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Learn 3D Game Environment Design

We teach people who want to build actual game worlds. Our program starts in September 2025 and runs for twelve months. You'll work with professionals who've shipped games you've probably played.

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Who's Teaching You

Our instructors didn't just study game development. They built it. Each one has years working on shipped titles and knows what studios actually need from junior environment artists.

Matej Horvath teaching 3D environment fundamentals

Matej Horvath

Environment Lead

Matej spent eight years at Bohemia Interactive working on military simulation environments. He's obsessed with terrain systems and teaches the technical foundation modules. Expects you to actually understand why things work, not just copy tutorials.

Terrain Systems World Building Technical Pipeline
Elena Fischer demonstrating modular asset creation

Elena Fischer

Asset Production

Before teaching, Elena was senior environment artist at Warhorse Studios during Kingdom Come development. She runs our modular asset workshops and portfolio reviews. Known for pushing students harder than they expect but getting results they're proud to show.

Modular Design Material Creation Portfolio Strategy
Viktor Novak reviewing student lighting setups

Viktor Novak

Lighting & Atmosphere

Viktor freelanced with multiple European studios for six years before joining us. He teaches lighting and atmosphere, which most beginners underestimate. His approach focuses on making environments feel like places people actually want to explore.

Real-time Lighting Mood Design Performance Optimization

Questions People Actually Ask

We organized this by topic instead of dumping everything into one long list. Click any question to see the full answer.

Program Basics

We're starting September 15, 2025 and running through August 2026. That's twelve full months. Classes happen Tuesday and Thursday evenings from 6pm to 9pm, plus Saturday morning workshops every other week. You'll need to commit to this schedule.

Not really, but you should be comfortable with computers and have tried some basic digital art. If you've never opened Photoshop or tried any kind of 3D software, spend a month experimenting first. We start from fundamentals but move quickly.

Primarily Blender for modeling, Substance Painter for texturing, and Unreal Engine 5 for environment assembly. We also cover Photoshop for concept work and basic sculpting in ZBrush. Industry uses these tools, so you'll use these tools.

Enrollment & Pricing

Full program tuition is €4,200. You can pay upfront for a €300 discount (€3,900 total) or split into monthly payments of €380 over twelve months. Both options lock in your spot, but we only have 18 seats per cohort.

All instruction, access to our resource library, software licenses during the program, portfolio review sessions, and workspace access on class days. You'll need your own computer that can handle 3D software. We have equipment requirements listed in the enrollment packet.

Yes. We do open studio sessions on the first Saturday of each month where you can see the workspace, talk to current students, and ask questions. Email us at help@grotonex.com to reserve a spot since space is limited.

Technical Requirements

Something that can actually run Unreal Engine 5 without catching fire. Minimum: dedicated GPU with 6GB VRAM, 16GB system RAM, and an SSD with at least 200GB free. Our full spec sheet includes recommended models if you're buying new equipment.

We help you build a portfolio that studios actually look at and teach you how to apply effectively. Several of our graduates found junior positions within six months of finishing, but we can't promise employment. The game industry is competitive and hiring depends on many factors outside our control.

How We Actually Teach This

Most courses throw theory at you and hope it sticks. We break everything into practical projects that build on each other. Here's how the learning process works.

01

Foundation Projects

First two months cover the fundamentals you can't skip. Basic modeling, UV unwrapping, simple materials. Nothing fancy yet.

  • Model and texture a modular wall kit from reference
  • Create a small interior space using your assets
  • Learn proper topology and efficient UV layouts
  • Get comfortable with the software before complexity increases
02

Material & Texture Workshop

Month three through five focus on making things look good. This is where most beginners struggle, so we spend extra time here.

  • Master Substance Painter layer systems and smart materials
  • Create tileable textures that actually tile seamlessly
  • Build material libraries for different surface types
  • Learn to spot bad materials and fix them efficiently
Student workspace showing material creation process
03

Environment Assembly

Months six through eight teach you to build complete scenes in Unreal Engine. This is where everything clicks together.

  • Block out environments with proper scale and composition
  • Set up modular asset systems that work efficiently
  • Add props and detail objects without killing performance
  • Create spaces that guide player movement naturally
04

Lighting & Atmosphere

Month nine focuses entirely on making your scenes feel alive. Lighting changes everything about how environments read.

  • Set up directional and point lights for mood
  • Use fog and atmospheric effects without overdoing it
  • Balance performance with visual quality
  • Create time-of-day variations efficiently
05

Portfolio Development

Final three months are portfolio focused. You'll create two complete environment pieces that show what you can actually do.

  • Plan and execute original environment concepts
  • Get weekly feedback from instructors and peers
  • Learn to present your work like professionals do
  • Build an ArtStation portfolio that gets noticed
Final portfolio review session with instructor feedback
06

Industry Preparation

Throughout the program, we cover practical stuff about how studios actually work and what they expect from junior artists.

  • Understand production pipelines and team workflows
  • Learn to take art direction and iterate efficiently
  • Get comfortable with technical constraints
  • Know how to talk about your work in interviews