The 3D Handbook
Key term

Matte painting for games

Painted backdrops for skies and distant scenery: flat 2D skies, 2.5D layers on cards and simple geometry, camera projection, and how studios such as Bungie, 343 Industries, Blizzard and Naughty Dog used them.

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A matte painting for games is a painted image of distant scenery, such as sky, mountains or a city, placed behind the playable space so the world seems to continue. Phillip Zhang, an environment artist on World of Warcraft, notes that a vista that would be expensive to model "can be achieved by creating a matte painting on a single 2048×2048 pixel canvas with a couple weeks of work" (80 Level: How to Create Skies for 3D Games).

Matte paintings are one layer of a skybox or backdrop; this page covers how the painting is made and mapped into the scene.

#2D, 2.5D and projected backdrops

Painted backdrops come in three broad forms, from cheapest to most convincing when the camera moves.

  • 2D: one image on the sky. The painting is wrapped onto a skybox cube or dome, with no parallax. This suits skies and very distant ranges. Zhang's Shadows of Argus skies for World of Warcraft were painted this way, and he says the process "isn't too different from a regular skybox" (80 Level: How to Create Skies for 3D Games).
  • 2.5D: layers on cards. The painting is split into layers (sky, far mountains, hills, cloud banks), each on its own card or simple mesh at a different distance, so the layers shift against each other as the player moves. Mukul Soman, skybox artist on Halo 4 and Halo 5, extracts clouds from photos and maps them "onto a card geo", then adds "cards with scrolling UVs to have moving clouds and fog elements" (80 Level: Creating Skyboxes for AAA Games).
  • Projected paintings. The image is painted over a render from one camera position and then projected from that same position onto rough geometry. From the projection point the result looks exactly like the painting; nearby viewpoints get real parallax because the geometry has depth. Garrett Fry's Projection Types for Matte Painters compares the projection types used in film matte work (YouTube: Projection Types for Matte Painters), and Sam Gebhardt shows a camera projection set up inside Unreal Engine (YouTube: Camera Projection Unreal Engine 01).
Side view. A projection camera on the left projects rays through a small painted frame. The rays land on a short near card, a taller mid-ground card and a tall sky dome or far card on the right, all standing on a ground line.
Camera projection in side view. Every surface the rays hit takes its colour from the painted frame. Seen from the projection camera, the cards line up into the original painting; seen from a nearby point, they separate and give parallax.Diagram by the handbook author

The further the player moves from the projection point, the more stretched pixels show, so projections suit vistas seen from a fixed path or a cutscene.

#Painting from photos and renders

Game matte painters rarely paint from a blank canvas. Soman starts with "making a base sky in Vue or Terragen", adds photographic elements and finishes by "painting onto them in photoshop" (80 Level: Creating Skyboxes for AAA Games). Tony Arechiga, a sky and background artist on Destiny 2, takes "thousands of pictures of clouds and landscape shots throughout the year" and uses them "as an asset database to cobble together panoramas" (80 Level: Creating Breathtaking Game Backgrounds). He makes cloud cards by compositing cloud photos over black, removing the blue channel with Photoshop's Blend If, and saving "the diffuse and the alpha textures" (80 Level: Creating Breathtaking Game Backgrounds). See photo-sourced and scanned materials for the general approach and gathering and using reference for building a photo library.

The painting has to agree with the 3D scene in front of it. Zhang's rules: "The lighting in a skybox should match the lighting of the scene", and "the use of color and shapes in a skybox should always echo the elements in the foreground" (80 Level: How to Create Skies for 3D Games). Distance is painted with value and contrast: "Things that are further away from a person usually have less contrast" (80 Level: How to Create Skies for 3D Games). See fog and atmosphere.

A layered backdrop: modelled mid-ground terrain, an additive fog card on the horizon, and planets that are spheres baked down to alpha cards.Tony Arechiga, via ArtStation
Notice how the distant towers lose contrast and lighten. The mid-ground and distance were built by Goldsworthy behind the world artists' foreground.Mark Goldsworthy, via ArtStation

#How to make one

The steps below build a 2.5D painted vista. They follow the workflows of Soman, Arechiga and Zhang; engine steps use Unity's skybox settings as the example.

  1. Block the scene and pick the viewpoints. Work out where the player will look at the vista from. Soman starts from the sky "and then work[s] my way closer and closer to the level" (80 Level: Creating Skyboxes for AAA Games).
  2. Make a base. Render a base sky in Terragen or Vue, or assemble a panorama from your own photos (80 Level: Creating Skyboxes for AAA Games; 80 Level: Creating Breathtaking Game Backgrounds). A single 2048 × 2048 px canvas was enough for Zhang's World of Warcraft skies (80 Level: How to Create Skies for 3D Games); a game with a more detailed art style may need more.
  3. Paint over it. Add photo elements and paint them together in Photoshop (80 Level: Creating Skyboxes for AAA Games). Match the direction and colour of the sun in your level, and lower contrast with distance (80 Level: How to Create Skies for 3D Games).
  4. Split it into layers. Save the sky as one image and each distant layer (mountain range, city skyline, cloud bank) with its own alpha, as Arechiga does with "the diffuse and the alpha textures" for cloud cards (80 Level: Creating Breathtaking Game Backgrounds).
  5. Map the layers. Put the sky on the skybox. In Unity, create a material with a skybox shader and assign it under Window > Rendering > Lighting > Environment > Skybox Material (Unity 6 Manual: Using skyboxes). Place the other layers on large cards or simple meshes beyond the playable boundary, furthest first.
  6. Add slow movement. Scroll the UVs of cloud and fog cards, as Soman and Arechiga do (80 Level: Creating Skyboxes for AAA Games; 80 Level: Creating Breathtaking Game Backgrounds). Keep it slow; huge distant objects that move quickly read as small.
  7. Reduce the cost. "Delete out unseen polygons and crunch your textures down with MIPs", and place alpha cards "sparingly" (80 Level: Creating Breathtaking Game Backgrounds). See mipmaps and overdraw.

#Video tutorials

#Use in recent games

#In different tools

Tool Role in a matte painting
Terragen, Vue Base skies and terrain renders to paint over (80 Level; 80 Level)
Photoshop Paintover, photo compositing, cloud alphas with Blend If (80 Level)
Houdini, World Machine Background terrain meshes in front of the painting (80 Level)
Unreal Engine Shader-driven cloud movement and rim light control on cards (80 Level); camera projection (YouTube)
Unity Skybox material in the Lighting window (Unity 6 Manual)

#Further reading and watching

Related pages: skyboxes and background vistas, sightlines and vistas, sky, clouds and volumetrics, fog and atmosphere, impostors and billboards, forced perspective, landmarks.

References

  1. Phillip Zhang, interviewed by Kirill Tokarev · How to Create Skies for 3D Games · 80 Level, 2017 · article · accessed 2026-10-22
  2. Mukul Soman, interviewed by Kirill Tokarev · Creating Skyboxes for AAA Games · 80 Level, 2016 · article · accessed 2026-10-22
  3. Garrett Fry · Projection Types for Matte Painters · YouTube · video · accessed 2026-10-22
  4. Sam Gebhardt · Camera Projection Unreal Engine 01 · YouTube · video · accessed 2026-10-22
  5. Tony Arechiga · Creating Breathtaking Game Backgrounds · 80 Level · article · accessed 2026-10-22
  6. Keith Guerrette (Naughty Dog) · Moving the Heavens: An Artistic and Technical Look at the Skies of The Last of Us · GDC Vault, 2014 · talk · accessed 2026-10-22
  7. Playgrounds · Florent Lebrun · Playgrounds · web · accessed 2026-10-22
  8. Unity Technologies · Using skyboxes · Unity 6 Manual · docs · accessed 2026-10-22
  9. Derek Flood · Painting The Sky: Creating Artist Driven HDR 360 Panoramic Sky Domes in UE5 · YouTube · video · accessed 2026-10-22
  10. Tony Arechiga · Destiny 2- Trials of the Nine · ArtStation · web · accessed 2026-10-22

Also consulted

Last updated 2026-10-22