BECOME AN ENVIRONMENT ARTIST
DATES:
6 OCTOBER 2025 - 14 JANUARY 2026
DURATION:
14 WEEKS TOTAL
MONDAYS & WEDNESDAYS
9 AM - 10:30 AM PT
JOIN WAITLIST
TRANSFORM YOUR CAREER IN 14 WEEKS
DATES:
6 OCTOBER 2025 - 14 JANUARY 2026
DURATION:
14 WEEKS TOTAL
MONDAYS & WEDNESDAYS
9 AM - 10:30 AM PT
Take your environment art to the next level and get job-ready under the guidance of industry veteran Jacob Claussen.
You already know how to build environments, now it’s time to refine them with the detail, storytelling, and polish that make them stand out as professional work. From the start, Jacob will review your portfolio and provide personalized feedback, guiding you step by step through the full environment art pipeline.
By the end of the bootcamp, you’ll have a cinematic, portfolio-ready scene and the experience of completing an art test, giving you the confidence and skills to apply for Environment Artist roles or level up your current career.
THIS COURSE IS FOR YOU IF...
YOU WANT TO BREAK INTO THE GAME INDUSTRY
Learn the full process of creating and optimizing game-ready assets, equipping you with the technical art skills and portfolio needed to start a career in game development.
YOU WANT TO EXPAND YOUR SKILLS AS AN ENVIRONMENT OR TECHNICAL ARTIST
Take your technical art skills to the next level with advanced procedural techniques, industry workflows, and best practices for building and optimizing complex game assets.
YOU WORK IN GAMES AND WANT TO SPECIALIZE IN TECHNICAL ART
If you’re familiar with game development but want to master technical art, this course will teach you essential skills in procedural world-building, shader programming, and real-time VFX with hands-on guidance from an industry expert.
YOUR FUTURE STARTS HERE
Combine creativity & technical skills to earn over $100K a year.
Master the art of creating game-ready assets, shaders, and real-time effects while optimizing for performance in Unreal Engine and Unity.
The average annual pay for a technical artist in the United States is $138,713, with experienced technical artists earning even more.
Average Salary: $138,713 per year
Entry-Level: $102,690 per year
Experienced: Up to $177,752 per year
Learn directly from William Harvey, Senior Technical Artist behind Poppy Playtime and Dawn of Defiance.
This LIVE online bootcamp provides expert training and hands-on guidance, helping you develop in-demand technical art skills that set you apart in the competitive world of game development.
WHAT YOU'LL DO DURING THE BOOTCAMP
HANDS-ON PROJECTS
Bring your ideas to life with practical assignments, from building complex shaders to creating real-time particle systems and dynamic simulations. You'll master the tools and workflows used by top technical artists in the industry.
EXPERT-LED WORKSHOPS
Learn directly from William Harvey, an experienced Senior Technical Artist, through interactive demos, live sessions, and in-depth case studies. Gain insights into cutting-edge techniques and problem-solving strategies for real-time game development.
PORTFOLIO-BUILDING EXPERIENCE
Create portfolio-worthy VFX assets that showcase your creativity and technical expertise. Receive personalized feedback from an industry expert to refine your work and stand out to potential employers.
MEET YOUR INSTRUCTOR

JACOB CLAUSSEN
EX-LEAD ENVIRONMENT ARTIST AT FALL DAMAGE
Brings over 10 years of expertise in environment art
Jacob Claussen is a Sweden-based Environment Artist and Art Director with over a decade of experience in the games industry, spanning both indie studios and AAA productions. Early in his career, he co-founded Tarhead Studio before moving to Starbreeze, where he contributed to Overkill’s The Walking Dead. He later joined Ubisoft Stockholm as a Vegetation Artist on Avatar: Frontiers of Pandora and also worked on content for The Division 2.
Jacob then became part of the newly established Fall Damage studio, where he played a key role in developing the competitive shooter Alara Prime—first as Lead Environment Artist and later as Art Director. Alongside his studio work, Jacob has spent the past five years mentoring aspiring artists at Vertex School, sharing his expertise while continuing to produce personal 3D and 2D projects. His work is defined by a focus on photoreal storytelling, dynamic lighting, and production-ready craftsmanship.
BOOTCAMP CURRICULUM
WEEK 1
Direction & Scope
WEEK 1
Direction & Scope
WEEK 2
Greybox & Composition
WEEK 2
Greybox & Composition
WEEK 3
Scope & Planning
WEEK 3
Scope & Planning
WEEK 4
Proxy Modeling
WEEK 4
Proxy Modeling
WEEK 5
Master Materials & Instances
WEEK 5
Master Materials & Instances
WEEK 6
Tiling Textures
WEEK 6
Tiling Textures
WEEK 7
Trim Sheets & Decals
WEEK 7
Trim Sheets & Decals
WEEK 8
Lighting Pass II
WEEK 8
Lighting Pass II
WEEK 9
Supporting Props
WEEK 9
Supporting Props
WEEK 10
Grounding & Environmental Break-Up
WEEK 10
Grounding & Environmental Break-Up
WEEK 11
Cinematics & Micro-FX
WEEK 11
Cinematics & Micro-FX
WEEK 12
Rough Cut & Capture Prep
WEEK 12
Rough Cut & Capture Prep
WEEK 13
Simulated Art Test
WEEK 13
Simulated Art Test
WEEK 13
Reflection, Portfolio & Launch
WEEK 13
Reflection, Portfolio & Launch
INSTRUCTOR WORK


What's the cost?
Pay in installments or pay in full
Students based in the USA can select Pay in full to pay in 4 interest-free payments through Klarna or Afterpay.
Pay in full
$4,000 $3,200
LOWEST POSSIBLE PRICE
3 monthly payments
$1,470 $1,176
BILLED MONTHLY