How We Got Here
Back in 2019, a small group of us were sitting in a cramped studio in Bilbao, frustrated with how disconnected level design education felt from actual game production. The courses we'd taken taught theory but skipped the messy reality of iteration, pipeline constraints, and creative problem-solving under pressure.
So we built something different. Not another lecture series about topology and poly counts, but a hands-on program where students work on real scenarios. The kind where you have to balance artistic vision with performance budgets, client feedback with your own instincts.
We believe the best way to learn 3D environment design is by actually doing it, making mistakes, and figuring out solutions that work in production.