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.
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.
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.
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