Core loops
Design the repeated action that carries a whole game.
Game design bootcamp · Campinas, Brazil
Pixenza is a project-first bootcamp. You don't sit through lectures — you build small games, get them critiqued the way a studio critiques work, and walk out in 8 weeks with a portfolio piece and the habits of a designer who finishes.
In 8 weeks you ship 4 projects, join a cohort capped at 20, and leave with one portfolio piece you're proud to send.
What you'll build
Each fortnight is a full loop: design a small game, build a playable version, test it, present it. The briefs get harder as your judgement gets sharper.
Skills you'll leave with
Design the repeated action that carries a whole game.
Shape space and pacing so players learn by playing.
Tune economies and progression that feel fair.
Read what players do and iterate on evidence.
Turn an idea into a playable build fast.
Explain and defend your choices to a room.
Cut a game down to what you can actually finish.
Present work so studios take it seriously.
The 8 weeks
Weeks 1–2 · one mechanic, prototyped and tested from scratch.
Weeks 3–4 · space, pacing and a level players read on their own.
Weeks 5–6 · an economy or progression loop that survives playtests.
Weeks 7–8 · polish, present and package your portfolio piece.
The whole map
Four sprints, four briefs, four things that land in your portfolio. Skim the table and you already know how the eight weeks feel — fast, concrete, and always ending with something you can play.
| Sprint | Weeks | The brief | Playtest focus | You hand in |
|---|---|---|---|---|
| 01 | 1–2 | Make one verb fun | Does the core action hold attention? | A one-mechanic prototype |
| 02 | 3–4 | Build a readable level | Do players learn without a tutorial? | An annotated blockout |
| 03 | 5–6 | Design a system | Does the economy stay fair over time? | A balanced systems build |
| 04 | 7–8 | Ship a vertical slice | Would a stranger finish it? | A polished portfolio piece |
| Every sprint ends with a live studio critique — blunt, kind and specific. | ||||
Read this before you reserve
The pace is the whole point. It rewards people who ship and frustrates people who want to lurk. Be honest with yourself using the two lists below — a five-minute email to our team beats a wasted seat.
Who critiques your work
Every critique comes from a working designer. You're grouped by the kind of game you want to make.
Designers who balance live games — they'll stress-test your numbers.
Builders who read your blockouts the way players move through them.
Designers who keep a game legible from first screen to last.
Voices from the cohort
Four graduates who finished four games in eight weeks. Drag the row sideways to read them all.
Rafael Bittencourt
Cohort 2 · now a level designer
Two weeks felt impossible until it wasn't. By sprint three I stopped over-scoping and actually shipped. The critiques were blunt, kind and exactly what I'd been avoiding hearing.
Larissa Fontes
Cohort 4 · systems designer
My sprint-three economy broke on the first playtest and I loved it — I finally had real data to tune, not guesses. I left with a balanced build I still show in every interview.
Diego Nakamura
Cohort 3 graduate
I came in with a folder of half-finished projects. I walked out having actually finished four small games. The fortnight deadline was the only thing that ever got me to stop polishing and hand it in.
Camila Rezende
Cohort 5 · indie dev in Campinas
The vertical slice from week eight got me my first freelance gig. Presenting to the cohort every sprint made pitching my work feel normal instead of terrifying.
From the cohorts
Sketches, sprites and playable builds. Representative of student projects across recent intensives.




Enrollment
Prices are per cohort in Brazilian reais. Seats are limited to 20 and go in order of confirmation. Ask about the two-part payment plan on the form.
R$ 2,400 / 8-week cohort
R$ 3,200 / 8-week cohort
| What's included | Intensive | + Portfolio Review |
|---|---|---|
| Four fortnight sprints | ✓ | ✓ |
| Studio critiques every sprint | ✓ | ✓ |
| Guest sessions with pros | ✓ | ✓ |
| 1:1 portfolio & pitch review | — | ✓ |
| Written feedback on your slice | — | ✓ |
| Priority critique slots | — | ✓ |
| Two-part payment plan | ✓ | ✓ |
Prices are per cohort in Brazilian reais. Seats fill in order of confirmation — the form tells you what's left in the next intensive.
Not ready to reserve yet?
Pixenza is a small studio-school in Campinas, not a course mill. Read who we are, or send one question — a working designer writes back, usually same day.
Questions
Five straight answers. Read them top to bottom — they're the questions every cohort asks before they say yes.
No. You'll prototype in a visual engine with templates. Some students pick up scripting along the way, but design is the focus here — not programming.
Plan for 10–12 hours a week. The pace is real — that's the whole point — but it's built to run alongside work or study.
Sessions run in English with Portuguese support in critiques. If you read English comfortably, you'll be fine.
Four small games, one polished portfolio piece, and the confidence to scope and ship on your own — the habit that outlasts the cohort.
Yes. Mention the payment plan in the form and we'll split it across the cohort — no extra fee.
Questions first? Email [email protected] or call +55 19 99123-4567.
Reserve your seat
Send your details and we'll confirm your seat and payment options by email — no card needed here.