3D Art & Animation for Games

A comprehensive program for anyone curious about creating game assets, building characters, and understanding animation workflows. You'll work with industry-standard tools and learn the actual techniques studios use.

No previous experience required — just bring your interest and commitment to learn.

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How the Program Works

We've designed this as a three-phase journey. Each phase builds on what you learned before. The timeline stretches across nine months because real skill development takes time and practice.

1

Foundation Stage

Months 1-3

You'll start with the basics — understanding 3D space, learning modeling fundamentals, and getting comfortable with the software interface.

  • 3D modeling principles and workflows
  • Blender interface and core tools
  • UV mapping and texture basics
  • Simple prop creation
2

Character Development

Months 4-6

This phase focuses on character creation. You'll learn anatomy basics, sculpting techniques, and how to prepare models for animation.

  • Character modeling workflows
  • Digital sculpting techniques
  • Rigging fundamentals
  • Weight painting and deformation
3

Animation & Portfolio

Months 7-9

The final phase brings everything together. You'll animate characters, create portfolio pieces, and learn how studios actually structure their pipelines.

  • Animation principles and timing
  • Game engine integration
  • Portfolio development strategies
  • Final project completion
Students working on 3D modeling projects in dedicated learning environment

Who Teaches This Program

Farid Ashraf - Lead 3D Artist and Program Instructor

Farid Ashraf

Lead 3D Artist

Farid spent eight years working on mobile and indie games before teaching. He's particularly good at explaining complex rigging problems in ways that actually make sense.

Layla Naguib - Character Artist and Animation Specialist

Layla Naguib

Character Artist

Layla specializes in character work and has a background in traditional art. She helps students understand anatomy and form, which makes a real difference in final results.

Salma Farouk - Technical Artist and Pipeline Specialist

Salma Farouk

Technical Artist

Salma bridges the gap between art and programming. She teaches the technical side — optimization, game engine workflows, and how studios actually structure their asset pipelines.

Practical Information

What You Should Know

This program requires real commitment. Classes run three evenings per week, plus you'll need time for practice and assignments. Most students spend around 15-20 hours weekly on coursework.

We use Blender as our primary software because it's free and widely used. You'll also work with Unreal Engine basics in the final phase. A decent computer helps — you don't need a gaming rig, but you'll want something that can handle 3D viewport work without constant lag.

The hardest part isn't the software — it's developing an eye for good form and movement. That takes repetition and honest feedback, which is why we structure reviews every two weeks.

Next Program Starts

September 2025 — Applications open in June. We typically accept 18-22 students per cohort to keep the learning environment manageable. Classes meet Sunday, Tuesday, and Thursday evenings from 6:30 PM to 9:00 PM.

Program Duration

9 months of structured learning, divided into three distinct phases. Each phase includes practical assignments, peer reviews, and instructor feedback sessions.

Class Format

Hybrid approach — live instruction three evenings per week with recorded sessions available. You'll work on individual projects and occasional team exercises.

Portfolio Development

By the end, you'll have completed 4-6 portfolio pieces showcasing different skills. We help you present this work professionally, but the quality depends on the effort you put in.

Location & Access

Our studio is near Villa El-Mouhafez on Ahmed Shawqi Street in Faiyum. Remote participation is possible, though in-person students often benefit from direct instructor access.

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