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Sam WillisJul 11, 2024 9:00:00 AM12 min read

'I’ve learnt so much' - Game Art students reflect on their first year at dBs

We caught up with a selection of our BA (Hons) Game Art students, who have just finished their first year at dBs, to get their reflections on their time at dBs Institute so far.

The BA (Hons) Game Art students at dBs Institute are some of the newest additions to be welcomed to the dBs community. They're one of two cohorts to study our new gaming courses, alongside students on our BA (Hons) Game Development: Programming degree course.

With their first year now firmly under their belt, we wanted to catch up with a selection of them to find out what their experience on the course has been like so far, what some of their successes and challenges have been and how their skills have improved in their first year. Find out more here!

Bristol Tour - 11

What has the experience been like in your first year studying BA (Hons) Game Art at dBs Institute?

James Downs: My first year at dBs has been an enjoyable experience, I’ve found that being in a creative environment has pushed my motivation for self-improvement further.

Kayleigh Perry: My first year has been full of learning opportunities, such as trying new 3D software and experimenting with tools I haven't used before. Although it's challenging to make 3D assets and models, I have learnt a lot.

Rob Ciobotarasu: In my first year, I've had several new experiences and met a lot of new people from different backgrounds and learnt a lot from them.

Clara Uhlendorf: My first year has been really great. I’ve learnt so much and met so many amazing people.

Clara 2

What have you enjoyed most about the first year?

JD: I’ve enjoyed collaborating with other students during an Environment Art assignment. We combined our assets to create a horror-based scene within Unreal Engine. During this process, I learnt industry-standard workflows which I hadn't considered before, such as naming conventions.

KP: What I enjoyed most about my first year was working on a group assignment, as I could communicate with students I wouldn't usually talk to. I also found it interesting to see how everyone's work came together by the end of the project, giving me an idea of how a real game industry pipeline would work.

RC: In the first year, the Character Art module has been what I enjoyed the most because I am very passionate about this game art discipline.

CU: My favourite thing about dBs so far has been the different opportunities to network and the amount of support we receive. When I started the course, I was worried that I didn't have enough knowledge in 3D modelling and that I would be behind, but it was great to see that everyone had different levels of experience and the lecturers made sure to help us all get to the same level. They are very patient and take their time helping you and make sure no one falls behind.

Environment art collab 4

What has been the most challenging aspect of the experience?

JD: The most challenging aspect of the first year was switching from Blender to Maya. I found it difficult to adjust to a new UI layout and re-learn the hotkeys for an efficient workflow. However, once I grew more comfortable with Maya, I found the modelling techniques were very similar.

KP: The most challenging aspect for me was learning 3D software such as Maya, Zbrush and Substance Painter. As I had no previous experience in using 3D software, I had to start with the basics but I feel I was able to learn a lot and have begun enjoying it more.

RC: The most challenging aspect of the first year was learning new techniques which I had never heard of before. Once I got used to them, though, I found the process extremely rewarding.

CU: The biggest challenge for me was the language barrier, especially with the technical vocabulary that comes with all the programmes, but I managed to get used to it pretty quickly and have had a lot of support from dBs.

Concept art progress 1

What piece of work are you most proud of from this year?

JD: The art piece I am most proud of from my first year would have to be the infected crashed plane asset I designed. I had to experiment with texturing within Substance Painter to create a realistic design for the fungus and vines and it was a satisfying process, as I had never attempted to model a vehicle before.

KP: The pieces I'm most proud of this year are the first Concept Art assignment I completed, where I needed to create different character designs by combining an object with a person, and my 3D assets for the saloon and airport projects, though I still have lots of room to improve!

RC: To be honest, I’ve liked a lot of my projects from my first year but my favourite is the last character I made and rigged.

CU: I am most proud of my Character Art assignment from the second semester. I think I did a great job with the texturing and rigging, especially since I had no experience before I started this course. It's a great reflection of how far I've come this year alone.

Concept art progress 2

What’s the most useful skill or technique you’ve learnt this year?

JD: In my first year, I have learnt how to use ZBrush; allowing me to sculpt more intricate details on a mesh to then bake on a low poly model for optimization purposes. I find this useful because I can go into much more detail without the struggle of a higher tris count on my assets.

KP: The technique I've found most useful in 3D modelling is creating block-out models before adding detail, especially during character sculpting. This saved me a lot of time and effort. For 2D, I’ve learnt that it's always good to have a large array of references to use for inspiration.

RC: The most important technique I have learnt so far is time management. Having three projects at once can be scary, but managing my time and ensuring I work on them each enough is a really crucial skill.

CU: I think everything we have learnt this year is extremely important for the next two years. We have learnt all the basics, from modelling, UV unwrapping, rigging a character and perspective drawing. These are all very important skills and will aid as a foundation for everything we will learn in the future.

Denis Goldan Render1-2

How well do you think the course integrates with the gaming industry?

JD: The Game Art course at dBs has taught me industry-standard software such as Maya, ZBrush and Substance Painter. I have also learnt industry-standard workflows throughout the year which is important for clear communication and accessibility for other team members. The tutors also provide the opportunity to attend local gaming events for networking purposes.

KP: Although the course integrates well with what is expected in the gaming industry, I feel the first year is too early to showcase my work as I'm still focused on learning techniques to improve my skills. I haven't taken any opportunities to work in the industry yet, however, I will continue to build up my portfolio and practice different areas of game art to try and get an internship or participate in a game jam in the future. 

RC: This course has helped made view the gaming industry differently - in a good way! I have posted my work publicly and interacted with different individuals from the industry. 

CU: dBs does a great job in providing you with the opportunities to get to know people from the industry, but in the end, it depends on you taking the initiative. When attending the Global Game Jam early this year, I met James Parker the founder of GroundShatter. I reached out again a few months later to ask about the possibility of an internship at the studio over the summer. I was hesitant at first due to my lack of experience, but luckily he agreed to take me on for a month and let me help on their new game 'Knights In Tight Spaces'. This month has helped me progress my skills immensely and gave me industry experience that I never thought I would be able to get so early on in my journey.

Raven 2

How would you describe the teaching and facilities on your course?

JD: The facilities at dBs provide all you need to learn Game Art. There are computer rooms with the required software installed and they’re free to use whenever there isn't a lecture taking place in them. The teaching is also really strong. I have found it helpful that the lecture slides are always public if I need to look back for specific information. However, it is important to put in effort outside of lectures if you truly want to improve.

KP: The facilities offered here are great, with high-end PCs and drawing tablets for anyone who needs them, as well as access to all of the required software. As only some of this software is accessible at home, it does mean I need to spend more time using the university computers, which isn't necessarily a bad thing and helps me improve my time management skills.

RC: The teaching on the course has been great. I’ve met amazing teachers with powerful skills and I've been able to learn a lot. The facilities are great and well-managed. I feel very comfortable doing my work in class surrounded by nice people.

CU: The facilities are great. We have really high-quality equipment and a separate room specifically for life drawing. We can use the facilities outside our lectures too, which is great for people who don't have the equipment at home. The lecturers are amazing people who help us every step of the way. You can tell how passionate they are and always strive to make it a better experience for us. I feel very seen as an individual instead of just one of many students.

Clara Concept Art 1

What is the community of students like on your course?

JD: I find the community to be pretty relaxed and welcoming.

KP: The students on my course are all interested in a wide variety of games, which means I can always find someone who likes the same games as me. It's also interesting to see the different art styles and work ethic of each student.

RC: I’ve met a lot of nice people who I have become friends with. It's been fun interacting with a new community.

CU: We have students from all backgrounds and ages here. Our course ranges from the age of 18 to 25. Some of us have a background in digital art or photography, whereas others already have 3D modelling experience. As the campus is quite small, we have a much better opportunity to get to know people from other courses as well. We also have planned to start a game society for all the students to come together, play games and mingle. This will hopefully also create connections that will be useful for future collaborations.

Clara 1

How much collaboration do you feel there is?

JD: One of our main Environment Art assignments was a collaboration project to create a horror-based scene of an airport and during this time, there was a lot of communication and asset sharing within the class. Outside of that, there are times when students help each other with any struggles they might be having.

KP: I feel there has been decent collaboration, especially when it came to our collaborative airport project. I think most students are still getting used to the class in the first year, and in our second year, it will be much easier to communicate and update each other during projects.

RC: I feel that there is a lot of collaboration between students and teachers. Collaboration is crucial in this industry; collaborating and networking have definitely improved my work.

CU: There are already a few opportunities to collaborate with other students in your first year. There are also a lot of opportunities through dBs Pro to work on commercial projects outside of the university.

Environment art collab 2

What are you looking forward to for next year?

JD: Next year I'm excited to improve my understanding of using game engines, such as Unreal Engine, as well as creating more portfolio pieces now that I feel my skill level has grown stronger.

KP: Next year I'm looking forward to more collaborative projects and I'd like to involve myself in more industry opportunities. I am also hoping to gain more skills in the area of game art I like most, which is concept art. Learning more about producing 3D art will also be helpful to me.

RC: Next year, I'm looking forward to animating my characters, as it gives them much more life and will take my work to the next level.

CU: I'm really interested in Character Art, which is why I'm looking forward to learning more about character creation. I want to explore different styles, create more detailed clothing and learn how to animate my characters. I'm also hoping for more collaborative projects.

Denis Goldan Render3-1

Would you recommend this degree to someone who wants to get into game art?

JD: Definitely. Being in a creative environment at dBs has pushed me to improve my skills and enjoy the process of creating.

KP: I would recommend this degree to anyone who feels like they need guidance on how to create a portfolio for the games industry, and if they want to learn new skills. I’ve learnt that, for me to succeed, I need to practice and hone my skills outside of class rather than rely on a course to teach me absolutely everything there is to know!

RC: Definitely! I would recommend this to anyone passionate and hungry to achieve. The road can be long and frustrating but it’s rewarding!

CU: I would absolutely recommend this degree to people who are interested in a career in this field. You have to be aware that it is a 3D-heavy course, so if you're exclusively interested in 2D art, I would recommend a different path. If you're interested in broadening your skillset and have a passion for art, this is exactly the course for you.

Clara Concept Art 3


Want to follow these students and take your next step towards a career in the gaming industry? Learn how to apply to our BA (Hons) Game Art degree and explore our other Gaming Courses today.

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Sam Willis

Sam Willis is dBs Institute's Content & Communications Manager and a writer with over ten years of experience. As a music writer, his work has been published in titles including Vice, PAPER Magazine, Red Bull Music, Long Live Vinyl Magazine and Classic Pop Magazine. As a copywriter, he has written long and short-form content for clients across several industries.

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