Wade Howie: Head of Game Art & Design

Welcome to VanArts! Our program gets very heavily into game engines, how gameplay works, 3D characters and environments, developing levels, and making them playable. Using Unreal as our game engine of choice, it is mind-boggling to be able to create full feature film quality assets: models with reflections and colors bouncing off surfaces, all in real-time.

In the first week you will begin right away with 3D fundamentals, figure drawing classes, and art foundation courses. I always encourage people who have little experience with 3D modeling to download a free license of Maya from Autodesk. Try it and move things around. It will make starting up easier for you. If you are ready to work hard, we will prepare you to be a creative professional in the game industry.

Upcoming Start Dates

I look forward to seeing you in one of our upcoming intakes!

Fall 2021September 7
Spring 2022March 14
Fall 2022September 6
Spring 2023March 13

Program Curriculum

The Game Art & Design curriculum is delivered over 4 terms for a total of 12 months.

TRADITIONAL & DIGITAL FOUNDATIONS

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 you will need to understand basic visual language. At the time, you learn how to use digital art programs like Maya, ZBrush, and Photoshop, and get introduced to how mobile games and 3D engines for console games work. These first three months are all about laying the foundation you need for more advanced studies later on. 

Advanced Art Techniques and The Game Art Pipeline

Built on your basic foundation 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 and modeling to a final professional art asset. This process 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.

Advanced Pre-Production and Workflow 

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 pipeline and workflow 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. Studio-style weeklies are introduced where your work is critiqued by the instructors 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.

Post-Production and FINAL Demo Reel

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. 

Student Work

Check out some of the amazing work our Game Art & Design students have created.

Alumni

PROJECT COLISEUM: A VR Game Made At VanArts

01PROJECT COLISEUM: A VR Game Made At VanArts

Four of our senior students from 2020 collaborated on a Virtual Reality group project in their final term, and are now making their mark in the video game industry worldwide. 

Production Team: Arturo Martinez (Mexico), Victoria Celis (Mexico), P.B. Giridharahn (India), & Anirudh Garg (India).

Watch a panel discussion webinar we hosted with the entire team, and learn all about how they did it. 

A Career in VFX for Games: Gasper Znoj

02A Career in VFX for Games: Gasper Znoj

Since graduating from VanArts in 2018, Gasper has worked on Plants vs. Zombies: Battle for Neighborville, Dauntless, and Age of Empires IV.

Listen to his story here, and how VanArts helped him get his career started.


Cyberconnect2 in Japan Hires Alumni from VanArts

03Cyberconnect2 in Japan Hires Alumni from VanArts

Game Art & Design graduates like Sanjana Bhave (Class of 2019) are working hard at Cyberconnect2, a video game studio in Fukuoka, Japan known for their work on the ".hack" series and games based on the NARUTO "ULTIMATE NINJA" franchise.

Sanjana shares, “Like many others, I grew up appreciating art from Japan, specifically games and anime. I feel blessed that two of my biggest inspirations as an artist are now a part of my everyday life.”


Department Faculty

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, the US, Canada, and Africa, Wade has worked as a college professor and consultant for new studios bringing CG artists online. Wade has also contributed to 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

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Bob McAfee

Instructor

Bob holds a Bachelor of Fine Arts degree in Animation from the Emily Carr University of Art & Design, and a Diploma in Digital Animation. Since 1999, he has worked as a Cinematic Director, Lead Character Modeler, Technical Artist and Animator, and a Maya and Zbrush instructor for the Art Institute of Vancouver, BCIT, Emily Carr University of Art & Design, Radical Entertainment, and VanArts.

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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 CanadaMass Effect 1 at Bioware, and most recently at Vancouver’s Capcom Games Studio on Dead Rising 2Dead 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

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Kevin Shi

Instructor

Kevin started his industry career at Blue Castle Games when he transitioned from a freelance artist. Currently, Kevin is an Environment Modeler with Capcom Game Studio in Vancouver creating models, textures, and lighting. He has had experience with games such as The Bigs 2, Dead Rising 2, and Dead Rising 2: Off the Record. He is also a past graduate of VanArts Game Art & Design program in 2008.

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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 Manager, 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.

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Tuition

Canadian

$32,750.00 CAD

International

$38,750.00 CAD

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)

Please view our list of required equipment for this program.

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