3D Art & Animation for Games
An intensive learning path where you'll build actual game-ready assets and animations. We start from fundamentals and work toward portfolio pieces that showcase real technical skill.
How We Actually Organize the Learning
This isn't about watching tutorials. You'll work through structured assignments that increase in complexity. Each phase builds on previous work, and you get feedback on everything you create.
By month seven, most students have at least three polished pieces ready to show. That's when portfolio reviews start happening.

The Full Timeline Breakdown
Each phase runs about three to four months. You're working on assignments throughout, not just watching demos. Expect to revise things multiple times based on critique.
Foundation Phase
Months 1-3You'll start with basic hard surface modeling and move into organic forms. Most people struggle with topology at first. We spend time on edge flow and form definition because these are things you can't skip.
Material & Texturing
Months 4-6This is where assets start looking finished. You'll learn Substance Painter and build material libraries. PBR workflows become second nature. Most students complete their first portfolio-ready prop during this phase.
Animation Production
Months 7-10Character rigging and animation timing. You'll rig multiple character types and create action sequences. Animation takes longer than most people expect. Plan on doing walk cycles until you're tired of them, then doing more.
Portfolio Development
Months 11-14Final projects and portfolio assembly. You'll pick specialization areas and create showcase pieces. We do portfolio reviews every two weeks, and you'll present your work to visiting industry professionals from Romanian studios.

Cassian Moldovan
Lead 3D ArtistSpent eight years at Romanian game studios working on character assets. Has shipped four titles and knows exactly what portfolios need to look like for junior positions. His critiques are detailed but fair.

Toma Petrescu
Animation DirectorPreviously worked on cinematic sequences for two AAA projects. Now teaches animation timing and movement principles. He's particular about weight distribution and follow-through, which makes students better animators.
Program Details for 2025 Intake
We're accepting applications for the autumn 2025 cohort starting in September. Class size stays at 18 students so everyone gets proper attention during reviews.
