Quod Soler · Unreal Engine training for teams · 11 shipped games in 10 years
Live remote workshops for up to 10 engineers, taught from your game by a lead who has shipped 11 titles. The goal is a team where the hard questions stop routing through one person, and ability #40 takes a day instead of a week.
Not worth it at the first break? Deposit refunded in full.
11 shipped games · 10 years, AAA and indie · guest lecturer at two universities · 950+ Unreal devs read my weekly newsletter
If you nodded at any of these, this workshop was built for exactly that.
You are not booking a slide deck. Before the workshop I spend a full day inside your repo, and the exercises come from your game, not from a template project.
Twenty minutes for me to understand your team, your codebase and what you want it to get better at, and to tell you honestly whether the workshop is the right tool. Not every team is a fit; if yours is not, I say so on the call and point you somewhere better.
I read your repo the way I would for a paid diagnostic: where the architecture fights the engine, where the frame goes, which habits the team learned from the code it inherited. ( This is the part that makes the workshop worth more than a video course. ) The examples and exercises come out of this day.
Two 3-hour blocks per day with a long break. Up to 10 engineers in the room, hands on, questions welcome mid-sentence. It is a working session, not a lecture, on purpose.
Within 48 hours you get the follow-up document: every question that came up during the sessions, answered in writing, plus the ranked list of issues I found in your codebase during preparation. For the next 30 days the team can send me questions by email, answered within one working day.
Two modules fill one day well. A two-day workshop fits three comfortably, four at a push.
I have shipped 11 games in ten years, on AAA and indie budgets, with teams from two people to two hundred. My home ground is combat systems, the Gameplay Ability System ( GAS ), C++ architecture and performance.
I have given lectures at Ramon Llull and Pompeu Fabra universities, and 950+ Unreal developers read my weekly newsletter on GAS, combat and performance. The workshop is that same material, taught from your codebase instead of the general case.
If you want to audit how I teach before paying for it, read the blog.
Track record




| Epic's free courses | A $20 course | This workshop | |
|---|---|---|---|
| Cost | Free | $20 per person | $4,500 or $7,500 per team |
| Who it teaches | Individuals | Individuals | Your team, together |
| The material | The general case | The general case | Your codebase, prepared for a full day |
| Questions | Forums | A Q&A box | Live, mid-sentence, plus 30 days after |
| When it is right | Always, it is free | Background learning | When the codebase has outgrown the tutorials |
One day is $4,500. Two days are $7,500. Flat, per team, up to 10 engineers in the room. No per-seat math, no quote at the end.
Two days of ten engineers' time already costs you more than the workshop does. The preparation day is what makes those two days pay.
A 50% deposit books the dates; the balance is invoiced after delivery.
Most teams stop after the 30 days, and that is fine: the follow-up document is written so the team can keep going without me. If you want me to stay involved, that is my advisory retainer, $2,800 per month: I join your Slack or Discord, unlimited questions with answers within one working day, one call a month, cancel monthly.
Your side's total effort: about an hour, plus attendance.
The first break comes 90 minutes in. If by then you think this is not worth your team's time, say so: we stop, and I refund the deposit in full.
I can offer this because by the time we start, the material is already about your game, not about mine.
Because those teach the general case to individuals, and they are good at it: your team should use them, they cost nothing. The expensive gap is the specific case. Your GAS setup, your frame budget, your inherited decisions. The preparation day exists to aim every hour of the workshop at that gap, and no video course can do it.
Yes, and the NDA is signed before I see anything. Read-only access is enough. If you cannot share code at all, I run the workshop on my prepared UE5 project and fold in everything you can describe; it works, it is just one step less specific, and I will price that honestly at scoping.
Ten in the room, on purpose: past that it stops being a working session. The recording is for everyone else. If you have more than fifteen engineers, we split cohorts; ask me at scoping.
I am in Barcelona ( CET / CEST ). Two 3-hour blocks a day line up fine with US mornings. The sessions can be in English, Spanish or Catalan; the written follow-up is in English unless you ask otherwise.
Most of my current work is UE5, and I have shipped on UE4. The material ( architecture, GAS, tick discipline, reference chains, frame cost ) reads the same in both. On a heavily modified engine, say so at scoping and I will tell you honestly what fits.
About an hour in total: repo access, a build that runs, and one sentence per attendee answering "what do you wish you understood better?". I take it from there.
Deposit at booking, balance after delivery, both with a proper invoice from a registered business in Spain. It is a standard business invoice, the kind a studio expenses without a conversation. For clients outside the EU ( including the US ) there is no European VAT on top. EU businesses with a VAT number usually fall under reverse charge, and Spanish clients have IVA added on the invoice.
Then start with the 90-minute diagnostic instead: $350, I study the project first, findings in writing. Teams often do that first and book the workshop once the fire is out.
You already know which module your team needs first. Tell me about the team, pick a time, and we will find out in twenty minutes whether this workshop is built for it.
Not ready to book? I write one email a week about GAS, combat and performance. 950+ Unreal devs read it.Join the newsletter →