Game Design

3D Game Design Fundamentals: From Blank Scene to Playable World

Duration 6 weeks, approximately 8 hours per week

Some ideas take years to click. 3D game design is one of them — spatial thinking, real-time rendering decisions, and the discipline of finishing a scene that started as a blank grid. This program gives you a structured path through it all, without skipping the parts that actually matter.

Get in touch
3D Game Design Fundamentals: From Blank Scene to Playable World program visual

Most people who want to make games get stuck at the same point: they open a 3D engine, see hundreds of panels and options, and close it within an hour. This course is built around that exact problem.

We start with how 3D space actually works — coordinate systems, object transforms, camera behaviour — before touching any creative tools. Once that foundation is solid, everything else in the engine starts to make sense rather than feeling arbitrary.

What the course covers

You will work with industry-standard tools including Blender for asset creation and Unity for scene assembly and gameplay logic. Sessions move between theory and hands-on tasks, so each concept gets applied immediately rather than sitting in notes.

Level design gets dedicated attention here. Blocking out a space, controlling player flow, using lighting to guide attention — these are skills that separate games that feel considered from those that feel thrown together. We look at real published indie titles and break down what their designers were thinking.

By the end, you will have built two complete small game environments and understand how to take a design idea through concept, blockout, asset creation, and final scene assembly. That process is transferable regardless of which engine or style you work in later.

Orinthia Vael, graduate: I had tried three different YouTube series before this. Having someone structure the path and explain the reasoning behind each step made the difference for me.

Results depend on how consistently you engage with the material. Students who complete all assignments typically leave with a small portfolio piece they can show to studios or use as a foundation for their own projects.

Program structure

Course Structure

  1. Week 1 — 3D Space and Engine Orientation

    • Coordinate systems and transforms explained clearly
    • Navigating the Unity viewport without confusion
    • Object hierarchy and scene organisation
  2. Week 2 — Basic Modelling in Blender

    • Mesh editing tools: extrude, loop cut, bevel
    • UV unwrapping for texture application
    • Exporting assets from Blender to Unity
  3. Week 3 — Materials, Lighting, and Atmosphere

    • PBR material workflow
    • Three-point lighting for indoor scenes
    • Baking lightmaps for performance
  4. Week 4 — Level Design Principles

    • Blockout methodology and scale reference
    • Player flow and spatial storytelling
    • Analysing reference levels from published games
  5. Week 5 — Gameplay Integration

    • Adding basic player movement and collision
    • Triggers, checkpoints, and simple interactions
    • Playtesting and iteration cycles
  6. Week 6 — Final Project and Portfolio Prep

    • Completing your two game environments
    • Screenshot and video capture for portfolio
    • Feedback session and next-step guidance

Who takes this program

Three different starting points, one shared destination — building things in 3D.

Complete beginners

Picked up a 3D tool once and got lost in the interface. This program starts from the viewport navigation basics and builds from there, step by step, without assuming prior experience.

Self-taught creators

Already modelling or texturing on your own but hitting walls — inconsistent results, no clear workflow, gaps in technical knowledge. This fills those gaps with structure and real pipeline context.

Career changers

Coming from illustration, architecture, or another creative field and want to move into game production. The program maps familiar concepts to game-specific workflows so the transition makes sense technically.