◆ Live online · Campinas time (BRT) · Cohorts capped at 20
A lively game-design bootcamp studio with students at laptops and game sketches on the wall
4 ships in 8 weeks

Game design bootcamp · Campinas, Brazil

Ship a game every two weeks.

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.

  • 8 weeks, live & online
  • Only 20 seats
  • Ships every sprint

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

Four builds, one growing skillset

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.

  • A one-mechanic game. Find a single verb and make it fun on its own.
  • A designed level. Blockout, pacing and a difficulty curve that teaches without a tutorial.
  • A small systems game. An economy or progression loop that holds up to playtesting.
  • Your portfolio piece. A polished vertical slice you present to the cohort.
A student building a game on a laptop with pixel art on screen

Skills you'll leave with

The designer's toolkit

Core loops

Design the repeated action that carries a whole game.

Level design

Shape space and pacing so players learn by playing.

Systems & balance

Tune economies and progression that feel fair.

Playtesting

Read what players do and iterate on evidence.

Rapid prototyping

Turn an idea into a playable build fast.

Design pitching

Explain and defend your choices to a room.

Scope control

Cut a game down to what you can actually finish.

Portfolio craft

Present work so studios take it seriously.

The 8 weeks

Four sprints, back to back

01

Make it fun

Weeks 1–2 · one mechanic, prototyped and tested from scratch.

02

Build a level

Weeks 3–4 · space, pacing and a level players read on their own.

03

Design a system

Weeks 5–6 · an economy or progression loop that survives playtests.

04

Ship the slice

Weeks 7–8 · polish, present and package your portfolio piece.

The whole map

Every brief, before day one

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.

Pixenza Level Design Intensive sprint breakdown
SprintWeeksThe briefPlaytest focusYou hand in
011–2Make one verb funDoes the core action hold attention?A one-mechanic prototype
023–4Build a readable levelDo players learn without a tutorial?An annotated blockout
035–6Design a systemDoes the economy stay fair over time?A balanced systems build
047–8Ship a vertical sliceWould 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

This intensive is not for everyone

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.

Reserve if you…

  • Want to finish games, not collect tutorials
  • Can protect 10–12 hours a week
  • Read English comfortably
  • Treat critique as a gift, not a grade
  • Are done making games alone in the dark

Wait if you…

  • Want passive, watch-anytime lectures
  • Can't join any live critique
  • Are chasing a guaranteed job placement
  • Want deep engine programming
  • Can't commit for the full 8 weeks

Who critiques your work

Coaches who've shipped

Every critique comes from a working designer. You're grouped by the kind of game you want to make.

Systems & economy

Designers who balance live games — they'll stress-test your numbers.

Level & encounter

Builders who read your blockouts the way players move through them.

Direction & UX

Designers who keep a game legible from first screen to last.

Voices from the cohort

What shipping every two weeks did for them

Four graduates who finished four games in eight weeks. Drag the row sideways to read them all.

Illustrated portrait of Rafael Bittencourt

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.
Illustrated portrait of Larissa Fontes

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.
Illustrated portrait of Diego Nakamura

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.
Illustrated portrait of Camila Rezende

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

Work that came out of the room

Sketches, sprites and playable builds. Representative of student projects across recent intensives.

Colorful pixel-art game sprites and level sketches
Sprint 1 · pixel-art sprites
A game being built on a laptop
Sprint 2 · playable build
Game character concepts sketched in a notebook
Character concepting
Students playtesting a game together
Sprint 3 · playtest day

Enrollment

Two ways to take the intensive

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.

Go further

Intensive + Portfolio Review

R$ 3,200 / 8-week cohort

  • Everything in the Intensive
  • 1:1 portfolio & presentation review
  • Written feedback on your slice
  • Priority critique slots
Reserve — R$ 3,200
What's included in each Pixenza option
What's includedIntensive+ 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?

Ask a real person first

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

Before you reserve

Five straight answers. Read them top to bottom — they're the questions every cohort asks before they say yes.

  1. 01

    Do I need to code?

    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.

  2. 02

    How much time will it take?

    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.

  3. 03

    Is it in English or Portuguese?

    Sessions run in English with Portuguese support in critiques. If you read English comfortably, you'll be fine.

  4. 04

    What do I finish with?

    Four small games, one polished portfolio piece, and the confidence to scope and ship on your own — the habit that outlasts the cohort.

  5. 05

    Can I pay in two parts?

    Yes. Mention the payment plan in the form and we'll split it across the cohort — no extra fee.

Students working together at a bootcamp

What the intensive includes

  • Ship a small game every two weeks
  • Studio-style critiques from working designers
  • Guest sessions with people in the industry
  • A shippable portfolio piece by the end

Questions first? Email [email protected] or call +55 19 99123-4567.

Reserve your seat

Join the next intensive

Send your details and we'll confirm your seat and payment options by email — no card needed here.