I was working with a small group of underrepresented folks in South Africa to teach them tech art (in the form of vfx and shaders). My impression was that I was far too ambitious, having not taken into account just how much prerequisite knowledge is actually required (art fundamentals, some familiarity with a 3D package, a 2D package and general painting in PS, familiarity with a game engine, and some scripting given that we were typing out our shaders in Unity with the intent that the scripting experience would make them more tech-art-like).
I recorded the material in the form of video tutorials, so I thought I could just cram as much info in there as I could because they could just go back and re-watch the material. But I think I may have put too much in there, so that after only a couple of weeks they were getting pretty overwhelmed; and I only had a chunk of my time assigned to them (so I couldn't just slow down and take longer to do things). Even preparing the video took way longer than I expected, and I left the experience pretty burnt out. Of the ~9 people who enrolled, only one person managed to finish the material, and only 2 others got half way through (so I'm pretty sure it was my fault rather than theirs). Two of those three were already had years of game industry experience under their belts too. I've since thought a lot about how much is "too much" to teach in a fixed period of time, and how I can cut down on things that I feel can be learnt on-the-job.
In particular, in my experience (at a mere 3-4 game studios, granted), I've felt that we've been willing to hire artists who have great art eyes and a good attitude, but with only basic familiarity with the tools and software, because we're confident that those can be taught in a relatively short amount of time. In contrast, we've been hesitant to hire people who have intimate knowledge of the software, but who are poor artists, because the time it'd take to train that part up is unknown (but lengthy). It's been my partial experience too, having had some 6 years of Unity mobile/indie experience, and still having been hired at Epic [edit: despite no Unreal experience]. (And while I do have a tech art background and wrote text-based Unity shaders for years, I'd never had to touch a vector field, work with flipbooks in AE, or even do a fluid sim!)
I really like the outline that @hadidjah and @Keyserito have so far, and I've been really impressed with what they've been able to do in their games with relatively simple tech, given strong art fundamentals. I'd think that a course that had a very significant focus on art fundamentals, teaching only just enough of the tech that their art can be implemented in a game engine, would be the bare minimum. Teaching scripting and making them more tech-art-like is a bonus, and is something they can develop further as an elective or on-the-job if they show interest.