Learning That Actually Sticks
Real projects, personal feedback, and a curriculum that changes with you
We threw out the lecture hall model years ago. Our students build actual mobile games from week one, getting stuck on real problems and figuring out solutions that matter. The instructors here have shipped games that people play, not just taught theory from textbooks.
Explore Our Programs
Build First, Polish Later
Most schools teach you every tool and technique before letting you create anything. We flip that around. You start making a simple game in your first week, even if it's rough.
Then we teach you how to improve it. This way, when we explain optimization or user interface design, you already know why it matters because you've seen what happens without it.
And honestly? Students remember lessons way better when they're solving problems they've already encountered. Reading about memory management is boring. Fixing your game that keeps crashing on older phones? That's when it clicks.
Three Core Principles We Follow
These aren't buzzwords on our wall. They shape how we structure every lesson and project.
Progress Over Perfection
Your first prototype will be messy. That's expected. We care more about you finishing projects and learning from mistakes than creating portfolio pieces right away. Polish comes naturally after you understand the fundamentals.
Context Before Complexity
We don't dump advanced techniques on you until you need them. When your game needs better performance, then we dive into optimization. When your UI feels clunky, then we explore design patterns. Learning in context means you actually retain it.
Real Feedback Loops
You get code reviews from instructors who've worked on commercial games. You test your prototypes with actual users, not just classmates. Every project includes honest critique sessions where we point out what works and what doesn't.
Who Teaches Here
Our instructors still build games. They know current workflows because they use them.
Petar Vasilev
Lead Unity Instructor
Spent six years at a mid-size studio in Sofia working on casual mobile titles. Now splits time between teaching and freelance prototyping. His students say he's brutally honest during code reviews, which apparently helps more than generic encouragement.
Daniela Iliev
Game Design & UX Lead
Worked on three published mobile games before joining us in 2023. Focuses on teaching students how to test and iterate based on player behavior, not assumptions. Runs our monthly playtesting sessions where real users break student projects in unexpected ways.
Figuring Out If This Works For You
Do I need programming experience before starting?
▼No, but understanding basic logic helps. If you've ever written any code, even simple scripts, you'll move faster. Complete beginners can start with our foundation module that covers programming basics through small interactive projects.
- Foundation module available starting September 2025
- Takes about four weeks before main curriculum begins
- Covers variables, loops, functions through game examples
What happens if I fall behind during the program?
▼We schedule catch-up sessions every two weeks specifically for students who need extra time on concepts. You can also access recorded lectures and project files to review at your own pace. Some students take longer on certain modules, and that's completely normal.
- Bi-weekly review sessions with teaching assistants
- All lectures recorded and available for 12 months
- One-on-one sessions available by appointment
How much time should I expect to spend weekly?
▼Plan for about 15-20 hours per week including class time and projects. Some weeks require more when you're finishing prototypes. Students who work full-time typically use evenings and weekends. The pace is demanding but manageable if you stay consistent.
- Live sessions: 6 hours weekly (evenings or weekends)
- Project work: 8-12 hours at your schedule
- Optional study groups and workshops available
