Build Worlds People Actually Want to Explore
Most game levels feel empty because designers focus on tools instead of spatial thinking. Our autumn 2025 program teaches you to create environments that guide players naturally—without arrows or tutorials cluttering the screen.
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Real Progress From Actual Projects
We track what matters—not completion rates or generic satisfaction scores. Here's what students accomplished working on their portfolio pieces during 2024.
Students finished at least three playable level designs they could show employers
Time from starting the program to completing a portfolio-ready environment
Average playtesting rounds students ran before considering a level finished

Foundation Track: Spatial Language First
You'll spend the first six weeks learning how space communicates. Not through icons or text, but through sight lines, lighting, and architectural rhythm. We start with paper sketches because the software doesn't matter if you can't think in three dimensions yet.
By week four, most students realize their favorite game levels work because of deliberate spatial choices—not accident. That's when things click.

Advanced Track: Building For Real Constraints
Once you understand spatial design principles, we throw real problems at you. Performance budgets. Team workflows. Art direction that conflicts with gameplay needs. The messy stuff nobody talks about in tutorials.
Students work on two larger projects here—one solo, one collaborative. The collaborative project teaches you more, honestly. That's where you learn to defend design decisions and compromise without losing the core experience.
"The program forced me to rethink everything. I'd been making levels for two years before this, but I was basically just arranging assets. Learning to control player attention through geometry alone—that changed how I approach every environment now. My portfolio finally shows intentional work instead of decorated boxes."
Applications Open June 2025
We're accepting 24 students for the autumn foundation track. The program runs evenings and weekends, so you can keep your current work. Expect to spend 12-15 hours weekly on projects and critiques.