By | August 6, 2025

Welcome to this learning series on Environment Art Production in Unreal Engine 5, presented by Dekogon Studios. This series of eight videos will take you through the process of working in a real-world production scenario on a team as an environment artist. Watch along as industry veterans Clinton Crumpler, Stef Velzeboer, Cat Yang, Rogelio Olguin, and Dylan Abernethy bring their talents front and center to showcase how a full environment is constructed.

The series covers a range of topics, including environment planning, textures and trims, level layout and blocking, foliage creation, hero assets, effective workflows for production, and more. Using this series of lessons as a guide, viewers can practice the steps involved in full environment creation and production at home in preparation for working in a studio setting.

Part 1
Planning a Game Environment
In the first part of the Environment Production series, Stef Velzeboer shows viewers where to begin when creating a game environment art project. He explains important project planning considerations, what to look for when collecting initial ideas, how to organize references, and how to block out a scene effectively with Maya and Unreal Engine. He begins the block out by creating basic…

Part 2
Terrain Workflows and Setup in UE5
In the second part of Environment Production, learn how to generate landscape geometry in UE5. Instructor Stef Velzeboer starts by using in-engine features for a detailed terrain block out, before making a more complete landscape with Nanite assets. He also covers the usage, organization, and material instancing of Megascans assets.

Part 3
Creating a Hero Prop
Dylan Abernethy shows what creating a hero prop for games is like within a studio environment. He reviews appropriate changes when starting from an existing placeholder, how to flesh out conceptual ideas, how to create a next-gen ready model using Nanite for UE5, and how to UV and texture Nanite assets. Photosensitivity advisory: there are flashing lights in …

Part 4
Creating Tiling Textures and Trims
Rogelio Olguin shows real-world production processes with a multi-stage trim texture creation workflow. Practical demonstrations are given for making trims in Maya, using ZBrush for sculpting, using mask relief images in Photoshop to make a floral trim, and bringing your work together in Substance Designer.

Tree Production Using SpeedTree
Senior Environment Artist Cat Yang provides a step-by-step demonstration on how to make a game-ready tree asset with SpeedTree. Learn how to gather references, model out high-poly branch clusters for a custom texture atlas, and bake texture maps inside of SpeedTree. By the end of the lesson, viewers will also know how to apply an optimized mesh inside of SpeedTree, set up LODs and tree wind, an…

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4 Replies to “Environment Art Production in Unreal Engine Course Download”

  1. abaris

    Very weirdly packed archives. Parts 12 through 19 are missing?

    Reply
    1. Sensei Post author

      aaaaaaaaaaaaaaaaaaaaa fkkkkkkkkkkkkkkkkkk.. I had to manually pack them with my slow ahh internet. looks like it has failed but thanks for mentioning which parts were mssing I will upload them

      Reply

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