
Indie Game Design Course
They teach you to enter the market. We teach you to join the discourse.
It is the best time ever to start making video games. It is also the worst.
At their most productive, creative industries are working beyond capacity, churning out more than any audience is able to take in. Literature and film feel the pressure already: there is only so much attention a human being can spare and just so many stories capable of catching it in the first place. And yet, by virtue of their unique persuasiveness, video games are among the few media that still have the chance to be engaged with. The business is growing, and there are good enough reasons for that, but the barrier to entry is higher than it ever was.
Here is what makes us different from pretty much any other program out there: instead of teaching you how to create games that may survive the overflowing market, we focus on what kind of games are worth making — on the premise that true art tends to endure.
When tools of production are extremely accessible and venues of distribution are either sold-out or governed by clockwork predictability, the issue is not so much making a game, but getting the game you made seen. In our playbook, this means being ready to go beyond entertainment, if only because hardly anyone does, and explore something that can produce a different kind of response. It also means that originality is neither a quirk nor a premium, but the very baseline that keeps the idea above the water. Finally and, perhaps, regrettably, it means meeting as many values as one may, in the vein of «quality Hollywood» rather than Dogme 95.

To that end, you will study game design and narrative, art direction and 3D graphics, game engine and programming, the complete set of skills needed to transform your idea of a game into a work that exists. And then, since the game is not finished unless it is played, you will turn to the second half of the same creative endeavour: an indie approach to audience acquisition, promotion and funding. What will set your work apart from the bulk of indie video games being offered, is the strongest artistic ability that we are very well prepared to help you develop, and that becomes your own voice, in which you will deliver something both deeply emotional and concisely structured by gameplay.
The three areas you will cover — conceptualisation, technology and marketing — are essential parts of one single skill that matters the most: the discipline of survival by being different, of playing on a different field, of reading a different room, and, at the end of the day, being able to support yourself doing something you genuinely value.
What our students make




Smile, Sir!
A Burtonesque action-adventure/management game set in a vast Victorian city.Made by: Anna Osipova and Maria Lapina

Ad Extremum
A solitary voyage through the boundless wasteland, a mechanically simple experience that succeeds in touching the soul.Made by: Valeriy Mannanov

The Giant Quest
A complex survival/resource management game in which you have to take good care of the giant creature you ride.Made by: Elena Serostanova



KOLMANSKOP
An existential puzzle roguelike set in a uniquely surreal, lavishly detailed surroundings. An artistic accomplishment of the highest possible order.Made by: Anastasiya SmirnovaCourse details:
Year 1, Foundation
Course details:





