Build Game Worlds That People Remember
Game studios need artists who can create believable environments and memorable characters. But most beginners don't know where to start—or they try learning scattered tutorials that don't connect.
We've structured everything you need into a clear path. You'll work on real game assets from week one, learning the same workflows studios use. By graduation, you'll have portfolio pieces that show actual skill, not just completed tutorials.
Three Phases That Actually Make Sense
Most courses dump everything at once. We break learning into focused stages—each building on what you've already mastered.
Months 1-3
You'll start with the basics everyone needs. Interface navigation, modeling fundamentals, understanding polygon flow. Nothing fancy—just solid technique.
- Core modeling tools and workflows
- UV mapping and texturing basics
- Introduction to PBR materials
- Simple prop creation for games
- Basic lighting principles
Months 4-6
Now you choose. Environment art or character modeling. Both paths go deep into what studios actually need.
- Advanced modeling for production
- High-poly to low-poly workflows
- Substance Painter integration
- Creating modular game assets
- Optimization for real-time engines
Months 7-9
Time to build what matters. You'll create three complete portfolio pieces that demonstrate professional-level work.
- Full asset creation pipeline
- Portfolio presentation strategies
- Industry-standard documentation
- Peer critique and iteration
- Final portfolio review session
| Program Component | Time Commitment | Format | Start Dates |
|---|---|---|---|
| Live Class Sessions | Twice weekly, 2 hours each | Interactive online sessions | June 2026 / September 2026 |
| Workshop Hours | 15-20 hours weekly | Self-paced project work | Ongoing throughout program |
| Critique Meetings | Weekly 90-minute sessions | Small group feedback | Weeks 2-36 of program |
| Portfolio Reviews | Three milestone reviews | One-on-one with instructor | Months 3, 6, and 9 |
Learn From People Who've Actually Done This
Our instructors have shipped games you've probably played. They know what works in production because they've solved these problems professionally.
Linus Bjørnstad
Lead Environment ArtistSpent seven years at mid-sized studios working on open-world games. He's the person who explains why topology matters when you're trying to hit frame rates on console hardware.
Sibylla Ekström
Character Modeling SpecialistWorked on character teams for action games and RPGs. She teaches the technical side—edge flow, deformation, how to make faces that actually emote when they're rigged.
Applications Open for June 2026 Cohort
Classes are capped at 18 students so everyone gets actual feedback. If you're serious about learning game art, get in touch before spots fill.
Start Your Application