Building Futures Through Polygon Craftsmanship
Back in 2022, a small studio space in Kutaisi became the birthplace of something we didn't quite understand yet. What started as weekend workshops teaching basic Blender navigation has grown into a full curriculum that prepares students for actual production environments.
We're not trying to reinvent game education. We're just focused on teaching the technical foundation that studios actually need—proper topology, efficient UV mapping, and workflows that don't make senior artists cringe during code reviews.

Three Years of Learning What Actually Works
Our approach evolved through trial, error, and honest feedback from students who went on to work at real studios. Here's what we figured out along the way.
The Basement Beginning
Started with eight students and a curriculum that was way too ambitious. Learned quickly that teaching advanced sculpting before proper edge flow was putting the cart before the horse. That first group taught us more than we taught them.
Finding Our Rhythm
Restructured everything after several alumni came back with feedback from their first studio gigs. Shifted focus to production-ready skills—modularity, optimization, and version control. Added evening sessions for working professionals trying to transition into game development.
Expanding The Workshop
Moved into a proper facility with render farm access and motion capture equipment. Started partnerships with three Georgian game studios who occasionally drop by to critique student work. It's brutal sometimes, but that real-world feedback is worth more than any grade.
Current Chapter
Now running structured programs three times yearly with specialized tracks for environment art, character modeling, and technical art fundamentals. Our autumn 2025 intake opens in September with spots for 24 students across all tracks.


Who's Running This Operation
We're a small team—just two full-time instructors who've spent years in production environments before switching to education. No massive staff directory here. Just experienced practitioners who remember what it's like to struggle with your first proper UV unwrap at 2 AM before a milestone deadline.
Both of us worked on shipped titles before teaching. That industry experience shapes every lesson we build, every critique we give, and every time we tell students that their wireframe density is way too high for a background prop.

Luka Beridze
Lead Instructor and Founder
Spent six years doing environment art for mobile and PC titles before starting LearnCourse. Still occasionally freelances to stay current with production pipelines. Believes proper reference gathering is 50% of good modeling work.

Giorgi Mchedlishvili
Technical Director
Former technical artist who handled pipeline development for a mid-size studio in Eastern Europe. Teaches the less glamorous but essential stuff—naming conventions, folder structures, and why your materials need consistent texture resolution.
