Getting Ready? Here's What You Actually Need

Look, we get it. Starting something new—especially in game design or 3D—can feel overwhelming. But here's the thing: you don't need expensive software or a monster PC right from day one. What you do need is clarity about what's coming.

Your Current Hardware

Got a laptop from the past four years? That's usually enough to start. We'll help you figure out if you need upgrades down the road—most students don't until month three or four.

Time Commitment

Programs starting autumn 2025 expect around 12-15 hours weekly. Some weeks are lighter. Others? You'll be deep in a project and won't notice the time passing.

Prior Experience

Zero game dev background? That's completely fine. About 60% of our learners start exactly where you are. The other 40% have dabbled but want proper structure.

Which Path Makes Sense for You?

Instead of generic advice, let's walk through a few real scenarios. Pick what sounds closest to your situation, and we'll point you in the right direction.

1

I'm completely new to all of this

Great starting point. You'll want to begin with fundamentals—basic 3D modeling concepts and how game engines actually work. Think of it like learning to cook: you don't start with soufflés. You start with understanding heat, timing, and why ingredients behave the way they do.

Start with foundations Focus on one tool first Join beginner cohort
2

I've played around with Unity or Blender

You've got a head start. The question becomes: do you have gaps in foundational knowledge? Many self-taught folks can build cool stuff but struggle when things break. Our intermediate track fills those gaps while pushing your skills forward.

Assessment recommended Intermediate track Portfolio review
3

I need this for a career shift

Then we need to talk timelines and realistic expectations. A career transition usually takes 8-14 months of consistent learning before you're job-ready. Not because the material is impossibly hard, but because building a decent portfolio takes time. Autumn 2025 programs work backward from that goal.

Career-focused path Portfolio building Industry prep

Common Challenges and How We Actually Address Them

Every cohort runs into similar roadblocks. Here's what typically comes up and what we do about it—no sugarcoating.

Students collaborating on game design project workspace

Challenge: Technical Overwhelm

"There are seventeen different ways to UV unwrap this model and I don't know which one to use." This happens around week three. Tools have too many options.

Our Approach

We teach one method thoroughly before introducing alternatives. You'll understand why that method works, when it doesn't, and then—only then—we show you other approaches. Depth before breadth.

Challenge: Motivation Dips

Week seven is notorious. The novelty has worn off. Your first few projects look rough. You're wondering if you're cut out for this.

Our Approach

Structured check-ins and peer groups. You'll see others struggling with the same stuff. We also build in "quick win" projects during tough weeks—small victories that remind you why you started.

Challenge: Theory vs Practice Gap

You understand principles in lectures but freeze when facing a blank project file. The gap between knowing and doing feels massive.

Our Approach

Every concept gets applied immediately. Learn about lighting? You light a scene that afternoon. Study animation curves? You animate something before the day ends. Repetition builds confidence.

Challenge: Hardware Limitations

Your laptop chugs when rendering. Blender crashes. Unity takes forever to load. You're worried your equipment isn't good enough.

Our Approach

We teach optimization from day one. How to work efficiently on modest hardware. When to use render farms. What upgrades actually matter. And honestly? Most issues are workflow problems, not hardware problems.

Mateo Escobar, learning coordinator

Mateo Escobar

Learning Coordinator

"Most people overthink the prep phase. You don't need everything figured out before starting. You need enough clarity to take the first few steps. The rest reveals itself as you go."

Sienna Walsh, technical mentor

Sienna Walsh

Technical Mentor

"I've seen students succeed on five-year-old laptops and struggle with top-end rigs. Your tools matter, sure. But your consistency and willingness to problem-solve matter way more."

Iris Donovan, curriculum designer

Iris Donovan

Curriculum Designer

"The hardest part isn't the software. It's staying focused when progress feels slow. We design the program to keep you moving forward even during those rough patches—and there will be rough patches."