Build Interactive Worlds That Players Actually Remember
Most game design courses teach you software. We teach you how players think. Because knowing Unity doesn't mean you understand why someone replays a level forty times or quits after three minutes.

Sienna Parrish
Fifteen years building games people can't stop playing. Now I'm showing others how psychological triggers beat flashy graphics every time.

From Indie Experiment to Industry Standard
Started as a weekend workshop in 2019. Now we're training the designers behind games with millions of downloads.
March 2019
First Workshop in Málaga
Eight developers crammed into a shared office space. The idea was simple — stop teaching software buttons and start teaching player psychology. We covered reward loops and difficulty curves instead of menu navigation.
November 2020
Remote Learning Framework
The pandemic forced us online, but we discovered something useful. Real-time collaborative design sessions worked better than recorded lectures. Students built prototypes together across cities and tested them immediately.
June 2022
Mechanics-First Curriculum Launch
We rebuilt everything from scratch. Instead of "intro to Unity," students started with "why do platformers feel responsive?" First project was paper prototypes. No computers for three weeks. Turns out good design happens before you open the software.
February 2024
Advanced 3D Environment Program
Partnered with studios using Unreal Engine 5. Students learned environment storytelling — how spaces guide players without a single line of dialogue. Focused on lighting psychology and spatial composition rather than asset creation workflows.
September 2025
Specialized Track Expansion
Launching three new focused programs this fall. Combat feel design. Progression systems that respect player time. Environmental narrative architecture. Each runs twelve weeks with portfolio projects that studios actually want to see.

Physics Before Pixels
Your first month involves dice, cards, and paper. We test game loops before touching software. If a mechanic doesn't work on a table, fancy graphics won't save it. This approach reveals flaws immediately and builds intuition for player decision-making.

Spaces That Tell Stories
Environmental design goes beyond placing props. You'll learn how ceiling height affects tension, how color temperature guides attention, and why players remember certain rooms years later. The best environments communicate without tutorials or waypoint markers.
What Makes a Designer Worth Hiring
Studios don't need more people who know software shortcuts. They need designers who understand why players engage, when to increase challenge, and how to make failure feel fair.
Our October 2025 cohort focuses on designing systems players understand intuitively. No sixteen-page tutorials. No overwhelming UI. Just mechanics that teach themselves through play.
Mechanics Design Foundation
Twelve weeks examining why certain games feel immediately responsive while others feel sluggish. You'll rebuild classic mechanics from scratch, adjusting timing and feedback until they feel right.
- Player input response and control schemes
- Feedback loops and reward timing
- Difficulty curves that maintain engagement
- Testing methods and rapid iteration
3D Environment Composition
How professionals guide player attention without arrows or markers. Study spatial psychology, lighting behavior, and architectural storytelling through environments that communicate silently.
- Spatial flow and player navigation psychology
- Lighting for mood and direction
- Environmental storytelling techniques
- Scale and perspective manipulation
Portfolio Projects That Matter
Build three focused pieces that demonstrate specific skills. Not complete games — refined mechanics or compelling environments. The work studios review when deciding who to interview.
- Combat or movement mechanic showcase
- Environmental narrative space
- Player progression system design
- Documentation and design communication
Applications Open for Fall 2025
Our next twelve-week intensive starts October 14th. Limited to eighteen participants so everyone gets direct feedback on their work. We're looking for people who care more about player experience than technical complexity.