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Game Development Intensive Program

Build real skills in mechanics design and 3D creation through hands-on projects. Our autumn 2025 cohort focuses on practical techniques that actually get used in production environments.

Apply for Autumn 2025

What You'll Actually Learn

This isn't about memorizing theory. We structure each module around building something functional. By the end, you'll have portfolio pieces that show what you can do.

Core Mechanics Design

Start with movement systems and player feedback. We break down how controls feel responsive and why timing matters more than complexity.

  • Input handling and state machines
  • Physics-based movement
  • Camera behavior patterns
  • Collision response systems
  • Prototyping workflows

3D Asset Pipeline

From modeling to engine integration. You'll learn optimization techniques that keep framerates stable without sacrificing visual quality.

  • Blender modeling fundamentals
  • UV mapping strategies
  • PBR material setup
  • LOD creation methods
  • Import and setup workflows

Systems Integration

Connect mechanics to environments. This module covers spawning systems, AI behavior trees, and how different game systems communicate.

  • Event-driven architecture
  • Component-based design
  • State synchronization
  • Performance profiling
  • Debug tooling setup

Who Teaches This

Our instructors work on shipped titles. They've dealt with production constraints, tight deadlines, and the messy reality of game development.

Viktor Marlow, Lead Mechanics Designer

Viktor Marlow

Lead Mechanics Designer

Spent seven years at mid-size studios working on platformers and action titles. Viktor focuses on feel and iteration speed rather than over-engineering systems.

Darian Frost, Technical Artist

Darian Frost

Technical Artist

Bridges the gap between art and engineering. Darian's background in shader work and pipeline optimization helps students avoid common bottlenecks.

Simone Keller, 3D Environment Lead

Simone Keller

3D Environment Lead

Worked on open-world projects where asset efficiency determines what's possible. Simone teaches practical modeling techniques that scale to larger scenes.

Common Problems Students Hit

We've taught this program three times now. Here's what trips people up and how we address it.

Students working through project challenges
1

Performance Tanks on Real Devices

Your editor runs fine, then you test on target hardware and framerates drop. We teach profiling from day one. You'll learn to spot draw call issues, overdraw problems, and memory pressure before they become disasters.

2

Mechanics Feel Floaty or Unresponsive

Input delay and animation blending cause this. We break down buffer windows, interpolation methods, and how to tune acceleration curves. Small adjustments make huge differences in how controls feel.

3

Assets Look Wrong in Engine

What renders beautifully in Blender often needs adjustment for real-time. We cover normal map baking, texture compression artifacts, and lighting setup that translates between tools.

Upcoming Sessions

Autumn 2025 Cohort

Start Date: September 15, 2025
Duration: 16 weeks
Format: Hybrid

Meets Tuesday and Thursday evenings, 18:00-21:00 CET. Weekend workshops happen twice per month for hands-on project work. Remote attendance available for lectures, but in-person sessions recommended for feedback quality.

Spring 2026 Cohort

Start Date: February 10, 2026
Duration: 16 weeks
Format: Fully Remote

All sessions conducted online with recorded lectures. Same curriculum as hybrid format. Works well for participants outside Málaga or those with scheduling constraints.

Program Investment

€2,400

Payment plans available. Early registration (60 days before start) gets €200 discount.

  • 16 weeks of structured learning
  • Access to workstations and software licenses
  • Code review and portfolio feedback
  • Project hosting and version control setup
  • Alumni network access
  • Recordings of all lecture sessions
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