Start Your 3D Journey This Autumn

Three comprehensive programs launching September through November 2025. We're keeping class sizes small — twelve students maximum per cohort. Applications open in June.

Reserve Your Spot
Student working on 3D character modeling project at workstation

What's Coming in 2025

These aren't fast-track programs. Each course runs for several months because building actual skills takes time. You'll work on real projects — the kind you'd actually put in a portfolio.

Foundation

Character Modeling Basics

16 weeks • Tuesday & Thursday evenings

Starts September 9, 2025

  • Topology fundamentals and edge flow
  • Facial structure and proportion
  • Basic UV mapping techniques
  • Three complete character models
2,400 GEL
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Intermediate

Environment Art for Games

18 weeks • Monday & Wednesday evenings

Starts October 6, 2025

  • Modular asset creation workflow
  • Texture baking and material setup
  • Scene composition and lighting
  • Two full environment pieces
2,800 GEL
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Advanced

Creature Design Workshop

20 weeks • Saturday mornings

Starts November 8, 2025

  • Anatomy-based creature forms
  • High-poly sculpting in ZBrush
  • Retopology for game engines
  • Portfolio-ready creature model
3,200 GEL
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Payment Plans Available

You can split the cost into three installments — one upfront, then two more during the course. We also run early registration discounts through July (around 15% off if you commit before August 1st). Students from outside Kutaisi should factor in travel time or consider our weekend intensive format for the foundation course, which we're testing this year.

Dimitri Kapanadze, lead environment artist and instructor

Dimitri Kapanadze

Environment & Prop Specialist

Natia Beridze, character modeling instructor

Natia Beridze

Character Artist

Who'll Be Teaching These Courses

Real Studio Experience, Not Just Theory

Dimitri spent seven years at a mobile games studio in Tbilisi before moving back to Kutaisi in 2022. He's worked on everything from casual puzzle games to more complex RPG environments. His thing is modular workflows — how to build assets that actually work in production pipelines without killing your polygon budget.

Natia came from a traditional sculpture background before switching to digital. She freelanced for about four years doing character work for indie developers across Europe. She's particular about edge flow and how topology affects animation, which matters way more than people realize when they're starting out.

How Classes Actually Work

Each session is roughly half demonstration, half hands-on work. Dimitri or Natia will show you a technique, then you'll work on it while they walk around and help people individually. You're not just watching tutorials — you're getting direct feedback on your work multiple times per week. Class sizes stay at twelve maximum so there's actually time for that.

Between sessions, you'll have assignments that build on what you learned. Nothing crazy demanding, but you should plan for maybe 6-8 hours of practice per week outside class time. Most students need that much repetition for techniques to stick anyway.

Project-Based Learning

You'll finish each course with actual portfolio pieces, not just tutorial follow-alongs. That's the whole point.

Industry-Standard Tools

We teach with Maya, ZBrush, and Substance Painter — the same software most studios use. No proprietary systems.

Honest Feedback

Critique sessions happen every two weeks. It's constructive, but we won't pretend work is portfolio-ready when it isn't.

Flexible Support

Office hours twice a week if you get stuck on something between classes. Discord channel for quick questions too.

What the Learning Path Actually Looks Like

Here's how each course typically unfolds. The structure stays pretty consistent, but the pacing adjusts based on how the group is progressing. Some cohorts move faster through certain sections, others need more time — we adapt as we go.

Weeks 1-4

Foundation Phase

You'll start with software basics and fundamental concepts. Lots of simple exercises to get comfortable with the interface and core tools. Think of this as building muscle memory — nothing fancy yet, just getting your hands used to the workflow.

Focus: Tool familiarity and basic techniques

Weeks 5-10

Skill Building

This is where you start making things that actually look like something. The projects get more complex, and you'll begin understanding why certain approaches work better than others. Expect to redo things a few times — that's normal and part of the learning process.

Focus: Technique development and problem-solving

Student work examples showing progression from basic to intermediate modeling
Weeks 11-16

Portfolio Project

The final weeks focus on one substantial piece you'll actually want to show people. You'll plan it, get feedback on the concept, then execute it with everything you've learned. This is when things click together and you see how all those individual techniques combine into a complete workflow.

Focus: Independent project with guided support

Post-Course

What Happens After

You'll keep access to course materials and the Discord community. Many students continue meeting informally to work on projects together. We don't promise job placement, but we can review your portfolio and suggest improvements if you're planning to apply for positions. Some graduates have found freelance work within a few months, others take longer — it varies a lot based on individual circumstances and practice consistency.

Focus: Continued learning and portfolio development