Build Game Worlds That People Remember

Our nine-month program turns absolute beginners into confident 3D modelers ready for the game industry.

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.

Student workspace showing 3D modeling project on dual monitors with reference materials

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.

Foundation Phase

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
Specialization Phase

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
Portfolio Phase

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.

Portrait of Linus Bjørnstad, lead environment artist and program instructor

Linus Bjørnstad

Lead Environment Artist

Spent 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.

Modular Design Optimization Unreal Engine
Portrait of Sibylla Ekström, character modeling specialist and program instructor

Sibylla Ekström

Character Modeling Specialist

Worked 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.

Anatomy ZBrush Retopology

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