section 3 – Niagara Editor Interface
Section 4 – Particle Distribution
Section 5 – Materials for Particles
Section 1 – Import Sound files
Section 2 – Sound Actor
Section 3 – Sound Cues
Section 4 – Audio Volume & Reverb Assets
Section 1 – Creating Level Sequencer
Section 2 – Sequencer Editor Interface
Section 3 – Assets & Actors
Section 4 – Navigating the tracks
Section 5 – Animating Camera
Section 1 – Concept of Blueprint visual scripting system in Unreal Engine
Section 2 – Types of Blueprints
Section 3 – Blueprint Editor Interface
Section 4 – Graph Editor
Section 5 – Visual Scripting
Section 1 – Level Events
Section 2 – Assigning Actors to Events
Section 3 – Collisions
Section 4 – Reference Variables
Section 1 – Class Inheritance
Section 2 – Timelines
Section 3 – Editing Variables
Section 4 – Construction Script
- Editor Utility Widget
- Designer palette
- Related Event Graph
- Configure Output for Android, Windows and VR
- Performance Optimisation
- Multi User Level Editor for direct collaboration
- Use a configurator
Highlights
- Live sessions
- Lab equipped with quality infrastructure - Our spacious training center at MIDC, Andheri East is equipped with 5 ft x 2.5 ft tables holding powerful workstations, large monitors, HTC Vive Pro for Virtual Reality, Wacom, 3D Connexion Spacemouse Compact and more in a 1000 sq. ft. area.
- Pre-recorded videos on demand
- Small group live mentorship
- Certificate upon completion
- Toppers per batch get internship for 6 months