Upcoming Courses in Lighting and Texture Design

Programs starting September 2025 through January 2026. We're building courses for people who want to understand how light and surface detail actually work in games—not just copy tutorials.

Early registration opens June 2025. Most courses run 12-16 weeks with flexible evening schedules.
3D lighting workspace showing material textures and shader networks

How the Learning Path Actually Works

Most lighting courses throw you into advanced techniques right away. Ours doesn't. You start with fundamentals—how eyes perceive light, why surfaces look the way they do—and build from there. Each module unlocks skills you'll actually use.

1

Foundation: Light Behavior

Weeks 1-4 focus on observation. You'll study how light interacts with different materials in real environments before touching software. Sounds basic, but this changes how you see everything.

2

Technical: Shader Construction

Weeks 5-8 get into nodes and material creation. You'll build shaders from scratch—metal, fabric, organic surfaces—and understand why each input matters. Assessment comes through portfolio pieces.

3

Applied: Scene Lighting

Weeks 9-12 combine everything. You'll light full game environments with mood and performance in mind. By this point, you're making decisions based on understanding, not guesswork.

4

Portfolio: Real Project Work

Final weeks are about building work you can show. You'll complete two major projects with feedback rounds. These go in your portfolio—and we've seen them lead to actual conversations with studios.

What Changed for Previous Students

These aren't success stories about overnight transformations. They're about people who put in time and figured things out—sometimes after struggling for months.

Portrait of Alden Westbrook

Alden Westbrook

Environment Artist, Montreal

Before

Spent two years teaching himself lighting from YouTube tutorials. Could make things look decent but didn't understand why techniques worked—just copied what he saw. Applied to 30+ studios without callbacks.

Challenge

Realized during week three that his biggest issue wasn't technical skill but conceptual understanding. Had to unlearn shortcuts and rebuild his approach from scratch. That was frustrating.

Now

Working with an indie studio on their upcoming title. Still learning constantly, but now he knows how to solve problems instead of hunting for tutorials. His portfolio reflects actual understanding.

Portrait of Sienna Fairchild

Sienna Fairchild

Texture Artist, Vancouver

Before

Came from graphic design background with zero 3D experience. Thought she was too far behind to catch up. Her textures looked flat because she didn't understand how light reveals surface detail.

Breakthrough

The moment things clicked was week seven when she finally grasped normal maps and roughness interaction. Sounds simple, but it changed everything about how she approached materials. Spent entire weekends experimenting.

Now

Creating game-ready assets for a mobile studio. Still considers herself early in the journey, but portfolio shows clear progression. Says the foundation course gave her language to discuss her work with technical artists.

Questions People Actually Ask

Short answers here, with links to detailed explanations if you want to go deeper.

Do I need experience with 3D software before starting?

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Not required, but it helps. Foundation courses start with concepts before software. If you've never opened Blender or Unreal, expect a steeper learning curve in weeks 5-8.

Check our Learning Program page for software recommendations and pre-course tutorials.

What's the time commitment each week?

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Classes run 3 hours twice weekly. Most students spend another 8-12 hours on assignments and practice. That's the realistic minimum if you want to build actual skills.

We offer evening schedules specifically for people working full-time. Some weeks get intense near portfolio deadlines.

Are courses taught live or pre-recorded?

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Live sessions with real instructors who work in the industry. Recordings available afterward, but live participation matters for feedback and problem-solving discussions.

Class sizes stay under 20 students so you actually get attention when stuck.

What software do courses focus on?

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Primary tools are Unreal Engine 5 for lighting and Substance Designer for textures. Principles transfer to other software—once you understand concepts, tools become less important.

You'll need access to these programs. Educational licenses cover most costs. Full software requirements sent after enrollment.

Can I work in the game industry after completing a course?

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Depends entirely on your portfolio and how much you practice. These courses give you foundation and direction—not a guaranteed job. Some students find work within months, others take longer to build enough material.

What you get is real understanding and portfolio pieces worth showing. The rest is on you. See About Us for realistic expectations.

When does registration actually open?

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June 2025 for courses starting September. Spots fill fast—usually within two weeks. Priority registration available if you contact us early through Contact Us page.

Schedule for 2025-2026

We run three main programs with staggered starts. All courses meet twice weekly in evening slots designed for working professionals. Some flexibility exists, but regular attendance really matters for progression.

Foundation Track

September - December 2025

16-week comprehensive introduction covering light theory, basic materials, and environment setup. Best starting point for most students.

Advanced Lighting

October 2025 - January 2026

12-week deep dive into complex lighting scenarios, optimization techniques, and cinematic approaches. Requires foundation knowledge.

Technical Texturing

November 2025 - February 2026

14-week focus on procedural materials, texture optimization, and shader development. Works well alongside lighting courses.

Portfolio Workshop

January - March 2026

8-week intensive for students finishing other courses. Build presentation-ready work with structured feedback rounds.

Ask About Registration
Detailed view of game environment showing lighting and texture techniques