UNIVERSAL ARTS SCHOOL since 1994
NEXT CALL
April 2025 - Open Registration
NEXT CALL
April 2025 - Open Registration
In our Master in Concept Art you will learn this artistic discipline framed in the earliest stages of the project. Dedicated to the design and solution of problems in characters, props or scenarios to tell a story as best as possible.
In the most descriptive way possible, the concept artist, through the study of the silhouette and its iterations (repetitions with small variations), looks for the most attractive form for the character/object (prop). In other words, the process begins at an abstract level of design, where legibility, easy identification and attractiveness are sought.
If we talk about scenarios, the concept artist, through perspective drawing, composition, transmits the visual information as a subtext of the story, giving depth, verisimilitude and an immersive feeling of the world told in the story.
The use of light and color allows the concept artist to move from abstract form to volume and realism in the piece (whether setting, character or prop), as well as to determine focal points. In this way, certain important events in the story can be shown.
This training is essential for anyone interested in entering the TOP Studios in the industry.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
The Studio Production is a workspace in which reels and portfolios will be made to apply to companies in the sector.
"The Studio Production" allows students to maximize their process of joining the industry, either by applying to companies or setting up their own companies.
The objective of the Studio Production is the insertion in the world of work, which is why one or several high-level reels will be carried out focused on the companies to which they apply.
The students, mainly, will work on their reels and if the expected objectives are met, they can be assigned to work groups, everything will depend on the skills acquired during The Studio Production.
Students will receive a breakdown of production by the supervisors of each department which they must follow and present to their Production Managers and Supervisors.
This training is essential for anyone interested in entering the TOP Studios in the industry.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Learn to program like a pro with the most used video game engine on the market, UNITY. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. UNITY will allow you to quickly create scalable Video Games of all kinds. You will be able to develop Indy projects, as well as larger ones for different platforms. Projects such as CupHead, Pokémon GO, Super Mario Run, Assassin Creed Indentity, HearthStone and many others have been created with UNITY.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
Learn to program within the most powerful and visual video game engine on the market, UNREAL ENGINE by EPIC GAMES. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. Handling BLUEPRINTS competently will allow you to see the operation of a video game in real time through easily configured nodes, providing extreme flexibility which allows the Designer to use the full range of concepts and tools without the need for coding. This makes it a very intuitive tool designed for the most creative professionals. Triple AAA Video Games such as Fortnite, Final Fantasy, Tekken, Batman: Arkham City, Bioshok, Gear of Wars and many more have been created with With Unreal Engine.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The Studio Production is a workspace in which reels and portfolios will be made to apply to companies in the sector.
"The Studio Production" allows students to maximize their process of joining the industry, either by applying to companies or setting up their own companies.
The objective of the Studio Production is the insertion in the world of work, which is why one or several high-level reels will be carried out focused on the companies to which they apply.
The students, mainly, will work on their reels and if the expected objectives are met, they can be assigned to work groups, everything will depend on the skills acquired during The Studio Production.
Students will receive a breakdown of production by the supervisors of each department which they must follow and present to their Production Managers and Supervisors.
This training is essential for anyone interested in entering the TOP Studios in the industry.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
Of all the different software used to create Visual Effects, there is no doubt that Side FX Houdini ranks first. Because of its procedural creation model, its speed and because of the amount of integrated options it provides (particles, clothes, hair, explosions, masses, destructions, etc. Houdini is synonymous with employment, thousands of job offers are published daily because the demand for VFX artists who master Houdini is very large, especially in Top Studios such as Pixar, Disney, ILM, Lucas Films, Weta, etc ...
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Learn how to create a rig system, from the basics to using advanced tools. In this discipline you will learn techniques used to articulate and deform characters for professional productions. Rigging is the preliminary phase in character animation and the rigger works closely with the animation department to provide animators with all kinds of controls on the character. This phase is technical and artistic in equal measure since rigging directly influences the animation process, which makes the rigger an essential technical artist in the animation process. Character rigging is a highly specialized profession which is in high demand, so specializing in it allows you to jump into the job market.
TAUGHT BY BIOWARE PROFESSIONALS. Real Time VFX Artist is designed to educate students as Top Studio employees. Our syllabus is geared to equip each student as if they are receiving on the job training as a video game visual effects artist.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
Of all the different software used to create Visual Effects, there is no doubt that Side FX Houdini ranks first. Because of its procedural creation model, its speed and because of the amount of integrated options it provides (particles, clothes, hair, explosions, masses, destructions, etc. Houdini is synonymous with employment, thousands of job offers are published daily because the demand for VFX artists who master Houdini is very large, especially in Top Studios such as Pixar, Disney, ILM, Lucas Films, Weta, etc ...
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Learn how to create a rig system, from the basics to using advanced tools. In this discipline you will learn techniques used to articulate and deform characters for professional productions. Rigging is the preliminary phase in character animation and the rigger works closely with the animation department to provide animators with all kinds of controls on the character. This phase is technical and artistic in equal measure since rigging directly influences the animation process, which makes the rigger an essential technical artist in the animation process. Character rigging is a highly specialized profession which is in high demand, so specializing in it allows you to jump into the job market.
TAUGHT BY BIOWARE PROFESSIONALS. Real Time VFX Artist is designed to educate students as Top Studio employees. Our syllabus is geared to equip each student as if they are receiving on the job training as a video game visual effects artist.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
The Studio Production is a workspace in which reels and portfolios will be made to apply to companies in the sector.
"The Studio Production" allows students to maximize their process of joining the industry, either by applying to companies or setting up their own companies.
The objective of the Studio Production is the insertion in the world of work, which is why one or several high-level reels will be carried out focused on the companies to which they apply.
The students, mainly, will work on their reels and if the expected objectives are met, they can be assigned to work groups, everything will depend on the skills acquired during The Studio Production.
Students will receive a breakdown of production by the supervisors of each department which they must follow and present to their Production Managers and Supervisors.
This training is essential for anyone interested in entering the TOP Studios in the industry.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Of all the different software used to create Visual Effects, there is no doubt that Side FX Houdini ranks first. Because of its procedural creation model, its speed and because of the amount of integrated options it provides (particles, clothes, hair, explosions, masses, destructions, etc. Houdini is synonymous with employment, thousands of job offers are published daily because the demand for VFX artists who master Houdini is very large, especially in Top Studios such as Pixar, Disney, ILM, Lucas Films, Weta, etc ...
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Learn to program like a pro with the most used video game engine on the market, UNITY. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. UNITY will allow you to quickly create scalable Video Games of all kinds. You will be able to develop Indy projects, as well as larger ones for different platforms. Projects such as CupHead, Pokémon GO, Super Mario Run, Assassin Creed Indentity, HearthStone and many others have been created with UNITY.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Of all the different software used to create Visual Effects, there is no doubt that Side FX Houdini ranks first. Because of its procedural creation model, its speed and because of the amount of integrated options it provides (particles, clothes, hair, explosions, masses, destructions, etc. Houdini is synonymous with employment, thousands of job offers are published daily because the demand for VFX artists who master Houdini is very large, especially in Top Studios such as Pixar, Disney, ILM, Lucas Films, Weta, etc ...
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Learn to program like a pro with the most used video game engine on the market, UNITY. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. UNITY will allow you to quickly create scalable Video Games of all kinds. You will be able to develop Indy projects, as well as larger ones for different platforms. Projects such as CupHead, Pokémon GO, Super Mario Run, Assassin Creed Indentity, HearthStone and many others have been created with UNITY.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Learn about the professional concepts of top level animation. From the Fundamentals of Animation to Body Mechanics to Acting. This discipline will teach you how to not only create your characters but, most importantly, to make them believable. You will learn the art of Animation while using current industry techniques and tools. You will learn about internal structures and production processes used by audiovisual companies specialized in animation films, video games and advertising. By the end of your academic training, you will have produced a reel of your best animation work created throughout the course which will be your main asset in presentations and will help you get your your first job as a character animator in the industry.
Of all the different software used to create Visual Effects, there is no doubt that Side FX Houdini ranks first. Because of its procedural creation model, its speed and because of the amount of integrated options it provides (particles, clothes, hair, explosions, masses, destructions, etc. Houdini is synonymous with employment, thousands of job offers are published daily because the demand for VFX artists who master Houdini is very large, especially in Top Studios such as Pixar, Disney, ILM, Lucas Films, Weta, etc ...
Become a Film Director and direct top-quality projects. The objective of this discipline is for you to become a specialist or artist in Directing and Creatiing Digital Films. Your mission is to create a professional short film, fashion film, teaser, spot, video clip, etc. by using professional cameras on set, exteriors or green screen, to learn how to use visual effects and experience the entire process from the beginning through to the post-production process. You will learn how to use cameras professionally, direct a film and direct actors. You will also learn all about lighting, the audiovisual language, editing and special effects and combine this knowledge to build top notch stories.
Learn and master the concepts, the techniques and tools to be a successful Environment and Prop Artist. The role of the Environment/Prop Artist is to create worlds. They need to tell a story that will immerse the players in a narrative. They do this through designing and creating all types of assets; like castles, all kinds of vehicles, weapons, etc. An Environment/Prop Artist collaborates with other disciplines like level designers, and other artists, and between them they build and refine the 3D content that will define the game aesthetic and make sure the gameplay flows smoothly.
Pixologic Zbrush is a benchmark for organic modeling in Film and Videogames in the industry. Learn to work in Sculpting mode to create the most complex and detailed 3D models on the market. You will learn to design and model characters for different sectors that apply 3D.
You will learn about human anatomy and sculpting techniques. From the initial idea to the sculpt, detailing, texturing and implementation. All of this applied to different styles such as cartoon, realism, creatures and any character you can imagine using all the techniques and keys used in the industry.
You will learn to use Zbrush in depth and to combine it with other 3D packages, implementing the power of creation exponentially. Zbrush has been used in films such as Avatar, The Incredible Hulk, The Avengers, The Lord of the Rings. It has also been used in movies and series like The Hobbit, Tron, Star Trek Into Darkness, Iron Man, Pacific Rim, The Amazing Spiderman, the Chronicles of Narnia series, the Pirates of the Caribbean series and in video games like "The Last of Us", "Gears of War", "God of War" or "Assassins Creed", among many others.
Learn Photo Bash and Matte Painting techniques from the artistic basics of color, photography, lighting and framing and apply them while learning software that will allow you to create your own content.
Learn to program like a pro with the most used video game engine on the market, UNITY. All the topics in Video Game Programming are examined thoroughly to prepare students for the presentation of their final project. UNITY will allow you to quickly create scalable Video Games of all kinds. You will be able to develop Indy projects, as well as larger ones for different platforms. Projects such as CupHead, Pokémon GO, Super Mario Run, Assassin Creed Indentity, HearthStone and many others have been created with UNITY.
Acquire the techniques and knowledge needed to design the content and rules that shape any video game, board game or serious game. From generating an idea to the production phase and launch. Game Design is the initial phase of Concept, Mechanics and Prototyping of a Video Games and a Game Designer is the Architect who will orchestrate all its foundations, the one who will somehow invent and develop the whole game and make it work. We will learn to analyze the systems and mechanics that make up your favorite games. You will develop your own functional prototypes and learn to create an environment where players can immerse themselves for hours.
The objective of this specialization is for students who have already acquired the foundations of drawing (the first year of concept or the introductory drawing course, at least) to learn sequential art techniques (closer to film, storyboarding, and of course, comic books). Once learned, the focus will be on producing pages to submit to publishers, agents, and share on social media.
By the end of the specialization, students will have the material that editors want to see in a pitch: 5-10 high-quality sequential art pages, labeled, showcasing their narrative ability in conversational, action, and dramatic situations. Additionally, to comply with the submission guidelines of different publishers, the student will develop character designs, environments, and props used in those sequential pages.
During classes, theory will be taught, applied to practical cases, there will be weekly assignments, a final project, and the creation of a portfolio.
It is important to emphasize that the sequential training is focused on comic books and not manga format. The student can use a manga-style graphic style, but the narrative and reading direction of the project should not be read as a manga comic.
Although we will study and design a cover, this is not a training in pin-ups and illustration. The objective is to draw sequential pages, which is what editors want to see. All the training will be digital, using Photoshop and Clip Studio.
Fear is a complex and controversial topic that encompasses psychology, science, dreams, and the workings of the brain. Triggering fear can be a powerful tool for artists looking to capture and express their deepest, primal fears through mediums such as sculpture, painting, film, or video games. The release of Amnesia: The Dark Descent in 2010 ignited the horror gaming industry, paving the way for more mainstream recognition of the genre. Games like Outlast and P.T. owe their existence to the impact of Amnesia, as the horror genre has rapidly expanded, now comprising 70% of both indie and AAA games.
However, many of these games have become derivative of their predecessors, relying on cheap jump scares, weak storytelling, and random events that fail to truly terrify gamers. In the film industry, horror has become overly commercialized, focusing on themes like demonic possessions, deranged cults, haunted houses, and excessive gore. Hollywood lacks the expertise to create truly terrifying screenplays and films, resulting in a flood of mediocre horror movies. Instead, the best horror films I have recently seen are independent productions with limited budgets that surpass the commercial offerings of Hollywood.
The Studio Production is a workspace in which reels and portfolios will be made to apply to companies in the sector.
"The Studio Production" allows students to maximize their process of joining the industry, either by applying to companies or setting up their own companies.
The objective of the Studio Production is the insertion in the world of work, which is why one or several high-level reels will be carried out focused on the companies to which they apply.
The students, mainly, will work on their reels and if the expected objectives are met, they can be assigned to work groups, everything will depend on the skills acquired during The Studio Production.
Students will receive a breakdown of production by the supervisors of each department which they must follow and present to their Production Managers and Supervisors.
Shaping your dreams.
Working for a large illustration, concept, film or video game company is thrilling. Here you will discover all the professional techniques, keys and tricks. We will provide the technical knowledge to take your art to the next level and how to design fantasy worlds, real or fictional, that will later become small or large film, television or video games productions. Your imagination has no limits, discover how to direct your talent towards a future profession. You will learn the basics of professional drawing and delve into composition, vanishing points, framing, perspective, thumnails and a wide range of concepts before moving on to the next steps of shading, color and texture for enviroments and characters and achieve professional results. You will create a final portfolio of your work to present at studios and production companies.
Duration: 12 months
Software: PHOTOSHOP - SUBSTANCE PAINTER - MARMOSET TOOLBAG - XNORMAL - PHOTOSHOP - MAYA OR 3DSMAX
Requirements: This course is for everyone but there is an admissions interview.
Mode On-site: 24 hours/week
Mode Online: Variable hours/week
This training is essential for anyone interested in entering the TOP Studios in the industry.
We will begin by exploring the techniques of analysis, learning to break down the human form into basic elements to better understand its structure. We will study proportion, balance and the relationship between the different parts of the body, which will allow us to build more accurate and proportionate figures. As we progress, we will delve deeper into human anatomy, studying the structures that form the figure to understand how they interact and affect the appearance and movements of the body.
Through practical exercises, we will learn to represent the three-dimensional form of the human figure on a two-dimensional plane, capturing the illusion of volume and depth. In addition, we will spend time developing observational skills by learning to capture the unique gestures and expressions of the human figure.
We will work with references, which will allow us to study and capture the variety of natural poses and poses that the human figure can adopt. We will learn to capture the essence and personality of our subjects through expressive strokes and lines. During the workshop, I will foster a collaborative learning environment, where participants will be able to share ideas, techniques and experiences with each other.
There will be constructive critiques in which we will evaluate and discuss each participant's work, providing specific feedback and suggestions for individual artistic growth. By the end of the workshop, participants will have acquired a solid understanding of the human figure and the skills necessary to represent it more realistically and expressively in their artwork. They will be equipped with new techniques of analysis and construction, as well as increased confidence in their ability to approach the depiction of the human figure.
This human figure drawing workshop is a unique opportunity for those who wish to take their art to the next level! Whether your goal is to create illustrations, paintings or sculptures, the knowledge gained in this workshop will be invaluable to your development as an artist. I look forward to seeing you there and beginning this exciting journey of artistic exploration and growth together!
Duration: 2 weeks
Software: Photoshop
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