Vertex School Game Art Program Student Showcase

Guess what time it is?! It’s time for the Vertex School Game Art Program Student Showcase! We love sharing what our students are able to accomplish during their time with us.

Here at Vertex School, our 9 month Game Art Program currently consists of three terms.

Term 1 is Intro to Game Art (Skill Building). During this term you will create a Prop Capstone to be used in your portfolio.

Term 2 is when you choose between the Environment Art Track and the Character Art Track. During this term you will get an intro to your chosen track and learn the essential skills that all environment artists or character artists need to master. During this term you will complete your first Environment Art or Character Art Capstone Project!

Term 3 is when you go bigger, get more involved, and explore more advanced features. With both more experience and more project time, you will be creating your second Environment Art or Character Art Capstone Project – A professional looking real time environment or character 🙂

We highly suggest you look through the entire showcase to see how the artwork progresses from Term I to Term II and finally to Term III.

We hope our student showcase leaves you feeling driven to take the leap and jump start your own game art career. Learn more about our Programs now!

TERM 1 Artwork

Wista 45D Camera Prop Art

Cole Bayer

The results for my term 1 capstone project at Vertex! I modeled and textured the Wista 45D camera because it required me to work with a variety of materials, textures, colors, and shapes.
I want to express my gratitude to my mentor, Andrey Agafonov, whose guidance and advice were invaluable in completing this project!
Tarp and Table are megascan assets, and the background is a HDRI image.

cole bayer render 01

Lovely Teaset

Laura Darja Wolf

For Term 1 at Vertex School I chose to create this lovely stylized teaset!
I would like to thank Lena Piech and Paul Layton for supporting me during this project.

laura darja wolf slide02

Record Player

Michal Zielinski

This is Unitra Fonica G-601A, a capstone made during Term I for Vertex School. Special thanks to Andrew Baker. Modelled in Blender, sculpted in Zbrush, textured in Substance Painter and rendered in Unreal Engine 5.

michal zielinski 4 recordplayer

Nintendo 64

Jessica Latch

The Nintendo 64 – 90’s Living Room scene was created as part of a project for Term 1 of Vertex School. All models including the N64, cartridges, cabinet, and controller plugs were made by me in Blender. Textured in Substance Painter and Photoshop. Rendered in Marmoset Toolbag 4.
Many thanks to Paul Layton and Ben Merrick for guidance on this project.
*Credits to Megascans for use of the book assets.
*Credits to Marmoset Toolbag for the carpet texture.

jessica latch n64 scene branded

CyberVender

Hector Alexander

Wong Kar Wai inspired game-ready street prop in Unreal Engine 5

hector alexander galindo escobar hero14

NDS Geiger Counter

Brigitte Fuker

Hey, this is my Term 1 project for Vertex School! I wanted to create something with a heavily used look and story to it and something that would fit into a realistic art style – so I decided to create an NDS ND-2000C Geiger Counter. I tried to stay as close to my gathered references as possible.
I had a lot of fun and learned much from the guidance of Lena Piech and Paul Layton, so thank you!
The floor in the renders is from the Quixel Megascan Library.
Lena Piech: https://dark_soul_monster.artstation.com/
Paul Layton: https://paullayton.artstation.com/

brigitte fuker mainshot

Payphone

Dan Thiry

This was my capstone project for Vertex School. The objective of this project was to demonstrate the modeling skills that we have learned throughout our first term and apply it to making a hero prop. I would like to thank my mentor Rex Lucila for guiding and critiquing me throughout this project.

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Lost Embers

Shayne Martin

My capstone project for term one at Vertex School, I appreciate all the critical feedback given by Andrew Baker and Paul Layton to assist me in pushing this further. Modeling and UVs done in Maya, texturing and asset rendering done in Substance Painter, final renders and Cinematic done in Unreal Engine 5.

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Blowtorch

Bob Benjamin

First capstone assignment at Vertex School. Thanks a bunch to mentors Paul Layton and Matthew Board for their encouragement and guidance.

bob benjamin blowtorch render

Vintage Pinball Machine

Jason Ferenczy

My take on a vintage, 1960s-era pinball machine, featuring the fictitious character Daring Dakota Santiago (character artwork by FM Era Studio). Since the microprocessor wasn’t introduced until the ’70s, this machine sports a more simplistic design than what we’re used to today. Unfortunately for Dakota, all that time wasn’t too kind to the machine. I modeled this prop using Maya, sculpted in some finer details in ZBrush, manipulated the graphic designs in Photoshop, applied textures in Substance Painter, and rendered it out using Marmoset Toolbag.

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Coffee Pot

Alicia Yepez

Final capstone project for 3D Modeling course at The Vertex School!

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Mark V Diving Helmet

Oliver Readman

This is my capstone project for term 1 at Vertex School, which was to create a hero prop within a month. It is a WW2 US Navy Mark V Diving Helmet sitting at 77k tris as it is a hero prop with interior modelled and 40k without interior shell. Modelled in Maya and textured in Substance Painter. Thanks, to Rex Lucila and Paul Layton for their guidance and feedback during this project.

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Dragonfly

Zayane
zayane

#0146 – The Radhost Complector

Tiger Yang

I am very thrilled to share my first game-ready hero prop! This prop was modeled in Maya, with high-poly details sculpted in ZBrush, textured in Substance Painter, and rendered in Unreal Engine.
I would like to express my thanks to my tutors Lena Piech and Paul Layton for their dedicated guidance, both in and out of class.

I am incredibly grateful to James Ewing for granting me permission to use his concept and beautiful creation as my Term 1 Capstone. This prop was entirely based on his incredible work, which you can find here:
Concept: http://www.theewingworkshop.com/work/the-radhost-complector/
Instagram: https://www.instagram.com/theewingworkshop/
Etsy shop: https://www.etsy.com/shop/ewingworkshop?
The floor for the beauty shot was taken from Quixel Bridge.

tiger yang artboard 1

Wasteland Helmet

Lorenzo Vago

My final capstone project for Term 1 at Vertex School. A big thanks to Rex Lucila and Paul Layton for the guidance. It’s been a fun road trip!

lorenzo vago artboard 1

Sincgars Military Radio

Rami Mohammednader

Made using blender and Zbrush
Textured in Substacne painter
Rendered in Marmoset Toolbag 4

rami mohammednader base

Pay Phone

Agil Kazimov

This is my 1st Term capstone project for the Vertex School.
I would like to express my sincere gratitude to my mentor Lena Piech for her invaluable guidance and advice.
I would also want to thank Gavin Manners for letting me use his beautiful concept art.

agil kazimov ue2

TRIGR Laser Designator

Fadi Mohammednader

Single 4k texture

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Samurai Helmet

Manuel Sierra

Project for term 1 at the Vertex School.
I’d like to thank Andrew Baker and Paul Layton for all the help during this project.

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Steampunk D. C. Voltmeter

Jerry Lockamy

This is a pre-1930 Keystone Electrical Instrument Co. D. C. Voltmeter. The wood, brass, steel and glass show usage, wear and age on the materials including some dust and stains, a few dents, dings, scuffs, scratches, cracks and chipping. Modeled in Maya, sculpted in ZBrush, textured in Substance Painter, and rendered in Unreal Engine 5.

jerry lockamy voltmeter rendering

Wood Trunk

Chan Haeng lee

This is my wood trunk for Term 1 at Vertex School. Thank you for giving me awesome feedback. I want to thank my mentors Lena Piech and Paul Layton for providing me with valuable feedback!

ahn joo 3

TERM 2 Artwork

Old Church

Paris Constantinou

The Church
I am really happy to present my first completed game-ready scene. The project was due to my studies at Vertex School as a 3D environment artist for games. I learned so much in the process and really enjoyed it. A big thank you to my mentor Ben Merrick for supporting and giving me feedback during the last 3 months. Also a big thank you to Salvador Sánchez for the crucial feedback during the project.

paris constantinou mainshotready

Australian Art Deco Pub

John Dempsey

This is a game-ready art deco Australian Pub (fictitious but inspired by a number of real pubs in Sydney.)
It was created for my Term 2 capstone project on Vertex School’s Game Art Program. Many thanks to my industry mentor Ben Merrick for his help and tuition over the last 3 months and to Salvador Sánchez for his guidance in the labs. 
Modelled and unwrapped in Maya, textured using Photoshop, Substance Designer and Painter, staging, lighting and cinematic/beauty renders all in Unreal Engine 5.1. All textures are 2k or less.
The flag is animated using a cloth simulation. The disco lights and swaying cables are animated shaders created in Unreal. The traffic light is a blueprint which has the light sequencing animated within it.
Everything was made by me with the exception of the trees, plants, cigarette ends and the rocky texure on the islands which are all from Megascans.

john dempsey overview square

Jeanne Alter – Fate/Grand Order Fanart

Chanrady Kul

Jeanne D’Arc Alter FGO Fanart.
Done during Term 2 at Vertex School’s Game Artist Bootcamp. Thanks to my mentor David Kong for guidance and feedback and Sacha Gaffney for showing us tips and tricks every week.

chanrady kul illustration3

Vito’s Pizzeria & Spaghetteria on the Island

Archana Iyer

Welcome to Vito’s Pizzeria and Spaghetteria on the Island . Enjoy a delicious meal with a view !! I am happy to have completed my first game ready environment consisting of a pizzeria on an Island in Italy. The inspiration behind this scene is a real restaurant and Church Bell Tower in Burano, Italy. It was created for my Term 2 project as part of Vertex School’s Game Art Program. Many thanks to my mentor Cairo Goodbrand for his help and feedback and also to Salvador Sánchez for his guidance in the labs. I learnt so much during these past 3 months in terms of modularity, set dressing, Trimsheet creation,using floaters as part of trimsheets and shader creation in Unreal Engine.Most of the main scene elements were modeled and textured by me with the exception of Trees, foliage, birds and some set dressing props which were sourced from Megascans and Sketchfab.

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Once upon a time in Hamburg

Rendered in Unreal Engine 5.
The building you see there was built in XVI century in Hamburg at Pferdemarkt 28 and it survived until it was demolished in 1910. It is also my project made during Term II for Vertex School. Many thanks to my menthor Jacob Claussen for all the comments and support during this journey!

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Ciao Bella

Completed my first environment as a student enrolled at Vertex School. The art piece is modeled after a real life restaurant in Boston name Ciao Bella. The goal of this project was to familiarize myself with key software used in the gaming industry such as Maya, Unreal Engine, and Substance Painter. I enjoyed putting together the environment, and feel satisfied with the final result. On to bigger and better things! Special thanks to Salvador Sánchez for helping me with feedback for the final composition and lighting.

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Museum of the High Seas: Island of Dubious Acquisitions

This is an Unreal Engine Scene consisting primarily of a photogrammetry kit that I built in the second term of the Game Arts Program at Vertex School, where I am studying to be an Environment Artist. I have been practicing photogrammetry for 10+ years fairly seriously–in fact, it was my intro to 3D modeling, which developed into a profession in 3D printing for me. I’ve been looking for another chance to use my scans in service of storytelling and this has proven to be it.
I’m extremely grateful to all of my mentors at Vertex School, especially Ben Merrick and Salvador Sanchez, who guided me with apt advice at every step…
I hope you enjoy seeing this as much as I enjoyed making it! Feel free to ask questions in the comments. I’m happy to talk about my work. Stay tuned for my term 3 interior scene!

grant diffendaffer musuemofthehighseas 1

Train Street

My term 2 project for Vertex School, I took inspiration from the instagram famous Hanoi train street and thought it was an interesting environment to recreate. I created at least 3 different scenes as I was playing around with asset placements as well as lighting and decided to go with the current layout. Everything was created by me except for the vegetation and garbage assets which came from megascans, and the clothing and interior mapping which came from the Unreal marketplace. Huge thanks to my mentor Ben Merrick and my peers who cheered me on and gave me valuable advice.

Game Artist Career Paths

Alleyway

The meshes were done in Maya, texturing in Substance Painter.
I created a few Blueprints where I could easily change my assets to different presets from a list after they were already placed in the scene, making my iteration workflow smoother and faster. The aircon blade animation was created through blueprint logic as well.
For the Glass with texture, I follow Nikolay Shamaev Youtube tutorial and then expanded on it by adding some adjustments that were necessary to my project. For the other windows glass, I used Bump Offset to fake my interior.
I want to thank Stefan Oprisan, Ben Merrick, and Salvador Sánchez for all the help and feedback on my work.

paula micheletti tavares kitchen 1

Magnolia’s Honey Home Cafe

“Peach season is upon us and there is no better place to celebrate than Honey Home. Enjoy fresh peach tea and sweets, courtesy of the proprietress Magnolia and her young daughter Aria. Though situated on the outskirts of the Moonblossom district, it is well worth the trek!”
~Excerpt from the food section of the Daily Witch’s Brew~
This is my second term capstone project for the Vertex School Environment Art program. The scene was inspired in part by the manga series Hakumei to Mikochi for its mouthwatering food depictions and beautiful environments. The props are modeled within Maya and zBrush and textured with some hand-painted designs in Substance Painter and Photoshop. Big thanks to Professor Cairo for his guidance on the project.

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Reach – Transept

Reach has been a long working project of mine that I decided to bring to life for my first Environment Art project. The architecture is an original design by me with the layout of the Transept being based on the London Natural History Museum. The Transept is a small portion of a larger cathedral I’ve designed that I plan on adding onto throughout my journey as an Environment Artist.
The focus of this scene was to use modular kit building while learning different techniques such as; Vertex Painting, decals, and world color variation to create variation in the scene. I used vegetation to create a few plants in this scene and applied the textures to Speedtree to create the ivy wrapping around the columns, roof, and wall assets. The merchant boat is a hero prop I designed previously for my first game art project.
Reach was a thriving city based around the religious body that controlled the leadership and economy. After a flood hit Reach, the religious leadership abandoned the city and the wealth they kept in a massive cathedral. Leaving the people to loot the abandoned resources and wealth of the massive cathedral constructed in the center of the city with boats to traverse the water.

alex miskines reach transept artstation 03

TERM 3 Artwork

Magic Moorland – Unreal Engine

Julia Cui

Hello everyone,
I am excited to share with you my latest project for term 3 at Vertex School. This was a challenging but incredibly rewarding project, and I had a lot of fun creating every element of this scene. Although it took some time to complete, I learned a lot about set dressing and world-building throughout the process.
I am immensely grateful to my mentor Kem Yaralioglu for his guidance and invaluable feedback throughout my project!
I also want to give a big shoutout to Salvador Sanchéz and Ben Merrick, who always helped me along the way!
Thanks to all the mentors at Vertex School and EXP Points, your insights and suggestions helped me refine my work and make it even better.
The butterfly and water shaders were taken from the Unreal Marketplace. However, the rest of the project was entirely created by me.
I hope you enjoy this project as much as I enjoyed creating it. Thank you for taking the time to view my work!

julia cui beautyshot 01

Knight

Rico Buehler

Original concept by MM.

Thanks to CGverse for the initial help on sculpting and texturing. Thanks to Vertex School, Ryan Kingslien, and my mentor Adam Beardall for completing this character.

Hair was done following Andres Pires Grooming for Games course at Vertex School.

rico buehler rico main camera 005

station at the end of the world

Kenneth Lee

For my 3rd term assignment, I went for a hand-painted stylized approach for my train station to emulate Ghibli’s style.
Inspired by Ghibli’s Spirited Away and Taiwan’s Alishan railway.
A big thanks to Professor Cairo for his guidance, his Kuwahara filter, and his clouds.

kenneth lee highresscreenshot00001

Medieval Village

Paris Constantinou

I finally finished my term 3 project at Vertex School.
I have learned so much during the 9 months I studied there, and I would highly recommend it. A big thank you to my mentor Ben Merrick for supporting and giving me feedback during the making of the project. The project was inspired by the medieval Era. The original concept art was created by Caio Vinicius, make sure to check him out.
Everything was modeled and textured by me, no megascans were used.

Game Artist Career Paths

Battle Of Cheonbugwan

Jordan David Harris

For my third and final project at Vertex School, I was inspired to re-create the Cheonbugwan temple from the Korean Fantasy series, ‘Alchemy of Souls’.
My main focus for this environment was to refine my prop set modelling, UVs, and modular assets and to better understand the workflow of creating game-ready environments. During this process, I experimented a lot with VFX, camera angles and lighting. Big thanks to my mentor Cairo Goodbrand for his input and guidance, as well as Salvador Sánchez and Ben Merrick at Vertex School.
Modelled in 3DS Max & Zbrush, textured in Substance Painter & Designer. Rendered in UE5, video editing and colour grading with Davinci Resolve. Everything in this scene has been modelled and textured myself except for some of the megascan decals from Quixel.

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Odin the Warrior

David Biggs

This is a character build of Odin, a concept by Johnson Ting.
Done as the final project for the VERTEX character art course, I was responsible for modeling, sculpting, unwrapping, baking, texturing, and posing this character. Most of my work was done inside Blender, with detail sculpting done in ZBrush, some UV map tweaking, and hair done inside Maya using XGen.
Texturing was done in Substance Painter, and final renders were done in Blender using their real-time rendering engine Eevee and their path tracer, cycles.
I learned so much during this project and there are definitely things I would like to tweak, but for now, I’m calling him finished.
Thank you for viewing.

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The Bayou

Loiseau Ronaldo

Here is my project for Term 3 at Vertex School.
I always wanted to make a swamp/Bayou environment, and I took this opportunity to realize it. Inspired by Hunt: Showdown – I embarked on the adventure. The idea is to have a fishing village where everything looks trustworthy, but is it really?
A Special thanks to my mentors Mohamed El Bouhy and Salvador Sánchez who accompanied me all along and also to my colleagues with whom I learned a lot.
During this project, I focused on modular assets and level design for a game-ready environment. I have experimented a lot with camera angles while pushing my understanding of lighting.
In this project, I used Maya for modeling, Zbrush for sculpture, Substance Painter and Designer for painting, Photoshop for some adjustments, Unreal Engine for set dressing and rendering, and Davinci Resolve for final rendering.
Everything in the scene was done by myself to the exclusion of vegetation and some decals coming from Quixel Megascan and the sky sphere also coming from the marketplace of Epic Games.

loiseau ronaldo overallview

Reggie the Rhino Mafioso – Student Project

Ivan Calitz Crockart

I take great pleasure in presenting my Final Capstone Project for the Vertex School – Game Art course. After many obstacles and delays, I can finally present this little guy as a fitting culmination to my time at Vertex School.
Of course, this would never have been possible without the guidance (and extraordinary patience) of my instructor David Kong and the help of Ryan Kingslien – as well as the rest of the Vertex School staff/students for all their feedback and advice along the way.
The character itself has been lovingly dubbed “Reggie the Rhino” and takes most of its inspiration from the race of anthropomorphic Rhino present in the Magic the Gathering universe. Some notable works used as early inspiration and reference are:
[Perrie the Pulverizer]

ivan calitz crockart finalscene edited

Lance Callahan

Davíð Einar Ingólfsson

This is the character model I created during my third term in the character art course at Vertex School. I used student concept art from TOART Studios as a reference. I would like to thank David Kong who gave me valuable feedback and mentorship during this project.

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The Ouija Summoning

Archana Iyer

When a game of Ouija goes wrong and someone unwanted is summoned !!
For my final term at Vertex School, I created this scene. I wanted to explore an interior room environment with an eerie feeling. Very thankful to Vertex for providing awesome learning content and also grateful to my mentor Cairo Goodbrand for providing timely feedback on this project. I would highly recommend Vertex to anyone interested in learning 3d game art. For this project, most of the main elements were modeled and textured by me with the exception of some of the set dressing props which were sourced from Megascans and Sketchfab. Also got to dabble into Speedtree this time for basic potted plant creation and enjoyed it. The Inspiration for this was based on an illustration from Beep Boop Art. The audio for the video is sourced from Pixabay.

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The Lab

Joshua Rodriguez

The Laboratory of a mad doctor!
This is the final project created for Vertex School. The interior scene comes from concept art from the internet. Within the scene, I explored the difficulties that come with transparency within a 3D environment. The models in the breakdown are all crafted by me. Set dressing props and decals are gathered from Megascans as well as Sketchfab for the Brain model. I am very thankful to my mentor Cairo for helping me navigate the scene creation and providing creative feedback for the overall process.

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Woodland Druid Juniper

Emily Jane Wise

The woodland druid Juniper is the character model I created during my third term at Vertex school following their character art track. I wanted to create a character who spoke to my love of all things fantasy, exploring, and nature. It was a lot of fun coming up with an original character concept and, with the support of my mentor for this project, Dan Pingston, translating that into a 3D model. So I want to say a big thank you to Dan who always motivated and inspired me to do the best work I can and to enjoy every step along the way smiley

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Satriale’s – The Sopranos fan art

Michal Zielinski

Rendered in Unreal Engine 5.2.
This is the fan art of the best TV series out there made during Term III in Vertex School. Thanks to my mentor Jacob Claussen for all the support! Hope you enjoy it and good luck to the fans with looking for easter eggs!
The mega scans assets are wood & brick tileable texture; chairs, meat & bread assets. All the other work is mine.

michal zielinski 1

Ancient Future

Sandy Evsanaa

Here is my term 3 and final capstone project for Vertex School. Huge shoutout and many thanks to Ben Merrick and Salvador Sanchez for their fantastic feedback. My idea for this project came from Horizon Zero Dawn and I took their inspiration from Indian architecture to create this scene. My main goals for this project was to fully utilize the trim sheet and tile sheet workflow and not use substance painter at all save for the tank material which had to be done individually. I also challenged myself to use 100% substance designer and not have to add any special ZBrush or Maya steps except for using ZBrush to project the height map of the rocks.
I also wanted to utilize my knowledge of advanced materials that I learned through my stay at Vertex School which includes all the material graphs you see. The foliage was from Megascans and Unreal marketplace.

sandy evsanaa doorway

Professional Paintball Player – Realistic Character

Owen Hood

Paintball doesn’t get nearly enough love in the art world… I mean, these guys look like real-life Power Rangers!

Models were made in Maya and Zbrush, except for the clothes which were made with Marvelous Designer. Textures were made in Substance Painter. Maps were adjusted and logos were created with Krita. Renders were done in Arnold.

This project was my final capstone piece for Vertex School’s Game Artist Program in the character art track. When I started Vertex, I was a complete beginner in the world of 3D. I have learned so much and I know that I’m still only at the very start of my journey. I can’t wait to start working on the next project and continue my growth as an artist.

My mentor for the last 24 weeks of Vertex, Crystal Bretz, was incredible to work with and learn from, and anyone who happens to see this should check out her work!

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Learn more about the Vertex School Game Art Program now!