How to make concept art for games. Digital Concept Art and New Art Directions

18.03.2019

A good game has many elements that usually terrify beginners: a great script, impressive gameplay mechanics, and amazing art.

On the other hand, if you already have an idea for a great indie game or the next hit like Candy Crush, you need to convince your team that the game you're working on will be successful. In addition, you should not forget about the programmers, who also need to sketch out a plan to take over the world.

Before creating a game, it is necessary to develop its concept or documentation. Let's try to understand what a game concept is and what it should contain.

What is the game concept

Simply put, the concept of the game is how your game looks on paper in a form that is understandable to everyone around.

This means that the publisher/investors, art team, developers and even marketers will know exactly what is required of them. The concept should describe the stages of creating the game, everything from the script to the art, as well as the method of monetization.

The game concept should be thought of as such detailed instructions for all project participants, while designers and developers should be able to freely express their views on “life”.

The concept may differ from department to department, but it should contain all the information necessary for a particular department. For example, detailed description type of animation that will suit the style of play for the animators.

And you, as an idea person, need to think about the concept as a way to sell the game. Sell ​​ideas to investors, sell gameplay concepts to developers, sell art to artists.

Key idea

The key idea should be contained at the very beginning of the game concept, it should reflect the very essence of the game. It could be a couple of paragraphs describing the game, including its world, character type, and brief digression into history.For a talented writer, hidden in the depths of your extraordinary personality, this will be the very long-awaited opportunity to realize the hidden potential.

Along with the key idea of ​​the game, it is also necessary to describe its key elements, and the actions that will be required from the player. The degree of immersion in the game world depends entirely on the complexity of the game. For example, you are going to develop a defense game medieval castle with a beautiful princess for mobile devices. In the concept, you need to describe the key points of the game, its goal, as well as how the player is invited to defend his castle, what goodies you need to collect and what it will give.

This list should not stretch for thousands of thousands of pages. It is better to immediately replace such an opus with a short description of the key features of the game, which will favorably distinguish your offspring among others like it. The reader, after a quick acquaintance with the proposed "literature", should have a strong desire to play the game, as well as discuss it in detail in the role of an expert.

Investors should also be interested

Let's skip the possibility of self-funding the game right away and move on to the bright prospect of having generous investors or a publisher who will gladly and eagerly sponsor the game.

Investors, in order to invest money in a project, need to understand that the project will be a successful investment, and their money will return to them. And here comes finest hour game concept. No matter how great your game is, it must first of all be interesting for investors from the point of investment, otherwise they simply will not take the bait.

To do this, you will need to create detailed plan how you plan to make money on the game. It can be a monetization system, the initial cost of the game, in-app purchases, or all of these.

Remember Designers

The art department needs to understand what type of game they will be working on. For example, what will the assets be, 2D or 3D. That's why it doesn't hurt to include the concepts in the documentation itself to let the artist know where they're headed. For example, in the concept of the game it is said that the world is inhabited by various types of dragons. Creating such a world will not be easy if the budget or time is running out.

Remember developers

If designers need to understand what the design of characters, world, etc. will look like, then developers need to understand the scope of work.

This approach will help them identify project challenges, what to avoid, and what will improve gameplay.

Choose platform and audience

The concept should also contain information about the platform on which you are going to release the game, as well as the target audience.

And this will not only help the development team understand what needs to be done to create a cross-platform game that can be ported to any system or device. Knowledge target audience may affect the art style or gameplay mechanics.

For example, if the target audience is children between the ages of 6 and 12, then complex gameplay mechanics or zombie characters will not be the best solution. Knowing the target audience will help both departments work in the right direction which will only make the game even more successful.

Ask investors enough

The game concept can also be used to present the game to potential investors or a publishing studio. When planning your budget, try to avoid astronomical amounts and be realistic. If this is your first game, then try to save some money to make a better impression on investors. For example, opt for a 3D editor like Blender or Maya LT.

It is also necessary to understand that if this is the first game, then investors will be reluctant to make a deal. Of course, the budget of games like Halo or Call of Duty was measured in hundreds of millions, but publishers were ready to go for it, because they knew perfectly well that their costs would pay off handsomely.

Unless you're going to blow the gaming community up with a hit like Halo or Call of Duty, it pays to stay realistic and don't expect an unrealistic budget. Fortunately, the game concept will give investors enough reason to sponsor your project.

What to avoid

When creating a game concept, each of the departments needs to provide enough information. Not enough detail or too short a game concept will immediately affect the work of departments. The game concept should be the source of answers to the questions that each department will have as they work on the project. And that means the information contained in the concept should help everyone work in an appropriate way.

Also, don't make a game concept in a hurry, give it proper time, because later it will only play into your hands. An unprofessional concept will be coldly received not only by publishers or investors, but also by artists and developers, thanks to which your game can see the light of day.

if you have great idea for a game, write it down, because it should not only attract investors, but also inspire artists and developers to great things. A good game concept is a kind of guide that helps guide the process of creating your game from the very beginning until it is transferred to the happy hands of the players.

Want to know more? Come to us !

Translator: Alena

Special thanks to: Margarita

Now that we've dealt with some general questions, I will show the stages of developing a character drawn specifically for this article. Who he is and what he is doing now is not known to science. However, before becoming a man, he was an old stump of a willow that sprouted;) It looks like a tree-like native.

Where to start sketching? It is best to make a couple of sketches in any technique, any materials. Sketches will help determine the composition of the figure, its image. It won't take much time, but it will make the job much easier.

There can be from 2 to 10 such sketches, your choice. Then you can start drawing directly on the format. At this stage, we outline the position of the figure, its main proportions.

We continue to work out the total mass of the figure in the sheet.

Let's start sketching out some details (attention to detail is a holy rule for any concept artist!):

Approximately at this stage it is possible to give tone hatching.

We continue to pick up the tone.

We develop decorative details, show that the guy is a tree, give a light texture to the skin.

Increase contour contrast. Add bracelets.

We give the “color” to the skin, work on the contrast, correct, paint on, the work is nearing completion.

To be honest, it was originally planned to tint the paper and make beautiful highlights with white pastel. But an acute lack of time made me go in a less creative way and perform toning using Adobe Photoshop:)

Adding a couple of highlights... So our tree-like native is ready! :)

While preparing this material, I also formulated several characteristic points regarding the development of a graphic concept, which should be paid attention to, especially for beginner artists.

1. How does the development of a game begin in a young, still emerging team? Usually, if there is a person who can draw, then he simply makes a series of sketches that roughly correspond to the subject. future game. What is the immediate error? And in the fact that everything is done “approximately”, there is no clear task, no clear theme, but, in fact, there are just a couple of drawings that say nothing about the graphic style of the game, because the one who worked on them doesn’t know much about it thought. Conclusion: you need to start drawing sketches after the developments on the concept of the game and the scenario appear. Instead of trying to “adjust” sketches of characters, architecture, etc. later. under the game design developed later. In general, you need to draw concepts in constant interaction with the game designer and screenwriter.

2. The team has already decided on the genre and style of the future hit. The artist starts sketching but only focuses on the characters, or only the weapons, or only the cars. What is wrong? And what is wrong is that in this way the general graphic style of the game does not emerge. You need to work on everything together and at once. The architectural environment, flora, fauna, weapons, spells, as well as fonts, interface and other graphics - all this should be harmoniously combined in your game.

3. The artist works everything together, he works day and night, creates a large number of sketches, but for some reason they make a positive impression only on him and his close associates ... But, they don’t like the players at all, or even worse, the publisher. Cause? It's all about the presentation! The best of the created sketches must be carefully, carefully redrawn to the finish. This is not a waste of time, this is the work of an artist!

4. Proportions, anatomy, composition of a figure in a sheet format, etc. Keep all of these components in mind when sketching. To come up with beautiful poses for your characters, you need to have a base of these same positions drawn from life. Do not neglect photographs of people and animals, taken, for example, from magazines.

5. Attention to detail! Attention to detail! - once waking up from a nightmare in which, against the backdrop of the jungle from the movie "Apocalypse Now", to the music of the Doors, a loud voice flying over the sticky tropics along with the roar of helicopter propellers monotonously taught me: "Attention to detail! Attention to detail! ”, I realized that the details are very important, much more important than I thought before. Since then, I have never forgotten about the need to add more seams, fasteners, belts, scratches and other “little things” to the clothes of the heroes. Don't forget you too! :)

6. Experience. You can't replace him with anything. With experience comes understanding, with experience comes automatism and technicality. So draw, draw, and draw again! The more you work, the more opportunities will become available to you.

7. At the beginning of the article, it was already said about inventing a character, and that fantasy can be wasted irrationally. All this is true. But it's best not to invent anything at all! Release your mind to freedom, your subconscious will do everything for you, because it stores images of hundreds of thousands of people, characters, details! Live, from movies, books, games, dreams...

Perhaps, I will limit myself to this seven tips-analyses.

But, now it's time to talk about the presentation of your graphics. How to make it so strangers(e.g. players) appreciated your work? A bad presentation, or rather the lack of a presentation as such (we give out the work in a “naked” form, without any embellishments), can ruin even a very good idea! Do not show the players or the publisher your sketches - in your handwriting, no one will see what you see anyway. And, in addition, one gets the impression that this is not worked out, not detailed and according to by and large just an ugly job (you need to call a spade a spade: even a brilliant sketch, from the point of view of ordinary person, not an artist, may, alas, appear to be incomprehensible scribbles) and there is your final version. Therefore, the problem of presentation should be treated with all understanding, there is no need to rush to draw the annual volume of graphics in any quality in a week - the execution should be at the highest, your maximum level! Beautifully design your sketches, remember how much it improves the perception of the picture in traditional painting frame or passe-partout. Use backgrounds for your sketches: vintage paper for historical and fantasy themes, original metal records for cyberpunk. Sign the sketches in a beautiful, readable and appropriate font in style and size, people who will view them should know what is shown in the picture. Clausura can also be brought into proper form. In general, at the submission stage, a competent design approach is very important, the ability to give a “marketable” look to your work.

When you are an aspiring artist, the main thing is not to give up! The first few years, training takes almost all free time. And if it seems that the goal cannot be achieved, then the approach needs to be changed, and not the goal itself.

2D Designer at Plarium Kharkiv Studio Yuriy Ostapchuk spoke about the first year of studying concept art, shared links to useful courses and tutorials, and analyzed the process of creating his first series of works in the Environment Concept Art direction.

Why did you decide to study Concept Art and how did you start?

My work is more technical than creative, and I'm interested in creating something new.

I knew that I lacked artistic skills, so I went to classes academic drawing in our office 4 times a week. Redrawn. I watched everything I could find on CG: webinars, tutorials, interviews, streams. And I still watch something new every day.

Our concept artists sent me a couple of videos explaining the difference between concept art and simple art. This FZDSCHOOL channel, in particular the video “ Design Cinema Podcast EP 1 - Career in Concept Art". In Russian - stream with Ivan Smirnov And translation of Marc Brunet's lesson. Very helpful for getting started.

I tried to define some kind of pipeline, do some work on it. But this did not give any results, and I began to study more.

Did you study on your own or take courses?

I asked the teacher for classical drawing basic things in anatomy and proportions. Design issues were solved by viewing artbooks and videos. Then I decided to take the course. It makes no sense to take something top and expensive for a beginner, so I stopped at the online course of Olya Starodubtseva and was very pleased. This was the first step, after which I got some kind of result - as many as 2 characters.

Of course, I made mistakes that I saw after. But I understood the pipeline and got the first push. Courses make you work very hard. Some kind of schedule appears, you know exactly what to do and in what order, you are given corrections. In addition, after the training, I was able to communicate more substantively with the artists who work for us.

After some time, I also took the course of Max Kozhevnikov.

What was the most useful for you?

Community. To this day, I rely on the help of guys from different departments. This is the whole team wonderful people, which can help in various issues: characters, environment, 3D. Such communication can only be replaced by a large number of mentoring courses. And then your friends help you.

It is very difficult to study on your own. If you don't discuss what you're doing with anyone, chances are you'll do some stupid things.

What are you studying now and why?

The CG industry is constantly dictating new conditions. You do not have time to learn one thing - a new one already appears. While I was learning how to draw and create characters, the moment came when I needed to use 3D. In addition, our company began to move towards projects in the RPG genre, so I decided to master 3D Environment Concept Art. Started using 3D-Coat. At first he studied on his own, later he took a course from Jama.

I wanted to make a separate project in which I could show the maximum result and include 3D in my pipeline. This is how the Deserter Knights Hideout series of works came about.

Tell us about the main stages of creating a triptych.

I wanted to tell the story in three plans: we saw a place from afar, we approached it, we found ourselves in it. All. Very simple storytelling.

It took about a month for each work, from reference to final, as I often made mistakes. There are actually not 3, but 53, and 50, I hope no one has seen and will not see.

Idea. I was very inspired by Paul Verhoeven's film "Flesh and Blood" about defecting mercenaries. The lair of the runaway knights seemed to me interesting idea, it remains to make it original, with a twist.

Just a ruined castle is boring, so I chose an abandoned abbey. Gothic elements were meant to enhance the dramatic effect. As artistic image chose the nest. It has a rather expressive appearance: a lot of sticks linked together, spiked and quite aggressive.

In general, the image is knurled, and it was not difficult to collect references.

In addition, I was looking not only for the form, but also for the general atmosphere.

sketches. At the sketching stage, I decided on the composition, tone and lighting issues in the scene.

Blocking. I only needed general forms and light. For this, 3D-Coat fit perfectly. For rendering, I used KeyShot: I set the cameras (angles) and the general lighting of the scene using an HDRI map.

Of course, more detailed and accurate modeling is needed, but then I had not yet mastered 3D-Coat and KeyShot enough. Therefore, I made textures in Photoshop using photographs.

For final detailing, I used Jama Jurabaev's brushes and custom texture brushes.

Are you satisfied with the result?

Certainly. I still have a lot to work on, but the results are there. Two of my works have been added to the 3D-Coat gallery.

I have received feedback from many artists whose opinions and criticisms are very important to me. Environment Artist from Stockholm Otto Ostera created the scene in Unreal 4 and a full set of assets using my concept.

It's very nice when your work inspires someone to create full-fledged game worlds. This, in fact, is the mission of a concept artist.

making of environment concept art

The importance of concept art is due to its significant impact on all areas of our lives, from home to public transport. Most of the objects with which we interact have their own design developed by the concept designer, it is from the sketch that the production of cars, laptops, TVs, even bathroom taps begins. Of course, a sketch is far from everything, but concept art is important in that it forms an idea that is accepted for development, than better idea the more successful the product will be.

Concept art is used in the early stages of developing a product, it should accurately convey the designer's idea, but may not be accurate in terms of characteristics or calculations. Concept art can be neglected background elements, but must convey the contours, colors and shape, for the implementation of the intended object in production.

Character concept art by Muyoung Kim

It is worth noting that the lion's share of the concept art that exists now, in fact, has nothing to do with it. There is such a definition as promo art, and there are significant differences. Promo art got its name due to the fact that it is very often used as an advertisement for a product, such as a video game. The difference between it and concept art lies in the detail of the illustration, for promo it is important to sell the product, draw as much attention to it as possible, so it is brought to the ideal, removing unnecessary elements that were used by the artist when drawing, these can be contours or photographs of real objects. However, this does not diminish the merits of the artist, but still it is no longer a concept art, it is rather a finished illustration or an electronic painting.


Diablo 3 class promo art

Another popular direction of sketches is relatively simple sketches in which, on the contrary, there are many additional, guiding contours. Sketches are usually drawn with one or two pencils, while concept art uses a much larger number of colors. There is no such confusion as with promo art, perhaps because the publishers of video games did not impose their point of view on us regarding sketches, passing off one for the other.

On the Internet, you can find articles where artists pronounce everything that they have accumulated in relation to video game publishers who publish promotional art in the form of concept art, as a result of which ordinary visitors of the Internet there is a substitution of concepts and the real concept art fades in the shadows. This is the hottest topic for discussions with the concept designer, evidence of this can be found on the forums and in various articles. Interestingly, emerging artists are often jarred by this distorted notion, which may even lead them to quit the craft.


Making concept art by Feng Zhu

There is another kind of concept that does not apply to drawings, but still performs the same ideological function, this is a 3D concept. This kind of concept appeared thanks to the development of 3D modeling and software for him. There are concept designers who are not very good at drawing on paper canvas, but can make a good 3D digital model. This kind of 3D design can perform the same function as hand-drawn concept art, although some artists may not like it. But then again, the detailed model that the artist will lay out cannot be called a concept, since this is already a finished product.


Finished 3D model of Spawn

The profession of a concept artist implies drawing a large number of developments, but only a few will be selected, the rest will remain ideas. This is the dirty work of this specialty, to spend energy on a dozen sketches so that only one would be chosen, but this is probably how the ideal is achieved, as a result of multiple revisions and improvements. It has something to do with web design, ten things can be done different options site, but only one will be really good. Sometimes it happens that the most the best option one of the first options is obtained, and all subsequent work was in vain. Considering all the factors in this paragraph, it is important for an artist to have some resilience in their work.


Girl character concept art by Lewis Fischer

Concept art has gained wide popularity and popularity primarily due to the marketing of video game publishers who distribute promotional art through the network and magazines. Before the advent of the Internet in wide access, we could see in printed versions of video game magazines next to screenshots 3D character models or promotional art, under the guise of concept art. This problem excites the minds of designers, as their work loses its value in the eyes of some people who do not fully understand this topic. However, this situation has positive side, which is often overlooked, it was thanks to marketers that concept art gained its popularity, it was thanks to them that a lot of people learned about this type of creativity and recognized it. Now concept art is actively developing, and the quality is constantly growing, and this is partly the merit of the major video game publishers, who let this creative direction go to the masses.


Magazine covers with promotional art

In the 20th century, the digital industry did not exist on the scale that we now have, Computer Engineering was expensive and was in units, but these days everything has changed. Now the cost of personal computers has dropped significantly, to a level where almost everyone can afford it, and the market for applications and devices is growing relentlessly. These changes have led many artists to digitize their work using various techniques by scanning your work or drawing tablets. The authors of their works start their own pages with works in in social networks or design portals, exchange work and get inspired by the ideas of other authors. course and earlier artists exchanged ideas, but with the advent of the worldwide web, this process has become incredibly simple.


One of the art gallery of the artist Wojtek Fus

You can combine art directions on the Internet under the term digital art, or digital art, This different kinds creativity and professional activity to create digital images, 3D models, audio and video content. Currently, on the Internet you can find many portals that collect and organize this content, as well as users who actively share it with other people.

The widespread use of concept art and its mixing with promo art caused the quality bar to be raised, as a result of which the quality of all illustrations began to grow, and ideas developed and found more and more unusual implementations. However, for the qualitative growth of works, healthy competition is needed, which can only be achieved if you separate advertising illustrations from video game publishers and real concept art from artists.


Promo art of Liu Kang from Mortal Combat X

As a result of the departure of art creativity to the network, the new kind works that do not fall under any of the categories of art, but they are considered promo art, since they cannot be a concept, since nothing will be created from them. Another reason why beautiful and finished illustrations are not included in concept art is that it is commercially unjustified, if such works are recognized as concept art, then the concept quality bar will rise sharply, which means that the payment of many concept designers will drop significantly. It turns out that the concept of promo art is also somewhat twisted, there are people who draw promo art not for commercial purposes, but for the sake of self-expression, but then this is no longer promo art, since these illustrations do not perform an advertising and commercial function, but at the same time it is, and not concept art.


Neither concept nor promo art by artist Sung Choi

It is also necessary to mention such a type of illustration as fan art, which is created by fans of video games, books and films based on their favorite universes and characters. This type works can be at the level of promo art, concept art and sketches, fans are free to create what they want. Very often fan art is mistaken for concept art, but this is not entirely true, because fans' illustrations are not used to develop anything, it's just their self-expression, and the ultimate goal of fan art is to please the fans of the series, so this is not concept art. Artists whose profession is to create concept art for their clients draw for themselves in their free time and often they draw fan art, so the quality of these works can also be very high.

It turns out now there are divisions into promo and concept art, independent fan art and sketches. In this division of art, creativity is lost again that does not belong to any of these categories, this problem exists simply because the field of digital art is just developing and there is still a lot to be defined in it, including the rules that ultimately determine promo and concept art, which will set the bar for quality for artists.

Fan art with girls from The Witcher 3 by Ynorka Chiu

If you liked the art from the article, then you may also like the selection of art:


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Passed the course "Concept art of characters". Very satisfied! It was not an easy walk. I had to really work to revive my brain a little for creativity.

Passed the course "Concept art of characters". Very satisfied! It was not an easy walk. I had to really work to revive my brain a little for creativity. I recommend it to everyone who is not indifferent to their CG future).
Many thanks to the organizers of the course! Special thanks to Artyom Gusak, the teacher of the course! Artem is a very friendly and sympathetic teacher) I wish him success and even more growth!
What else to say, bring more courses, let's go to study)

She graduated from the course "Digital Drawing" under the guidance of Vitaly Kotenko. Without an artistic base and a pronounced talent, in 5 weeks I learned to understand the main artistic terminology. I got acquainted with the interface of Adobe Photoshop at the level of a person who stopped panicking to close the program window at the sight of pop-up error messages and learned to draw in separate layers (at least) :) This course is for those who want to start drawing, but do not know where to start. Start with the basics - everything will be told and shown here!

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