Build Characters That Actually Move People
Learning 3D character work isn't about software tricks. It's about understanding weight, motion, personality. We teach the kind of animation principles studios actually need—then show you how to execute them properly.
See Our Curriculum
Three Core Skills You'll Actually Master
Game studios don't hire people who know every button. They hire artists who can model clean topology, rig believable movement, and create animations that feel right.
Character Modeling
You'll learn edge flow that deforms properly. Not just pretty screenshots—models that actually work when animators get their hands on them. Clean quads, proper density distribution, the stuff that matters in production.
Rigging Systems
Build control rigs that animators can actually use. We focus on FK/IK setups, facial systems, and constraint hierarchies that make sense. Because a beautiful model is worthless if nobody can pose it efficiently.
Motion Principles
Animation is timing and weight. We drill the twelve principles until they're instinct. Your characters will move with purpose—anticipation, follow-through, the subtle stuff that separates student work from professional.
How Learning Actually Works Here
Our next cohort starts September 2025. Ten months of focused work.
Foundation Period (Months 1-3)
Software basics and modeling fundamentals. You'll build simple characters while learning proper topology. We start with anatomy sketches because you can't model what you don't understand structurally.
Technical Development (Months 4-6)
Rigging gets introduced here. You'll struggle with it—everyone does. Weight painting, constraint setups, control hierarchies. This phase separates people who want to learn from those who actually do the work.
Animation Skills (Months 7-9)
Now you animate using the rigs you built. Walk cycles, runs, jumps, emotional performances. We critique everything. Your first attempts will look robotic—that's normal. By month nine, they'll look believable.
Portfolio Project (Month 10)
Build one complete character from concept to final animation. This becomes your main portfolio piece. We help you present it professionally because studios judge presentation quality as much as technical skill.
What Changed for Recent Graduates
These numbers come from our 2024 cohort. Twelve students finished. Here's what happened after six months in the job market.
What Students Actually Say
The rigging section almost broke me. I spent three weeks on one arm setup. But now I understand why constraints matter and how deformation actually works. My characters bend properly now. That's worth the frustration.
I came in thinking I'd learn software. Instead I learned how to see movement differently. The animation critiques were brutal but necessary. You can't hide lazy timing when everyone's analyzing your work frame by frame.