Build Characters That Move People

Our program takes you from the fundamentals of polygon modeling straight through to full character animation. No shortcuts—just proper skill building that actually sticks. Starting September 2025.

Reserve Your Spot
3D character modeling workspace showing wireframe and rendered character

The Journey Through Four Stages

1
Months 1-3

Foundation & Modeling Basics

You'll start with the tools—learning Blender and Maya inside out. We begin with simple props and environmental pieces before moving to organic forms. Most students find the topology lessons challenging at first, but that's where the real understanding develops.

Polygon Modeling Edge Flow UV Mapping Basic Texturing
2
Months 4-6

Character Development

Here's where it gets interesting. You'll model your first full character from anatomy reference—understanding muscle structure, proportions, and how clothing deforms over a body. We spend considerable time on facial topology because that's what makes or breaks believable characters.

Character Sculpting Anatomy Study Retopology Material Creation
3
Months 7-9

Rigging & Animation Principles

Most people skip proper rigging education and wonder why their animations look stiff. We don't. You'll build control rigs from scratch, understand weight painting, and then move into animation—starting with basic walks and building up to performance pieces.

Skeleton Setup Control Rigging Animation Timing Facial Animation
4
Months 10-12

Portfolio & Pipeline Work

The final stretch focuses on your portfolio. You'll create three complete character projects—from concept to final render—while learning real production workflows. We also cover version control, file organization, and how to present your work professionally.

Portfolio Development Rendering Techniques Pipeline Understanding Presentation Skills

Where Students Started and Where They Are Now

Three people who went through different versions of this program over the past couple years

Layla Hosni

Layla Hosni

Character Artist at Local Studio

Struggled with organic modeling. Her characters looked angular and unnatural—couldn't figure out edge flow for facial expressions.

Now she creates stylized characters for mobile games. Her breakthrough came when she stopped trying to memorize techniques and started understanding the underlying anatomy. She recently led character design for a project launching this spring.

Farida Shawkat

Farida Shawkat

Freelance Animator

Had decent modeling skills but avoided rigging completely. Thought she could just be a modeler and skip animation altogether.

Turned out understanding rigging made her a better modeler. She now handles full character pipelines for indie game developers and just finished work on a VR project that launches in summer 2025.

Salma Fouad

Salma Fouad

Technical Artist

Came from graphic design with zero 3D experience. Felt completely lost for the first two months and considered quitting.

Found her niche in technical art—bridging the gap between artists and programmers. She's now optimizing character assets for a studio working on console titles. Her design background ended up being an unexpected advantage.

We Teach Craft, Not Just Software

Anyone can watch tutorials and learn button sequences. What separates decent work from professional work is understanding the principles behind the tools—why topology matters, how weight affects animation, when to break the rules you've learned.

Direct Feedback

Weekly critique sessions where we actually look at your work and explain what needs fixing and why. No generic comments.

Real Projects

Build portfolio pieces that demonstrate skill, not just completed exercises. Work you'd actually want to show studios.

Production Context

Learn how character work fits into actual game and animation pipelines. Understand what comes before and after your part.