Train Your Team in 3D Game Development
We've been running corporate training programs since 2019. Companies bring us their teams when they need people who can actually work with 3D assets in Unreal and Unity – not just talk about it.
What We Actually Teach
Most studios need their people to understand how 3D models work in game engines. That's what we focus on. Three main tracks – pick what fits your needs.
Asset Integration Basics
For teams who need to import and work with existing 3D content. Your designers or producers who touch engine files but aren't technical artists.
- File formats and conversion workflows
- Texturing and material setup in engines
- LOD management and performance basics
- Common troubleshooting scenarios
Technical Artist Track
Deep dive for people who'll bridge art and engineering. Usually runs 10-12 weeks because there's a lot to cover properly.
- Advanced shader development
- Pipeline optimization strategies
- Rigging for game engines
- Custom tool development
Custom Studio Programs
When you have specific needs – maybe a VR project coming up, or you're switching from Unity to Unreal. We build the curriculum around your actual workflow.
- Focused on your tech stack
- Uses your project assets
- Schedule that fits production cycles
- Direct consultation with your leads
Practical Training That Fits Your Schedule
We've learned that companies need flexibility. Some want intensive weeks, others prefer spreading it over months. We do both. Sessions happen either at your office or ours in Skopje, and remote options work fine for teams spread across locations.
The approach is hands-on. People work with real assets from day one. By week three, they're usually handling stuff from your actual projects – that's when things click and you start seeing the value.
Team members per cohort
Practice to lecture ratio
Borjan Krsteski
Lead Technical Artist
Neon Wave Studios
We brought in four junior artists who knew modeling but had never touched a game engine. After eight weeks with Qualifilex, they were setting up full scenes in Unreal without needing constant supervision. That changed how we could staff projects. Instead of having one technical artist bottlenecking everything, we suddenly had a team that understood the pipeline.
Results After Training
Next Corporate Program Starts October 2025
We're scheduling fall training cohorts now. If you're planning to expand your team's capabilities or starting a new project that needs stronger technical art support, let's talk about what would work for your studio.
Scheduling Options
Weekday evenings, full weekends, or intensive weeks – we adapt to your production calendar
Group Rates
Better pricing for teams of 3 or more, with volume discounts for larger cohorts
Custom Content
We can build curriculum around your specific engine version and workflow needs
Programs typically book 6-8 weeks in advance. Early contact helps us plan curriculum around your timeline.
