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LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

BECOME A TECHNICAL ARTIST

Dates: 14 APR 2026 - 4 JUN 2026
Duration: 8 WEEKS
TUESDAYS & THURSDAYS
6 PM BST
AAMAR RANA
EX-UBISOFT
Aamar Rana
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

LIVE ONLINE COURSE ON TECHNICAL ART

DATES:
14 APR 2026 - 4 JUN 2026
DURATION:
8  WEEKS
TUESDAYS & THURSDAYS
6 PM BST

Art meets code — and ideas become playable systems. Build the tools that make games function and walk away with an interactive demo.

The bridge between artists and engineers starts here — under the guidance of Aamar Rana, expert Technical Artist who worked for Ubisoft, Electronic Arts, King, and Scopely. 

WHO THIS COURSE IS FOR

  • YOU ARE AN FX OR LIGHTING ARTIST

     

    Want to understand how your effects integrate into gameplay and performance pipelines? This technical art course helps you connect Niagara, materials, and Blueprints, so your FX work functions correctly inside real production environments not just visually, but technically.

  • YOU ARE A GAME OR UI/UX DESIGNER

     

    Hit roadblocks prototyping or iterating because of scripting gaps or asset confusion? We’ll show you how to use Blueprints to bridge design and game logic, map the full asset journey from concept to engine, and validate assets professionally — so your ideas work in practice, not just on paper.

  • YOU ARE AN ENTRY TO MID-LEVEL TECHNICAL ARTIST

     

    Looking to move beyond manual tasks and understand how tech artists automate workflows and solve pipeline problems? This course teaches you Python-based automation, tool design fundamentals, and Unreal Engine workflows giving you the foundation studios expect from junior-to-mid professionals.

YOUR ASCENT STARTS HERE

Build the game & make it run.

From broken assets to buttery-smooth gameplay — learn how Technical Artists keep modern games alive. Get hands-on with Unreal Engine, Blueprints, Python, and real production pipelines to turn art into playable, optimised experiences.

Art meets code. Creativity meets performance.

Creative art teams up with engine logic through practical assignments, real studio workflows, and live feedback from a pro who’s worked on Assassin’s Creed, Need for Speed, Transformers, and more. Plus, 1:1 mock interviews and career-ready guidance.

 
ABOUT THE COURSE
01
LOTS OF PRACTICE MME

We break technical art down the way studios use it. From asset prep and Unreal workflows to Blueprints, shaders, Python, and performance troubleshooting — every class is built around real production problems.

02
GAME INDUSTRY STANDARDS

Across live demos and hands-on assignments, you’ll follow actual game workflows step by step: validating assets, building playable characters, scripting tools, and fixing issues — all tasks mirror working scenarios.

03
FINAL PROJECT

Your capstone is a playable, portfolio-ready demo built in Unreal Engine. You’ll create an interactive experience, then present the technical decisions, trade-offs, and problem-solving behind it — a true proof you can work in game production.

INSTRUCTOR
  • Leads as a Technical Artist, bringing 22+ years of expertise in 3D and 2D game art pipelines
  • Designed and optimised visuals for blockbuster titles including Assassin’s Creed Tech, Need for Speed: Hot Pursuit, Evil Genius, Transformers Legends, Republic: The Revolution, Littlest Pet Shop, and NERF Zombie Strike
  • Founded and ran Shadow Light Games Ltd., creating and shipping original mobile games
  • Developed across all major platforms, from PC, consoles, and mobile to VR/AR and web, including Xbox, PlayStation, Nintendo, iOS, and Android
  • Collaborated with industry leaders Ubisoft, Electronic Arts (EA), King, and Scopely to deliver high-quality game experiences
  • Credited on 53 titles, including a fully solo-developed mobile game
Instructor Aamar Rana
syllabus
01
TUE (14/4), 6 PM BST
Role of a Technical Artist in the Gaming Industry

This session establishes what a Technical Artist does in a modern game studio. We’ll break down how the role sits between art, engineering, and production, and why studios rely on TAs to keep pipelines efficient and games performant. You’ll gain a clear mental model of where Technical Artists operate, how they collaborate across teams, and how this role translates into real production responsibilities and job opportunities.

  • Role and responsibilities 
  • Game development pipeline
  • Skills and common tools 
  • Cross-functional collaboration
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02
THU (16/4), 6 PM BST
The Asset Journey & Game Pipeline

This lesson focuses on how assets move through a real production pipeline and what Technical Artists look for when validating them. Rather than modelling or texturing, you’ll learn to inspect assets from a TA’s perspective: spotting issues early and understanding how small problems can snowball into performance or integration issues later in development.

  • Expanded game development pipeline
  • The asset journey
  • Introduction to DCCs for TAs
  • Demo: Asset inspection and validation in Blender

Assignment #1: Asset Preparation (Blender / DCC)
Prepare a provided asset for Unreal import by inspecting scale, transforms, materials, and mesh integrity from a Technical Artist perspective.

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03
TUE (21/4), 6 PM BST
Unreal Engine Basics Pt.1

This session gets you comfortable inside Unreal Engine and familiar with how assets are organised in real studio projects. You’ll learn how Technical Artists navigate Unreal, manage assets, and troubleshoot common import issues so you can work confidently inside the engine alongside artists and developers.

  • Installing Unreal Engine 5.5 
  • Project setup & folder structure
  • Interface overview & navigation
  • Asset types in Unreal
  • Demo: Import pipeline from DCC to Unreal

Assignment #2 (Optional): Unreal Familiarisation
Explore Unreal’s interface and asset structure using a sample project.

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04
THU (23/4), 6 PM BST
Unreal Engine Basics Pt.2: Character Setup & First Blueprints

Here you’ll bring an asset to life by setting up animation, collision, and basic Blueprint logic. The focus is on how Technical Artists use Blueprints to bridge art and gameplay — connecting visuals, input, and behaviour without writing heavy gameplay code.

  • Applying animation sets
  • Blueprint fundamentals
  • Triggering animations & simple logic
  • Collision setup & movement constraints
  • Intro to tooling in Unreal
  • Demo: Creating a simple playable character
  • How TA tasks connect to game logic

Assignment #3: Bring Your Asset to Life
Create a simple playable character using Blueprints, animation, and collision in Unreal.

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05
TUE (28/4), 6 PM BST
Python for Technical Artists Pt. 1 (DCC-side Python)

This session demystifies Python for artists and designers transitioning into Technical Art. You’ll build a practical understanding of how Python works, how to read and reason about scripts, and why scripting is one of the most powerful tools a TA can have.

  • What is Python?
  • Python in game development
  • Python syntax fundamentals
  • Demo: Python fundamentals in action

Assignment #4 (Optional): Python Fundamentals Practice
Complete guided exercises covering core Python concepts.

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06
THU (30/4), 6 PM BST
Python Pipeline

This lesson applies Python to real Technical Artist workflows, focusing on automation and asset validation. You’ll see how small scripts can eliminate manual checks, prevent errors, and improve pipeline reliability—exactly how Python is used in production environments.

  • Why TAs use Python
  • Python inside DCCs
  • Accessing and modifying object data
  • Automating asset validation
  • Detecting missing materials or bad hierarchy
  • Connecting Python to asset workflows
  • Demo: Asset validation and part-swapping scripts

Assignment #5: Asset Validation Script
Create or modify a Python script that validates at least one aspect of an asset and explain why it matters in a TA pipeline.

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07
TUE (5/5), 6 PM BST
Game Development Life Cycle

This session provides industry context around how games are developed from concept to release. You’ll learn the terminology studios use, how teams collaborate across long production cycles, and what “full lifecycle experience” actually means in practice.

  • Stages of the game 
  • Waterfall vs. Agile methodologies
  • Case study: Postmortems
  • Version control systems 
  • Crunch, soft launch, & iteration cycles
  • Cross-team collaboration concepts & workflows

Assignment #6 (Optional): Postmortem Presentation
Analyse a published game postmortem and present key takeaways.

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08
THU (7/5), 6 PM BST
Introduction to Scripting for Artists in Unreal

This lesson explores how scripting enables interactive art in Unreal. You’ll learn how data flows between objects, materials, and gameplay systems, and how Technical Artists use Blueprints to create responsive, logic-driven environments and characters.

  • Basics of scripting for games
  • Scripting in Unreal Engine 
  • Creating interactive art with code
  • Demo: Creating a three-light setup

Assignment #7: Interactive Blueprint Scenario
Build a Blueprint interaction that connects gameplay logic with visual response.

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09
TUE (12/5), 6 PM BST
Shader Programming Part 1

This session introduces shaders from a Technical Artist perspective, focusing on how they affect visuals and performance. You’ll learn how to read and reason about shader code and understand when different shader types are used in production.

  • Shaders in real-time rendering
  • Shader languages & node-based workflows
  • Types of shaders
  • Shader types in production
  • Demo: Creating simple shaders

Assignment #8: Shader Exercise
Create or modify a simple shader effect and explain what it does.

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10
THU (14/5), 6 PM BST
Shader Programming Part 2

This lesson focuses on shader optimisation and production constraints. You’ll explore how shaders evolve from prototypes into shippable solutions and how Technical Artists balance performance, visual style, and platform limitations.

  • Shader optimisation techniques
  • Performance considerations
  • Shader variants & custom shader writing 
  • Case study: Sea of Thieves water shader postmortems
  • Demo: Optimising and adapting a shader

Assignment #9: Water Shader Optimisation
Optimise a water shader while balancing performance, style, and platform constraints.

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11
TUE (19/5), 6 PM BST
Tool Development for Artists

This session introduces tool development from a Technical Artist’s perspective. You’ll learn how to identify workflow pain points, design effective tools, and automate repetitive tasks to improve efficiency across teams.

  • Too development 
  • Tools for production efficiency
  • Scripting for tool development 
  • UI/UX considerations 
  • What makes a “good” tool vs a bad one

Assignment #10: Tool Concept + Lightweight Implementation
Design and implement a lightweight tool or automation script that addresses a real workflow problem.

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12
THU (21/5), 6 PM BST
Tool Development for Artists Part 2

This class expands tool development into game engines, focusing on Unreal-based tools and extensions. You’ll gain conceptual understanding of plugins, editor tools, and engine-level workflows without being overwhelmed by heavy engineering details.

  • Creating tools for game engines
  • Developing plugins and extensions 
  • Testing, debugging, and documenting tools
  • Demo: Creating a lightweight Unreal tool

Assignment #11 (Optional): Tool Extension Concept
Extend your tool idea into a more advanced Unreal-focused concept.

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13
TUE (26/5), 6 PM BST
Rendering and Performance

This session focuses on diagnosing and solving performance issues in Unreal. You’ll learn how Technical Artists profile scenes, identify bottlenecks, and make informed trade-offs between visual fidelity and runtime performance.

  • Nanite virtualised geometry
  • Lumen global illumination
  • Optimisation techniques & profiling tools
  • Workshop: Performance Troubleshooting

Assignment #12: Performance Troubleshooting
Analyse a performance scenario and propose multiple optimisation strategies.

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14
THU (28/5), 6 PM BST
Introduction to Visual Effects

This class introduces real-time VFX in Unreal and how effects are integrated into gameplay. You’ll learn how Technical Artists combine Niagara, materials, and Blueprints to add polish and impact without sacrificing performance.

  • Niagara particle system
  • Dynamic lighting & volumetrics
  • Blueprint-driven VFX
  • Integration of VFX with Gameplay 
  • Demo: Creating an effect in UE5 

Assignment #13 (Optional): VFX Enhancement
Add a gameplay-driven VFX element to an existing Unreal scene.

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15
TUE (2/6), 6 PM BST
Career Paths and Specialisations for Technical Artists

This session breaks down the different Technical Artist specialisations and what studios expect at each career level. You’ll learn how to position your skills, portfolio, and experience for real job listings in the current market.

  • Specialisations within Technical Art
  • Industry requirements and expectations 
  • What studios look for in juniors vs mids
  • How studios evaluate portfolios
  • Building a strong portfolio
  • Career trajectory and growth opportunities

Assignment #14 (Optional): Job Market Analysis
Map course skills to a real Technical Artist job listing.

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16
THU (4/6), 6 PM BST
Professional Development for Technical Artists

The final session focuses on presenting your skills professionally and consolidating your learning into a portfolio-ready project. You’ll receive practical guidance on CVs, interviews, and continued skill development as a Technical Artist.

  • Interview preparation and techniques
  • Making a killer CV
  • Continued learning and skill development

Assignment #15: FINAL PROJECT
Build and present a small interactive project using scripting, Blueprints, and shaders.

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+
TUE (9/6), 6 PM BST
Bonus Session (40 minutes): AI for Technical Artists

An exploratory session introducing AI workflows relevant to Technical Artists, focusing on experimentation and emerging tools rather than production dependency.

  • ComfyUI workflows
  • AI experimentation
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What our students say

Student Victoria Mansell
Victoria Mansell

MARKETING DIRECTOR
"It was such a great experience, well worth the course fee which I invested personally - I've learnt so much and feel much more confident in my role.."

Student Parag Deb
Parag Deb
BECOME AN AR/VR DESIGNER
"The course at ELVTR was a great investment in my career. The materials are top-notch, and the instructors provided excellent support."
Student Kiara De Leon Hernandez
Kiara De Leon Hernandez
UI/UX FOR GAMING
"The knowledge. The teacher is very experienced. He is able to answer our questions in depth, and takes the time to do so."
Student Youssef MN Aly
Youssef MN Aly
BECOME AN AR/VR DESIGNER
"The course was very helpful in helping me expand my design toolkits by gaining a wealth of new knowledge and inside expertise to stay at the forefront in an age of rapidly developing technological and software advancements."
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