What Got Us Here
Back in 2019, a few of us were sitting in a Madrid café complaining about the same thing. Studios kept asking for people who could actually model for VR environments, but most graduates only knew the basics. The disconnect was frustrating.
So we started small. A workshop here, a weekend course there. People showed up because they wanted to learn the messy, real parts of game development that textbooks skip over. The parts where you're trying to optimize a model at 2am because the VR frame rate keeps dropping.
By 2022, we had outgrown three different spaces and had to make a choice. Either stay small and comfortable, or build something that could actually prepare people for the industry we knew.
We picked the harder option. Brought in artists who'd shipped actual titles. Built a curriculum around projects that mimicked real production pipelines. And yeah, we made plenty of mistakes along the way.
What matters is that our students end up working on games you've probably heard of. Not because we promise anything magical, but because they put in the hours and learned from people who've been there.