Technological advancements, global initiatives, and digitization have led to a sustained demand for highly qualified engineers. However, the current state of engineering education has drifted apart from real-world requirements. Thus, it is crucial to identify the specific skills lacking in engineering graduates. Additionally, this research results can be useful for curriculum development, fostering collaboration between academic institutions and industry partners, and improving students’ skills. This study aims to introduce a pioneering educational model that combines hybrid learning and Project- Based Learning (PBL) to address the needs and preferences of college students in the fields of multimedia technology and animation. The paper presents the development and implementation of the method, including an assessment of learner characteristics, expert assessments, peer evaluations, and limited tests. The experts involved as validators comprised three individuals from the fields of education, animation, and industry practitioners. The product testing was conducted in two classes: a control class with 20 students and a limited experimental class with 15 students. Based on the paired sample t-test, p-values of 0.001 for the multimedia technology course and 0.002 for the animation course were obtained at a significance level of 0.05. This suggests that there is a significant difference in the classes that implement the Hybrid Project- Based Learning (H-PBL) model. Additionally, instructional products were developed, including a model book, a learning materials book, a user guide for lecturers, a user guide for students, and teaching modules. Furthermore, this research also yielded an e-learning platform and online modules.