Build Games People Actually Want to Play

Most mobile games get deleted within three days. We teach you how to design the ones that don't. Our program focuses on player psychology, retention mechanics, and the technical skills that matter in 2025's competitive market.

View Program Details
Mobile game design workspace showing concept sketches and digital prototypes

Three Core Pillars

We don't follow trends. We study what makes games work at a fundamental level and help you build that understanding from scratch.

Design Thinking

You'll start with paper prototypes. Not because we're old-fashioned, but because testing ideas fast matters more than making them pretty. Most students are surprised how much they learn before touching software.

Technical Foundation

We teach Unity and relevant tools, but more importantly, we help you understand why certain mechanics work on mobile versus console. The platform constraints actually make you a better designer.

Real Feedback Loops

Every month you'll test your work with actual players. Not your friends or family. Real people who have never heard of your game and will tell you exactly what they think.

Students collaborating on mobile game mechanics during workshop session

How the Program Works

Nine months, part-time schedule. We start in September 2025 with a cohort of fifteen students. That's intentional—small groups mean you get actual attention, not generic feedback.

Classes run Tuesday and Thursday evenings, plus Saturday morning workshops. You'll need about twelve hours weekly for coursework and your ongoing project.

  • Weekly design critiques where we dissect existing games and your work
  • Monthly playtesting sessions with recruited players from Ljubljana gaming community
  • Direct access to working game designers who review your portfolio pieces
  • Technical workshops covering Unity, monetization design, and user analytics
  • Final project that becomes your portfolio centerpiece

We're honest about outcomes. Some graduates find junior positions within six months. Others freelance while building their skills. A few realize game design isn't for them—and that's valuable knowledge too.

What You'll Actually Learn

The curriculum evolves based on what's relevant. But these core modules stay consistent because they address fundamental challenges every mobile game designer faces.

Module 1

Player Psychology

Why do people keep playing Candy Crush but abandon your puzzle game? We break down motivation systems, progression curves, and the cognitive patterns that drive mobile gaming behavior.

Module 2

Rapid Prototyping

Build, test, break, rebuild. You'll create ten terrible prototypes before making one decent game. That's the point. Fast iteration teaches you more than perfect planning.

Module 3

Monetization Design

Free-to-play mechanics aren't evil—they're just misunderstood. Learn how to design ethical monetization that respects players while supporting sustainable development.

Module 4

Technical Implementation

Unity fundamentals, performance optimization for mobile devices, and understanding the technical constraints that shape design decisions. You won't become a programmer, but you'll speak their language.

Luka Vidmar, lead instructor and game design mentor

Luka Vidmar

Lead Instructor · Former Studio Lead at Outfit7

Learning From Someone Who's Been There

Luka spent six years at Outfit7 working on Talking Tom games that reached over 400 million downloads. Before that, he shipped three mobile titles that failed commercially. He talks about both experiences.

What I appreciate about his teaching approach is that he doesn't pretend there's one right way to design games. He shows you multiple approaches, explains why each might work in different contexts, and then makes you figure out which fits your project.

"Most game design programs teach you theory. We teach you judgment. That only comes from making lots of decisions, seeing what happens, and adjusting. Theory helps, but pattern recognition matters more."

During the program, Luka reviews every student's work personally. Not just quick comments—he does detailed video critiques showing exactly where your design logic breaks down or where you're onto something interesting.

He also connects students with his network when it makes sense. Not empty promises about job placement, but genuine introductions when someone's work is ready and there's an actual opportunity.

Next Cohort Starts September 2025

Applications open May 15th. We're selecting fifteen students for the fall program.

The application includes a short design challenge and an interview. We're looking for people who think critically about games and are willing to put in consistent work. Previous design experience helps but isn't required—we've had students from psychology, computer science, and even architecture backgrounds.