[ MASTERCLASS / RESHOOT PLAN ]
Tahir Tanis Masterclass ENV Internal · v2

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.

00The goal
Read first

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.

01The course

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.

Who it is for
For
  • 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 for
  • 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
Why someone buys it

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.

A good world hooks you in the first five minutes. It makes you forget you are living in this reality, like you time travel somewhere else.Tahir · interview · [34:55]
The name

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.

02How we sell it

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

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:

Show he can teach, not just 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.

Use real work, as a teardown, not a flex.

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.

Show the ugly middle, labelled honest.

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.

Give away one full step.

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.

Be openly honest.

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.

What we never do

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."

03Chapters
10 to shoot

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.

1Thesis

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.

Pull for free

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.

Hand him this line

"Most people think concept art is making a pretty picture. It is not. It is solving a problem. Let me show you the difference."

2Idea

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.

Pull for free

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.

Hand him this line

"Your world gets its whole personality here, before you build a single thing."

3Blockout

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.

Pull for free

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.

Hand him this line

"A blockout is not a rough draft. It is where you make every big decision, while changing your mind is still cheap."

4The eye

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.

Pull for free

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.

Hand him this line

"A player thinks they choose where to go. They do not. You already chose, with the angle of every line in the room."

52D

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.

Pull for free

03-2D sketching [02:43]: he makes every gameplay element red, so the moment you walk in you know what you can use.

Hand him this line

"This sketch does not need to be pretty. It only needs to tell you what to build next."

6Style

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.

Pull for free

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.

Hand him this line

"Style is not a filter you add at the end. It is a language you carry onto shapes that were built for gameplay first."

7Props

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.

Pull for free

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.

Hand him this line

"The small stuff is what convinces people. A lamp, a cone, a camera on a wall. That is where a space stops looking fake."

8Dressing

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.

Pull for free

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.

Hand him this line

"This is where the world stops being a model and starts being a place someone lived in."

9Systems

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.

Pull for free

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.

Hand him this line

"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."

10Hero shots

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.

Pull for free

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.

Hand him this line

"These are the images that go in your portfolio, the ones that make people think you already work in games. Let's earn them."

Two gaps to fix before Friday

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).

04Assignments
5 to shoot

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.

Assignment 1

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.
How we frame it

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.

What they make

A captioned reference board plus a few pillar lines. It should read like a pitch for a game that does not exist yet.

The brief

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.

Check your own work
  • 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
Assignment 2

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.
How we frame it

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.

What they make

A side by side. Board on the left, grey box blockout on the right, clearly the same world.

The brief

Block it in boxes and cylinders only. Drop in a real scale character. Do not detail. Check the silhouette against your board and pillars.

Check your own work
  • 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
Assignment 3

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.
How we frame it

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.

What they make

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.

The brief

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.

Check your own work
  • 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
Assignment 4

Give your world an identity

New, the 5th

The 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.
How we frame it

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.

What they make

Their world's mark or signage sitting in the 3D scene. It should read as a real place with a real identity.

The brief

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.

Check your own work
  • 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.

Assignment 5

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.
How we frame it

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.

What they make

The hero shots. The payoff for the whole course, made for the portfolio and the feed.

The brief

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.

Check your own work
  • 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
05Trailer
~100 sec

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.

0:00

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.

0:04

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].

0:16

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.

0:30

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."

0:46

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."

1:02

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].

1:22

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."

One rule

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.

06Interview
Chapter 0

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.

Ask him these
1
"Finish this sentence for me. My job as a world art director is…"
He freezes on open questions but finishes a started sentence well. Have a few starters ready: "Concept art is really about…", "The biggest myth about my job is…", "The difference between a pretty image and a real design is…"
2
"Tell me a myth about concept art that drives you crazy, and the truth."
His best register, and the trailer hook. If he stalls, feed him the render myth and the "complexity is cheated" idea. Get two or three clean takes.
3
"You said a good gameplay prop is slightly Disney weird. Walk me through one where you dialled that up or down."
Pins his strongest line to a real example.
4
"Walk me through making a building feel real. The mass, the concrete, the beams. Pick one and talk me through the weight of it."
His architecture answers were his most confident. Anchor it to one real building for b-roll.
5
"Take me back to the exact moment you got the DICE email. Where were you, what did it say, what did you feel?"
He nailed the "washing my hands" version. Ask for it again, tighter. He cannot do charm on command, so give him the exact moment.
6
"You cleaned your etching plates at art school and thought, I need to move on. Tell that story start to finish."
A real, cinematic moment. Good for the about section or trailer texture.
7
"When everyone copies the alien movie, you go to the real source it copied. Give me one project where that changed the design."
Turns his method into a story with a before and after.
8
"You showed a prop to a colleague and he could not read it. What did that teach you about 50 percent gameplay, 50 percent looks?"
Humble and real. Get a clean version of it.
9
"Describe the first five minutes of a game that pulled you out of reality. How do you make a player feel that?"
Builds his "time travel" answer toward the trailer's close.
10
"One game world, one artist, one building, one movie that shaped you. Name each and one line why."
His named answers (Dishonored, Bloodborne, Mirror's Edge, Moebius, Aalto) are gold. The limit keeps him concrete.
11
"The number one mistake you spot in five seconds on a student's ArtStation?"
He lights up on scale and tiling errors, and on "beautiful but solves nothing." Spotting a specific failure makes him confident.
07Directing Tahir

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.

1
Keep him in a conversation, never a monologue.

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."

2
Hand him the first sentence every time.

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.

3
Ask for more, not for perfect.

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.

4
Flag the filler once, then drop it.

"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.

5
Get the teaching through his stories.

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.

6
For the trailer, slow him down, do not speed him up.

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.

7
Never push him toward a sales voice.

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.

8
Loosen him up before the takes that matter.

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.

9
Prep his assets before he is on camera.

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.

08What we keep
Reshoot the rest

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.

09YouTube + podcast

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.

The one video, shot Thursday

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.

The podcast, Sunday with Jama

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
10Shoot days
Jun 25 to 28

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.

Before anyone rolls
  • 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
Thu · Jun 25
Interview + YouTube
  • 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)
Fri · Jun 26
Chapters, assignments, trailer
  • 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
Sun · Jun 28
Jama podcast
  • 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
The one thing to remember on the floor: he is not a presenter, he is a working artist. Ask him real questions, hand him his first line, let him over talk, and keep one honest stumble in. The quiet, real version of him is what makes people trust him. Protect it.

Built from 23h of footage, transcribed and audited. Raw notes in tahir-audit / analysis-content.json and analysis-research.json