3D art and animation studio environment showing game asset production workflow

3D Art & Animation
for Games

What the program covers

Polygon modelling, UV unwrapping, PBR texturing, rigging, and keyframe animation — the full pipeline a studio actually uses, not a curated highlight reel.

Each lecture builds on the previous one. By the end you have a character asset that runs, idles, and could slot into a real-time engine without embarrassment.

18
Lectures across the full production pipeline
4
Software tools covered with real project files
1
Complete character asset built start to finish
TIME SPLIT
Modelling & UVs 40%
Texturing & Shading 25%
Rigging & Animation 35%
01 Foundation

Topology rules, edge flow logic, and why a bad mesh topology will haunt every step downstream.

02 Surfacing

PBR material creation in Substance Painter — albedo, roughness, metallic, and normal maps that read correctly under any engine lighting.

03 Animation

Weight painting, IK chains, and the graph editor — turning a static mesh into something that moves with intention.

Path A — Starting from scratch

No prior 3D experience

The first four lectures move deliberately. You learn to read a 3D viewport before you model anything. Frustration is expected; confusion is addressed in each session's Q&A segment.

By lecture six most beginners have a clean low-poly prop ready for texturing. Slow start, steady climb.

Path B — Some experience already

Filling the gaps in your pipeline

If you can already model but struggle with rigging or animation, the program lets you move quickly through familiar ground. The later lectures are where most intermediate artists find the real value.

Specifically: deformation weight painting and the animation graph editor tend to be the sections that get revisited most.

Instructor Pieter Okafor, lead 3D modelling lecturer
Pieter Okafor Modelling & UVs

"I spent three years getting topology wrong before I understood why it matters. These lectures skip that detour."

Instructor Saoirse Dlamini, texturing specialist
Saoirse Dlamini Texturing & Shading

"PBR is not complicated. It just requires understanding what each channel actually does."

Instructor Annelie Ferreira, rigging and animation lecturer
Annelie Ferreira Rigging & Animation

"A rig that fights you during animation is a rig that was not thought through. We design rigs with the animator in mind."

Instructor Nadia Booysen, engine integration and final review
Nadia Booysen Engine Integration

"Getting your asset into the engine and seeing it run is the moment everything clicks. We get there together."

Raskelod — online since 2014

Lectures are recorded and available on demand. There is no fixed schedule — you watch when your time allows, and revisit any session as many times as you need.

Get in touch about enrolment