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.

14 months of structured learning with project work
380+ hours of hands-on production time
12 completed portfolio projects by graduation

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.

Foundation work covers modeling fundamentals, topology, and UV mapping through multiple iterations
Texturing and material creation using industry-standard PBR workflows and substance tools
Character rigging and animation principles applied to bipeds, creatures, and mechanical assets
Real-time optimization techniques for game engines with performance testing included
Students working on 3D modeling projects in professional software environment

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.

1

Foundation Phase

Months 1-3

You'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.

Blender fundamentals Mesh topology UV unwrapping Reference analysis
2

Material & Texturing

Months 4-6

This 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.

Substance Painter PBR materials Texture baking Material variation
3

Animation Production

Months 7-10

Character 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.

Character rigging Animation principles Motion studies Timing refinement
4

Portfolio Development

Months 11-14

Final 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.

Portfolio curation Presentation skills Project documentation Studio workflows
Portrait of lead 3D modeling instructor

Cassian Moldovan

Lead 3D Artist

Spent 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.

Character modeling Substance workflows Portfolio review
Portrait of animation department lead instructor

Toma Petrescu

Animation Director

Previously 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.

Character animation Rigging systems Motion capture

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.

Classes meet three evenings per week plus Saturday morning studio sessions
All software licenses provided through educational partnerships
Access to render farm and high-performance workstations at our Craiova facility
Portfolio review sessions with professionals from Romanian game development studios
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Professional 3D workstation setup with dual monitors showing modeling software