Vertex School — Tech Art Program Detailed Curriculum
Sources: the official Tech Art Program page, Tech Art Bootcamp page and the course catalog (compiled 2026-09-26).
Vertex School's technical art training comes in two tiers:
- Tech Art Program (12 months) — for absolute beginners through intermediate students, from game art foundations all the way to shaders, procedural generation, VFX and tool development
- Tech Art Bootcamp (18 weeks) — an intensive for students who already have 3D experience
1. Tech Art Program (full 12-month track)
1.1 Overview
| Item | Details |
|---|---|
| Length | 12 months — 4 terms × 12 weeks |
| Format | 100% online: pre-recorded videos + 2 live classes weekly + 1-on-1 / small-group mentorship + online labs |
| Time commitment | Minimum 20+ hrs/week (30+ recommended); compatible with a full-time job |
| Admission | No prior experience required (junior/intermediate level) |
| Tuition | $13,200 upfront; installments: $2,450/mo × 6, $1,675/mo × 9 or $1,295/mo × 12 |
| Completion | Certificate (requested by email) + a portfolio of 4 capstone projects |
| Next cohort | 2026-09-28 (also the final enrollment day) |
| Application | ① online application → ② admissions interview → ③ enroll & pay |
Required software (student-provided):
- IDE/editors: Sublime Text or VSCode
- DCC: Maya, ZBrush, Houdini 21
- Texturing: Substance Painter, Substance Designer
- Engine: Unreal Engine 5.5
- Assets: Fab Marketplace (formerly Unreal Marketplace)
Mentors:
| Mentor | Position | Credits |
|---|---|---|
| Hicham Ouchan | Procedural Technical Artist, Mob Entertainment | Poppy Playtime, Horizon Zero Dawn Remastered |
| Sam Jay | Technical Artist, Blizzard | Diablo IV, NHL series |
| William Harvey | Senior Technical Artist, Meta | Poppy Playtime, Dawn of Defiance |
Career outcomes: the program targets technical art roles supporting Environment, Effects and Pipeline teams; the site maintains a "Where our students get jobs" section.
1.2 Term-by-term structure (4 × 12 weeks)
🎨 Term 1 — Game Art Foundations
Goal: master the full "high-res sculpt → game asset → engine render" art pipeline as a base for technical art.
Core content:
- High-res sculpting & the game asset workflow
- ZBrush high-poly sculpting
- Game-res mesh rebuilding
- Retopology
- Normal/AO map baking
- UVs & PBR texturing
- UV conventions
- Substance Painter PBR workflow
- Lighting & rendering
- Unreal Engine scene lighting and rendering
- Marmoset Toolbag real-time rendering & portfolio presentation
- Production conventions (naming, density, LOD awareness, engine import validation)
Capstone: a game-ready prop with a portfolio-grade breakdown.
🧮 Term 2 — Technical Art Fundamentals (shader math)
Goal: master the math and algorithms behind shaders and proceduralism; express visuals freely in the material editor / code.
Core content:
- Coordinate spaces & transforms — UV, world and tangent space; vectors and matrices
- Signed distance fields & raymarching
- Polar coordinates & trigonometry — swirls, radial patterns, waves
- Fractals & recursion
- Noise families: value noise, gradient noise, fBM (fractal Brownian motion), Voronoi
- Post-process effects: edge detection (convolution), NPR / stylized rendering
- Hands-on vehicles: Unreal's material editor, Shadertoy (GLSL), Houdini HDAs
Capstone (choose one):
- an advanced custom Unreal material
- a Shadertoy shader
- a Houdini digital asset (HDA)
🛠️ Term 3 — Advanced Technical Art & Tools
Goal: production-grade tech art — dynamic material systems, VFX, the Houdini Engine pipeline and editor tooling.
Core content:
- Advanced Unreal material systems
- Render targets: draw-to-texture, runtime feedback
- Layered materials / shaders
- Dynamic masking and runtime parameter driving
- Procedural graphs & optimization
- Niagara VFX: CPU/GPU particles, modular design
- Houdini Engine: attribute-driven Houdini tools inside Unreal
- Blueprint editor tools & the PCG framework
- Blueprint utility / editor scripting tools
- Procedural Content Generation (PCG) framework
- Graphics profiling: Stat, Insights, GPU analysis
Capstone: a production-ready tool or shader system (official examples: a Niagara library, a terrain scatter tool).
🌍 Term 4 — Procedural Generation for World Building
Goal: Houdini × Unreal procedural world building — the core production skillset of environment/pipeline TAs at AAA studios.
Core content:
- Houdini heightfields → Unreal terrains: generation and import pipeline
- Procedural landscape materials: auto layering, runtime virtual texturing
- Rock & cliff generation
- Foliage scattering & biomes
- Rivers & lakes: flow-map-driven water
- Building generator HDAs: parametric houses / modular buildings
- Trimsheets / atlases in procedural workflows
- Procedural cities
Capstone: a Houdini–Unreal integrated procedural world-building toolkit (official examples: a terrain painter, a city builder, a river system).
1.3 Progression logic across the four terms
Term 1 Art pipeline Term 2 Shader math Term 3 Tools & systems Term 4 Procedural worlds
(make game assets) → (math + shaders) → (build tools & VFX) → (build procedural pipelines)
ZBrush/Maya/SP Material editor/Shadertoy Niagara/Houdini Engine Houdini↔UE dual engine
UE render/Marmoset SDF/noise/polar/fractals Blueprint tools/PCG terrain/biome/city gen
↓ ↓ ↓ ↓
Capstone: game prop custom material/shader/HDA production tool/shader system Houdini-UE world toolkit
2. Tech Art Bootcamp (18-week intensive)
For students who already have 3D experience; it is the condensed alternative to the 12-month Program.
2.1 Overview
| Item | Details |
|---|---|
| Length | 18 weeks — 36 live classes (2 per week, ~1–1.5h), all recorded |
| Current cohort | 2026-09-08 → 2027-01-28 (Tue/Thu 8:00–9:30 AM PT); the previous one ran 2026-03-02 → 2026-07-08 (Mon/Wed 12:00–1:30 PM PT) — dates shift per cohort |
| Admission | Beginner / intermediate (3D experience recommended) |
| Tuition | $3,200 upfront (list $4,000); US students: 4 interest-free payments via Klarna/Afterpay, or 3 monthly payments of $1,176 |
| Extras | 15-day money-back guarantee, private Mighty community, full-time technical support, certificate |
| Salary data (cited officially) | US technical artist average $138,713/yr; entry ≈ $102,690; senior up to $177,752 |
Teaching split:
- William Harvey (Senior TA @ Meta) — course creator, all pre-recorded content, community Q&A
- Hicham Ouchan (Procedural TA @ Mob Entertainment) — leads all live sessions
- Edoardo Grimaldi (Senior Technical Artist) — additional mentor credited on student work
The five official skill goals ("What You'll Master"):
- Procedural world-building with Houdini
- Shader programming and real-time effects
- Technical animation and asset optimization
- Production-ready workflows for Unreal Engine 5
- Advanced use of Maya and the Substance suite
Software: Visual Studio, Sublime Text, Maya, Substance Painter, Substance Designer, Houdini, Unreal Engine 5.4, Fab Marketplace; ZBrush (optional)
2.2 Week-by-week syllabus
| Weeks | Theme | Details |
|---|---|---|
| Week 1–2 | Intro to programming & the pipeline | Programming basics (variables, loops, conditionals, functions); game art pipeline overview; PBR fundamentals |
| Week 3–4 | Intro to game art: modeling, texturing & shaders | Polygonal modeling in Maya; Substance Painter texturing; Unreal shaders/materials; intro to GLSL |
| Week 5–6 | Intro to proceduralism: texturing & modeling | Procedural texturing in Substance Designer; custom noise in HLSL/GLSL; procedural modeling & tool-building in Houdini |
| Week 7–10 | Effects focus: real-time VFX (Niagara & Houdini) | Niagara particle systems; advanced customization with scripts, modules, HLSL; creating/exporting effects from Houdini into Unreal; profiling & VFX optimization |
| Week 11–14 | Environment focus: world building | Procedural terrain in Houdini; Unreal landscape materials; PCG tools & Houdini Engine; foliage scattering & biome painting; large-scale environment optimization |
| Week 15–18 | Capstone project (~4 weeks) | A portfolio project aligned with your career goals + mentor feedback, iteration, optimization, portfolio presentation, job search / interview / networking advice |
Past capstone examples (from official blogs/videos — see the Resources page):
- Snow Ramp Generator (Houdini + RVT + sparkle shader) — Grant Schuchter
- Eyvind Cliff Generator (stylized cliff tool + procedural foliage + stylized water shader) — Peter Wandelmaier
- Procedural Temple of Time (Houdini temple tool + dynamic fracture system) — Daniel Herrera Ortiz
- Procedural bridge generator / wooden house builder HDAs — Raimundo Gallino
- Railroad & Bridge Generator — Walker McKee
3. Related courses in the same system (catalog excerpts)
3.1 Other career programs
| Program | Length | Content |
|---|---|---|
| Game Art Program | 9 months | Game art (character or environment specialization) |
| Game Dev Program | 9 months | Unreal Blueprints, C++ and Python game development |
3.2 Tech-art-related single-topic bootcamps / on-demand courses
| Course | Length | Notes |
|---|---|---|
| Tech Art Bootcamp | 18 weeks | See above (waitlist status at collection time) |
| Substance Designer | 5 weeks | PBR workflow, tiling textures, node-based materials for UE5 |
| Unreal Game Dev Bootcamp | 6 weeks | A playable demo without code |
| Video Game Lighting Bootcamp | 16 weeks | Game lighting (Maria Yue, ex-Splash Damage) |
| Houdini FX (on-demand) | 9 modules | Houdini FX |
| Realtime FX in Unreal Engine (on-demand) | 9 modules | Full Houdini → UE4 effects pipeline |
| Coding for Creatives (on-demand) | 6 modules | Free intro to programming for artists |
| Environment Art Bootcamp | 14 weeks | AAA environment art (Jacob Claussen) |
| Advanced Environment Art (on-demand) | 8 modules | UE + photogrammetry |
4. Study advice (interpretation of the official syllabus)
- Zero background: take the 12-month Tech Art Program; don't skip Term 1 — a TA's value is "art + code".
- Already 3D-savvy: go straight to the 18-week Bootcamp; focus on programming (variables/loops/functions in weeks 1–2) and shader math (HLSL/GLSL).
- Self-study mapping (free stand-ins):
- Term 2 → The Book of Shaders, Shadertoy, Inigo Quilez's articles
- Term 3 → Epic's Niagara / PCG docs, Houdini Engine docs
- Term 4 → SideFX Labs tutorials, Houdini heightfield series
- Portfolio strategy: four capstones = four portfolio pieces; align capstone topics with your target role (environment TA / effects TA / pipeline TA).
5. Reference links
- Tech Art Program (12 months): https://www.vertexschool.com/tech-art-program
- Tech Art Bootcamp (18 weeks): https://www.vertexschool.com/tech-art-bootcamp
- Course catalog: https://www.vertexschool.com/course-catalog
- Official blog: https://blog.vertexschool.com
- Official ArtStation: https://vertexschool.artstation.com
- Official YouTube: https://www.youtube.com/@VertexSchool
- Blog post "From Beginner to Job-Ready: The Vertex School Tech Art Program": https://vertexschool.artstation.com/blog/Agj0b/from-beginner-to-job-ready-the-vertex-school-tech-art-program
Note: compiled from official public pages (2026-09-26). The week-by-week detail of the 12-month Program is only in the official Syllabus PDF behind an opt-in form; the Bootcamp week-by-week table above is fully public.