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of Computer Graphics and Animation


M3DS Academy for 3D and Games has collaborated with many other world studios such as


  • Substance Adobe

  • Pixar

  • DreamWorks

  • Sony Picture ImageWorks

  • Industrial Light & Magic

  • Hugo’s Desk

  • Nordeus

  • 3lateral

  • Lynx Animations

  • Cylindo

  •  and many others.

Giving our students a chance to learn from top professionals around the world.

Darko Mitev

Master Class

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Darko Mitev has been working in the CG industry for 12 years. He currently lives in Dublin, Ireland, and is the Lead Character Artist at Brown Bag Films.

He began his career in visual effects at FX3X, a company located in Macedonia. Since then, he has worked on numerous projects for various companies such as Video House, Brown Bag Films, Axis Animation, Alt VFX, Sehsucht, and clients including Disney, Netflix, Apple TV, Microsoft, and many others.

In this presentation, Darko will take us through the entire process of creating one of his latest artworks called Oris City.


He will talk about the concept, modeling, texturing, lighting, rendering, and compositing of the final shot, as well as how he is turning this shot into a short film.

Check out Darko Mitev Artstation ⤵️

In this talk, I will answer an often-asked question, "How does Respawn keep making hits with its smaller team"?


The focus will be on how the art department solves this riddle. However, as with most things in game development, it is intertwined with the larger picture of the project. So we will peer behind the scenes into factors that shaped Apex Legends and what challenges they presented to the art team.


We will dive into the strategy behind the art direction and the culture that helped us launch successfully. Wait, it doesn't end there? Nope, Apex Legends is a "live service" game.


Something that Respawn has never done before. I will finish by shedding some light on how the Apex Legends team adapts to these new challenges.

In this presentation, Erik, a former cinematographer at Pixar Animation Studio, shares his insights on how films are constructed, and visual language is developed.


He takes us through his creative process and demonstrates how storytelling is elevated through cinematography, using examples from his favorite projects at Pixar: Incredibles 2 and Piper.

With a diverse background in art, action, cinematography, and science, Erik's 20 years of experience at Pixar make him the perfect person to explain how he uses these skills to tell emotionally compelling stories with the laws of physics.

Join us to learn how Erik thinks and sets up his work and gain a deeper understanding of the magic behind the movies.

Marko Chulev has been working at Industrial Light & Magic for the past nine years.

He started in Singapore in 2011, then moved to London in 2014, and has been in the Vancouver office since 2015.

Since joining Industrial Light & Magic, Marko has contributed to many features including, Terminator: Dark Fate, Jurassic World: Fallen Kingdom, Kong: Skull Island, Rogue One: A Star Wars Story, The Mummy, Warcraft, The Avengers, and Star Trek: Into Darkness, among others.

As a Model Supervisor, Chulev specializes in the creation of creatures and digital humans, as well as a focus on hair grooming and textures. Chulev oversees the day-to-day work of the DMS team both creatively and technically.

Chulev was nominated for a Visual Effects Society Award in 2017 for Outstanding Model in a Photoreal or Animated Project for his work on Rogue One: A Star Wars Story.


Laurens Corijn is a technical artist with a background in video games, having worked at Splash Damage (project Dirty Bomb) in London and EA Dice in Stockholm (Mirror's Edge Catalyst).

His focus is on procedural, smart workflows, and enabling other artists to create better work in a more efficient way.

These days he mainly works on training and education for Substance by Adobe.


Mihajlo Dimitrievski, also known as The Micho, is a talented illustrator from Bitola.

He began his career as a comic book illustrator, but over time he has expanded his skills to include a variety of different disciplines.

He has worked as a lead illustrator on numerous comics, as well as creating illustrations, concept art, storyboards, and animations. In addition, he has also taught these skills to others.


Nikola is a generalist 3D artist with 10 years of versatile experience. He started his higher education as an engineer but pivoted to interactive media after a couple of years.
His professional baby steps were making models, animations, and VFX for music videos and movies.
After that, he ventured into architectural and product visualization for some time but then transitioned into graphics and web design.

He was making interactive art installations in parallel, for most of the time, but he did find his happy place eventually - as a game artist.

His Artstation -

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J.C. Cornwell has been training VFX & Animation students and professionals for the past 20 years. As Director of Training at DreamWorks Animation, he leads the training team that teaches proprietary and 3rd party software to in-house artists and studio personnel.

Prior to DreamWorks, he spent 14 years at Sony Pictures Imageworks, starting as a studio trainer and eventual department director. He teaches software used throughout the production pipeline, from storyboarding to compositing.

He also serves as adjunct faculty at Art Center College of Design, and at Biola University’s Snyder School of Cinema & Media Arts.

He has also taught at Gnomon School of VFX, Games, and Animation, as well as Studio Arts Los Angeles - all located in Southern California.

LinkedIn -

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