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Krelvoxim Eik

Build 3D Game Worlds That Players Actually Want to Explore

Our program focuses on practical environment design skills used in actual game studios. You'll learn how to create spaces that look good and work well—not just pretty screenshots.

12 Weeks of hands-on environment design
8-15 Students per cohort for focused feedback
Portfolio Three complete environment pieces you'll own
Students working on 3D environment design projects in our studio workspace

What You'll Actually Learn

We don't follow trends or teach every tool under the sun. This curriculum covers what small and mid-sized studios actually need from environment artists right now—based on what we've seen work.

Foundation Block: Spatial Thinking

Before touching software, we spend time understanding how players move through space. You'll sketch level layouts, analyze existing games, and learn why some environments feel natural while others confuse players.

Player psychology Flow and pacing Composition basics

Technical Block: Building the World

Here's where we get into Blender and Unity. You'll model assets, learn proper topology for game engines, set up materials that don't tank performance, and understand lighting that serves gameplay first.

Modular design Texture optimization Real-time lighting LOD systems

Production Block: Making It Real

Studios care about deadlines and iteration speed. We'll teach you how to work with version control, take art direction feedback without getting defensive, and adjust your work when scope changes mid-project.

Git workflow Iteration techniques Technical constraints

Portfolio Block: Shipping Quality Work

The final weeks focus on completing three environment pieces that demonstrate range. We'll help you present them properly—with context about your decisions, not just pretty angles.

Documentation Presentation skills Portfolio strategy

Who's Teaching This

These aren't career teachers—they're people who still work on actual games and know what studios are looking for right now.

Portrait of Toivo Lindfors, Lead Environment Artist

Toivo Lindfors

Lead Environment Artist

Toivo spent seven years at smaller studios before going freelance in 2023. He's worked on three shipped titles and knows how to make environments look decent without massive budgets or huge teams.

Portrait of Sunniva Valtonen, Technical Artist

Sunniva Valtonen

Technical Artist

Sunniva bridges the gap between artists and engineers. She'll teach you how to optimize your work for real-time rendering and why understanding technical limits makes you better at creative decisions.

Portrait of Ragnar Oksanen, Level Designer

Ragnar Oksanen

Level Designer

Ragnar's been designing levels since 2018 and understands how environment art supports gameplay. He'll help you think about player experience, not just visual appeal.

Portrait of Eliisa Korhonen, Art Director

Eliisa Korhonen

Art Director

Eliisa reviews portfolios and hires artists professionally. She'll give you the unfiltered perspective on what actually stands out when studios are looking at dozens of applicants.

When It Happens

We run small cohorts throughout the year. Pick a schedule that fits your current situation—both options cover the same material.

Intensive Track

Full-Time Program

  • 12 weeks, Monday through Thursday
  • 9:00 to 17:00 each day
  • Next cohort starts September 2026
  • Limited to 12 students
  • Best if you can commit full days
Ask About September Spots
Extended Track

Part-Time Program

  • 24 weeks, Tuesday and Thursday evenings
  • 18:30 to 21:30 both days
  • Next cohort starts August 2026
  • Limited to 15 students
  • Works around day jobs
Check August Availability

Few Things to Know Before Applying

This program works best if you already understand basic 3D concepts and have used modeling software before—even if just for hobby projects. We're not starting from absolute zero.

You'll need a computer that can run Blender and Unity reasonably well. Doesn't have to be expensive, but it can't be five years old either. We can discuss specs during your application call.

Classes happen at our studio space in Bilbo. We don't offer remote attendance because a lot of learning happens through informal feedback and watching how others solve problems. If you're not local, that's something to consider.