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Learn Unity.
Learn Blender.
We use these two tools every day to build and release our own games. The training is that same knowledge handed over directly — what actually matters when you are trying to finish something, not a tour of every menu in the software.
Unity
Building a game that runs, from an empty project to something installed on a device.
- The editor: scenes, GameObjects, components, prefabs
- C# scripting: player control, game logic, managing state
- Physics, collisions, and character movement that feels right
- Animation, UI, sound, and saving player data
- Builds and store submission for Android and PC
Blender
Producing assets that hold up once they leave Blender and land in a real project.
- Modeling: from primitives to a finished asset
- UV unwrapping, materials, and texturing
- Lighting and rendering
- Rigging and the fundamentals of animation
- Clean exports, sane topology, and file sizes an engine can live with
The two together
Most people learn each tool separately, then get stuck at the seam: the model that arrives in Unity at the wrong scale, the animation that will not play, the texture that looks nothing like it did in the render. We spend real time on that hand-off, because it is where projects stall.
How it works
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Tell us where you are
Complete beginner, self-taught and full of gaps, or already working and stuck on something specific — the starting point changes everything.
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We build the programme around it
You get a plan aimed at what you want to be able to do, not a fixed syllabus we run for everyone.
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You learn by building
Every session moves an actual project forward. Watching someone else use the software teaches very little; using it under guidance teaches a lot.
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You leave with something that works
A project of your own that runs, plus the habits to keep going without us.
Tell us what you want to learn and where you are starting from. We answer with a concrete proposal — content, pace, and format.
Ask about training