Building Game Worlds Through 3D Modeling

We teach practical skills for creating video game assets. Real projects, portfolio work, and mentorship from professionals who've shipped actual games. Our next cohort starts in September 2026.

Explore Our Program
Student working on detailed 3D character model in professional software environment

Why Game Studios Care About Portfolio Work

When hiring managers review candidates, they look at what you've actually built. Not certificates or grade transcripts. They want to see polygon efficiency, clean topology, and understanding of technical constraints.

Our students spend most of their time creating actual game assets. You'll model weapons, environments, and characters that could ship in a real game. By the end, you'll have six to eight portfolio pieces that demonstrate your understanding of game production pipelines.

Professional 3D environment asset with optimized geometry and detailed texturing

What You'll Actually Learn

These aren't random tutorials. This is the workflow you'd use in a professional game studio.

Hard Surface Modeling

Weapons, vehicles, and mechanical objects. You'll learn edge flow for clean geometry and proper subdivision workflows. Most AAA studios need people who can do this efficiently.

Organic Character Work

Human and creature anatomy for games. Understanding how models deform during animation matters more than making something look pretty in a static pose. We focus on topology that actually works.

Environment Design

Building modular pieces that level designers can use. Proper UV layouts, texture atlas planning, and LOD creation. This is what separates hobbyists from professionals.

Texturing Workflows

PBR materials, normal mapping, and optimization. You'll work in Substance Painter and learn to create textures that work under real game lighting conditions, not just in renders.

Technical Constraints

Polygon budgets, draw calls, and memory management. Games run in real-time. Understanding performance implications of your modeling choices is fundamental to professional work.

Portfolio Development

Presenting your work matters. We'll help you document your process, write effective descriptions, and present assets in a way that demonstrates your understanding of game production.

How Our Program Works

We structure learning around project milestones, not arbitrary lesson numbers. You'll progress through increasingly complex assets while building your portfolio.

Foundation Phase

First eight weeks cover modeling fundamentals and software proficiency. You'll create simple props while learning proper edge flow, UV unwrapping, and basic texturing. This phase builds muscle memory for essential workflows.

Specialization Track

Choose between character modeling or environment art. Both tracks run for twelve weeks with weekly critiques. You'll tackle projects of increasing complexity while receiving feedback from working professionals.

Studio Simulation

Final eight weeks mimic real studio conditions. You'll work on a collaborative project with other students, following actual game production schedules. This includes working with constraints and revision rounds.

Portfolio Refinement

Last month focuses on documentation and presentation. You'll photograph your work properly, write descriptions that demonstrate understanding, and prepare materials for applications. We review everything before you graduate.

Learning From People Who Ship Games

Our instructors work in the Barcelona game development scene. They've shipped titles on PlayStation, Xbox, and PC. When they critique your work, they're applying the same standards they use at their studios.

You'll get feedback on real production concerns. Not just aesthetic choices, but technical decisions that affect performance, workflow efficiency, and compatibility with game engines. That's the knowledge that actually matters when you start your first job.

Meet Our Team
Detailed 3D game asset showcase demonstrating professional modeling techniques

Student Experiences

These are recent graduates who completed the program in 2025. They're now working at studios or freelancing.

Portrait of Eero Virtanen

The technical feedback changed how I approach modeling. I was making things that looked decent but would've caused problems in production. Now I understand why certain topology choices matter. Got hired three months after graduating.

Eero Virtanen

Environment Artist, 2025 Graduate
Portrait of Annika Bergström

Portfolio development sessions were incredibly valuable. I had modeled some decent pieces but didn't know how to present them properly. Learning to document my process and explain technical decisions helped a lot during interviews.

Annika Bergström

Character Artist, 2025 Graduate

Applications Open For September 2026

We accept 24 students per cohort. The program runs for seven months with structured milestones and weekly feedback sessions. Applications are reviewed on a rolling basis starting in March 2026.

Get Program Details