2026/03 - Arts - Building efficient Game Assets : Models, Materials, Shaders and FX - (Ben Cloward)

Formation créée le 16/01/2024. Dernière mise à jour le 09/01/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (5 jours)

Accessibilité

Oui

2026/03 - Arts - Building efficient Game Assets : Models, Materials, Shaders and FX - (Ben Cloward)


Optimized assets can make or break a game—delivering smooth, immersive experiences or causing the stuttering performance that players instantly notice. In this expert-level course, technical art veteran Ben Cloward unveils the high-end techniques used in professional pipelines to craft efficient models, textures, particle effects, and shaders engineered for peak real-time performance. Built for young game professionals, this course dives deep into advanced optimization workflows, and production-ready best practices. Through two challenging assignments and detailed instructor feedback, participants elevate their technical mastery and produce assets that meet the demanding standards of today’s real-time engines and AAA productions. Day 1 (total of 2 hours) => Introductions Motivations - Why creating optimized assets is important Limited Resources - CPU, GPU, VRAM => Explain Assignment => Creating Optimized Meshes Vertices UV Coordinates Materials LODs => Creating Optimized Textures Texture Resolution/Size Texture Packing Compression Formats Sharing => Time allocated to assignment : Estimated 3-4 hours Day 2 (for each group of 4 attendees, 1 hour per group) => In groups of 4, participants each present their completed assignment Day 3 (2 hours total) => Review and questions => Creating Optimized VFX Assets Overdraw Particle Count Texture Atlases LODs Activation =>Creating Optimized Shaders Optimize Texture Sampling Do Less Math Do Math in the Right Place =>Explain Assignment =>Time allocated to assignment : Estimated 3-4 hours Day 4 (for each group of 4 attendees, 1 hour per group) => In groups of 4, attendees each present their completed assignment Day 5 (2 hours total) => Review and questions => Foundational Principles The Graphics Pipeline Measuring Performance In Game GPU or CPU Bound => Resources for Further Learning => Conclusion This training is delivered remotely. Day 1: March 16th (2 hours - all participants) Day 2: March 23-24th (one hour sessions with groups of 4) Day 3: March 25th (2 hours - all participants) Day 4: March 30th-31st (one hour sessions with groups of 4) Day 5: April 1st (2 hours - all participants)

Objectifs de la formation

  • Create efficient and optimized assets for games.
  • Use optimization techniques.

Profil des bénéficiaires

Pour qui
  • Game Artists
  • Environment artists
  • Character artists
  • Vfx artists
Prérequis
  • Basic understanding of creating game assets (meshes, textures, materials) in software such as Blender, Maya, Photoshop, etc
  • Basic understanding of creating assets in a game engine (Unreal, Unity, other) such as particle effects or shaders using graph-based tools.

Contenu de la formation

Day 1 (2 hours total)
  • Introductions Motivations - Why creating optimized assets is important Limited Resources - CPU, GPU, VRAM
  • Creating Optimized Meshes Vertices UV Coordinates Materials LODs
  • Creating Optimized Textures Texture Resolution/Size Texture Packing Compression Formats Sharing
Day 2 (2 hours total)
  • In groups of 4, students each present their completed assignment
Day 3 (2 hours total)
  • Review and questions
  • Creating Optimized VFX Assets Overdraw Particle Count Texture Atlases LODs Activation
  • Creating Optimized Shaders Optimize Texture Sampling Do Less Math Do Math in the Right Place
  • Explain Assignment
Day 4 (2 hours total)
  • In groups of 4, students each present their completed assignment
Day 5 (2 hours total)
  • Review and questions
  • Foundational Principles The Graphics Pipeline Measuring Performance In Game GPU or CPU Bound
  • Resources for Further Learning
  • Conclusion

Équipe pédagogique

Ben Cloward has over 25 years of experience in the game industry including 4 years at Unity and 14 years at Bioware as a Senior Technical Artist. His focus is on shaders and material creation along with performance optimization and rendering. In 2003, Ben began learning to create shaders as a hobby. In 2006 he began work with Kees Rijnen on what would become the ShaderFX plugin for 3ds Max. ShaderFX is a tool that allows artists with no programming experience to create real-time shaders. It was later bought by Autodesk and is now the primary method to create real-time shaders in both 3ds Max and Maya. Ben loves to share what he has learned. He publishes weekly YouTube videos that teach viewers basics and more advanced techniques in shader authoring. His channel has over 300 videos, almost 80,000 subscribers, and over 3.5 million views.

Suivi de l'exécution et évaluation des résultats

  • Exercices au cours de la formation

Ressources techniques et pédagogiques

  • Exposés théoriques Etude de cas concrets Mise à disposition en ligne de documents supports à la suite de la formation.

Qualité et satisfaction

Taux de satisfaction des apprenants et assiduité

Modalités de certification

Résultats attendus à l'issue de la formation
  • Délivrance d'un certificat de réalisation

Capacité d'accueil

Entre 6 et 15 apprenants

Délai d'accès

2 semaines

Accessibilité

Pour les entreprises qui souhaitent une prise en charge par leur OPCO, l’inscription doit être réalisée au plus tard deux semaines avant le début de la formation pour respecter les délais d’instruction des OPCO. Dans les autres cas, les inscriptions peuvent être enregistrées jusqu’à 2 jours ouvrés avant le démarrage de la formation. Accessibilité : Nous sommes à la disposition des personnes en situation de handicap pour évaluer avec elles les aménagements nécessaires pour qu’elles puissent suivre sereinement les formations proposées.