EDUARDO J. REYES
See my TECHNICAL ART work → Book session
Eduardo helping students at their computers during a class Eduardo reviewing a student's project in class Eduardo with a training group in Barcelona Eduardo with a class of students on campus Eduardo with students at the Arts Digitals Game Jam

Lost in Unreal Engine? Me too, once. Let's fix that.

Hello! I teach Unreal Engine 5 to students, studio teams and university programmes, from private classes to seminars across Europe. 5 years in Unreal, more than 400 graduated students.

Unreal Engine Authorized Instructor

UE Authorized Instructor/400+ students/Trained teams at Scopely/Currently teaching at La Salle URL

Private classes

Online. For people who want to stop copying tutorials and understand what they are building.

01

Diagnostic

A free first session. We look at what you already know, what you want to make and how much time you have. You leave with a plan for the next weeks.

02

Real project

You pick something you actually want to build: a level, a tool, a portfolio piece. Every class moves it forward, and theory shows up when the project needs it.

03

Feedback

Direct, specific feedback in every class and between classes. Send me what you made and I'll tell you what works and what to fix next.

Studio training

Official Unreal training through Epic Games' Unreal Authorized Instructor programme, planned around your project. On site or remote. Trained teams at Scopely.

01

Your needs

We start from your project: what the team is building, where it gets stuck and what each role needs to learn.

02

Custom plan

I build the training plan around that: which topics, in what order and how deep for artists, designers and programmers.

03

Whole team

I train the whole team in whatever the project needs, from editor basics to materials, PCG, lighting, Blueprints or optimisation.

Seminars

Two-hour sessions for masters and degree programmes, built on real production examples instead of slides about slides.

01

Showreel & portfolio

How to turn your work into a reel, a website and articles that get you hired. Live feedback on students' work, and by email afterwards.

02

Technical Art with UE5

Material optimisation tricks and PCG solutions, shown on real production examples.

03

Houdini tools with Claude

Building your own Houdini tools with AI to speed up a pipeline, from the idea to a working tool.

Fee: ask meInvite me →

Blueprints

BeginnerGameplay
Who it's for
Artists and designers who have never coded, or coders who are new to Unreal.
What it's for
Making things happen in a level: doors, pickups, UI, simple enemies and game rules.
What you walk away with
A small playable prototype you built alone, with logic you can still read a month later.

Materials & HLSL

IntermediateTech Art
Who it's for
Artists who already use Unreal and want materials that look better and run faster.
What it's for
Every surface in the game: landscapes, props, VFX and stylised shading.
What you walk away with
A set of reusable master materials and the habit of checking what each one costs.

PCG

AdvancedEnvironments
Who it's for
Environment and tech artists who are tired of placing every rock by hand.
What it's for
Filling worlds with rules instead of clicks: forests, towns, scattering and paths.
What you walk away with
A PCG graph that dresses a level for you, with controls you can hand to a team.

Optimization

IntermediatePerformance
Who it's for
Anyone whose project runs fine on their own PC and nowhere else.
What it's for
Hitting a frame rate on real hardware with Nanite, Lumen, LODs and the profiler.
What you walk away with
You can profile a scene, find what is slow and fix it instead of guessing.

Procedural Modeling

AdvancedHoudini
Who it's for
3D and tech artists curious about Houdini. No previous Houdini needed.
What it's for
Generating assets, terrain and destruction from parameters instead of modeling each one.
What you walk away with
A procedural asset or terrain tool in Unreal that you can change in seconds.

Development in Unity

BeginnerUnity
Who it's for
Beginners and small indie or student teams working in Unity.
What it's for
C# gameplay scripting, scene structure and keeping a project from turning into chaos.
What you walk away with
A small finished Unity project with a structure your team can keep building on.

Pipeline tools

AdvancedPython
Who it's for
Tech artists and artists who repeat the same steps every day.
What it's for
Python and Houdini tools that automate exports, naming, setup and other boring parts.
What you walk away with
At least one tool your team actually uses, and the know-how to write the next one.

Game Design

BeginnerDesign
Who it's for
Students and developers with ideas who struggle to turn them into a game.
What it's for
Core loops, mechanics, systems thinking and the documents that keep a team aligned.
What you walk away with
A clear design document and a prototype that tests whether the idea is fun.

Level Design

BeginnerDesign
Who it's for
Beginners and designers who want levels that guide the player without signs everywhere.
What it's for
Spatial flow, pacing and blockout methodology, from greybox to playable.
What you walk away with
A blocked-out, playtested level and a method you can repeat on the next one.
Ask about this module →
Corridor scene by Clara Molina, made in Unreal Engine 5
Landscape scene by Idaira Peña, made in Unreal Engine 5
Corridor scene by Luna Ghiso, made in Unreal Engine 5
Landscape scene by Roberto Berberia, made in Unreal Engine 5
Corridor scene by Jaime Vildósola, made in Unreal Engine 5
Landscape scene by Martina Díaz, made in Unreal Engine 5
Corridor scene by Emma Marín, made in Unreal Engine 5
Landscape scene by Mar Coquard, made in Unreal Engine 5
Corridor scene by Clara Molina, made in Unreal Engine 5
Corridor scene by Judith Duque, made in Unreal Engine 5
Corridor scene by Clara Molina, made in Unreal Engine 5

Made by my students

Made by Clara Molina

"What I value most about his teaching is the quality of his feedback. He genuinely wants his students to grow and do their best. Even when we ask him for feedback on our personal projects, he is always happy to help."
Naji SwabriAnimation & VFX StudentLinkedIn ↗
1 / 17
Answer

Online or in person?

Both. Private classes run remotely or in person in Barcelona and Sweden. Studio training can be on site or remote, and I give seminars at universities all around Europe.

Which languages?

Spanish, English and Catalan.

I've never opened Unreal. Problem?

No. Complete beginners are welcome. We start from the editor itself and build up from there. The depth adjusts to you; the approach doesn't.

Which version do you teach?

Unreal Engine 5.8, the current release. If your team is locked to an older version, we work in that one.

Do I need a powerful PC?

This is Epic's recommended setup for Unreal Engine 5.8. Below that, Unreal still opens, just slower. Send me your specs before the first class and we'll plan around them.

OS
Windows 11
CPU
Quad-core Intel or AMD, 2.5 GHz or faster
RAM
32 GB
GPU
DirectX 12 compatible, 8 GB VRAM or more
Lumen / Nanite
NVIDIA RTX 2000, AMD RX 6000, Intel Arc A-Series or newer

How much does it cost?

It depends on the format and the number of hours. Write to me and I'll give you a straight number. The first class is free either way.

Still unsure? Ask me directly.Book a free first class →