We Started with a Question Nobody Was Asking
Back in early 2019, when most game art schools were teaching outdated workflows, we wondered why nobody was preparing students for actual production environments. So we built something different.
From Frustration to Foundation
Honestly? LearnQuant exists because we got tired of hiring junior artists who had to unlearn everything from their previous training. The gap between education and industry was embarrassing.
Our founder spent twelve years in AAA studios. And watched countless talented people struggle because their training focused on theory instead of real production pipelines. By 2019, we decided to stop complaining and actually do something about it.
What started as informal weekend workshops in a cramped Bucharest office turned into something bigger. We moved to Craiova in 2021 when Electroputere Parc offered us proper studio space. Now we run full programs with hardware that matches what students will use professionally.

The People Behind the Programs
We're a small team. Most of us still work on actual game projects while teaching, which means what we share comes from current production experience rather than outdated textbooks.

Dorian Vintilă
Lead Instructor, Character Art
Spent nine years at Ubisoft before getting frustrated with the education system. Started teaching part-time in 2018 and never looked back. Still works on indie projects to stay current with production workflows.

Anca Petrescu
Environment Art Instructor
Originally trained as an architect, which explains her obsession with believable spaces. Joined us in 2021 after working on three shipped titles. Believes that good environment art tells stories without dialogue.
How We Actually Teach This Stuff
Real Projects First
We skip the generic tutorials. Students start with modified versions of actual production briefs from games we've worked on. You learn by doing work that matters.
Weekly Review Cycles
Every Thursday we run critique sessions that mirror studio art reviews. It's uncomfortable at first, but you get used to presenting work and receiving feedback under realistic conditions.
Portfolio Building
Your final months focus entirely on portfolio pieces that demonstrate production-ready skills. We help you create work that actually gets noticed by hiring managers.
What We Actually Care About
These aren't corporate values from a boardroom. They're principles that emerged from six years of trying to figure out what actually works in game art education.
Honest Feedback
We don't sugarcoat critiques because studios won't either. Learning to handle direct feedback early saves you from painful surprises during actual production.
Production Focus
Everything we teach comes from actual game development needs. If a technique isn't used in current pipelines, we don't waste your time with it.
Small Groups
We cap programs at sixteen students per session. You get actual attention instead of being lost in a lecture hall of hundreds.
Our Craiova Studio Setup
When we moved into Electroputere Parc in 2021, we spent four months configuring the space to match real production environments. The goal was simple: train on the same tools and workflows you'll use professionally.
Each workstation runs identical specs to what you'd find at mid-size studios. We update hardware every eighteen months to stay current with industry standards.
- Sixteen dedicated workstations with RTX 4070 Ti graphics
- Dual 27-inch monitors at each station
- Licensed software matching industry standards
- Motion capture equipment for animation students
- Render farm access for final projects
- Reference library with 800+ game art books
Classes run Tuesday through Saturday, with open studio access on Sundays for current students. Our next intake starts October 2025.



