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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.