Andrew - Photoshop tutor - Nashville
Andrew - Photoshop tutor - Nashville

Andrew profile and its contact details have been verified by our experts

Andrew

  • Rate R454
  • Response 24h
  • Students

    Number of students Andrew has accompanied since joining Superprof

    9

    Number of students Andrew has accompanied since joining Superprof

Andrew - Photoshop tutor - Nashville

R454/h

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  • Photoshop
  • Illustrator
  • 3D Modelling
  • Game Art Design
  • Autodesk Maya

Able to instruct any or all aspects of game dev (programming, 3D/2D art, rigging, animation, texturing, SFX) using Unity/Unreal, Maya/Blender, & Adobe Suite in a personalized project based form

  • Photoshop
  • Illustrator
  • 3D Modelling
  • Game Art Design
  • Autodesk Maya

Lesson location

Recommended

Andrew is a respected tutor in our community. He is highly recommended for his commitment and the quality of his lessons. A trusted partner on your learning journey.

About Andrew

Passionate indie game developer who loves to teach! I have a dual degree in Games Simulations Arts & Sciences and Electronic Arts and I'm looking to inspire and enable others to pursue their dreams of game development. I'm a bit of a renaissance man when it comes to video game development, having my hands in every department. Be it gameplay/network/graphics programming, 2D/3D art, animation, or game design, I'm eager to teach anyone who is willing to learn! I have experience being a teacher's assistant throughout college, and experience instructing the middle school age range in a classroom setting, both in the field of game development.

I'm actively paving my own way through the industry, as I have been working on a solo development game for the past two years. It takes a lot to develop a game entirely on your own, but the rewards are immense! Understanding every aspect of game development enables me to communicate essential information easily, and not just memorization but for the student to fundamentally understand how everything works. I'm hoping to share that knowledge with you!

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About the lesson

  • Primary
  • Secondary
  • Matric/GCSE
  • +12
  • levels :

    Primary

    Secondary

    Matric/GCSE

    AS Level

    A Level

    BTech

    Adult education

    Masters

    Doctorate

    MBA

    Beginner

    Intermediate

    Advanced

    Professional

    Kids

  • English

Languages in which the lesson is available :

English

I'm a patient and understanding individual, and nothing brings me as much as joy as helping people reach the "aha" moment when it comes to technical development. I strive to understand various aspects of my field on a fundamental level so that I can better explain these concepts to others. I have experience teaching game development to various levels, from middle school to college students and am willing to teach any demographics.

A typical lesson plan:
My first step would be to identify which portion of game development the student is most interested in learning. This determination would then lead to various lesson plans tailored to each individual student based on their interests. A student that does not know/wants to learn it all could obviously be taught in every subject as well.

Programming Plan:
1. Determine game engine interests
I'm more skilled in the Unity Engine but also skilled in Unreal. Both engines have specific advantages depending on the course of the project/interests of the student. Both could be taught as well.
2. Basic programming concepts
Understanding the syntax (the order/rules to how we type) of coding comes with experience, so we jump right into programming concepts and learn the syntax as we develop. Step one is learning variables, various variable types, and then learning flow through if/else statements, for/while loops, and functions.
3. Object Oriented Programming
A fundamental concept of game development (and programming in general) is the coding pattern called Object Oriented Programming (OOP). Students learn about classes, structs, and composition vs inheritance.
4. Template Project Development
After understanding the fundamentals, we can start interfacing with the game engine to develop our very own game! Students interests will be factored into the design of the projects, where they will be provided with a template to develop upon and implement features that they're interested in implementing.
5. Repeat with new templates, or move onto more of a consulting role. Explore additional regions of programming, like graphics/shader development or network development.
Students can continue to develop additional projects with me, or if they decide that they have learned enough to develop on their own, we can transition into more of a consulting role where I can be consulted for assistance with specific systems/mechanics in the future.

Art Development Lesson Plans
Step one is determining the student's area of focus in the art world. If there isn't a focus, that's great too! We can learn it all!
I'm fluent in 2D and 3D art pipelines. For 2D artists, access to Adobe Creative Cloud is recommended, but other free programs can also be explored. For 3D artists, we can use the free modelling software Blender. College students can also obtain the free educational license for Autodesk Maya (my personal preference).

3D Art:
Again, a focus can be determined. Is the student interested in creating 3D models, and leaving it there? Or are they interested in developing skeletal rigs, allowing a 3D model to be animated. Or are they just interested in animating? Any or no focus is welcome, and lessons will be individually tailored.

1. Learn modelling software basics, and terminology.
Verticies, edges, faces, surface topology, polycount, UV skinning.
2. Learn how to import basic assets into game engines, and the various interfaces within the game engine for setting up said assets.
3. Develop unique assets using photo references.
Whether it be modelling, texturing, rigging, or animating, we can always ease our load by using photo references. Advanced students can create their own photo references, or we can use photos grabbed from the interent.
4. Implement more advanced assets into game engines, and use provided (or self written!) code to create an interactive experience with your own hand made assets.

2D Art:
Once again, we determine focus or a lack thereof.
I was trained in traditional art and graphic design from a young age, so we can go various routes in the 2D Art world. Students can learn how to develop illustrative abilities, or UI abilities.

Illustrative Lesson Plan:
The abilities learned from this course can be used to either texture 3D surfaces, or create assets for a 2D game.
1. Learn fundamental concepts such as perspective, line weight, shading, lighting, and color.
2. Learn the specific program's tools and how to export and implement images into the game engine of choice.
3. Illustrate from photo reference.
Great artists steal, so we start off by trying to imitate the style of illustration the student is most interested in.
4. Rinse and repeat with more challenging prompts. Accumulate assets to compile in their very own templated game engine project.

UI Graphic Design Lesson Plan:
Learn how to create interactive UI systems in a more technically based art/programming hybrid course.
1. Learn graphic design basics, such as margins, white space, vector vs raster, and use of text. Learn UI concepts like HUDs, diegetic UI, and menus.
2. Learn game engine and graphic development program basics. Typically Adobe Illustrator would be used, but other programs can be explored.
3. Create custom assets for use in game, such as custom buttons, sliders, icons, etc. Student interest is heavily considered. This course can also be applied on top of template projects used in previous courses.
4. Implement and utilize UI elements in engine, and hook them into gameplay related systems.


Conclusion:
Again, game development is such a diverse field and so much can be learned. I'm learning more every day! Individual plans can be heavily tailored to individual desire.

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Rates

Rate

  • R454

Package rates

  • 5h: R2272
  • 10h: R4545

online

  • R454/h

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