From Empty Scene to Living World
This is the plan for reshooting Tahir's masterclass. The first shoot was one flat camera and no edit. We shoot it again, properly, and we sell it honestly. One product, start to finish.
The first shoot reads flat. One locked camera, no edit, no hook. It does not make anyone want to buy the course.
So we reshoot almost all of it, with more cameras and a real edit. The home recordings stay, that is the paid content. Everything we shot in Paris, we shoot again.
This page is the plan for that shoot. It says what the course is, how we sell it, and exactly what to film for every chapter, every assignment, the trailer, and the interview.
Treat it as a working doc. We edit it together until the whole thing feels like one product.
Tahir builds game worlds for a living. He is the World Art Director on Arc Raiders, and before that he was a concept artist at DICE on Battlefield.
The course follows him building one world from an empty Blender scene to a finished, playable place. Blockout, then the player path, then the art style, then props, set dressing, the modular pieces, and the final shots.
Most environment courses stop at a nice picture. The 3D ones skip the design thinking. Tahir does both, and he ships real games. That is the whole reason this course exists.
- People who already have the basics and want to think like an art director
- Artists who want to build their own worlds, not fan art of someone else's game
- Concept artists, 3D artists, architects or illustrators moving into game worlds
- Not a character or splash art course
- It will not make you fast overnight. It is a design course
- Not for total beginners with no fundamentals
People want cool images, and they want them fast. Tahir's honest answer is better than that. You are not making one cool picture. You are building a whole world that looks like it shipped in a real game.
His own lines do the selling:
- Concept art is not pretty pictures. It is solving a problem. He says it himself, and he is right.
- The expensive look is not complicated. It is a few smart, repeatable decisions.
- Sixty percent of the time he never renders. He screenshots the Blender viewport and sends it.
The point we lead with: speed comes from the design, not instead of it. That is how we talk to younger artists without lying to them.
From Empty Scene to Living World. It says exactly what happens in the course, and it keeps us clear of selling the course as Arc Raiders art. We name the game once, in his bio, and nowhere else.
Everything we shoot in Paris is free. It lives on the website and it points people to the buy.
Free
Paris · website + YouTube- 10 chapter intros
- 5 assignment walkthroughs
- The trailer
- One full free chapter, built from his own course world
Paid €269
Home studio · 10 to 16h- The full build, start to finish
- Every decision, in his own voice
- The judgment, not the buttons
- His real files and materials
The people we sell to have been burned by tutorials. The free content has one job, which is to prove we are not that. Five things it has to do:
Every free clip says a decision out loud, like "I block out in 3D first so I lie to myself less about perspective." Never just a brushstroke. This is what most pro courses fail at.
One free chapter is him pulling apart the world he builds in the course. The blockout logic, why the modular tiles read from far away, where the look comes from. We use the course world, not Arc Raiders.
At least one clip, unedited, of him making a wrong call, undoing it, and talking through the fix. Label every clip, real time or 4x or cut for length. This does more for skeptical buyers than any montage.
Make the free blockout to overpaint step complete, so someone can go try it and get a real result. If one step is clearly real, people believe the other six are too.
Show the full chapter list and the real runtime. Say who it is not for. Give a real refund window. No countdown timers, no fake "only 5 seats left." Keep the edit a little rough. His pauses and hedges are proof he is real.
Promise a job or "go pro in 30 days." Show income screenshots. Fake urgency. Use staged studio photos instead of real working footage. Sell vague "secrets." Use testimonials with no portfolio behind them. Sell it as "learn to make Arc Raiders art."
The topics are set. The framing is not. For each chapter: what it covers, the one clip worth pulling for free, and the first line I hand him to say. He cannot start cold, so we write his opening line every time. Chapter 0 is the interview, in section 06.
The real job
Why a believable world matters, and why concept art is solving a problem, not making a nice picture. This sets up everything after it.
His line at 00014 [00:56]: concept art is solving the problems a door has in a game. Right now it is buried an hour into the footage. It should open the course.
"Most people think concept art is making a pretty picture. It is not. It is solving a problem. Let me show you the difference."
The world idea and mood board
Come up with a simple game, build a reference board from real photos, and write the art direction as a short rule set. Decide what state the world is in and what its history is.
COURSE_02 [04:15]: he wants the world layered, chipped paint and torn posters with new stuff on top, so you can tell people have lived and fought here before.
"Your world gets its whole personality here, before you build a single thing."
3D blockout
Start in Blender, drop in a character for scale, and cut the doors, covers and stairs first. Gameplay decides the shapes. Keep it big and rough.
01-3D_art_blockout_01 [18:49]: he cuts the doors first because that is what the level design is built around. A beginner never starts there.
"A blockout is not a rough draft. It is where you make every big decision, while changing your mind is still cheap."
Designing for the player's eye
Cover design and readability. He angles lines and objects so the player's eye gets pulled where it needs to go. This is the part most tutorials never mention.
03-Applying the art style [13:08]: he angles objects like arrows that say "go here," so the player follows the path without noticing. The best clip in the whole audit.
"A player thinks they choose where to go. They do not. You already chose, with the angle of every line in the room."
2D sketch and overpaint
Screenshot the blockout and paint over it fast. Push the shapes, plan the gameplay colours, route the details. The sketch is just a target for himself, then he goes back into Blender.
03-2D sketching [02:43]: he makes every gameplay element red, so the moment you walk in you know what you can use.
"This sketch does not need to be pretty. It only needs to tell you what to build next."
Applying the art style
Carry the style onto the gameplay shapes without changing their size. Follow the references about 80 percent, add 20 percent of your own, or it looks like a kitbash. Simple shapes, real details on top.
03-Applying the art style [06:22]: he follows refs to about 80 percent and adds 20 percent of his own, so the parts read as one world.
"Style is not a filter you add at the end. It is a language you carry onto shapes that were built for gameplay first."
Architectural details and props
Build the small grounding props in a light side scene. Mix tiling materials with photo textures for instant realism. Keep far props simple. Use repeating light poles to sell depth and scale.
04-Architectural details [11:35]: the light poles trick. The closest one tells your eye how tall things are, the far one tells you how big the place is.
"The small stuff is what convinces people. A lamp, a cone, a camera on a wall. That is where a space stops looking fake."
Dressing the environment
Place props in the flow of the design, never blocking a key door. Bleed dirt and moss out from the base so things sit on the ground instead of floating. Tilt a few like they fell. Make it look lived in.
05-Dressing the environment [00:06]: growing dirt and moss out from the base of an object. Simple, and it grounds everything. Clear before and after.
"This is where the world stops being a model and starts being a place someone lived in."
Modular pieces and the world's identity
Build a few smart pieces and repeat them. Four door types, two railings, slotted into every building. Design the hero gameplay object with real function. Then give the world its signs, markings and brands.
05-Token design [04:26]: his rule, if something looks like it can work, it looks more real. He carves the handles and hinges so the object reads as functional.
"Pros do not build a hundred unique things. They build a few smart pieces and repeat them. That is the trick that makes a world feel huge."
Hero shots
The finale, and most of the course time. Detail where the player gets close, make everything lead the eye, pick 3 or 4 cameras, render in Cycles, then a light grade in Photoshop. These are the portfolio images.
00013 [54:22]: 96 percent Blender, a few percent Photoshop. Plus the myth, 60 percent of the time he never renders, he just screenshots the viewport.
"These are the images that go in your portfolio, the ones that make people think you already work in games. Let's earn them."
His home footage covers about eight topics, and the plan is ten chapter intros. Two are thin in the footage and need either a tight demo or a clear "intermediate Blender required" note: materials and shaders (scattered, never one clean chapter), and lighting and final render (mentioned, never taught on its own).
He filmed four. We shoot five. The topics stay the same. What changes: each one gets a clear thing to make and share, a written brief, and a way for the student to check their own work. That last part did not exist before. He said on tape "the hope is they follow my words." We fix that.
Build a world only you could make
Same topic: a simple game idea, a mood board from real photos (no concept art), and the art direction written as a short rule set.
Steal from your life, not from ArtStation.Make it a flex, not a rule. Anyone can remix ArtStation. You pull from your own life, a sport, your hometown, an old hobby, so the world has a fingerprint nobody can copy. Research the real thing, the era, the building, so the board carries real understanding.
A captioned reference board plus a few pillar lines. It should read like a pitch for a game that does not exist yet.
Invent a game in one sentence. Build a photo only board, no concept art. Write 4 to 6 pillars: gameplay, architecture, biome and state, design language.
- Sourced from reality, not other people's concept art
- You can name where every ref comes from
- The pillars are clear enough to say no to a wrong idea later
Pass the squint test
Same topic: a rough 3D blockout in Blender, a real scale human in the scene, checked against the board.
Grey boxes, real world. Prove it reads before you touch a single detail.Make the squint test the point. A good blockout reads as your world even in grey boxes at thumbnail size. The human figure is what stops the random fantasy shape problem he keeps warning about.
A side by side. Board on the left, grey box blockout on the right, clearly the same world.
Block it in boxes and cylinders only. Drop in a real scale character. Do not detail. Check the silhouette against your board and pillars.
- Squint at it. Does it still read as a place, and as your place
- The human figure is there and scaled right
- Doors, covers and stairs exist as real volumes
Design the prop players remember
Same topic: a 1 to 2 metre prop that is part of the gameplay, in about 10 to 12 hours.
Design the one object players never forget. In 12 hours, like a pro.It is the object that defines the game, the way a famous weapon or boss defines theirs. Make "read it at a glance" a game: go yellow, add dotted lights, point a graffiti arrow, leak a stain toward it. Keep the 50/50 gameplay and looks rule, and the "slightly Disney weird" idea. Keep the 12 hour cap and sell it as the industry pace.
A one sheet. Prop plus a character for scale, callouts for the holding points and movement, and the readability trick they used. It should read like a real design doc.
Design a prop that changes how the game is played. Keep a character and a hand for scale. Reference every material and movement. Write bullet specs. 10 to 12 hours.
- It changes how the game is played, it is not decoration
- A stranger spots it instantly across the scene
- It looks slightly gamey, so it reads as interactive
Give your world an identity
New, the 5thThe added one: the in world graphics, signs, markings, brands. Sketched, then brought into 3D on a sign or projected on a wall.
The signs and marks that prove people actually live there.Not "design a logo," he shrinks from that on tape. The graphic identity of the world. Torn posters, painted markings, brands that look like different people made them. Fast and scrappy, a 2 to 3 hour pass.
Their world's mark or signage sitting in the 3D scene. It should read as a real place with a real identity.
Sketch 2 to 4 in world graphics. Push them with the path tool. Bring at least one into 3D on a sign or projected on a surface. Keep it under about 3 hours.
- The marks feel made by people in this world, not by a UI designer
- At least one lives in the 3D scene, not floating on white
- It reads at a glance
If a graphics assignment is awkward to shoot on the day, the clean fallback is a 2D overpaint assignment instead, which he is strong at. Decide before Friday.
Ship your hero shots
Same topic: detail, finalise and render 3 or 4 final images, one with the signature prop. Cycles, then a light grade in Photoshop.
Render the portfolio pieces that make people think you already work in games.Name the prize: 3 or 4 finished images that look like a real production handoff. Detail only where the player gets close. Everything leads the eye. Walk the world with Blender's walk tool. Two or three lightings (rain, night, sunset) is the move that separates students from amateurs.
The hero shots. The payoff for the whole course, made for the portfolio and the feed.
Detail where players get close. Pick 3 or 4 cameras, at least one with the prop. Render Cycles passes. Grade in Photoshop for mood. Keep the file clean and modular.
- Every shot leads the eye to something
- The world holds up in at least two lightings
- You would put it at the top of your portfolio
About 100 seconds. Built from lines he already said on tape. The order goes: what it is, who he is, the myth, how he works, what you learn, the close. Keep one real stumble in. His shyness is the point, not a mistake to cut.
Open on a real moment
Use a true Tahir moment. The laugh at 00016 [20:50] "I talked so much, crazy," or a small hesitation. Lead with warmth, not polish.
What it is
New line to shoot, on his real belief: "A lot of courses teach you to make a pretty picture. This one teaches you to build a world." Backed by 00014 [00:29].
Who he is
His clean take, 00016 [05:49]: "I'm Tahir Tanis, world art director at Embark Studios. I started as a concept artist at DICE in 2015, shipped Battlefield 1 and 5, and I recently shipped Arc Raiders." Over Blender and world b-roll, not game footage.
The myth
00013 [52:45] and [27:20]: "The biggest myth is the polished render. Sixty percent of the time I never render, I just screenshot the viewport. And the props that work are not the prettiest. They are slightly gamey, like that weird object in a Disney cartoon you know is about to move."
How he works
00014 [00:56]: "Concept art is really problem solving. You take the problems a door has in a game and you solve them." Then 00016 [14:33]: "I don't copy the alien movie. I go to the source they took their designs from, and add my own taste on top."
What you learn
Quick lines over his Blender capture: build worlds from your own ideas 00016 [17:31], break a big world into big, medium and small shapes [19:01], use 3D efficiently with heavy detail only where the player gets close [16:38].
The close
00016 [19:29]: "I want to play good games and watch good movies, and there is not a lot of original work out there. If this course helps another artist rise and make something amazing, that is my happiest moment." Then: "I'm Tahir Tanis, and this is my world building masterclass."
Keep one real laugh or stumble in the cut. Do not over polish his voice. That is the whole thing that makes him different from the slick course trailers.
The interview we already have (00015) is his best material of the whole shoot. We reshoot it cleaner and tighter, but we protect what is there. He cannot freestyle and he cannot start cold, so every question is specific and you hand him the first sentence. Plan for a few takes each.
He is soft spoken and shy, and that is the asset, not the problem. The footage shows exactly when he goes flat and when he comes alive. The whole plan: keep him talking to a person, hand him his lines, and never let him sell.
Every time he comes alive, it is because you asked him a question. Every flat take is him alone. Film even the "scripted" intros as you asking "why does this chapter matter," then cut your voice. His words: "otherwise I feel like I'm talking to a void."
He cannot open cold. On tape he asks for "that hook sentence at the beginning," and he could not crack Chapter 1 at all. Write the first line, have him say it as is to break the ice, then let him run.
He wants to finish in 90 seconds and say "that's it." Ask for five or six sentences, said a few different ways, and tell him you will pick one. The rambling is your problem to cut, not his to avoid.
"I think, I guess, sort of, kind of." He already knows he does it. Flag it on a warm up take, then stop, or he freezes. The goal is to make him aware, not nervous.
He is great on the DICE email, the etching class, Moebius, the slow clicker story. For a dry point, ask "tell me about a time on a real project when," so the lesson arrives inside a story instead of a checklist.
In a monologue he is too flat, but the second you say "be punchy" he races and loses it. Tell him "say it like you believe it, take your time." His problem is belief, not speed.
The quiet, honest tone is the thing people trust. Let the credits do the selling while he stays low key. The "another artist will rise" line works because he means it.
The "good luck and have fun" sign off relaxed him. Repetition warmed him up. Put a goofy throwaway or a laugh right before the keeper take, and shoot while he is still loose.
Two of the weakest moments were "I'm not prepared" and "I don't have the prop yet." For a shy artist, being unprepared makes it worse. Have the prop and the scene ready, so the only thing left is the delivery.
We reshoot almost everything. A few things are worth saving, mostly because they are him being real, not performing. Everything else, we shoot again. The whole plan above assumes a full reshoot.
- The interview (00015). His best takes of the day. Reshoot it cleaner, but protect what is there. Do not lose it chasing small polish.
- The "concept art is problem solving" line (00014). It becomes the opening of Chapter 1.
- A handful of stories and lines for the trailer: the DICE email, the etching class, the 12 hour prop challenge, the clean file rule, the "have fun" sign off.
The home recordings (his real process) we do not touch at all. That is the paid course.
He hates being on camera, so the YouTube plan never asks him to be. He talks over his own screen while he builds. The art and his calm do the work.
He builds one original location from an empty scene, start to finish, the same steps as the course. Title it on the idea, not the game, something like "Watch an AAA art director build a game world from an empty scene." Arc Raiders stays as one line in his intro. The end card says the full course is the masterclass.
From that one session we cut three things: one long video, 5 to 8 short vertical clips (one decision each, like "why this building has no straight lines"), and b-roll for the trailer and the ads.
Thumbnail: the best shot, or a blockout to final split. Big text on the idea. His face small or not at all. Never put "multiplayer" on the front. Pin the course link, add a free "blockout checklist" to catch the people who are not ready to buy yet.
It is a real conversation, no script. The audio is the deliverable. Tahir needs specific questions, not open ones, so give Jama a few to keep handy:
- The DICE email story, and the etching class
- "Go to the source, not the alien movie"
- Why Dishonored, Bloodborne, Mirror's Edge and Moebius
- The prop he showed a colleague who could not read it
- World building as time travel
- The personal work he kept doing at DICE, and why
The reshoot exists because the first one was one flat camera and no edit. The fixes are simple: more cameras, talk to him instead of filming a monologue, and have everything ready before he is on camera.
- All 10 chapter first lines written (in this doc) and on the prompter or on cards
- All 5 assignment briefs and self checks printed. These did not exist before. They do now
- The hero prop fully modelled and ready to capture. He was missing it last time
- The hero scene optimised so fly throughs do not chug. It lagged after the third character
- Interview questions ready as specific prompts. Never ask "anything to add"
- Wardrobe: solid mid tones, matte. No pure white or black, no stripes, no logos
- Two cameras minimum. Kill the single locked camera look
- Chapter 0 interview, the question list. Protect the strong takes, capture cleaner ones
- The one YouTube video, original world, he talks over his screen
- Clean isolated voice, full screen capture, a few quiet answers (his influences, what makes a world believable)
- The 4 vertical formats (sketchbook, artbooks, personal work, career)
- 10 chapter intros, first line handed to him, filmed as a conversation
- 5 assignment walkthroughs with the new framing
- Trailer, the beat order, slow him down for belief, keep one real stumble
- B-roll: the hero prop, scene fly throughs, the two viewport camera and modelling shot
- Conversation, about 45 to 60 minutes, audio is the deliverable
- Jama has the prompt list, keeps it handy if it drifts
- Mic check 13:30, roll 14:00
Built from 23h of footage, transcribed and audited. Raw notes in tahir-audit / analysis-content.json and analysis-research.json