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Workshop

Creating Environment Concept Art for Games

A Workshop
by Asim A. Steckel

Master Building Design Using Photoshop, 3D-Coat & Octane for Blender With Asim A. Steckel

intermediate
3h 4m 42s
7 Lessons
A Workshop
by Asim A. Steckel
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Creating and developing production art for games demands not only a deep understanding of the needs and goals of other departments in a game studio but also the consciousness and knowledge of technical restrictions. This 3-hour workshop covers these essential topics in a real game-dev context to share with you how you can visually communicate ideas with other departments in a studio while also understanding their needs and limitations.


This workshop is an advanced tutorial using Photoshop, 3D-Coat & Octane for Blender. Asim leads you through the entire process, from initial research to brainstorming, designing a building, blocking it out in 3D, creating composition thumbnails, setting up a basic scene in 3D, and finally, through to a fully fleshed-out environment concept art piece. Asim shares his experience, knowledge, and the design thoughts he goes through while always taking other aspects into account, such as Game Design, Level Design, Art Direction, and so on.


By following this workshop, you will not only learn Asim’s production-proven techniques and his personal painting process, but you will also learn insights into other aspects that affect your art, providing you with more awareness when tackling your own projects.


Project files accompanying this workshop include Asim’s Photoshop file and sketches for your personal reference.

7 Lessons

01Brainstorming & ResearchFree

Asim introduces his workshop, which demonstrates how creating successful environment art begins long before any actual creation takes place. The foundation of good design lies in thoroughly understanding the brief, asking comprehensive questions, and conducting targeted research. By treating the Merchant House not just as a visual asset but as a functional gameplay element with storytelling potential, Asim will create a more meaningful and effective environment that serves both the player experience and the game's narrative goals.

Duration: 17m 50s

Brainstorming & Research
02Building Design: SketchesFree

This lesson emphasizes that successful concept art thumbnailing is as much about managing the creative process and mindset as it is about technical drawing skills. Asim demonstrates that by combining efficient workflows, effective inspiration/mood management, and strategic thinking about gameplay needs, artists can quickly generate compelling architectural designs that meet both artistic and functional requirements in game development.

Duration: 28m 27s

Building Design: Sketches
03Building Design: Clean-up

This lesson emphasizes that effective concept art combines thoughtful design decisions with technical execution skills. Asim demonstrates that the most successful designs often embrace imperfection and asymmetry rather than sterile perfection, while maintaining a flexible workflow that balances creative exploration with practical client needs. The key takeaway is that concept art serves as a communication tool that should prioritize clear visual storytelling and cultural authenticity over technical perfection.

Duration: 21m 23s

Building Design: Clean-up
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04Blocking Out the Building in 3D

The lesson demonstrates that effective 3D modeling is about efficiency and workflow, not technical perfection. Asim emphasizes the importance of mastering a core set of tools so thoroughly that technical limitations don't hinder creative expression. This approach treats 3D modeling as a foundation for concept development, recognizing that final details and refinements will be added in subsequent painting and post-processing stages.

Duration: 17m 46s

Blocking Out the Building in 3D
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05Composition Thumbnails

This lesson emphasizes that successful composition work requires clear communication with clients, systematic workflow processes, and restraint in the early stages. Asim teaches the importance of establishing a solid foundation with simple shapes and values before progressing to details, while always keeping the intended mood and game functionality in mind. His goal is to create readable, effective thumbnails that serve both artistic and practical needs in game development.

Duration: 34m 57s

Composition Thumbnails
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06Setting Up the Scene in Octane Blender

This lesson demonstrates how 3D software can be effectively integrated into concept art workflows to increase efficiency and flexibility in collaboration. Asim's focus is on using 3D as a foundation tool rather than a crutch, leveraging its strengths for quick iterations and real-time feedback while maintaining traditional artistic skills. His approach prioritizes speed and adaptability over technical perfection, making it ideal for professional concept art production where client needs frequently change.

Duration: 12m 50s

Setting Up the Scene in Octane Blender
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07Final Painting Process

This comprehensive final lesson demonstrates how successful environment concept art extends far beyond creating visually appealing images. Asim emphasizes the importance of emotional storytelling, technical collaboration, and iterative refinement throughout the creative process. He discusses how, by combining personal inspiration with practical gameplay considerations and maintaining open communication with development teams, concept artists can create environments that not only look stunning but also serve the broader goals of game development and player experience.

Duration: 51m 29s

Final Painting Process
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Primary tools

For this workshop you’ll need:

Octane Render
3D Coat
Blender
Photoshop

* Note that these programs and materials will not be supplied with the course.

Project Files

When you download the workshop files, you'll get access to Asim Steckel's complete Merchant Building project with all the resources you can analyze. Inside, you'll find:


  • Source artwork files – The original Photoshop file and high-resolution images showing the final merchant building design
    - Concept sketches & references - Initial sketches, composition studies, and reference materials used during the creative process

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate- to advanced-level concept and environment artists working in game development studios or aspiring to join them. It's particularly valuable for artists who want to understand production workflows and cross-departmental collaboration in professional game development settings.


Freelance artists, art students, and professionals from other creative industries will also benefit significantly from these comprehensive lessons. They'll gain crucial insights into game industry standards, technical constraints, and the collaborative processes essential for successful production art in modern game studios.

Learning Outcomes

By completing this workshop, artists will master production-proven techniques for creating professional environment concept art while understanding cross-departmental collaboration requirements.


Key skills include:

  • How to conduct effective visual research and brainstorming for game environment concepts.
  • How to design buildings and structures that meet game design and technical requirements.
  • How to create effective 3D blockouts using industry-standard workflows and production pipelines.
  • How to develop compelling composition thumbnails that communicate design intent to development teams.
  • How to set up professional 3D scenes using 3DCoat and Octane for Blender.
  • How to collaborate effectively with game design, level design, and art direction departments.
  • How to apply technical restrictions and limitations while maintaining artistic vision and quality.
  • How to execute complete environment concept art pieces using production-proven painting techniques.
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Workshop
Creating Environment Concept Art for Games
Master Building Design Using Photoshop, 3D-Coat & Octane for Blender With Asim A. Steckel
A Workshop by Asim A. SteckelFreelance Senior Concept Artist / Vis Dev Artist
intermediate
3h 05m
7 Lessons
Instructor Asim A. SteckelFreelance Senior Concept Artist / Vis Dev Artist

Asim A. Steckel is a Senior Concept and Visual Development Artist from Germany with over 12 years of experience in the entertainment industry. He began his career as a Graphic Designer before pursuing his passion for games and film through Game Art, eventually establishing himself as a versatile concept artist.


Asim worked in Germany before relocating to Canada to join Ubisoft Québec, contributing to projects including Immortals Fenyx Rising. Returning to Germany, he embarked on a freelance career, collaborating with clients such as Riot Games, 5th Column Studios, Genpop Interactive, and Hitzone. He currently works at Epic Games, where he continues to create compelling concepts and visual development for high-profile projects.

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  • Asim and I worked together for several years on the full production of Immortals Fenyx Rising, where he brought countless vibrant fantasy environments to life. His keen design sense, mastery of light and color harmonies, and extensive 3D knowledge make him an exceptionally versatile concept artist. Beyond his talent, he is a passionate communicator and charismatic instructor, inspiring and engaging everyone around him.

    - Hugo Puzzuoli
    Principle Environment Concept Artist at NetEase Games Montreal

  • I can say that Asim is not just an exceptional artist, but a true world-builder. The artworks that he produces are original and vibrant, and they drag you in and make you want to explore more. His work is important as it serves as the spark that drives entire projects; bringing the first visual ideas to the teams to align them to realize an epic version of his initial work in a game engine.

    - Sébastien Giroux
    Senior Character Artist at Motive Studio

  • Asim is a highly skilled artist known for his warm and welcoming personality. He has a unique ability to blend 3D and 2D techniques, which enhances his understanding of design. His expertise in art production and storytelling in imagery makes him an excellent teacher.

    - Danar Worya
    Founder of Bright Winter Studio

  • I really enjoyed my time with Asim on Immortals Fenyx Rising. Asim was one of our concept artists back then and it was easy working with him because he had a good attitude, was very receptive to feedback, and was always looking to improve his skills. In our concept artists group, he was one of my go-to guys when I had a special request or any complicated tasks. Asim is a true professional on every level.

    - Thierry Dansereau
    Art Director at Ubisoft Québec

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