*We customize the course outline and content to your specific needs and relevant use cases.
Module 1: Getting started with Blender for game production
- Understanding Blender’s interface, workspaces, navigation, and viewport controls
- Setting up projects, units, scale, collections, and naming conventions
- Using object mode and edit mode effectively
- Organizing scenes and assets for a game production workflow
Module 2: Modeling fundamentals for game assets
- Working with vertices, edges, faces, and core transform tools
- Using extrude, inset, bevel, loop cut, and merge with confidence
- Building simple props from reference using blockout techniques
- Developing clean habits for non destructive and readable modeling
Module 3: Topology and asset structure
- Understanding clean topology for readability, editing, and optimization
- Distinguishing triangles, quads, and n gons in practical game asset work
- Managing shading, normals, smoothing, and supporting edges
- Identifying common topology problems and how to fix them
Module 4: Hard surface and modular asset thinking
- Modeling hard surface props and architectural elements for games
- Reusing repeated forms and working with symmetry and modifiers
- Building modular pieces that fit level design and environment workflows
- Keeping models efficient while preserving visual clarity
Module 5: UV mapping for game assets
- Understanding seams, islands, texel density, and layout logic
- Unwrapping assets so textures behave predictably
- Organizing UV space for single assets and reusable sets
- Avoiding stretching, wasted space, and hard to maintain layouts
Module 6: Materials and visual setup
- Creating simple materials to support look development and review
- Understanding the difference between viewport look and game engine materials
- Assigning material slots and structuring assets for export
- Using color, roughness, and surface breakup to support readability
Module 7: High poly to low poly thinking
- Distinguishing hero assets, reusable props, and background assets
- Planning detail in a way that supports baking and real time constraints
- Preparing models for normal map baking and surface detail transfer
- Deciding what should be modeled and what should be represented through textures
Module 8: Baking and asset cleanup
- Preparing meshes for baking and consistent shading results
- Understanding normal, ambient occlusion, and curvature style outputs
- Cleaning transforms, pivots, naming, and object hierarchy
- Reviewing assets for handoff into texturing or engine integration
Module 9: Optimization for real time performance
- Managing polygon budgets for different asset types and camera distances
- Simplifying geometry while preserving silhouette and function
- Understanding draw calls, material count, and scene efficiency
- Making practical decisions about detail, reuse, and variation
Module 10: Exporting Blender assets into game workflows
- Preparing models for export to common engines and pipelines
- Handling transforms, pivots, naming, and object orientation correctly
- Working with FBX and other common export formats
- Avoiding common export issues with scale, normals, and hierarchy
Module 11: Asset consistency and production standards
- Building reusable asset standards for teams and shared libraries
- Using references, naming rules, and folder structure consistently
- Supporting collaboration between modeling, texturing, rigging, and engine teams
- Reviewing assets for quality, consistency, and production readiness
Module 12: Practical game art workflow in Blender
- Moving from reference and blockout to finished game asset in a structured sequence
- Choosing the right level of detail for different gameplay and camera needs
- Creating a sustainable personal workflow for faster production
- Building a practical checklist for future Blender work in game development