LiNKNETiC is the ONLINE STUDIO ACADEMY specialized in VFX, Animation, and Game.

About School

Linknetic is the online Studio Academy founded by two dreamers/entrepreneurs/wonder women (we’re all superheroes, right?) who have always looked for a place able to teach a profession, not just using the software. This is why they reached, from the very first move, active professionals in the VFX, Animation, and Game industries with a great passion for teaching able to share (besides the most known software used by the big studios) real studios’ workflows, problem-solving attitude, professionalism, team-work capacity, resilience, time management, and all the soft skills needed from those very demanding, evolving, and magic industries!

Because we think you’re a unique talent with specific needs, Linknetic lies on essential fundamentals: one of them is the profiling side, where we can discover together your peculiarities and guide you toward a path that is right for your personality and abilities. For the same reason, we can offer English courses for those who feel a little uncomfortable with the language mainly used by the industry. And we truly take care of issues like inclusion, gender equality, by providing scholarships and through effective partnerships with companies who share the same values. Linknetic R&D constantly researches and consults industry leaders, gathers data and market’s needs, and collects students' feedback to answer the industry's growing demand. All cross-disciplinary programs are led by expert educators and award-winners Masters, active professionals in the international Movie & Game Industry landscape.

They’ll teach you applied methods and techniques of the major creative media and entertainment studios, with the fundamental purpose to help you create the right connections, nurture your professional network, and be able to apply for the studio you love. “Our instructors create the Art that millions of people watch from everywhere in the world, the responsibility for them is to transfer their knowledge and passion to make a difference”. Daniele Tosti Linknetic Senior Industry Advisor / Instructor & Lighting Department Supervisor at IMAGE ENGINE DESIGN INC, Vancouver

General Info

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Our programs are designed on the real needs of the studies. This is why our Masters come from the international landscape and work with students using workflows, pipelines, and methods currently used in the creation of blockbusters and games.


MasterKlasses SHORT but IMMERSIVE experiences, usually 3-4 days, the opportunity to absorb technical knowledge, suggestions, inspirations, and tricks working side by side with some of the greatest Artists on the field.

FUNDAMENTAL COURSES With these paths, the goal is to create the fundamental knowledge and skills to build future experiences, necessary to enter the Entertainment Industries.
All programs, lessons, knowledge, and disciplines are hierarchically structured and are suitable for those with basic knowledge. They are delivered in a very flexible part-time formula in the evenings or weekends.

MASTER COURSES The goal is to provide technical and cultural tools useful for managing the complexity of the project through a multidisciplinary methodological approach.
Allow those who participate to acquire skills and relationships that are fundamental for a solid professional identity. Masters programs are generally full-time courses and take a year to complete and prepare students for a career in their chosen field.

PROFESSIONAL COURSES These courses are designed for professionals who wish to make more competitive their professional profile or redirect their work experience through the acquisition of specific skills. The courses are characterized by flexibility and diversification of the teaching offer; predict a predominantly evening frequency and in a weekend formula. They take place throughout the academic year.

PILLAR COURSES These are introductory courses that aim to form the correct culture for the profession, open to all students who need to strengthen their knowledge in Art, Culture, Photography, Concept Art, and Management design process. These programs offer participants the ability to choose between different modules with no prerequisites and establish solid bases for what’s to come.


This one-year master offers the next generation of artists, the opportunity to have a complete overview of the Unreal Engine system with practical applications to the traditional Visual Effects pipeline and build their real-time 3D skillset. At the end of this path, the artists will be equipped and prepared with the solid foundation necessary to fully understand the new production challenges. “Chloe”, the short movie, has been designed specifically for this course since it will give the students a unique training program that has been designed to produce a short movie in UNREAL ENGINE and other software. The next generation of artists will acquire specific analytic, methodological, and practical skills for the creation of innovative workflow management. They will learn the skills of the traditional pipeline that will help them to visualize and create the concept idea, into a full CG render with the latest REAL-TIMEsoftware capabilities offered by UNREAL ENGINE.


"A Future Feature Artist" is a presentation about proven methodologies and work diagrams specific to today's content-creation production pipelines, namely perception, composition, lighting, color, and work practices for artists in film and television. The core of the presentation focuses on Daniele Tosti’s implementations and observations on work cycles along his 25 years career and on how they closely depend on and interact with other disciplines and departments. Various production examples are analyzed throughout the panel using a cost-effective mentality thread. The objective of these lectures is to enhance both new and established studios’ delivery methods through basic guidelines, innovative solutions, and open technical discussions. It is based on 25 years of production experience and collected into a lecture series of 15 hours and 300+ slides, which can be tailored down to smaller dedicated panel discussions, the complete review covers these main topics.


Color Journey Fundamentals Course is for aspiring colorists but we will cover topics that all visual artists and filmmakers can find interesting. We will start with human vision and how our eyes and our brain see things. We will take a look at the film legacy, meaning and use of colors in movies, photochemical processes in the laboratory and telecine, and characteristics of film stocks. It’s hard to talk about the colors without considering cultural heritage and varieties in visual education around the world. We will talk about skin tones and differences in the approach between grading narrative and commercial content. Before we dive deeper into the art and craft of color grading we need to consider available tools, color grading systems, hardware equipment, and image monitoring. Modern days color grading has replaced lab processes and also opened endless possibilities in image manipulation, so you will learn what is achievable in modern grading software and also explore different jobs related to color grading like DIT, color assistant, dailies colorist, and so on.


The course focuses on laying down solid foundations for the creation of photorealistic textures for 3D Assets destined for the Visual Effects industry. The path will lead the student through the phases following modeling, to explore and concentrate on the texturing workflow. Special attention is dedicated to the artistic and technical (i.e., theoretical, and practical) aspects of the process, to provide the student with all the knowledge he/she needs to create photorealistic textures. This leads the Asset further into Lookdev until a final turntable is production-ready. The course appeals to everyone interested in 3D Asset production for VFX and focuses on the acquisition (or refinement) of the texturing and shading knowledge required by the Industry. The course also aims at providing the students with a practical understanding of workflow management (from texturing-lookdev to the final render of the complete Asset) and guiding and advising them based on their aspirations and talents. In the first phase, we will define the foundations of texturing, with practical and theoretical lessons. We will discuss in-depth the logic behind texture channels, their technical and artistic implications, and how to create them - with a special emphasis on the PBR Metal/Rough workflow. Good UVs practices will also be thoroughly discussed. Starting from Photoshop, the students will learn how to create seamless textures, breakup masks, and all the maps that are part of texture work, to bring them into Maya and have a first approach with lookdev in Arnold.

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