Built by Game Artists, For Game Artists
We don't just teach 3D modeling. We've spent years in production pipelines, crunch deadlines, and asset iterations. Every course comes from real studio experience.
Industry Background That Actually Matters
When you're learning character rigging at 2 AM before a portfolio deadline, you need instructors who've been there. Not just theoretically, but literally — staying late to fix weight painting issues or optimizing poly counts for mobile builds.
Our teaching approach comes from one simple truth: we remember what confused us when we started. Those moments where documentation made no sense, or a tutorial skipped the exact step you needed. So we don't skip steps.
Every module gets built around common stumbling blocks. The kind of problems that cost us hours in our first studio jobs. You'll get the context that turns "just do this" into actual understanding.
Meet Your Lead Instructor
Teaching quality depends entirely on who's in front of the screen. Here's someone who's actually shipped games you might have played.
Amira Soliman
Senior 3D Artist & Lead Instructor
Started as an environment artist in 2018, moved into character work, then spent three years doing technical art for mobile titles. Now teaching what actually works.
Core Focus Areas
- Game asset optimization workflows
- Character modeling fundamentals
- UV mapping techniques
- Substance Painter integration
- Portfolio development strategy
Real Production Training
In February 2025, we're launching a six-month intensive that mirrors actual studio production schedules. You'll work through full asset pipelines — from concept blocking to final engine integration.
The goal isn't perfection on day one. It's understanding why decisions matter. Why an extra edge loop breaks deformation. Why UV seams belong in specific places. The technical reasoning behind good modeling.