The 3D Handbook
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Reference

Essential talks and videos

A curated, visual library of conference talks by shipped-game developers (GDC, Substance Days, Unreal Engine, SIGGRAPH Advances) and of videos by trusted educators such as EMC3D, Beyond Extent, Class Creatives, FlippedNormals, Polygon Academy and Ben Cloward, grouped by topic, with notes on how to watch a talk actively.

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In a production talk, an artist who shipped a game explains the constraints, the system they built and what they would change. This page collects the talks and videos the handbook cites most often, grouped by topic, with a short note on who is speaking and what each covers.

Two kinds of source sit side by side here. Studio talks (GDC, Substance Days, Unreal Engine livestreams, SIGGRAPH course notes) come from the people who made the game. Educator videos (EMC3D, Beyond Extent, Class Creatives, Polygon Academy, FlippedNormals, Ben Cloward and others) explain techniques, often by taking apart shipped games. Use the first for what happened in production, and the second to learn how to do it yourself. For written equivalents, see game art breakdowns: a curated library and postmortems worth reading.

#How to watch a talk actively

A one-hour talk watched passively leaves few usable notes. A few habits help you get more from it.

  • Note the constraint first. Most production talks are a story about a problem: memory, team size, schedule, a camera the player controls. Write it down in one line before the speaker gets to the solution.
  • Pause on every breakdown slide. Wireframes, texture sheets and kit layouts carry most of the information. Screenshot them and count pieces, strips and texture sizes, the same way you would read an art breakdown.
  • Write down numbers. Texel densities, kit footprints, triangle counts and memory budgets are rare in public. Collect them, with the talk as the source.
  • Separate method from taste. A studio's art direction is not a rule. Note which decisions came from the game's needs and which from style.
  • Look for the speaker's other work. Many speakers also post ArtStation breakdowns or slides; the companion material often has the numbers the talk skips.

#Modular kits and level art

Talks and videos on building environments from reusable pieces. Background: modular kits, grids and metrics, kitbashing.

Bethesda's GDC 2016 follow-up to the Skyrim kit talk; watch how one kit approach scales to a whole open world. Watch on YouTube

#Trims, decals and texturing

How studios texture large spaces without unique maps on every asset. Background: trim sheets, tileable materials, texel density, decals.

#Materials and PBR

From the physics of shading to how Naughty Dog builds its materials. Background: physically based rendering, procedural materials, ways to texture an environment.

Naughty Dog's Jared Sobotta and Jonathan Benainous on the material work behind The Last of Us; watch it next to Sobotta's ArtStation breakdowns. Watch on YouTube

#Lighting

Fewer free lighting talks could be verified for this page than for other topics; these are good starting points. Background: real-time lighting, light and shadow, global illumination.

#Optimisation and tech art

What things cost, and how studios fit big worlds into a frame. Background: performance and profiling, texture formats, compression and mipmaps, level of detail, virtualised geometry, shaders for artists.

#Level design and wayfinding

Talks on layout, flow, guidance and story through space. Background: blockout, layout and flow, wayfinding, environmental storytelling.

David Shaver (Naughty Dog) and Robert Yang (NYU Game Center) on guiding players without waypoints, through blockmesh and then light. Watch on YouTube
Level Design Workshop: Blockmesh and Lighting Tips (GDC 2018)
Shaver's half covers guiding players without waypoints or HUD markers, early blockmeshing for useful playtests and before-and-after examples. 80 Level summarises it as "techniques that developers from Respawn, Naughty Dog, and many other companies use to establish natural level flow". Intermediate, free.
VideoIntermediateFree

#Portfolios and careers

Advice from people who hire. Background: portfolios, portfolio advice from industry professionals, planning a portfolio piece.

#Studio art direction

How teams set a visual direction and make spaces feel composed. Background: art bibles and style guides, composition, colour for environments.

The Art of Firewatch (GDC 2015)
Jane Ng of Campo Santo on "translating a bold 2D graphic style into an explorable 3D environment", with process principles, tools and advice for small art teams. Beginner to intermediate. GDC Vault.
TalkBeginnerIntermediate

#Further reading and watching

References

  1. GDC Festival of Gaming · Fallout 4's Modular Level Design · YouTube · talk · accessed 2026-10-21
  2. Jane Ng (Campo Santo) · The Art of Firewatch · GDC Vault (GDC 2015), 2015 · talk · accessed 2026-10-21
  3. David Shaver (Naughty Dog) and Robert Yang (NYU Game Center) · Level Design Workshop: Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set the Mood · GDC Vault (GDC 2018), 2018 · talk · accessed 2026-10-21
  4. Game Developer staff · Come to GDC and learn how Bethesda built the world of Fallout 4 · Game Developer, 2016 · article · accessed 2026-10-21
  5. Joel Burgess (co-presented with Nate Purkeypile) · Skyrim's Modular Approach to Level Design · Game Developer (from GDC 2013 Level Design in a Day), 2013 · article · accessed 2026-10-21
  6. Class Creatives (with Jon Arellano and Jacob Norris) · Ultimate Guide to Modular Assets | Sony Santa Monica & Naughty Dog Artists Break Down the Workflow · YouTube, 2025 · video · accessed 2026-10-21
  7. Beyond Extent · The easiest Way to Create Modular 3D Kits Without Stress · YouTube · video · accessed 2026-10-21
  8. EMC3D - Game Art · Why Does Hogwarts Legacy Environment Art Look Like This? · YouTube, 2025 · video · accessed 2026-10-21
  9. EMC3D - Game Art · Why Does Naughty Dog's 3D Environment Art Looks Like This? · YouTube, 2024 · video · accessed 2026-10-21
  10. EMC3D - Game Art · Why Does God of War's 3D Environment Art Looks Like This? · YouTube, 2024 · video · accessed 2026-10-21
  11. Morten Olsen (Insomniac Games) · The Ultimate Trim: Texturing Techniques of Sunset Overdrive · GDC Vault, 2015 · talk · accessed 2026-10-21
  12. Class Creatives · How AAA Studios Texture Huge Worlds | The Last of Us & Valorant Trim Sheet Workflows · YouTube, 2026 · video · accessed 2026-10-21
  13. Tim Simpson · Trim Texture Tutorial - Environment Art 101 · Polygon Academy (YouTube), 2019 · video · accessed 2026-10-21
  14. PixelMasher (Tim Simpson) and others · TUTORIAL: Trim Textures for environment art and props · Polycount, 2019 · forum · accessed 2026-10-21
  15. Tim Simpson · Planning & Creating Trim Sheets For Games - Trim Texture Tutorial Part 1 · Polygon Academy (YouTube), 2019 · video · accessed 2026-10-21
  16. EMC3D - Game Art · The Different Types Of Trim Sheets & How They Are Used In Games (Part 1) · YouTube, 2024 · video · accessed 2026-10-21
  17. EMC3D - Game Art · How To Achieve Consistent Texel Density In 3D Environment Art (Simplified) · YouTube · video · accessed 2026-10-21
  18. Sydney Saphira · Once you go trim sheet, you never go back (an honest workflow) · YouTube · video · accessed 2026-10-21
  19. FlippedNormals · Making Tileable Textures in ZBrush - Top ZBrush Trick · YouTube · video · accessed 2026-10-21
  20. Adobe Substance 3D (Jared Sobotta and Jonathan Benainous) · The Material Art of The Last of Us | Substance Days at GDC 2023 · YouTube, 2023 · talk · accessed 2026-10-21
  21. Adobe Substance 3D · GDC 2016: Naughty Dog's Texturing for Uncharted 4 by Rogelio Olguin | Adobe Substance 3D · YouTube, 2016 · talk · accessed 2026-10-21
  22. Sebastien Deguy (Allegorithmic), Rogelio Olguin and Bradford Smith (Naughty Dog) · Texturing Uncharted 4: a matter of Substance · GDC Vault, 2016 · talk · accessed 2026-10-21
  23. FlippedNormals · PBR Explained for 3D Artists - Physically Based Rendering · YouTube, 2019 · video · accessed 2026-10-21
  24. Brian Karis · Real Shading in Unreal Engine 4 (course notes) · SIGGRAPH 2013 course: Physically Based Shading in Theory and Practice, 2013 · paper · accessed 2026-10-21
  25. GDC Festival of Gaming · Level Design Workshop: Blockmesh and Lighting Tips · YouTube · talk · accessed 2026-10-21
  26. Robert Yang · GDC 2018: How To Light A Level (slides and notes) · Radiator Blog, 2018 · article · accessed 2026-10-21
  27. Unreal Engine · Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 · YouTube · video · accessed 2026-10-21
  28. Miriam Bellard (Rockstar North) · Environment Design as Spatial Cinematography: Theory and Practice · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
  29. GDC Festival of Gaming · Environment Design as Spatial Cinematography: Theory and Practice · YouTube · talk · accessed 2026-10-21
  30. Hugh Chew · Your Textures Are Killing Performance, Here's Why · YouTube, 2026 · video · accessed 2026-10-21
  31. Ben Cloward · The Graphics Pipeline - Shader Graph Basics - Episode 2 · YouTube · video · accessed 2026-10-21
  32. GDC Festival of Gaming · Between Tech and Art: The Vegetation of Horizon Zero Dawn · YouTube · talk · accessed 2026-10-21
  33. Eric Wohllaib (Sucker Punch Productions) · Advanced Graphics Summit: Procedural Grass in 'Ghost of Tsushima' · GDC 2021, 2021 · talk · accessed 2026-10-21
  34. Jeremy Moore (Ubisoft) · Terrain Rendering in 'Far Cry 5' · GDC 2018, 2018 · talk · accessed 2026-10-21
  35. Unreal Engine · Nanite | Inside Unreal · YouTube, 2021 · video · accessed 2026-10-21
  36. Brian Karis · Nanite: A Deep Dive · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-21
  37. Elan Ruskin (Insomniac Games) · 'Marvel's Spider-Man': A Technical Postmortem · GDC Vault (GDC 2019), 2019 · talk · accessed 2026-10-21
  38. arthur tasquin · How to be productive in Unreal Engine · YouTube · video · accessed 2026-10-21
  39. 80 Level · Level Design Workshop: Blockmesh and Lighting Tips · 80 Level · article · accessed 2026-10-21
  40. GDC Festival of Gaming · Designing Unforgettable Titanfall Single Player Levels with Action Blocks · YouTube · talk · accessed 2026-10-21
  41. Harvey Smith (Arkane Studios) and Matthias Worch (LucasArts) · What Happened Here? Environmental Storytelling · GDC Vault (GDC 2010), 2010 · talk · accessed 2026-10-21
  42. Sofia Game Jam · Combining Environmental Storytelling and Level Design in Baldur's Gate 3 · YouTube · talk · accessed 2026-10-21
  43. Robin-Yann Storm · Gyms, Zoos, and Museums: Your documentation should be in-game · YouTube · video · accessed 2026-10-21
  44. Greg Foertsch, Moby Francke, Gavin Goulden, Claire Hummel, Wyeth Johnson, Alison Kelly · Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists · GDC Vault (GDC 2019, Game Career Seminar), 2019 · talk · accessed 2026-10-21
  45. EMC3D - Game Art · What Is The Strategy For Creating A High Level Junior Environment Artist Portfolio? · YouTube, 2026 · video · accessed 2026-10-21
  46. CGMA | CG Master Academy · Vegetation and Plants for Games With Jared Sobotta · YouTube, 2022 · video · accessed 2026-10-21
  47. CG Master Academy · Jared Sobotta (instructor page) · CGMA · course · accessed 2026-10-21
  48. CG Society · Intro to Environment Art with Andres Rodriguez · YouTube · video · accessed 2026-10-21
  49. Dan Cox (Ubisoft Toronto) · What Modern Interior Design Teaches Us About Environment Art · GDC Vault (GDC 2014), 2014 · talk · accessed 2026-10-21
  50. GDC Festival of Gaming · What Modern Interior Design Teaches Us About Environment Art · YouTube · talk · accessed 2026-10-21

Last updated 2026-10-22