Build Worlds That Players Remember
Learn level design and UX principles that shape how players experience 3D games. Our training focuses on spatial storytelling, navigation flow, and creating environments that feel intuitive and engaging.
Explore Program Details
How We Teach Design Thinking
Level design isn't just about placing objects in space. It's about understanding how players think, move, and make decisions. We break down complex environments into learnable skills.
Spatial Language
Every corridor tells a story. You'll learn to use architecture, lighting, and visual cues to guide players without words. We study real game levels to understand what works and why certain spaces feel right.
Player Psychology
Understanding how people navigate virtual spaces changes everything. We cover cognitive load, decision fatigue, and how to balance challenge with clarity so players stay engaged without frustration.
Iteration Process
Your first layout won't be your best. We teach systematic testing methods, gathering feedback, and refining designs based on actual player behavior rather than assumptions.


What You'll Actually Learn
The curriculum focuses on practical skills used by working designers. Classes start in August 2026, running for nine months with hands-on projects throughout.
- Building believable 3D spaces using industry-standard tools like Unreal and Unity
- Designing for different game genres from action platformers to exploration titles
- Prototyping levels quickly to test ideas before investing in detailed art
- Working with gameplay programmers to implement mechanics that support your design vision
Training Built on Real Experience
Our instructors have shipped games across multiple platforms. The curriculum reflects actual studio workflows, not theoretical exercises.

After years designing levels for indie and AA studios, I wanted to share what actually matters. The theory's important, but knowing how to work within technical constraints while keeping the player experience front and center makes the difference between a good designer and someone who ships games.
Your Path Through the Program
Each phase builds on previous work, moving from fundamentals to complex multi-area level design with your own creative direction.
Foundation Months
You start with core concepts like scale, pacing, and readability. Early projects focus on simple spaces where you learn to control player attention and movement. No experience with 3D tools required at this stage.
Tool Mastery
Once the fundamentals click, you dive into Unreal and Unity workflows. Building greybox levels, placing lighting, and testing your designs with actual playable characters. Technical skills develop through repetition and feedback.
Genre Exploration
Different game types need different approaches. You design combat arenas, puzzle spaces, and narrative environments to understand how level design serves gameplay. This is where your personal style starts emerging.
Portfolio Development
Final months focus on polished work you can show studios. You choose projects that interest you while instructors provide critique based on industry expectations. Many students refine these pieces after graduation as their skills continue growing.