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ADVANCED CHARACTER ART BOOTCAMP

DATES:

21 NOVEMBER 2026 - 14 MARCH 2027

DURATION: 

14 WEEKS

SATURDAYS & SUNDAYS

11 AM PT / 2 PM ET

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14 WEEK LIVE ONLINE COURSE - 14 WEEK LIVE ONLINE COURSE - 14 WEEK LIVE ONLINE COURSE

LIVE ONLINE BOOTCAMP ON CREATING AAA, GAME-READY CHARACTERS FOR UNREAL ENGINE 5

 
DATES:

21 NOVEMBER 2026 -  14 MARCH 2027

DURATION: 

14 WEEKS

SATURDAYS & SUNDAYS

11 AM PT / 2 PM ET

SKILL LEVEL:

INTERMEDIATE/ADVANCED

Skip the fundamentals and go straight to AAA character production. Learn the workflows studios actually use to take one hero character from concept to a finished, game-ready model in Unreal Engine 5.

Led by Marcin Klicki, Senior Character Artist at CD Projekt Red (Cyberpunk 2077, The Witcher 3). Learn the sculpting, costume, texturing, and presentation techniques that turn a concept into a portfolio piece studios notice.

THIS COURSE IS FOR YOU IF...

You already know the pipeline and want to go further

You're comfortable with sculpting, retopology, UVs, baking and PBR texturing. Now you want to build characters the way AAA studios do, not sit through another beginner tutorial.

You're a character artist ready to level up your portfolio

You've built characters on your own, and you want to create one standout hero piece that competes with studio-level work.

You want to learn how AAA studios build characters

Layered costumes in Marvelous Designer, production-quality armor and gear, realistic skin, hair cards, and in-engine shaders. This bootcamp covers the full production workflow, not isolated tricks.

You want direct feedback from someone who does this for a living

You've hit a ceiling learning alone online. You want an instructor who reviews your actual work every week, not a generic tutorial.

WHAT YOU'LL DO DURING THE BOOTCAMP

01

One AAA Hero Character

You won't build a throwaway sculpt. You'll create one complete, game-ready character, from concept breakdown and blockout through costume, gear, retopology, texturing, and hair, using the same workflow working character artists use in production.

 
02

Direct Feedback From Marcin

28 live sessions where Marcin reviews your character in progress and explains the "why" behind the workflow, not just the "how." That includes a midpoint art director review, plus a private Mighty Group for feedback and chatting between sessions.

 
03

Portfolio-Ready Final Character

Your endgame is a posed, lit character in Unreal Engine 5 with a turntable, 4K renders and professional breakdown sheets. You'll also complete a simulated studio art test and get a portfolio review before you publish to ArtStation.

MEET YOUR INSTRUCTOR

MARCIN KLICKI

PRINCIPAL CHARACTER ARTIST AT CD PROJEKT RED


Brings 20+ years of expertise in the gaming industry


Projects he has worked on include The Witcher 3: Wild Hunt, The Witcher 3: Hearts of Stone, and Cyberpunk 2077.


Marcin’s expertise in character and creature creation, along with over 14 years at CD Projekt Red, has made him a highly skilled and respected industry professional.


In the Advanced Character Art Bootcamp, he will share his hands-on knowledge and production workflows to help aspiring artists master anatomy, sculpting, and character design while building a standout portfolio.

Instructor Work

A look at Marcin's own character work, from The Witcher 3 to Cyberpunk 2077. It's the same AAA character pipeline you'll learn in this bootcamp.

See more on ArtStation →
Marcin Klicki character art for Cyberpunk 2077
Marcin Klicki character art for The Witcher 3: Wild Hunt
Marcin Klicki character art for Cyberpunk 2077
Marcin Klicki 3D creature sculpt
Marcin Klicki character sculpt

Syllabus

01
Week 1

Direction & Scope

More

Break down a concept the way a studio team does, build a Style Bible and reference boards for anatomy, costume and materials, and scope out your hero character.

02
Week 2

Blockout & Silhouette

More

Block out the full character in ZBrush, covering body, costume and gear, and lock in proportions and a silhouette that reads from the game camera.

03
Week 3

Scope & Planning

More

Break the character into components, set triangle and texture budgets, choose between texture sets and UDIMs, and build a production timeline and file structure.

04
Week 4

Anatomy & Likeness

More

Go past the fundamentals. Push anatomy, facial structure, age and personality into the forms so the character feels like a real person.

05
Week 5

Clothing & Costume

More

Build layered garments in Marvelous Designer with real patterns, fit and fabric weight, then refine folds, seams and thickness in ZBrush.

06
Week 6

Armor, Gear & Hard Surface

More

Model armor, weapons, straps and buckles with advanced hard-surface techniques in ZBrush and sub-D modeling in Maya.

07
Week 7

High-Poly Detailing & Cleanup

More

Add secondary and tertiary detail (pores, wrinkles, stitching, damage), clean up the high-poly for baking, and present your work at a midpoint art director review.

08
Week 8

Retopology & UVs

More

Build deformation-ready, in-game topology, lay out UVs across texture sets or UDIMs, check texel density, and test the mesh in a quick pose.

09
Week 9

Baking & Texture Foundations

More

Bake clean maps, set up base materials in Substance Painter, and create custom fabric and leather materials in Substance Designer.

10
Week 10

Skin, Materials & Surface Storytelling

More

Paint realistic skin with color zones, build a strong color hierarchy, and combine hand-painted and procedural techniques to add wear, aging and grime that tell the character's story.

11
Week 11

Hair Cards & Unreal Integration

More

Build hair cards for hair, brows and lashes, then bring your character into Unreal Engine 5 and set up skin, hair, eye and cloth shaders.

12
Week 12

Posing, Lighting & Presentation

More

Pose your character, light it for portfolio shots, make a turntable in Sequencer, and export 4K renders plus breakdown sheets (wireframes, texture sheets, material callouts).

13
Week 13

Simulated Art Test

More

Complete a timed art test that mirrors real studio character assignments.

14
Week 14

Reflection, Portfolio & Launch

More

Publish your ArtStation post, get a portfolio review from Marcin, and join the course retrospective.

Reviews

"This course definitely had an effect on my workflow. Marcin's experience coupled with his ability to clearly and concisely communicate definitely helped elevate my creature to new heights. I would highly suggest that anyone, regardless of experience, check out a class with Marcin at Vertex School. I know that, without a doubt, Vertex School and Marcin Klicki have had a direct impact on my skill level and aided in my journey to become a AAA Character Artist. A journey that was just realized after years of effort and work."
Mike
Past Student

FAQ

What skill level is this course for?

This bootcamp is for intermediate to advanced artists. You should already be comfortable with the full character pipeline (sculpting, retopology, UVs, baking and texturing). The bootcamp moves at a fast pace and doesn't cover the basics.

What is the course format?

This bootcamp has two live sessions per week with Marcin Klicki and your classmates, 28 sessions in total. Every session is recorded so you can watch it back on your own time. Each session is about 1–2 hours long.

What software do I need?

Software: ZBrush, Maya, Marvelous Designer, Substance 3D Painter, Substance 3D Designer and Unreal Engine 5 are required. Marmoset Toolbag is optional.

What's the refund policy?

A 15-day money-back guarantee applies from the cohort's start date, in line with Vertex School's standard live-course policy.

Do I get a certificate of completion?

Yes, we offer Certificates of Completion with all of our paid courses upon request. Send an email to support@vertexschool.com to request a certificate of completion.

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