Structured courses
Every course follows the same shape: what you will be able to do, what you need first, the concept, an engine-specific track, auto-graded practice, a quiz, and a build challenge with a rubric.
The Dot Product as Light
A Lambert diffuse term you can derive from scratch and defend in an interview.
Coordinate Spaces and the MVP Chain
A mental model that lets you debug any 'my effect is in the wrong place' bug in minutes.
Fresnel and Grazing Angles
A physically-motivated rim term that survives art direction feedback.
Smoothstep, Masks and Readable Edges
A soft-edged mask with an artist-controllable width that never aliases.
Perlin Noise and fBm
A terrain-grade fBm you can tune by octave, lacunarity and gain with intent.
Signed Distance Fields and Ray Marching
A ray-marched primitive with smooth booleans and a bounded step count.
Warp Divergence and Branching
A branch-cost intuition you can apply while authoring, not after profiling.
Texture Fetch Latency and Bandwidth Budgets
A defensible texture budget for a shipping material.
Integration Schemes for Particles
A particle solver whose stability you can predict from the timestep.
Skinning: Linear Blend vs Dual Quaternion
A weight-painting judgement call you can justify to an animator.
Inverse Kinematics with FABRIK
A working two-pass IK solver and an understanding of when it fails.
Profiling a Frame Like a Technical Artist
A written frame breakdown that identifies the actual bottleneck with evidence.