What We Actually Teach
Look, I'm not going to bore you with corporate speak about "comprehensive solutions" or whatever. Here's the deal - we teach game design. The kind that gets you making actual games, not just talking about theory in forum posts.
Core Game Design Program
This is where most people start. You'll spend three months learning the fundamentals - mechanics, systems, player psychology, all that good stuff. But here's the thing: you're not just watching videos and taking notes. By week two, you're already prototyping your first game concept.
We use Unity primarily because, well, that's what most studios use. But if you're more of a Unreal person, we can work with that too. The tools matter less than understanding why players keep coming back to certain games and not others.
Advanced Level Design
So you've got a game concept. Great. Now how do you make levels that don't feel like homework? This program digs into spatial design, pacing, difficulty curves - basically everything that separates a memorable game from something people uninstall after ten minutes.
You'll tear apart existing games to see what works and what doesn't. Then you'll build your own levels and watch real players struggle through them. It's humbling, honestly. But that's how you learn.
Systems Design Workshop
This one's more niche but super valuable if you're into RPGs, strategy games, or anything with complex mechanics. We're talking economy design, progression systems, balance - the stuff that keeps players engaged for hundreds of hours instead of just finishing the story and moving on.
Mentorship Sessions
Every program comes with regular one-on-one time with someone who's actually shipped games. Not some consultant who read a book once. These folks have war stories, and more importantly, they've made the mistakes you're about to make.
They'll look at your work, tell you what's working and what needs to change, and occasionally save you from pursuing ideas that seem brilliant at 2am but are actually terrible. Been there, done that.
Portfolio Development
You know what gets you hired? A portfolio that shows you can actually design games. Not a collection of random Unity tutorials you followed, but actual original work that demonstrates your thinking.
We'll help you pick your best projects, present them properly, and explain your design decisions in a way that makes sense to people doing the hiring. Because having good work means nothing if you can't communicate why it's good.
Mobile Game Design
Mobile's a different beast. Touch controls, shorter play sessions, monetization that doesn't feel predatory - it requires a specific mindset. This track covers all of that, plus you'll ship something to at least one app store before you're done.
Narrative Design
Some people think game writing is just regular writing with button prompts. Those people are wrong. Interactive storytelling has its own rules, its own constraints, its own opportunities that novels and films don't have.
This program teaches you how to write for games - branching narratives, environmental storytelling, dialogue systems, all of it. You'll learn when to use cutscenes and when to let gameplay do the talking.
Independent Study Path
Maybe you've already got experience. Maybe you're working on something specific and need targeted help. This is basically a custom program built around your goals. More expensive, but way more focused on exactly what you need to learn.
We'll figure out where you are, where you want to be, and the shortest path between those two points. Then we'll hold you accountable for actually getting there.
VR Game Design
Virtual reality is still figuring itself out as a medium, which makes it exciting and frustrating in equal measure. Different movement mechanics, new UI paradigms, motion sickness considerations - everything's different.
If you're interested in pushing boundaries and dealing with hardware limitations that make you want to throw your headset across the room sometimes, this might be your thing.
Technical Game Design
This sits somewhere between pure design and programming. You'll learn scripting, implement your own systems, and understand how to communicate with engineers without everyone getting frustrated.
It's not about becoming a programmer - it's about understanding the technical side well enough to design things that can actually be built. And to know when your brilliant idea would take six months to implement properly.