Build Game Worlds That Players Actually Want to Explore
Most 3D environments feel empty. Players walk through them once and forget. We teach you how to design levels that tell stories, create tension, and keep people engaged from start to finish. Real projects, real feedback, real skills that studios look for.
View Our Autumn 2025 Program
What You'll Actually Learn Here
No fluff. No generic tutorials you could find on YouTube. This is structured mentorship focused on the skills that separate hobbyists from professionals in level design. Starting September 2025.
Spatial Thinking
Understanding how players read spaces, make decisions, and navigate environments. You'll learn pacing, sightlines, and how to guide attention without arrows pointing everywhere.
Technical Execution
Working with real game engines and understanding performance constraints. Knowing what looks good is one thing—building it within memory budgets is another.
Portfolio Development
Building levels that demonstrate your design thinking. We'll help you create work that shows process, not just pretty screenshots. Studios want to see how you solve problems.
How We Actually Work
This isn't a course where you watch videos and submit assignments into the void. You'll work on real design challenges with direct feedback from someone who's shipped games.
Each module focuses on a specific aspect of level design. You'll tackle projects that mirror real studio workflows—iterating based on playtesting, working within constraints, and defending your design decisions.
- Weekly critique sessions where your work gets honest feedback
- Access to design documents and level breakdowns from shipped titles
- Small cohorts so you're not just a name in a forum
- Direct contact when you're stuck on technical problems
Taught by Razvan Dumitrescu
Senior Level Designer with 8 years in production
I've worked on three shipped titles and learned most of what I know from mistakes that cost weeks of development time. This program exists because I wish someone had shown me these patterns earlier in my career.
You won't get theory from textbooks. You'll get practical knowledge from someone who's dealt with last-minute design changes, performance issues, and all the messy reality of making games with deadlines.
More About Our Approach