Zylmextron

Game Art Mastery Programs

Building practical 3D modeling skills takes time and structured guidance. Our programs run through 2025 and into early 2026, giving you space to develop at a pace that actually works. We're based in Egypt but train artists from all over—students bring different backgrounds, and that variety makes the learning richer.

You'll work with instructors who've shipped real games and understand what studios need. Not every graduate ends up in the exact role they imagined, but most find their way into the industry once they've built a solid portfolio and learned how to iterate on feedback.

Finding Your Starting Point

Not everyone comes to 3D modeling from the same place. Some folks have art training but no tech skills. Others know their way around software but need to sharpen their eye for form and composition. We structure our programs around where you're starting from, so you're not wasting time on things you already know or skipping fundamentals you'll need later.

1

Complete Beginner

Never touched Blender or Maya? That's completely fine. We start with interface basics and slowly build up to more complex workflows.

  • Foundations track begins September 2025
  • Evening sessions available for working students
  • Practice projects focus on small, achievable goals
  • Portfolio review halfway through to adjust pacing
2

Hobbyist or Self-Taught

You've made some models on your own but want professional-level techniques and industry feedback.

  • Intermediate track starts October 2025
  • Shorter timeline assumes basic software knowledge
  • Focus shifts to optimization and game-ready assets
  • Guest critiques from working game artists
3

Adjacent Field Professional

Maybe you're in architecture visualization or product design and want to pivot toward games.

  • Transition workshops begin November 2025
  • Covers game-specific constraints and workflows
  • Real-time rendering techniques and LOD management
  • Networking sessions with Egyptian game studios

Who You'll Learn From

Our instructors have worked on shipped titles and understand the difference between what looks cool in a render and what actually functions in a game engine. They're honest about the learning curve and won't sugarcoat the tough parts—but they're also good at breaking down complex concepts so they make sense.

Instructor Salma Fawzi, Lead Character Artist

Salma Fawzi

Lead Character Artist

Salma spent six years at a mobile game studio in Cairo before going freelance. She's worked on everything from stylized fantasy characters to realistic NPCs. She's particularly good at explaining topology decisions and why certain edge loops matter more than others. Her critiques can be direct, but students appreciate the honesty.

Instructor Layla Dabbous, Environment Specialist

Layla Dabbous

Environment Specialist

Layla builds worlds. She's worked on open-world projects where optimization is critical, so she knows how to balance visual quality with performance. Her background in architecture gives her a strong sense of space and composition. She runs the intermediate workshops and doesn't let students get away with sloppy UVs or inefficient geometry.

Instructor Nadia El-Sayed, Technical Art Advisor

Nadia El-Sayed

Technical Art Advisor

Nadia bridges the gap between artists and programmers. She understands shader workflows, material setup in Unreal and Unity, and how to troubleshoot when assets don't behave as expected in-engine. She's the person you go to when your models look great in Maya but fall apart in the game. Her sessions focus less on theory and more on solving real problems.

Program Timeline and Structure

These programs run for several months. You'll have assignments, feedback sessions, and portfolio development milestones. The pace is steady but manageable if you can dedicate the time. Most students continue working or studying alongside the program—it's built with that in mind.

Enrollment Period

July - August 2025

Applications open for all tracks. We'll review your current work if you have any, and chat about what you're hoping to accomplish. It's a pretty straightforward conversation—no need to prepare anything elaborate. We mainly want to understand your goals and make sure you're signing up for the right program level.

Foundation Phase

September - November 2025

The first few months focus on core skills: modeling fundamentals, proper topology, basic texturing, and understanding game asset requirements. You'll create simple props and gradually increase complexity. Weekly critiques help you catch bad habits early. Some students move faster than others—we adjust pacing where needed.

Specialization Phase

December 2025 - February 2026

You'll choose a focus area: character modeling, environment art, or props and weapons. This is where you start building portfolio pieces that demonstrate specific skills. Instructors work with smaller groups during this phase, so feedback gets more detailed. You'll also learn to document your process, which matters when applying for jobs.

Portfolio Development

March - April 2026

Final months focus on polishing your best work and building a cohesive portfolio. We'll help you set up an ArtStation page, write project descriptions, and prepare for interviews. Guest speakers from Egyptian and regional game studios occasionally join to discuss what they look for when hiring. It's a good reality check before you start applying.

Ready to Start Learning?

Programs fill up once we hit capacity, so if you're interested in the autumn 2025 cohort, reaching out sooner gives you more options. We're happy to answer questions about curriculum details, instructor backgrounds, or how the program fits with your current schedule.

Get in Touch