Torben has spent nine years building outdoor biomes and interior sets for mid-sized studios. His sessions focus on scene readability — how a player reads depth and direction before a single UI element appears.
Workshops at Urendamax focus on the craft of building game worlds that read as real — from terrain blockout to final lighting pass. Practical sessions, real engine work, no filler.
Torben has spent nine years building outdoor biomes and interior sets for mid-sized studios. His sessions focus on scene readability — how a player reads depth and direction before a single UI element appears.
Nadia works across Unreal and Unity pipelines and has a specific interest in real-time GI. She covers the gap between "looks good in a screenshot" and "holds up during gameplay at 60fps."
Each cohort is kept small — under 20 participants. That means feedback comes from people doing the same work, not from a faceless forum thread.
Scheduled mid-module reviews where you present your scene and get structured feedback from peers and instructors — not just a grade.
Participants share WIP shots, ask questions, and post breakdowns throughout the programme. Activity continues between live sessions.
Instructors bring in real briefs and reference from shipped titles. Discussions connect your scene decisions to how studios actually evaluate work.
These figures reflect what participants have put in and what they have produced — not projections. The work is tangible and the numbers are specific for a reason.
The workshop works well for people who already have some 3D software experience and want to understand how professional environment pipelines actually function — not just which buttons to press.
The programme runs over 8 weeks with live sessions twice per week. Pricing reflects the small cohort format — instruction is direct, not automated.
Cohort dates and availability are listed on the programme page. Places are limited and fill before each cycle starts.