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Actionspark lead instructor reviewing 3D pipeline workflow
About Actionspark

Where 3D assets
meet real engines

Actionspark started in 2020 with a specific frustration: most 3D tutorials stop at the model. Getting that model into a game engine — with correct normals, sensible LODs, and materials that actually behave — was treated as someone else's problem. It isn't.

3D game asset pipeline background

What the platform actually covers

Each lecture sequence follows a single asset from its DCC origin through export, import, and final in-engine setup. The focus stays on the decisions that matter — polygon budget, texture channel allocation, collision mesh choices — rather than abstract theory.

Students work with Blender, Maya, Unreal Engine, and Unity. The emphasis is on understanding why each tool behaves the way it does, not memorising button locations that change with every update.

3D asset being reviewed inside a game engine editor

Topics covered across the curriculum

Topic Engine focus
FBX and glTF export settings Both
PBR material setup Unreal / Unity
LOD generation and testing Unreal Engine
Collision mesh authoring Both
Lightmap UV preparation Unreal Engine
Skinned mesh import pipeline Unity
Asset naming conventions Both

The person behind the lectures

One instructor, consistent perspective, no guest speaker filler.

Actionspark instructor portrait

Dmitri Vanek

Lead Instructor — Pipeline & Integration

Dmitri spent several years working in mid-sized game studios before deciding that the gap between modelling knowledge and engine knowledge was worth addressing directly. His lectures are built around the problems he actually encountered — not a syllabus assembled from other courses.

  • Unreal Engine asset pipeline, from mesh to production-ready prop 01
  • Unity import workflows with correct shader assignment 02
  • Blender-to-engine export troubleshooting 03
  • Performance budgeting for real-time environments 04
3D mesh being prepared for game engine import
Mesh preparation workflow
Material setup inside a real-time game engine
In-engine material assignment