Resources That Actually Help

Real talk about game art workflows, 3D modeling challenges, and what actually works when you're learning this stuff. No fluff.

Character modeling workspace showing poly count optimization techniques

Why Your Models Look Wrong in Unity

Spent three hours tweaking materials only to watch everything break when you import? Been there. The problem usually isn't your modeling—it's understanding how different engines handle normals and UV maps.

Continue reading
Environment art pipeline showing texture baking process

Texture Budgets That Don't Suck

Mobile games need to run on devices from 2019. AAA PC titles want every detail visible. Same project, different platforms, completely different approaches to texture resolution. Here's what works.

Continue reading
Asset optimization workflow for real-time rendering

Learning Blender vs Learning Production

You can follow a hundred YouTube tutorials and still not understand how to actually work on a game team. The difference between knowing tools and understanding production is bigger than most courses admit.

Continue reading
Portrait of Darko Filipovski, lead technical artist

Darko Filipovski

Lead Technical Artist, Former Ubisoft Sofia

Stop Chasing Perfection

I see students spend weeks on a single model trying to make it perfect. Meanwhile, production artists are pumping out assets that are "good enough" because the game needs content yesterday.

The difference? Understanding what matters. Silhouette clarity matters. Edge flow for animation matters. Whether that rivet has 8 or 12 sides? Usually doesn't matter at all.

When I review portfolios now, I look for people who can make decisions quickly and iterate based on feedback. That skill beats technical perfection every time. You learn it by doing volume work under real constraints—not by polishing one piece forever.

What You'll Actually Learn

Our program runs from September 2025 through April 2026. It's structured around how actual game studios work, not academic theory. Here's what that looks like.

Foundation Phase

First two months focus on getting comfortable with tools and understanding topology. Not "here's every button in Blender" but "here's what you'll actually use daily."

  • Hard surface modeling basics
  • UV mapping workflows
  • PBR texture fundamentals
  • Basic rigging concepts

Production Skills

Months three through five simulate real project conditions. Tight deadlines, art direction changes, technical limitations. The uncomfortable but necessary stuff.

  • Asset optimization techniques
  • LOD creation and management
  • Working with engine constraints
  • Iteration based on feedback

Specialization Work

Final three months let you focus on either characters or environments while building portfolio pieces that show actual pipeline knowledge.

  • Advanced material creation
  • Technical art fundamentals
  • Portfolio development
  • Industry pipeline practices

Real Collaboration

You'll work with other students on small game projects. Learning to sync with designers and other artists is harder than mastering any software.

  • Version control basics
  • Communication with teams
  • Meeting technical specs
  • Iterative development cycles