Character Creation For Games

Create A Game-Ready Character, From Start To Finish

Classes Meet Every Wednesday @ 11:30AM Pacific

Learn The Fundamentals Of Creating And Sculpting A Real-Time Character In 3D.

Class Overview

Learn how to apply practical workflows to create a game-ready character, from start to finish, with one of the Industry’s leading artists, Ackeem Durrant. Ackeem has been sculpting and modeling characters for games for more than 4 years and currently works as a Character Artist at Bulkhead Interactive.

Ackeem will teach you the workflows for character creation and will guide you through all stages. You will learn all the steps in the pipeline and understand how to prepare your character for final presentation.

This course on Character Creation For Games will consist of ten modules of pre-recorded lessons and live Q&A sessions every week. You’ll learn core modeling workflows and be part of a community of artists working to achieve next level quality in their work.

  • Skill Level: Intermediate
  • Course Format: Standard
  • Duration: 10 Weeks + Lifetime Access
  • Lecture Type: Pre-Recorded & Live
  • Assignments: Deadlines each week
  • Feedback: Live, Weekly Q&A

What You’ll Learn

The course will go through the full process of modeling and sculpting Characters for Games, starting with collecting references, blocking in and sculpting the character, moving into retopology and UVs, then texturing and presenting. The emphasis throughout the course will be on addressing the nuances of forms, structures, workflow and presentation.

By the end of the course, students will have produced a portfolio-ready character. They should also have gained knowledge on how to troubleshoot new problems or tasks.

By The End Of The Course


  • Have developed a fluency in the various stages of the PBR workflow.
  • Know how to create dynamic poses for your character.
  • Have mastered the pipeline for 3D character creation.
  • Have created your own game-ready character.

Blocking Out The Character & Clothes

  • Picking A Concept & Gathering Reference
    Reduce decision making; Spell out the concept; Set expectations
  • Organization
    File structure
  • Proportions
    Silhouette; Relationships; Style
You will:
  • Block out your Character
  • Block out the Costume & Accessories

Refining The Face, Body & Clothes

  • Face Anatomy
    Planes of the face; Skeletal landmarks; Muscles
  • Techniques For Clothes Creation
    Maya; ZBrush; Marvelous Designer
You Will:
  • Refine the Secondary Forms of your Face
  • Sculpt or Simulate your final Clothes Base

Clothes Detailing

  • Sculpting Folds
    Hand sculpting damage; Directionality; Tension
  • Details
    Alphas; Reusable meshes
  • Creating Custom Brushes
You Will:
  • Sculpt the Detail and Damage on your Clothes
  • Add smaller items to your Clothes, like Buckles and Patterning

Skin Detailing

  • Wrinkles & Pores
    Tertiary details; Micro details; ZBrush layers
  • Imperfections
    Asymmetry; Scars
  • Creating Custom Brushes
You Will:
  • Sculpt your Tertiary Details
  • Use the Brush you’ve created or the Texturing XYZ Alphas to do micro details

Creating Our Game Ready Mesh

  • Pipeline
    Workflow; Organization
  • Topology
    Theory; Workflow
  • UV
    Texture sets; Workflow
You Will:
  • Retopologize your Mesh
  • UV your Character and Define Texture Sets
  • Do Test Bakes

Texturing The Skin & Eye Creation

  • Look Development
    Working with lighting and textures; Lighting setups; Workflow
  • Material Definition
    Readability; Frequency; Breakup
You Will:
  • Create your Eye
  • Block out your Base Diffuse and Alter your Textures in Substance
  • Begin testing your Textures in Marmoset Toolbag

Texturing The Clothes

  • Look Development
    Working with lighting and textures; Using references; Workflow
  • Material Definition
    Readability; Frequency; Breakup
You Will:
  • Get your Base Materials done for every item of Clothing
  • Author each Material based on Reference
  • Continue Texturing your Character and Testing in Marmoset

Hair Creation

  • Xgen
    Analyzing reference; Workflow; Iteration
  • Card Placement
    Workflow; Layering; Organization
  • Material Creation
    Marmoset testing; Creating textures in Photoshop
You Will:
  • Begin placing your Hair Cards
  • Test the Cards in Marmoset
  • Continue Texturing your Character and Testing in Marmoset

Lighting, Posing & Exploration

  • Reference
    Analyzing reference; Faking lighting; Mood
  • Posing in ZBrush
    Workflow; Organization
  • Exploration
    Test ideas quickly; Testing elements in mash
You Will:
  • Bring all of your Elements into Marmoset
  • Pose your Character
  • Continue Hair

Finishing & Presenting Our Character

  • Lighting
    Lighting for mood; Cheating; Post effects
You Will:
  • Finalize your Lighting
  • Export Renders and Analyze them to begin Final Polish
  • Use Photoshop to Test Fixes before Implementing
Profile photo

Ackeem Durrant

Originally born in Jamaica, Ackeem Durrant is a 3D Character Artist who’s worked with studios all around the world freelancing and recently left Microsoft Rare to work with Bulkhead Interactive in the UK on their new project.

He’s been self taught in 3D from age 16 and was working professionally in TV, advertising and teaching before jumping to games.

In his own words, “The thing that attracted me to 3D art was the fact that you never need to stop growing, there’s always new software packages to learn, new techniques to master and new pipelines to try”.

 Instructors Gallery:

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