Live and Online • Creative • AI-assisted (not AI-replaced)

WORLD MAKER WORKSHOP

A practical workshop for artists, animators, game designers, and makers—moving from ideation to cinematic composition, 3D layout, and even 3D printing prep, with AI used for iteration and refinement.

New workshop coming up Jan 25th (Hit Next Session for more info)
Join the next session See video samples
5+
Workflow modules
AI+
Support tool, not replacement
1
World, built end-to-end
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What is the WORLD MAKER WORKSHOP?

Live and Online training in association with PVNet.

Live sessions are held at our production studio in the Palos Verdes Promenade (Palos Verdes, California). This hybrid workshop explores how artists, animators, and designers build immersive worlds using traditional craft blended with modern AI-assisted workflows.

Hand-drawn ideation World layout + story 3D modeling Animation workflows 3D printing prep AI for iteration

What you’ll leave with

  • ✅ A repeatable world-building workflow you can use for games, animation, XR, comics, tabletop, or physical models
  • ✅ A “world bible” starter kit: moodboard, style constraints, key assets, and pipeline notes
  • ✅ A set of prompts + node-style process thinking you can reuse across projects
  • ✅ Video snippets you can share or build into a portfolio

The pipeline (hands-on, practical)

Structured like a real production flow: explore → refine → assemble → present.

01

Ideation + Constraints

World theme, rules, references, “what’s unique,” and what must stay consistent.

02

Characters / Creatures

Shape language, silhouettes, variations, quick iterations, and design selection.

03

Environments + Composition

Environment sketching, cinematic framing, lighting ideas, and “readability” passes.

04

3D Layout / Engine Prep

Blocking, scale, camera paths, asset organization, and export considerations.

05

3D Printing Considerations

Watertight forms, supports, scale, tolerances, and surface detail priorities.

AI

AI as support (never replacement)

Used for iteration speed, structural refinement, and style exploration—your design instincts drive decisions.

Video samples

Drop in your YouTube/Vimeo links—or use local MP4 files. This section is built to scale.

Process Before/After Tool Demos Mini Case Studies

Vibe Coding Rigged Characters

Bridging modular coding with creative rigging workflows.

Thumbnail Generation Process

Rapidly iterating visual ideas within Photoshop.

Polypainting in Zbrush

Mastering surfaces and color directly on high-res sculpts.

Using Polypaint in Zbrush

Practical application and refinement of sculpted details.

Who it’s for

A perfect meetup for anyone building worlds—digital, physical, or hybrid.

Animators

Build characters + scenes with a pipeline mindset, then translate to shots and motion.

Game Designers

World logic, level layout, camera readability, and asset organization for engines.

Makers / 3D Printing

Turn designs into printable forms with practical constraints and clean geometry.

Illustrators / Comics

Develop a consistent world bible—style rules, props, locations, and recurring motifs.

XR / Immersive

Spatial thinking, guided exploration, and environment readability for presence.

Curious Beginners

Learn how modern pipelines fit together without needing to be “AI native.”

Session formats

Workshop (2–3 hrs)
Live walkthrough + exercises + share-out.
Deep Dive (Half-day)
Focus on one pipeline: creature, environment, or engine layout.
Studio Session
Tailored to team needs: stakeholders, artists, or mixed groups.

What we emphasize

  • ✅ Craft first: your taste and decisions lead
  • ✅ Clear process you can repeat
  • ✅ “Show your work” thinking (great for portfolios)
  • ✅ AI used for iteration + refinement
Next Workshop: Jan 25, 2026

AI + Unreal Engine Workshop

Integrating AI into Real-Time World Building

Discover how AI tools can accelerate workflows inside Unreal Engine.

When: Sunday, January 25, 2026 • 1:30–3:30 PM PT
Where: PVNET – Promenade PV Mall (550 Deep Valley Dr., Ste #229, Rolling Hills Estates, CA 90274)
Host: Joseph Micallef

What this workshop is

An introductory, hands-on session exploring how AI tools can be integrated into Unreal Engine for real-time world building, games, animation, and interactive experiences.

This workshop is designed as a gentle on-ramp to Unreal Engine, while also surveying the rapidly evolving landscape of AI-assisted 3D creation. We’ll look at how AI can support early ideation, asset generation, layout, and iteration—without replacing core design decisions or creative authorship.

Part of the discussion:

  • ✅ Unreal Engine fundamentals for artists and designers
  • ✅ Real-time world building concepts and workflows
  • ✅ A survey of current AI 3D model generators
  • ✅ Vizom, an AI-driven design tool

Expect a blend of:

  • ✅ Intro-level Unreal Engine concepts
  • ✅ World layout and real-time visualization
  • ✅ AI-assisted 3D asset exploration
  • ✅ Practical discussion of where AI helps

What people say

Swap these with real quotes as you collect them.

“This made the whole AI + production conversation feel grounded. I finally understood what the pipeline actually looks like.”

— Workshop Attendee

“The constraint-first approach was the breakthrough. I stopped chasing random outputs and started building a coherent world.”

— Game Artist

“Practical and inspiring. The ‘AI as scaffolding’ framing is exactly what I needed.”

— Animator

Register to Join

Join us for an intensive hands-on session exploring AI-assisted workflows in Unreal Engine. Sunday, January 25, 2026 • 1:30–3:30 PM PT at PVNET (Palos Verdes Promenade).

Form submissions are handled via Netlify.

FAQ

Quick answers—easy to expand.

Do I need to be “good at AI” to attend?

No. The workshop is designed to build confidence and literacy. We treat AI like a support tool inside a broader creative workflow.

What tools do you use?

It varies by session. The focus is on transferable workflow thinking: prompt design, iteration strategy, selection criteria, and production structure.

Is this for games only?

No—games, animation, tabletop, comics, XR, and physical models all fit. “World building” is the common thread.

Can you run this for a studio team?

Yes. We can tailor it for stakeholders vs artists, and focus on one pipeline (creature, environment, engine layout, etc.).