WORLDcraft
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Every world an audience walks into was designed. Someone decided where the eye goes, how big a doorway is, what happened in a room before the player arrived, and how the light makes it feel. WORLDcraft teaches you to make those decisions on purpose.
WORLDcraft is the flagship of the CG-EH Craft Ecosystem, where all the other Crafts meet: story, assets, materials, light, effects and motion all live inside a world. Over eight lessons you build a world in stages:
- a primitive blockout that tells a one-sentence story
- a walkable, measured space
- your own assets, materials and lighting
- a finished Portfolio Diorama, presented in motion
Each lesson follows the same rhythm: Learn, Practice, Build, Refine, and Masterpiece. Every lesson ends with a peer read, such as the place read, the squint read, the walk read or the handoff read. Classmates tell you what your world is saying before you explain what you meant.
The course asks the same thing of every world: does it tell a believable story at every scale, and can you explain each decision in the language of design, not the language of buttons?
WORLDcraft is open to beginners and to artists moving into environment work. No prior 3D experience is required. You work in Blender or Maya, with Unreal Engine 5 for blockouts, lighting and presentation.
Lesson 01: Seeing Worlds, Spaces Into Places
- A space becomes a place when it tells a story
- Building at human scale with real-world measurements
- Arranging objects as evidence of use and events
- Checking that the story reads at far, middle and close distances
- Masterpiece: a Storytelling Vignette, a primitive blockout telling a one-sentence story, shown at three distances and in a short camera move
Lesson 02: The Language of Design, The Grammar of Worlds
- Shape language and readable silhouettes
- Rhythm and repetition, and breaking them on purpose
- Focal points through contrast and hierarchy
- Iterating through mood boards and thumbnails before committing to 3D
- Masterpiece: a mood board and a set of thumbnail environments, with one chosen concept and its reasons
Lesson 03: Blockout and Metrics, Measure Twice
- Turning a 2D thumbnail into a 3D space that matches it through a hero camera
- Writing and applying player metrics for heights, widths and steps
- Building on a grid with consistent snapping
- Guiding the walker with paths, landmarks and sightlines, and testing by walking at eye height
- Masterpiece: a Measured Blockout with a hero camera, a landmark, a main path and a first-person walkthrough
Lesson 04: Building Assets, Made to Be Used
- Modelling props from reference at correct real-world scale
- Pivots, transforms and naming so props drop into a scene correctly
- Spending polygons where the silhouette shows
- Clean UVs with hidden seams and consistent texel density
- Masterpiece: a Prop Set of six environment props, placed in your blockout
Lesson 05: Surfaces and Materials, Every Surface Has a History
- PBR fundamentals for environments
- Tileable materials, trim sheets and decals that cover large spaces efficiently
- Placing wear and weathering where use and the environment would cause it
- Masterpiece: your blockout and props surfaced with a consistent material set
Lesson 06: Light and Atmosphere, Light Sets the Mood
- Motivated light: every source has a reason to be there
- Mood, colour temperature and value structure
- Fog, haze and atmospheric depth in Unreal Engine 5
- Masterpiece: the world lit for one clear mood a viewer can name
Lesson 07: Worlds in Motion, Judged by Walking Through
- Why a world is judged in motion, not from a single camera
- Walkthroughs, camera paths and pacing
- Presenting a world so its story unfolds as the viewer moves
- Masterpiece: a cinematic walkthrough that reveals the world’s story in order
Lesson 08: Apprentice Showcase, The Portfolio Diorama
- Bringing story, design, scale, assets, materials and light together in one finished world
- Beauty shots, a walkthrough, and breakdowns from blockout to final
- Presenting and defending your decisions in critique
- Masterpiece: a portfolio-ready Portfolio Diorama, presented and defended live
What you leave with
- A finished Portfolio Diorama with renders, a walkthrough and breakdowns
- A working method from story and blockout to lit, presented world
- A design vocabulary to explain every decision you make
- The foundation for the Craftsman tier and every other Craft in the CG-EH Ecosystem
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