Xaphek Dhrenval

Master Lighting and Texture Design for 3D Games

Learn the art of creating atmospheric lighting systems and detailed texture work that brings virtual worlds to life. Our program starts October 2025.

Explore the Program
Advanced 3D lighting setup demonstration showing dynamic shadow casting

What You'll Actually Learn

Light Behavior Physics

Understanding how light interacts with surfaces isn't just theory. You'll work with real-time rendering engines to see how bounce light, shadows, and reflections affect player perception.

Material Creation Workflow

From roughness maps to normal details, you'll build complete material systems. We focus on PBR workflows used in current game production pipelines.

Performance Optimization

Beautiful lighting means nothing if it drops framerate. Learn to balance visual quality with technical constraints across different hardware specs.

Detailed texture mapping workflow showing UV layout and material properties

Texture Work That Actually Matters

Most tutorials skip the messy middle part where you're troubleshooting seams or fixing compression artifacts. We spend time there because that's where you learn.

  • Substance Designer pattern creation and procedural workflows
  • Photogrammetry integration for realistic surface capture
  • Tiling texture techniques that don't look repetitive
  • Compression formats and when to use each one
Ask About Course Details

How the Program Works

We run intensive sessions over six months starting October 2025. Classes happen twice weekly, and you'll need about 10-12 hours per week for project work.

1

Foundation Months (Oct-Nov 2025)

Getting comfortable with lighting theory and basic material setups. You'll recreate reference scenes to understand how professionals build atmosphere.

2

Technical Deep Dive (Dec 2025-Jan 2026)

This is where it gets challenging. Advanced shader work, optimization techniques, and debugging tools. You'll probably hit some frustrating walls here, but that's part of it.

3

Portfolio Development (Feb-Mar 2026)

Building complete environment pieces that demonstrate your skills. We help you present work in ways that actually get noticed by studios.

Portrait of Tomaš Vrbovský, lead technical artist instructor

Tomaš Vrbovský

Lead Technical Artist

I spent eight years working on AA and AAA titles before moving into education. My background is in environment art, specifically lighting setups for open-world games. I started teaching because I kept seeing the same knowledge gaps in junior artists entering the industry.

Program Opens June 2025

We accept 16 students per session to keep class sizes manageable. If you're interested, reach out so we can discuss whether this matches your current skill level and career goals.

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