Universal Arts School

Universal Arts School Universal Art School is a 3D, Video Games, VFX and Digital Film school. Ask about our admission program!
📍Hollywood - Los Ángeles
📍Valencia - Spain

UArts SCHOOL, situada en el ranking nº14 del mundo por el ACR, es la Escuela pionera en España de formación en 3D, Cine y VideoJuegos aplicados a más de 50 sectores profesionales. Con más de 2 millones de horas de formación impartida, sus alumnos trabajan en las compañías Top de la industria, tales como ILM, Sony ImageWorks, Weta Digital, Blue Sky Studios, Lucas Arts, Disney, Framestore, The Mill, CodeMasters, MPC, Double Negative, Ubisoft, Asylum, etc. AT cuenta con homologaciones internacionales, más de 200 premios y una metodología propia tanto presencial como on-line en pequeños grupos, donde se establece una relación persona a persona.

This Week in “The Room” — Light Studies by Ana María Muñoz.This week, we take a closer look at the work of our student A...
09/09/2026

This Week in “The Room” — Light Studies by Ana María Muñoz.

This week, we take a closer look at the work of our student Ana María Muñoz and her exploration of lighting inside the same environment. By changing the type, direction and intensity of the light, the room completely transforms in mood, depth and visual hierarchy. A great example of how lighting can become one of the strongest tools when it comes to guiding the viewer and building atmosphere.

Directional Sun Light

For this version, natural sunlight becomes the main source of illumination and completely changes the feeling of the environment. The strong direction of the light creates clear shapes, long shadows and areas of high contrast across the room. This not only adds depth to the scene, but also gives the space a stronger sense of time, atmosphere and realism. A simple change in lighting direction can completely redefine how the same environment is perceived.

Local Pin Light

In this study, Ana María works with more focused and controlled light sources to highlight specific areas of the room. The lighting helps separate different elements, create visual points of interest and guide the viewer through the composition without illuminating the entire scene equally. The result is a more intimate and selective atmosphere, where light becomes a tool to decide exactly where the attention should go.

04/09/2026

¿Te imaginas convertir lo que te apasiona en tu profesión? 🎮✨

En Universal Arts School puedes desarrollar tu talento, aprender las herramientas que utiliza la industria y prepararte para dar el salto al mundo profesional.

Si quieres dedicarte al Videogame Art, 3D, animación o VFX, este puede ser tu momento.

📩 Escríbenos por DM y descubre nuestros programas, metodología y próximas convocatorias.

Tu talento ya está ahí. Ahora toca llevarlo más lejos. 🚀

STAR CITIZEN — ENVIRONMENT BREAKDOWNA closer look at Doae Moudden Ansari’s fan art environment inspired by Wallace Klim’...
04/09/2026

STAR CITIZEN — ENVIRONMENT BREAKDOWN

A closer look at Doae Moudden Ansari’s fan art environment inspired by Wallace Klim’s Lab from Star Citizen.

From scene assembly and modular assets to materials, hero props and final composition.

Swipe to the end to watch the timelapse of the entire environment being assembled piece by piece.

🏆 The Rookies Awards 2026
Career Opportunities Finalist — Remedy Entertainment

Software
Unreal Engine
Autodesk Media & Entertainment — Maya
Adobe Substance 3D — Substance 3D Painter

BUILDING THE ENVIRONMENT

A breakdown of how the scene developed from its first structural elements into the final environment.

Working progressively with modular pieces, props, lighting and composition to build the space layer by layer.

ASSET SCENE

A closer look at the collection of assets used throughout the environment.

Creating a consistent asset library makes it possible to build complexity while maintaining the same visual language across the entire scene.

HERO ASSET — GUN

493,959 tris

One of the main hero assets created for the environment, shown together with its texture breakdown.

Maps:
Base Color
Ambient Occlusion
Normal
Metallic
Roughness

TRIM SHEETS & PROPS

The environment combines reusable trim sheets with individual props to add detail without having to create every surface independently.

Floor Trim Sheet + Environment Assets

COVERED BOX — PROP
25,792 tris

Maps:
Base Color
Ambient Occlusion
Normal
Roughness

GENERATOR — PROP

15,481 tris

Another environment prop shown from asset to final material implementation inside Unreal Engine.

Including a closer look at the screen material created in Unreal Engine.

Maps:
Base Color
Ambient Occlusion
Normal
Metallic
Roughness

A fan art environment inspired by Wallace Klim’s Lab from Star Citizen, created by our student Doae Moudden Ansari (artd...
04/09/2026

A fan art environment inspired by Wallace Klim’s Lab from Star Citizen, created by our student Doae Moudden Ansari (artdoa ) and supervised by our Videogame Art mentor David Saiz (David Saiz).

For this project, Doae set out to push both the artistic and technical side of environment creation, working with trim sheets, splines and modular assets while studying the original scene closely to recreate its visual language and atmosphere.

The result earned recognition at The Rookies Awards 2026, where the project became a Career Opportunities Finalist for Remedy Entertainment.

A great example of how a personal challenge can become a portfolio piece with real industry visibility.

Congratulations, Doae!

Software used:
Unreal Engine — Unreal Engine
Autodesk Maya — Autodesk Media & Entertainment
Adobe Substance 3D Painter — Adobe Substance 3D

Inspired by:
🚀 Star Citizen — Star Citizen
🎮 Cloud Imperium Games — Cloud Imperium Games

A closer look at DELIVERANCE, the underground world created by Nima Safaei.These stills focus on the details that give t...
31/08/2026

A closer look at DELIVERANCE, the underground world created by Nima Safaei.

These stills focus on the details that give the environment its identity: layered architecture, improvised technology, worn surfaces, dense signage and objects that suggest how people actually live inside this city.

Rather than presenting a polished futuristic society, Deliverance feels assembled over time. Every structure, material and prop contributes to the idea of a community built through necessity, reuse and resistance.

The result is an environment designed not only to look visually complex, but to feel inhabited.

Project: Deliverance
Artist: Nima Safaei
Videogame Art
Universal Arts School

THE ROOM — Light Studies by Alicia Jiménez Recourt 💡Una misma habitación. Dos decisiones de iluminación. Dos formas comp...
31/08/2026

THE ROOM — Light Studies by Alicia Jiménez Recourt 💡

Una misma habitación. Dos decisiones de iluminación. Dos formas completamente distintas de leer el espacio.

Alicia Jiménez Recourt parte de una misma escena para estudiar cómo la luz puede modificar la atmósfera, la profundidad y la atención del espectador sin cambiar ninguno de los elementos del entorno.

La luz direccional entra desde la ventana y atraviesa la habitación, generando zonas muy marcadas de luz y sombra. El haz termina proyectándose sobre la alfombra y hace que el espacio se sienta más dramático y narrativo.

Y la habitación también cuenta pequeñas historias: sobre la cama aparece una Bunny Mask inspirada en el videojuego Silent Hill, mientras que Mimikyu se esconde junto al escritorio. Durante mucho tiempo fue confundido con un fantasma cubierto por una tela, y tiene todavía más sentido encontrarlo aquí: este Pokémon habita en lugares oscuros alejados de la luz del sol.

La misma habitación cambia por completo utilizando una iluminación más localizada. En lugar de depender de una gran fuente direccional, distintos puntos de luz ayudan a separar objetos, dirigir la mirada y revelar pequeños detalles repartidos por el escenario.

La Bunny Mask, Mimikyu, el escritorio, la cama, las estanterías y cada uno de los objetos siguen exactamente en su sitio. Lo que cambia es cómo los percibimos.

Porque un lighting study no consiste simplemente en hacer una escena más clara o más oscura. La luz decide qué vemos primero, qué permanece oculto y qué historia parece estar ocurriendo dentro del espacio.

Project: The Room
Artist: Alicia Jiménez Recourt
Light Studies: Directional Sunlight / Local Pin Light
Universal Arts School

Dirección

Calle Lérida 20
Valencia
46009

Horario de Apertura

Lunes 09:00 - 22:00
Martes 09:00 - 22:00
Miércoles 09:00 - 22:00
Jueves 09:00 - 22:00
Viernes 09:00 - 22:00

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