Quinza Core

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We Started With a Simple Question

Why is practical game development education so hard to find?

Back in 2019, three former mobile developers sat in a Zaragoza café and noticed something odd. Students everywhere wanted to build games, but most programs taught theory while the industry needed hands-on skills. So we started Quinza Core with one goal: close that gap.

Six Years of Real Progress

We didn't grow overnight. Each year brought challenges that shaped how we teach today.

2019

The Beginning

Started with 12 students in a shared workspace. We taught Unity basics and watched them struggle with the same problems we had years earlier. That first cohort taught us more than we taught them.

2021

Curriculum Rebuild

After feedback from 40 graduates, we completely rewrote the program. Added two months of actual project work because employers kept asking for portfolios, not certificates.

2024

Industry Partnerships

Connected with eight Spanish studios. Students now work on real problems from actual development teams. Some assignments come directly from ongoing projects.

280+
Students Trained
14
Partner Studios
6
Years Teaching

Who Actually Teaches Here

Our instructors aren't academic researchers. They're people who shipped games, made mistakes, and learned what works in production environments.

Experience That Matters

Everyone on our team has at least five years in mobile development. Not because we have arbitrary requirements, but because teaching optimization techniques only makes sense if you've debugged performance on 200 different Android devices.

Our lead instructor spent three years at a Barcelona studio working on a game that hit 2 million downloads. Another team member led QA for a puzzle game that somehow stayed in app stores for seven years. These experiences shape every lesson.

We don't pretend to know everything. When new rendering techniques emerge or Apple changes their review process, we adjust. Students see us learning alongside them, which honestly feels more honest than acting like experts on everything.

Our Teaching Philosophy

Show, don't lecture. Students spend more time coding than listening to presentations. When someone gets stuck, we debug together rather than just giving answers. Mistakes are part of the process, and we're open about our own.

Marc Bellido, lead development instructor reviewing student code on multiple monitors

Marc Bellido

Lead Development Instructor

Spent eight years building mobile games before switching to teaching. Still writes code daily and maintains two open-source Unity tools. Gets genuinely excited about efficient particle systems.

How We Actually Structure Learning

Most programs follow a predictable pattern: lectures, assignments, exams. We tried that initially. It didn't prepare anyone for real development work.

Students collaborating on game physics implementation during project workshop
Code review session showing optimization techniques for mobile rendering

Project-Based Learning

Month 1-2: Fundamentals Through Building

Students create three small games from scratch. Each one focuses on different mechanics: physics, UI systems, then basic AI. No tutorials to follow blindly—just requirements and instructor support when needed.

Month 3-4: Real Problem Solving

Work begins on actual optimization challenges from partner studios. Past projects included reducing load times for a match-3 game and improving touch response in an endless runner. Messy, frustrating, valuable.

Month 5-6: Portfolio Development

Students build one complete game while documenting their process. The goal isn't perfection but demonstrating problem-solving ability and technical understanding through working code.

Average Project Scope

8-12

weeks of development per major project with iterative feedback cycles

Code Review Sessions

24+

individual reviews throughout the program focusing on practical improvements

Studio Collaboration

6-8

weeks working directly with industry partners on real development challenges

Programs Start September 2025

Applications open in April. If you want to know more about curriculum details, schedule, or what students actually build, reach out. We answer questions directly, not through automated responses.

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