Mech & Prop Design
Designing Props and Mechs for film and games covers various manufactured objects, weapons, robots, and machines that are critical to establishing a world’s technology and shape language. From the major’s robotic body in Ghost in the Shell (Vitaly Bulgarov), cyborgs in CDPR’s Cyberpunk (Furio Tedeschi), the Sea Dragon in Avatar (Paul Ozzimo), to futuristic weaponry in Call of Duty (Aaron Beck), the instructors in the Mech & Prop Design Path have contributed designs to many landmark projects. Learn how to combine 2D and 3D workflows to present iconic designs that inspire audiences and ground the project with well-researched and functional plausibility.
Introduction to Fusion
Learn everything you need to know to get started with Autodesk Fusion with this 3-hour introduction workshop by film concept artist, Kris Turvey...
Designing Sci-Fi Weapons for Film
Learn the techniques that professional concept artists use in fast-paced production environments to design props for movies. Paul Ozzimo, a Concept Designer and Art Director with over 35 years of experience and credits including Avatar, The Avengers, and The Mandalorian...
Concepting & Illustrating a Sword for Games
Master the art of prop design and create a Sorrow End Sword with Lead Concept Artist, Olivier Dubard. This 1.5-hour workshop unlocks the secrets of Olivier’s workflow and provides a deep dive into his creative process behind designing visually stunning and story-driven fantasy props for the entertainment industry...
Designing Sci-Fi Props for Film
In this 3-hour workshop, concept artist Kris Turvey demonstrates his complete workflow for designing and modeling a sci-fi prop for production...
Robotic 3D Design for Entertainment
In this class Vitaly demonstrates and explains his approach and techniques for creating a solid “1st Pass” 3D Design of a robotic character for a Film or a Videogame project...
Designing Sci-Fi Military Robotics
In this demonstration, designer Aaron Beck shares his workflow for visualizing a sci-fi military robot. Beginning with rough sketches, Aaron then begins work on a final illustration in Photoshop...
Mechanical Character Design
Concept designer Joe Peterson breaks down the process of creating a mechanical character using only a story outline, from initial sketch to refinement, detailing and final rendering...
Mech Design for the Entertainment Industry
Concept Artist Furio Tedeschi covers his workflow and techniques for creating mech concepts for film and games, from ZBrush blockout to KeyShot rendering and Photoshop final presentation...
Hunting the Idea
Concept Artist Miguel Martinez demonstrates his creative process using Adobe Photoshop and ZBrush, from gathering reference and generating ideas to molding those ideas into a final painting...
Designing a Custom Kitbash Library
Gavin Manners walks through the process of how to design and build your very own hard-surface kitbash library using Blender, and use it to create a final piece of concept art in Photoshop...
Designing Mechs in VR Using Medium
Learn how to use Medium to quickly and efficiently craft hard-surface mecha designs for the videogame industry, and render the final design using KeyShot...
Hard-Surface 3D/VR Mech Design
This workshop guides artists through the process of designing and sculpting a conceptual mech in VR using Adobe Substance 3D Modeler. ZBrush is used to fine-tune the model's details, and the final presentation is taken care of in Blender...
3D Weapon Design VR Workflow
Design 3D weapon game assets using Substance 3D Modeler and Blender. This 5.5-hour workshop begins with an introduction to using Substance 3D Modeler as part of a VR design workflow and continues with intermediate and advanced-level Blender techniques...
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