Build Game-Ready 3D Assets That Actually Work
Stop fighting with import errors and broken meshes. Learn the technical workflow that connects modeling software to game engines without the usual headaches.

What You'll Actually Learn Here
Real workflows that bridge the gap between 3D creation and game implementation. Not theory. Not fluff. Just the technical steps that make assets function in Unity and Unreal.
Technical Integration Basics
Most 3D models fail when imported because of mesh density, pivot points, or material setups. You'll learn how to prepare assets correctly before export.
- Proper topology for game performance
- UV mapping that doesn't break in-engine
- Material conversion workflows
- LOD creation and optimization
Engine-Specific Requirements
Unity and Unreal handle assets differently. What works in one engine might break in another. We cover both platforms and their quirks.
- Unity FBX import settings
- Unreal collision meshes
- Shader graph connections
- Asset pipeline automation
Performance Optimization
Beautiful assets mean nothing if they tank frame rates. Learn the balance between visual quality and runtime performance.
- Polygon budget management
- Texture atlas creation
- Draw call reduction
- Real-time lighting setup
Professional Pipeline Skills
Studios have standards. File naming conventions, version control, documentation. The boring stuff that actually matters when working with teams.
- Asset naming systems
- Version control basics
- Documentation practices
- Team collaboration workflows
How Our Programs Work
Classes run September through November 2025, with evening sessions three times per week. That's intentional. You need time between lessons to practice and troubleshoot.
Each session focuses on one specific technical problem. Import a prop. Fix broken normals. Optimize a character mesh. You work through actual issues you'll face in production.
Small groups matter. We cap enrollment at twelve participants. When someone's material isn't rendering correctly, we can actually look at their file and fix it together. No lecture halls here.
You'll need Blender or Maya, plus access to either Unity or Unreal Engine. All software can be accessed through free versions. Our focus is on technique, not expensive tools.


Common Problems We Address
These are the issues that trip up most people when moving from 3D software to game engines. They're fixable once you understand what's happening.

Broken Normals and Shading Issues
Your model looks smooth in Blender but faceted in Unity? This happens because of how normals transfer during export. We'll show you how to check normal orientation, recalculate them properly, and ensure consistent shading across platforms.
Texture and Material Conversion
Materials don't translate automatically between programs. Your PBR setup in Substance needs specific adjustments for game engines. You'll learn to map roughness, metallic, and normal channels correctly so materials appear as intended.
Scale and Proportion Errors
Import a character and it's either tiny or massive? Each program uses different unit systems. We cover scale settings, world units, and how to maintain consistent proportions throughout your pipeline.
Animation and Rigging Transfer
Bones don't always survive the journey from DCC to engine. Joint orientations, constraint baking, and keyframe reduction all affect whether your animation works. We'll walk through the export process step by step.

I spent two weeks trying to figure out why my models kept losing their textures in Unity. Turns out I was exporting materials incorrectly from Blender. The instructor showed me the exact export settings I needed, and suddenly everything worked. Wish I'd learned this stuff months ago.
Independent Game Developer, Skopje