◷ Studio hours 10:00–18:00 CET · Gdańsk

Online game design academy · Gdańsk

Learn to design games players can't put down.

Ludivora takes you from the first principles of play — core loops, systems, pacing and level design — all the way to a finished prototype you can actually show. Small cohorts, direct mentor feedback, one real portfolio at the end.

  • Starts Autumn 2026
  • 12 weeks, part-time
  • Capped at 24 seats
A game designer's studio desk with hand-drawn level maps, a graphics tablet and sticky notes
92%finish with a playable prototype
Designer sketching a level layout on grid paper

Built like a studio, not a lecture hall

Design by doing — every single week.

You don't watch someone else make a game. You make one, get it critiqued, and iterate — the same loop a real team runs.

12weeks, one clear arc
24seats max per cohort
6h1:1 mentor time
1portfolio-ready prototype

What you'll learn

Seven building blocks of a game that works

Each module is a week of theory, a hands-on assignment and a critique. By the end they add up to a whole design, not a pile of tips.

Core loops & systems

Find the one action a player repeats, then build the systems that keep it interesting for hours.

Level design

Shape space, sightlines and pacing so a level teaches, challenges and rewards without a word of tutorial.

Progression & economy

Design difficulty curves, rewards and resource flow that feel fair and keep players moving forward.

Narrative & world

Tell story through mechanics and environment, not just cutscenes — worlds players want to stay in.

Prototyping in engine

Turn an idea into a playable build fast, so you test the fun before you polish the wrong thing.

Playtesting & iteration

Run tests, read what players actually do, and change your design based on evidence, not ego.

The syllabus, week by week

Twelve weeks, mapped out before you pay

No mystery box. Here is exactly what each block covers, the thing you build that week, and what lands in your portfolio by the end. Read it top to bottom and you have read the whole course.

Ludivora Game Design Foundations twelve-week syllabus
WeeksModuleYou buildGoes in your portfolio
01–03Foundations of playA one-page design for a core loopDesign rationale & loop diagram
04–05Level designA hand-built blockout levelAnnotated level walkthrough
06–07Systems & economyA balanced progression curveSpreadsheet model + notes
08–09Narrative & worldAn environmental story beatWorldbuilding one-sheet
10–11Prototype in engineA playable vertical slicePlayable build + build notes
12Portfolio reviewA polished case study of your sliceReviewed portfolio piece

Every deliverable is critiqued by your mentor. You leave with six pieces, not one — enough to show a hiring lead you can carry an idea from sketch to something they can hold a controller and play.

A student prototyping a game on a laptop with a notebook of design notes

How the week runs

A rhythm you can actually keep

Ludivora is part-time and remote, built around a weekly loop that fits alongside a job or studies.

  • MonLive workshopThe week's concept, worked through together.
  • WedAssignmentYou build a small, focused piece of your own.
  • 1:1Mentor sessionDirect feedback on your work, not generic notes.
  • FriCohort critiqueShare with the room and learn from every project in it.
Weeks 1–3 · Foundations

Think in systems

Core loops, player motivation and the vocabulary designers use to talk about fun.

Weeks 4–6 · Spaces

Design a level

Pacing, layout and playtest your first hand-built level from blockout to feel.

Weeks 7–9 · Systems

Balance the game

Progression, economy and difficulty — make numbers that respect the player.

Weeks 10–12 · Ship

Prototype & portfolio

Pull it together into one playable prototype and a portfolio review with your mentor.

Who teaches

Working designers, not career lecturers

Every mentor has shipped games. You're matched with one whose specialism fits the game you want to make.

Systems designers

People who balance economies and progression in live games — they'll pressure-test your numbers.

Level designers

Builders of spaces and encounters who read your blockouts the way players will move through them.

Narrative & UX designers

Designers who make worlds legible — so your story and interface pull in the same direction.

Is this the right room for you?

Honest about who thrives here

Foundations is deliberately small and demanding. It rewards people who show up and make things, and it frustrates people looking for a passive video library. Read both columns before you enroll — we would rather you self-select than drop out in week three.

Not sure which side you land on? Talk to us first — a five-minute email saves everyone a wasted cohort seat.

You'll thrive if…

  • You want to make games, not just talk about them
  • You can protect 8–10 focused hours a week
  • You take critique as fuel, not as a verdict
  • You are switching careers or self-taught and want structure
  • You finish things, even rough ones

Look elsewhere if…

  • You want a certificate without the weekly work
  • You are chasing a guaranteed job offer
  • You expect pre-recorded lectures only
  • You cannot join any live session, ever
  • You want programming-first, design-second

From the cohorts

What students make here

Real work from the program — sketches, paper prototypes and playable builds. Names and screens are representative of student projects.

A board of colorful game concept art and level thumbnails
Concept & level art from Module 2
A paper prototype of a game laid out with cards and tokens
Paper prototyping a core loop
Two designers reviewing a project together on a monitor
Mentor critique in week 6
A level layout sketched on grid paper
Level blockout, hand-drawn first
Hands sketching game character designs in a sketchbook with markers
Character studies from Module 4
A studio whiteboard covered in hand-drawn game-system diagrams and sticky notes
Systems mapping on the wall

Drag, scroll or swipe to see more student work

In their words

Graduates on the program

My mentor pulled the whole economy of my prototype apart in the kindest way possible — and made me rebuild it twice. It stung in week six and it's the reason the build actually holds together now. It's the first project on my portfolio, and the one I get asked about in interviews.

Marek Kowalczyk Cohort 3 · shipped a puzzle-platformer slice

I came in able to talk about games and left able to build one. The Friday critiques alone were worth the fee — you learn as much from other people's projects as your own.

Aleksandra NowakCohort 2 graduate

Remote and part-time, but it never felt loose. There was always a deadline and always a real designer reading my work — I finished a playable level while holding down a day job.

Nina VogelCohort 1 graduate

Enrollment

One course, two ways to take it

Prices are per cohort in Polish złoty. Early-bird pricing applies until four weeks before the start date. A three-part payment plan is available on request.

Go deeper

Foundations + Mentor Track

5,200 zł / 12-week cohort

  • Everything in Foundations
  • Extra weekly 1:1 mentor hour
  • Portfolio & career review session
  • Priority project feedback
Enroll — 5,200 zł
Feature comparison between Foundations and the Mentor Track
What you getFoundations+ Mentor Track
12 live weekly workshops
Weekly written feedback
1:1 mentor time6 hours18 hours
Friday cohort critiques
Portfolio & career review
Priority feedback queue
Payment plan (3 parts)

Prices are per cohort in Polish złoty and include VAT. Early-bird pricing runs until four weeks before the start date — the enrolment form confirms the tier that applies to you.

Questions

Before you enroll

Do I need to code?
No. You'll prototype in a visual engine and lean on templates. Some students pick up scripting along the way, but design — not programming — is the focus.
How much time per week?
Plan for around 8–10 hours: the live workshop, your assignment and a mentor session. It's built to fit around a job or studies.
Is it fully online?
Yes. Workshops and critiques run live over video, and everything is recorded so you can catch up if you miss one.
What do I finish with?
A playable prototype, the design documents behind it, and a portfolio piece reviewed by a working designer.
What if I'm a total beginner?
That's exactly who Foundations is for. We start from first principles — no prior game-industry experience needed.
Can I pay in instalments?
Yes, a three-part payment plan is available. Mention it in the enrollment form and we'll set it up.

Still weighing it up?

Talk to a human before you commit

Ludivora is run by a small team in Gdańsk, not a faceless platform. Read our story, or send a question and a real mentor answers — usually within a working day.

A game-design studio workspace

What your seat includes

  • 12 live workshops with weekly written feedback
  • 6 hours of 1:1 mentor sessions
  • A portfolio-ready prototype by the final week
  • A three-part payment plan on request

Prefer to talk first? Email [email protected] or call +48 791 234 567.

Reserve your seat

Enroll in the next cohort

Tell us a little about you and we'll confirm your seat and payment details by email — no card needed here.