Build Real-Time Lighting Skills That Studios Actually Need

Our six-month program covers lighting theory, PBR workflows, and real-time rendering in Unreal Engine. You'll work on portfolio pieces that mirror actual production challenges.

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How the Program Works

We built this around how studios train new lighting artists. Six months, three projects, and mentorship from people who've shipped games.

1

Foundation Phase

Eight weeks on lighting fundamentals. Color theory, light behavior, material properties. You'll start with simple scenes and understand why lights behave the way they do.

2

Technical Application

Ten weeks with Unreal Engine's lighting tools. Lightmass, Lumen, path tracing. We cover both baked and dynamic lighting because you'll encounter both in production.

3

Portfolio Development

Final eight weeks on your portfolio pieces. You'll create lighting for three different scene types and receive feedback similar to what you'd get in a studio environment.

Student working on lighting setup in Unreal Engine during practical session

What You'll Actually Learn

The curriculum focuses on practical skills. Everything here is something you'd use in your first year as a lighting artist.

L

Light Physics and Color

How light works in the real world and how we approximate it in real-time. Temperature, intensity, falloff patterns.

3 weeks
M

Material Response

Understanding PBR workflows. How different surfaces react to light, and why your lighting setup needs to account for material properties.

2 weeks
E

Engine Lighting Systems

Working with Unreal's lighting tools. Static, stationary, and dynamic lights. When to use each approach and how they affect performance.

4 weeks
A

Atmospheric Effects

Fog, volumetrics, and environmental lighting. Creating depth and mood without overwhelming your performance budget.

3 weeks
T

Texture and Detail Lighting

Light maps, light probes, and detail passes. The technical side of making lighting look believable up close.

3 weeks
O

Optimization Workflow

Balancing visual quality with frame rate. Profiling tools, draw call management, and making decisions when you can't have both.

3 weeks

Your Instructors

Three people who've worked on shipped titles and understand the difference between classroom theory and production reality.

Roland Vestergaard, Senior Lighting Artist

Roland Vestergaard

Senior Lighting Artist

Spent eight years at various studios working on lighting for open-world games. Now teaches the foundation and technical modules.

Mireia Castellanos, Technical Artist

Mireia Castellanos

Technical Artist

Background in both lighting and optimization. Handles the engine systems module and helps with portfolio reviews during the final phase.

Henrik Borgström, Environment Artist

Henrik Borgström

Environment Artist

Works with our students on atmospheric effects and material response. Has a good eye for helping people understand why their lighting isn't working.

Upcoming Start Dates

We run small cohorts to keep the feedback quality high. Classes meet twice weekly in the evenings, with weekend workshop sessions every other week.

Autumn 2025 Cohort

Starts: September 15, 2025
Schedule: Tuesday and Thursday evenings, 18:00–21:00 CET
Capacity: 12 students

Winter 2026 Cohort

Starts: January 20, 2026
Schedule: Monday and Wednesday evenings, 18:00–21:00 CET
Capacity: 12 students

Spring 2026 Cohort

Starts: April 6, 2026
Schedule: Tuesday and Thursday evenings, 18:00–21:00 CET
Capacity: 12 students

Group of students collaborating on lighting project during workshop session

Ready to Start?

Get in touch to discuss which cohort makes sense for your schedule and experience level.

Contact Our Team