Build Games That People Actually Want to Play
Most game design courses throw theory at you and hope something sticks. We start with mechanics that work, add 3D skills that matter, and let you break things until you understand why they work. Classes begin September 2025.

Three Paths, Same Philosophy
Each program covers real production scenarios. You'll work on actual game problems, not textbook exercises. And yes, you'll make mistakes—that's where the learning happens.
Mechanics Foundation
16 weeks • Autumn 2025For people who play games and wonder how they actually work. We cover movement systems, feedback loops, and why some games feel right while others feel... off.
- Physics interactions without the scary math
- Player feedback systems that actually communicate
- Prototyping methods used in studios
- Balance testing with real players
3D Asset Pipeline
20 weeks • September 2025From sculpting to engine integration. You'll learn what makes 3D models work in games versus looking pretty in renders. There's a difference, trust me.
- Modeling with topology that doesn't explode
- UV mapping for textures that scale
- Optimization without losing visual quality
- Rigging basics for animation-ready assets
Complete Integration
32 weeks • October 2025This combines both tracks. You'll design mechanics, build the 3D assets, and make them work together. It's longer because you're doing the job of two people.
- Full game vertical slice production
- Iteration cycles with working prototypes
- Asset optimization for target platforms
- Technical documentation and handoffs
You'll Work With People Who've Shipped Games
Our instructors have scars from actual production. They've dealt with last-minute design changes, performance issues on underpowered hardware, and that special panic when a build breaks three days before a demo. They'll share what worked, what didn't, and why.

Jordi Valverde
Mechanics & Systems DesignSpent eight years at studios in Barcelona and Madrid. Specialized in combat systems and player progression. He has strong opinions about difficulty curves and will defend them with examples.

Nuria Castillo
3D Art & Technical PipelineWorked on mobile games where every polygon counted. She knows exactly where to cut geometry without anyone noticing. Current projects include indie VR titles with strict performance budgets.
Finding Your Starting Point
Different backgrounds need different approaches. Here's what typically works based on what we've seen over the past few years.
If You're Coming From Art
You understand visual composition but game engines feel intimidating. The 3D Asset Pipeline makes sense because you'll learn technical skills in familiar creative territory.
- Start with modeling fundamentals
- Learn engine constraints early
- Build portfolio pieces that run in real-time
- Consider adding mechanics later
If You're Coming From Code
You can make things happen but they don't feel right. Mechanics Foundation teaches the design patterns that make games satisfying instead of just functional.
- Focus on player experience first
- Learn iteration methods with rapid prototyping
- Test with players who aren't developers
- Add visual polish through collaboration
Common Obstacles We'll Help You Navigate
Everyone hits walls during production. Mechanics that seemed clever in your head don't work when players touch them. 3D models look great until they tank your frame rate. We've structured the programs around these predictable problems so you learn to spot and fix them quickly.
Discuss Your Background