/// CURRICULUM · 3 YEARS · 108 WEEKS

3 years. One mentor. 30+ instructors.

From your first line to your first studio offer. Here's the breakdown.

Our Ethos

We train designers, not renderers. We adopt new tools without fetishizing them. We teach the thinking, not the shortcuts.

/// YEAR 1 · CORE FUNDAMENTALS.

SEPT → JUNE

The Foundation

Core fundamentals.

THIS IS JUST A SAMPLE
THIS IS JUST A SAMPLE
CONSTRUCTIVE ANATOMY & POSING
CONSTRUCTIVE ANATOMY & POSING 1 WEEK
STYLIZED PROP DESIGN
STYLIZED PROP DESIGN 1 WEEK
+6 more modules

Observation, anatomy, perspective, composition, color. Sketchbook culture. Drawing from life.

BY YEAR-END A sketchbook you can actually show, a portfolio of fundamentals strong enough to earn you a seat in Year 2 anywhere.
Duration
10 weeks · ~300 contact hours
Core skills
PRO · ANATOMY · POSING · SILHOUETTE · DESIGN · DRAWING · RENDERING · STYLIZATION
KEY GOALS
  1. Build obsessive sketchbook habit
  2. Master visual fundamentals
  3. Develop observational drawing
  4. Establish personal voice
SAMPLE MODULES
  1. 01 THIS IS JUST A SAMPLE
  2. 02 CONSTRUCTIVE ANATOMY & POSING 1 WEEK
  3. 03 STYLIZED PROP DESIGN 1 WEEK
  4. 04 PAINTING FUNDAMENTALS 2 WEEKS
  5. 05 ARCHITECTURE DESIGN 2 WEEKS

Full roster below — 9 modules across the year.

/// YEAR 2 · TOOLS, 3D, PROFESSIONAL PIPELINES.

SEPT → JUNE

The Development

Tools, 3D, professional pipelines.

THIS IS JUST A SAMPLE
THIS IS JUST A SAMPLE
CULTURAL WORLDBUILDING
CULTURAL WORLDBUILDING 2 WEEKS
NEXT-GEN WORKFLOWS
NEXT-GEN WORKFLOWS 1 WEEK
+7 more modules

Unreal Engine, photobashing, 3D base meshes, pipeline thinking, real studio briefs.

BY YEAR-END Professional workflows, 3D pipelines, and your first fully-rendered project pitch — the moment you stop being a student and start behaving like an artist.
Duration
16 weeks · ~480 contact hours
Core skills
PRO · DESIGN · ARCHITECTURE · COSTUME · SHAPES · WORLDBUILDING · PIPELINE · UNREAL
KEY GOALS
  1. Master 3D-to-2D workflows
  2. Build production-ready pipelines
  3. Work on real industry briefs
  4. Collaborate at studio quality
SAMPLE MODULES
  1. 01 THIS IS JUST A SAMPLE
  2. 02 CULTURAL WORLDBUILDING 2 WEEKS
  3. 03 NEXT-GEN WORKFLOWS 1 WEEK
  4. 04 CINEMATIC KEYFRAMES 2 WEEKS
  5. 05 TRANSPORTATION DESIGN 2 WEEKS

Full roster below — 10 modules across the year.

/// YEAR 3 · PORTFOLIO, PLACEMENT, CAREER.

SEPT → JUNE · CAPSTONE SHOW

Becoming a Concept Artist

Portfolio, placement, career.

THIS IS JUST A SAMPLE
THIS IS JUST A SAMPLE
MARKETING ILLUSTRATION
MARKETING ILLUSTRATION 2 WEEKS
BUSINESS COURSE
BUSINESS COURSE 3 DAYS
+7 more modules

Final-year portfolio intensive. Dedicated mentor for your specialization. Industry intros.

BY YEAR-END A studio-grade graduation portfolio, a chosen specialty, and direct introductions to the studios behind the work you care about.
Duration
35 weeks · ~1050 contact hours
Core skills
PROGRAM · PRO · STYLIZATION · MARKETING · COLOR · VALUE · COMPOSITION · BUSINESS
KEY GOALS
  1. Build studio-hire-ready portfolio
  2. Secure professional critiques
  3. Navigate industry recruitment
  4. Begin professional career
SAMPLE MODULES
  1. 01 THIS IS JUST A SAMPLE
  2. 02 MARKETING ILLUSTRATION 2 WEEKS
  3. 03 BUSINESS COURSE 3 DAYS
  4. 04 CAREER & SOCIAL STRATEGY 3 DAYS
  5. 05 PORTFOLIO BUILDING 4-8 Weeks

Full roster below — 10 modules across the year.

/// COURSES · 29 TOTAL · 3 YEARS

29 courses across 3 years.

Each course is a deep-dive built and taught by a working professional. Tap any card to read the full breakdown.

/// YEAR 1 · FOUNDATIONS · 36 WEEKS

Year 1

THE FOUNDATION

9 COURSES

/// YEAR 2 · DEVELOPMENT · 36 WEEKS

Year 2

THE DEVELOPMENT

10 COURSES

/// YEAR 3 · PORTFOLIO · 36 WEEKS

Year 3

BECOMING A CONCEPT ARTIST

10 COURSES

/// FAQ · CURRICULUM

Questions about the curriculum

What is ConceptCore Academy and how is it different from other concept art schools?
ConceptCore is a 3-year intensive concept art program in Paris, taught entirely by active AAA game and film professionals. The school was built by Aurel, the founder and former head of concept art at New3dge, who ran one of Europe's most respected concept art programs and won the Rookies School of the Year award five times in a row. The core difference from most schools is that ConceptCore operates like a real studio. Rotating ultra-specialist instructors bring their specific superpower every one to two weeks. A permanent personal mentor is assigned from day one and stays with each student for the full three years.
Can I skip Year 1 and apply directly to Year 2?
Strong portfolios can enter at Year 2, which focuses on professional tools, 3D pipelines, Unreal Engine, and real studio briefs. Placement is determined by portfolio review during admission, not by prior degrees or years of experience.
Do I need prior drawing experience to apply?
Year 1 is built for artists who can picture great work but can't yet execute it at the level they want. If your fundamentals in anatomy, perspective, or rendering need serious work, that's exactly what Year 1 addresses. If your portfolio already shows strong foundations, you can apply directly to Year 2. Placement is based on a portfolio review during the application process, not on degrees or years of experience.
How does the permanent mentor system work?
Every student gets one senior industry professional assigned to them from day one, for the full three years. This mentor tracks progression across every artistic discipline, catches recurring patterns that hold students back, and builds a personalized career roadmap. They are separate from the rotating specialist instructors who teach specific modules. The mentor's job is to connect everything into one coherent journey rather than a series of disconnected workshops.
How is ConceptCore different from online courses like Schoolism, CGMA, or Domestika?
ConceptCore is a full-time professional program, not a collection of individual courses. The core difference is structure, accountability, and depth: over 1,100 contact hours per year, a permanent mentor, real studio briefs, and collaborative projects that mirror the actual conditions of working in games or film. Online course platforms teach techniques in isolation. ConceptCore teaches students to think, design, and work like professionals from day one.
What career outcomes should I expect after graduating?
Graduates leave with a studio-ready portfolio, real pipeline experience, and direct exposure to the program's AAA studio network. If a graduate hasn't landed their first job by the end of Year 3, ConceptCore enters an Aftercare phase: monthly calls, portfolio refinement, and active promotion of their profile to studios currently hiring. This is included in the program, not an extra paid service.

/// APPLY · SEPT 2026 COHORT

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