Inside VanArts
Inside VanArts: This is Game Art & Design!
For an exciting inside look at what studying at VanArts is all about, check out our YouTube Playlist of behind-the-scenes studio footage, interviews with students, grads and faculty, and much more!
Watch the videos that interest you the most, or simply sit back and Play All!
Curriculum
Term 1
The Game Art & Design program begins by teaching the fundamentals of traditional and digital art forms. Within traditional art, life drawing, anatomy, perspective, color theory and composition are the roots of observational skills applying to all forms of art. Simultaneously, we teach the core fundamentals of current digital art programs such as Maya, Zbrush and Photoshop. This combination of balanced instruction in both the traditional and digital art forms lays the foundation for your success as a well-rounded digital artist, including introductions to game engines and mobile gaming.
3D Fundamentals Analytical Figure Drawing 1 Animation for Games Art Foundation Game Engines 1 High Rez Modeling 1 Photoshop 1 Production History & Game Analysis
Term 2
With a foundation in traditional and digital art from Term 1, the focus in Term 2 turns to more advanced techniques and how they apply specifically to the video game industry. You will advance your 3D skills and apply them from concept development to modeling, through to a final professional art asset. Term 2 becomes a vital first run pass through the Game Art Pipeline, and also advances into concept development for mobile games.
In Term 2, you will also embark on a 6-week “comic book assignment” where you create a game level based on a popular comic character entirely on your own. This exercise helps you identify your strengths and weaknesses as a game artist, and prepares you for a group project in the upcoming Term 3.
Analytical Figure Drawing 2 Character Modeling 1 Digital Concept Art Environment Modeling 1 Game Engines 2 Hard Surface Modeling 1 High Rez Modeling 2 Texture Painting 1
Term 3
Term 3 is focused on “combining disciplines” and “bringing it all together”. In this term you will learn more advanced techniques for pre-production and be introduced to the industry production-pipeline and work-flow concepts. Working in a studio-like environment, you begin the term by pitching your project idea for your final demo reel. Once approved, your project is moved through the production pipeline. Industry-style weeklies are introduced where your work is critiqued by the instructors, and constructive criticism is given to ensure quality and to keep you on schedule.
Students also work as a team in Term 3 to produce a fully-fledged video game demo in 8 weeks, and smaller teams can group up to pitch mobile and console game concepts.
Art Direction 1 & Concept Development Character Modeling 2 Digital Concept Art 2 Environment Modeling 2 Game Engines 3 Hard Surface Modeling 2 High Rez Modeling 3 Shading for Games 1
Term 4
The final term is dedicated to the production of an industry-grade demo reel to show potential employers. Under the guidance of our industry-pro faculty, you will apply the knowledge and experience you have gained throughout the year. Post-production techniques such as compositing are introduced, while weeklies and tech support ensure the final quality of your reel, the most important asset and foundation for your entry into the industry. Visit us on YouTube to view samples of student demo reels.
Art Direction 2 Character Modeling 3 Environment Modeling 3 Game Art Weeklies Hard Surface Modeling 3 Post-Production Support Shading for Games 2 Texture Painting 2
Faculty
Wade Howie
Head of Visual Effects and Head of Game Art & DesignAbout
Wade Howie
Head of Visual Effects and Head of Game Art & Design
A pioneering artist in digital visual effects, Wade Howie’s production career spanning 3 decades has included 12 years with George Lucas’ Industrial Light and Magic as VFX Supervisor/Director, Head of Modelling and Animation, & Creative Director for animated TV and commercials. His other roles include Art Director for games at Electronic Arts, on-set Supervisor for various CG/live action hybrid productions, and journeyman FX and lighting artist for film & TV. His feature credits include Terminator 2, Hook, Star Trek VI, Jurassic Park, The Mask, Casper, The Wild, Watchmen, TRON:Legacy and The Thing. As well as training and mentoring new CG artists in industrial settings across Europe, US, Canada and Africa, Wade has worked as a college professor and consultant for new studios bringing CG artists online. Wade has also contributed at software development firms Alias Research Inc. (Maya) and Side Effects Software Inc. (Houdini), and has a background in traditional art and design as well as filmmaking. Wade has received many awards for the commercials he has supervised, Clio (Animation): Star Wars Pepsi (Marfalump), Clio (VFX): Dodge 1997 campaign, Animation Magazine Awards: Hefty GingerBread Man & Rhythms.com Data Dancers, and Prix Pixel/INA, CGX: Pepsi Japan Pepsiman campaign. IMDB
Izmeth Siddeek
InstructorAbout
Izmeth Siddeek
Instructor
Izmeth Siddeek has over a decade of professional experience in the film & video game industry as a Lead Character Artist, Visual Development Artist, and Modeler. He has worked on Fifa 2007 at Electronic Arts Canada, Mass Effect 1 at Bioware, and most recently at Vancouver’s Capcom Games Studio on Dead Rising 2, Dead Rising: Case Zero and The Bigs at 2k Sports. He is proficient in several software packages and has presented his work at the Game Developers’ Conference (GDC) in San Francisco. Izmeth has also worked on the films Superman Returns and Scooby Doo 2. IMdB Game Developers’ Conference
Lisa Griffiths
InstructorAbout
Lisa Griffiths
Instructor
Lisa has 8 years of professional experience in a variety of creative roles including 3D Modeler, Sculptor, Texture Artist, Animator, 2D Concept Artist, Animator and Illustrator. After graduating from Digital and Classical Animation at Capilano University she worked as a freelance artist on children’s TV show pitches and educational games. She gained her first studio experience at Blue Castle Games where she learned the pipeline for realistic console games such as The Bigs 2 and MLB Manger, then transitioned onto the action adventure title Dead Rising 2 at Capcom. She later made the shift into mobile games where she worked on Sky Punks, a children’s title, at Fathom Interactive and a currently unannounced title at IGG. Lisa also has a Bachelor of Arts in Psychology and a keen interest in human development. She is fascinated by the ways in which people overcome challenges and evolve as learners.
Martin Bastian
Instructor - MayaAbout
Martin Bastian
Instructor - Maya
Martin Bastian has more than 15 years of professional experience in the animation industry. He has worked in various roles of production, from 3D Generalist and 3D Character Animator to Lighting & Composting Artist and CG Supervisor. Major companies he’s worked at in Vancouver include Mainframe Studios, Bardel Entertainment, Atomic Cartoons & Arcana Studios. He is currently working for some major animation shows in production.
Gilberto Jimenez
InstructorAbout
Gilberto Jimenez
Instructor
Gilberto graduated from VanArts and has over three years experience as a VFX Environment Artist and CG Generalist for film and TV, game trailers and cinematics, and animation in Vancouver studios such as MPC, Bardel, LUX Vfx, and IGG Inc. A fast learner who is always willing to try different things, acquire new techniques and work with the shared disciplines of the creative CG craft, he’s also made short films, some of which were exhibited at international film festivals such as Short Shorts, Short Shorts Asia & Japan, CutOut Fest, and Monterrey International Film Festival. Currently developing new artistic projects for future distribution, he works full time as an Environment CG Generalist at IGG Vancouver on the cinematics team.
Ferdinand Donessa
Instructor - EnvironmentAbout
Ferdinand Donessa
Instructor - Environment
After graduating from VanArts, Ferdinand worked as a Teacher’s Assitant for the Game Art and Design Program. In the last few years, he has garnered experience as a technical artist, modeler, surfacer, and look-dev artist. Playing a role in a wide variety of projects, he has been able to expand his knowledge and adapt to the different work environments for mobile gaming and animation. He has worked in several Vancouver studios including Koolhaus Games, Wildbrain Studios, and Bardel Entertainment.
Overview
Program Duration
12 MonthsNext Start Dates
September 2, 2025 March 9, 2026 September 8, 2026 March 15, 2027The Game Art & Design diploma program is a hybrid of traditional and digital art, right from foundation to specialization. Here you get to focus your craft in creating concept art and assets for the film, game and television industries, with an equal emphasis on art development for mobile gaming and 3D console games and creating fully play-able video game levels in Unreal Engine.
This is a full-time intensive program with classes every weekday (morning, afternoon, or evening) for an entire 12 months. It can be taken in-person on our Vancouver campus, or fully online from anywhere in the world.
Industry-professional instructors in this program teach in-person at our Vancouver campus as much as possible, while some instructors may also teach remotely. Remote instructors still teach lessons to all students at once, whether they be on-campus or off-campus.
Skills You Will Learn:
• Training in Maya, ZBrush, Python
• Game development in Unreal engine
• 3D modeling & figure drawing
• Surface, shading & texture design
• Mobile & VR game development
• Motion capture
Through individual assignments and group projects, you are taken through the entire pipeline for video game production. Your final demo reel can focus on character modeling, environment modeling, concept art, or specialized tasks such as rigging, level design, or VR game development.
Career Opportunities:
• Game Designer or Developer
• 3D Modeler (Characters or Environments)
• Concept Artist
• Texture Artist
• Rigging Artist
Alumni Credits include:
PTIRU Approved
This program has been approved by the Registrar of the Private Training Institutions Regulatory Unit (PTIRU) within the System Integrity Branch (SIB) of the Ministry of Post-Secondary Education and Future Skills.
Degree Pathways
The Game Art & Design diploma program is designed to make you industry-ready upon graduation — but if you’d like to continue into further studies, as a VanArts grad you can pursue a pathway towards a degree.
We have articulation agreements in place with several well established universities/colleges in Canada, Australia, and the UK, allowing you to complete a degree in as little as 1-2 years after your studies at VanArts.
Advantages include:
• dual credential from two recognized institutes
• savings in time & tuition cost
• (for international students) eligibility to apply for post-grad work permit
This list represents the pathways, universities and specific degrees available for graduates of Game Art at VanArts to consider.
Tuition Costs
Canadian
$34,750.00 CADInternational
$41,750.00 CADAdditional Information
How to Apply
To enroll in this program, you must be at least 19 years of age OR a high school graduate.
• If you are undecided on a program or have no portfolio/art background, consider our 6-month Art Foundation program. Taking this program first meets the portfolio requirement for all 1-year diploma programs and discounts your tuition.
If you already know you want to focus on Game Art & Design, apply now with the following steps:
Step 1 – Complete and submit the application form (+ $100 Application Fee)
Step 2 – Send us the following materials:
• Portfolio (12 pieces of visual arts that can include traditional art, digital painting, 3D modeling and/or animation.)
• Letter of Intent (one-page letter telling us about your background, your passion for game art & design, and why you are applying to this program)
• Photo ID (passport photo page or other ID to confirm your birthdate & citizenship)
• If under 19, photo or scan of High School Transcript
• If ESL, official test scores for minimum English assessment (IELTS, TOEFL, Duolingo & more all accepted)
See our full English & Admission requirements here for more details.>>
Once all materials are received, we will review to consider your acceptance into the program.
Tuition Payment Schedule
10% deposit upon acceptance to hold your seat
40% six weeks prior to start date
50% by end of Term 1 (3 months into studies)
Financial Aid & Scholarships
Visit our Financial Aid page.>>