Build Game Worlds That Players Remember
We're teaching people how to create 3D game assets the way studios actually work. Not theory. Real projects, real feedback, real skills you'll use on day one.
See What We're TeachingHow We Approach Teaching
Look, anyone can throw tutorials online. We're focused on building skills that matter when you're actually working on a game.
Production-First Learning
Every project mirrors what studios need. You'll model assets with poly budgets in mind, create textures that work in real engines, and learn to optimize before your first job forces you to figure it out under pressure.
Portfolio Over Certificates
Studios don't care about completion badges. They want to see what you can make. By the end, you'll have 6-8 portfolio pieces that show range and technical understanding.
Direct Feedback Loops
You submit work, you get specific notes within 48 hours. We point out what works and what needs fixing. It's how you actually improve instead of just finishing assignments.
Industry-Current Tools
We teach Maya, Blender, Substance Painter, and Unreal Engine 5. The stuff that job postings mention. When tools update, our curriculum updates too.

The Path From Beginner to Portfolio-Ready
Our program runs from September 2025 through March 2026. Six months. Four main phases. Each one builds on the last. You'll start with basic modeling and end with a full character ready for a game engine.
Foundation Block
First six weeks. You'll learn Maya's interface, basic polygon modeling, and UV mapping. Nothing fancy yet.
- Core modeling techniques and tool fundamentals
- Proper topology for game assets
- Clean UV layouts that texture artists won't curse
- Project: Modular environment props
Technical Skills
Weeks 7-12. This is where it gets real. You'll work with normal maps, baking, and PBR texturing.
- High-to-low poly workflows
- Substance Painter material creation
- Optimization without killing visual quality
- Project: Weapon set with multiple LODs
Character Development
Weeks 13-20. Character modeling and basic rigging. You'll create something humanoid that moves.
- Character anatomy for games
- Efficient edge flow and deformation
- Basic rigging and weight painting
- Project: Stylized game character
Portfolio Assembly
Final four weeks. Polish everything. Get your work into Unreal Engine. Make it presentable.
- Engine integration and lighting
- Portfolio presentation best practices
- Technical documentation
- Project: Complete portfolio package
Who's Actually Teaching This
Both instructors have shipped games. They know what works in production and what's just academic theory.

Luka Beridze
Lead Environment Artist
Spent seven years at two studios in Tbilisi, working on mobile and PC titles. He's modeled everything from sci-fi corridors to fantasy villages. His feedback is detailed and he won't sugarcoat when topology needs work.

Tornike Maisuradze
Character & Technical Artist
Five years doing character work for indie projects and contract gigs. He's handled full pipelines from sculpt to engine. Knows Blender inside out and can troubleshoot rigging issues in his sleep.
Programs Starting This Fall
We're running two tracks. Pick based on where you're starting from and what you want to focus on.



Complete Game Artist Program
Six months, September to March. This covers everything. You'll learn environments, props, characters, and texturing. 24 weeks of projects and feedback. Starts September 15, 2025.
Classes run Tuesday and Thursday evenings, 7-10pm. Plus weekend lab sessions twice a month for extra help.
Full Program DetailsEnvironment Art Intensive
Three months focused on environment and prop creation. If you already know basic modeling and want to specialize, this might fit better. Starts October 2025.
Same evening schedule but condensed timeline. You'll build a complete modular environment set for your portfolio.
View Intensive Track