Where Game Art Meets Technical Reality
We started because we kept seeing the same problem. Artists creating beautiful 3D models that couldn't actually work in real game environments. That gap between what looks good and what runs well? That's what we're here to fix.
We Built This From Experience
Back in 2022, our founder was working on a mobile game project that nearly fell apart. The art team delivered gorgeous character models—seriously impressive work. But when the tech team tried to implement them, the frame rate dropped to single digits. The models were too complex, textures weren't optimized, and nobody had thought about LOD systems.
That's when it clicked. There's this huge disconnect in game education. People learn 3D modeling or game engines, but rarely both in a way that actually matters for production work. So we started small, running weekend workshops in Skopje for artists who wanted to understand the technical side better.
The response surprised us. Within six months, we had people asking for full courses, structured programs, even business training. And here we are now, three years later, helping artists and technical folks speak the same language.
What Actually Guides Us
These aren't just nice words on a wall. They're decisions we make when choosing curriculum, hiring instructors, and working with students.
Production-First
Every lesson connects to actual game production. If it doesn't help you ship a game, we don't teach it. Simple as that.
Honest Learning
We tell you upfront what's hard, what takes time, and where you'll struggle. No shortcuts, no magic formulas—just real skill building.
Industry Current
Game tech moves fast. Our instructors are active in the field, so what you learn reflects what studios actually use today.
How We Actually Teach This
Most courses throw theory at you for weeks before you touch anything real. We flip that. You start building on day one—maybe a simple prop, nothing fancy. Then we explain why your first attempt probably runs slow or looks wrong in-engine.
That's the pattern. Build something, break it, understand why, fix it, repeat. By the time you're three weeks in, you've made more mistakes than most people make in six months. And you've learned from all of them.
Our instructors work in studios or run their own projects. They bring actual production files, share war stories about what went wrong on real games, and show you the workarounds that saved projects. You get the messy reality, not just the polished tutorial version.
Our autumn 2025 programs run September through November. We're keeping groups small—12 students max—so everyone gets proper attention when they're stuck.
Behind The Courses
Small team, focused mission. We'd rather do one thing really well than spread ourselves thin trying to teach everything.
Milena Trajkovska
Lead Technical Instructor
Milena spent seven years as a technical artist at two different studios before joining us in early 2024. She's the person who figures out why your materials look perfect in Blender but completely wrong in Unity. And then actually explains it in a way that makes sense.
