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Workshop

Designing Environments for Games

A Workshop
by James Lewis-Vines

Sketching 3D Environments using Blender & Photoshop with James Lewis-Vines

intermediate
2h 36m 49s
10 Lessons
A Workshop
by James Lewis-Vines
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Sketching has traditionally been considered a 2D medium, but with the power of Blender’s Grease Pencil tool, you can draw in 3D and jump right into your designs to truly explore the space. In this 2.5-hour workshop, James Lewis-Vines shares his techniques, from gathering references to sketching and modeling a sci-fi environment design. His time-saving workflow allows concept artists to explore an environment design from many different angles and possibilities early in the sketching process without sketching multiple versions of the same scene.


Discover how James designs a gas station in the clouds, then follow along in Blender as he moves around the environment design in 3D, exploring and capturing interesting camera keyframes for the final render. You’ll see how James goes through the process of substituting the sketched scene from his chosen point of view with a realistic environment using a lineup of Kitbash elements. Once the scene is rendered, he works the keyframe concept through to a final polish using Photoshop.


This workshop is intended for intermediate Blender users; however, it also covers some of the basics for those just getting started. The purpose of this tutorial is to help provide a sound understanding of the Grease Pencil tool and to give you confidence in sketching your own environment designs from your imagination in a 3D environment.


Project files provided with this workshop include the final Gas Station Grease Pencil Environment Blender file and the rendered thumbnails from the various cameras in the scene, as well as the final rendered keyframe image.

10 Lessons

01IntroductionFree

James Lewis-Vines introduces his workshop, which demonstrates how Grease Pencil in Blender revolutionizes the concept art workflow by allowing artists to sketch in 3D space, explore multiple camera angles efficiently, and focus their time on polishing specific views for presentation. His technique bridges traditional concept art and 3D modeling, offering the speed of sketching with the exploratory benefits of 3D, making it invaluable for modern game development pipelines. James's production experience on major AAA titles validates this approach as both practical and industry-relevant.

Duration: 8m 17s

Introduction
02Sketching & Reference Gathering

This lesson emphasizes that successful concept design relies on rapid, low-stakes iteration before investing time in high-fidelity work. By showing failed designs alongside successful ones, James demonstrates that making mistakes early in the sketching phase saves significant time and allows for better creative exploration. His key lesson is to create a "zero-pressure space" for ideation where designs can be quickly tested and abandoned, ensuring that only the strongest concepts move forward to the more time-intensive 3D modeling stage.

Duration: 23m 41s

Sketching & Reference Gathering
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03Initial Blockout in Blender

This lesson emphasizes an efficient, iterative approach to 3D concept design, focusing on quickly establishing forms and spatial relationships rather than premature refinement. James's workflow demonstrates how 3D modeling can serve as a design tool in its own right, revealing opportunities and problems that aren't apparent in 2D planning. By maintaining flexibility through instancing, modifiers, and low-poly proxies, artists can rapidly explore design variations while preserving the option to develop only the assets needed for final presentation, making this an ideal workflow for concept artists working on complex environmental designs.

Duration: 30m 57s

Initial Blockout in Blender
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04Drawing the Scene with Blender’s Grease Pencil

This lesson demonstrates a practical workflow for combining automated and manual techniques to create stylized line art in 3D scenes. James's approach balances efficiency with artistic control, using Blender's grease pencil tools alongside traditional modeling techniques to achieve a hand-drawn aesthetic. By strategically choosing when to automate versus manually sketch, artists can learn how to create detailed, lived-in environments that maintain the organic quality of traditional illustration while leveraging the flexibility and editing capabilities of 3D software.

Duration: 38m 39s

Drawing the Scene with Blender’s Grease Pencil
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05Final Set Dressing & Finding Compositions

This lesson demonstrates a professional workflow for finalizing a 3D environment by layering storytelling elements, populating scenes with efficiently created characters, and systematically capturing compelling compositions. The emphasis on reusability, iterative refinement, and thoughtful camera work shows how technical Blender skills combine with cinematographic principles to create engaging visual narratives. Allan's approach of constantly moving around the scene, mixing angles and focal lengths, and being willing to adjust elements for specific compositions provides a practical framework for anyone looking to create cinematic environment art.

Duration: 20m 10s

Final Set Dressing & Finding Compositions
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06Prepping the Prop Lineup

This lesson demonstrates the importance of flexibility and problem-solving in concept art production. While multiple technical solutions exist for achieving photoreal lighting, James emphasizes choosing efficient workflows over time-consuming experiments. By combining free asset libraries with creative repurposing and straightforward HDRI-based lighting, his scene successfully transitions from stylized concept to photoreal foundation, ready for final texturing and detailing work.

Duration: 7m 19s

Prepping the Prop Lineup
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07Replacing Drawn Elements With New Props

This lesson demonstrates an efficient production workflow for environment art that prioritizes visible elements within the final composition. By systematically replacing placeholder sketches with detailed 3D assets, while focusing only on camera-visible geometry, James significantly reduces production time without sacrificing visual quality. His workflow prepares the scene for final rendering, then moves into Photoshop for additional painted details and finishing touches in the next lesson.

Duration: 8m 58s

Replacing Drawn Elements With New Props
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08Rendering the Chosen Frame

This lesson demonstrates the importance of properly setting up render passes in Blender and organizing them strategically in Photoshop for effective compositing. James's lesson emphasizes that iteration is normal and necessary. Returning to Blender to refine passes, such as the Mist values, or to add Eevee-rendered volumes significantly improved the final result. By layering multiple render passes with appropriate blending modes and masks, James shows how to create a solid foundation for the final painting and compositing stage.

Duration: 4m 50s

Rendering the Chosen Frame
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09Painting in Photoshop

This lesson demonstrates a comprehensive finishing process that combines traditional digital painting with photo manipulation and 3D rendering to achieve a polished concept art piece. James's iterative approach of constantly critiquing, adjusting values for depth, and adding atmospheric details shows how professional concept art requires both technical skill and critical self-assessment. The final result successfully transforms an initial thumbnail into a fully realized keyframe image with clear spatial depth, environmental storytelling, and cinematic polish.

Duration: 10m 57s

Painting in Photoshop
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10In Summary

James discusses why the 3D environment concept workflow featured in this workshop is his preferred method for professional work, balancing visual quality with flexibility and client engagement. He explains how, by allowing clients to explore environments interactively through first-person navigation while maintaining easy editability, this approach provides comprehensive early-stage concept reviews from every angle. His technique has proven particularly valuable for first-person games and has been instrumental in securing client approvals and revealing design issues that traditional static presentations might miss.

Duration: 3m 1s

In Summary
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Primary tools

For this workshop you’ll need:

Blender
Photoshop

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

Project Files

When downloading the workshop files, artists will receive a complete Concept Design for Environments with Grease Pencil project package. Inside, you'll find:


  • Complete Blender scene file (.blend) – The main Blender file with all the instructor's work, layers, and techniques demonstrated in the workshop
    - Asset attribution documentation (.txt) - A list crediting all resources and references used, perfect for understanding sources and inspirations

Skills Covered

Who’s this Workshop for?

This workshop is designed for intermediate Blender users and concept artists looking to expand their environment design skills. James Lewis-Vines's training is ideal for artists with traditional 2D sketching experience and for those ready to explore three-dimensional design workflows.


Artists with basic Blender knowledge will also benefit, as the workshop covers fundamental Grease Pencil techniques alongside advanced concepts. The training helps streamline concept development and explore multiple design angles efficiently, providing powerful time-saving skills for professional production work.

Learning Outcomes

On completing this workshop, artists will have mastered a comprehensive 3D sketching workflow that transforms traditional concept art processes using Blender's Grease Pencil tool.


Key skills include:

  • How to gather and organize reference materials for effective sci-fi environment design development.
  • How to sketch directly in 3D space using Blender's Grease Pencil for dynamic concept exploration.
  • How to navigate and explore environment designs from multiple camera angles within the same scene.
  • How to capture and organize keyframes for systematic concept development and client presentation workflows.
  • How to substitute sketched elements with detailed Kitbash components for realistic environment rendering.
  • How to integrate Blender renders with Photoshop for final concept art polish and presentation.
  • How to develop efficient workflows that eliminate repetitive sketching of similar environmental compositions.
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Workshop
Designing Environments for Games
Sketching 3D Environments using Blender & Photoshop with James Lewis-Vines
A Workshop by James Lewis-VinesLead Concept Artist at Fuse Games
intermediate
2h 36m
10 Lessons
Instructor James Lewis-VinesLead Concept Artist at Fuse Games

James Lewis-Vines is the Lead Concept Artist at Fuse Games. He was previously a Senior Concept Artist with Electronic Arts at BioWare and Criterion Games, contributing to titles including Star Wars, Battlefield, and Need for Speed. Earlier in his career, he also worked as a matte painter for Disney.


James is passionate about his craft and the collaborative energy of creating video games. As a concept artist, he thrives on tackling new challenges through sketches, paintings, and 3D models. He enjoys innovating with techniques and technologies to produce artwork that shapes the look and feel of new worlds, characters, and objects.

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  • I have had the pleasure of working with James for several years and on multiple titles while at Criterion, and I have always found him to be an exceptional concept artist. James is a reliable, humble, hard-working team player who brings a lot of creativity and drive to the team. His attention to detail and ability to explore and visualize even the vaguest ideas into vision-defining pieces have helped shape all the projects he has been involved with.

    - Pedram Karimfazli
    Character Art Director at Ripple Effect Studios

  • Working with James was an incredible experience! I worked under his supervision at BioWare for around six months. He was always there to provide guidance and help me to improve my skills. His guidance has helped me in every aspect of my career as an artist. I always felt very welcome and motivated! Also, he is an exceptional concept artist. He has a strong knowledge of 3D software as well as 2D skills, so his work process is fast, efficient, and very compelling. I really admire how talented he is. He is such an inspiration for me, and I really appreciate that I've had a chance to work with him.

    - Eun Young Kim
    Concept Artist at BioWare

  • James quite simply puts the concept in concept artist. It is incredibly rare to find someone whose mind is so engaging and brimming with ideas, and James is that. Working with him has always been incredibly inspiring and fun; he is a passionate artist that strives for excellence in everything that he does. I must add that I can't wait to work with him again.

    - Felix Bauer-Schlichtegroll
    Principle Concept Artist at Epic Games

  • I’ve worked with James for multiple years. I have found him to be a joy to work with; he’s multi-skilled, happy to learn new techniques, and has a very professional work ethic.

    - Wiek Luijken
    Art Director at Ubisoft

  • Working with James was an incredible experience; he is an exceptional concept artist! I worked under his supervision at BioWare for around six months. He was always there to provide guidance and help me to improve my skills. I always felt very welcome and motivated! He has a strong knowledge of 3D software as well as 2D skills, so his work process is fast, efficient, and very compelling.

    - Eun young Kim
    Freelance Concept / 3D Artist

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