Blender to Engine Game Asset Workflow

Hi everybody.
This is the course I would like to suggest to the teachers at DevGame.tv.

Essentially, it’s a course entirely focused on the full development pipeline for creating game assets. For this purpose the creation of game assets in the style of Fortnite or Genshin Impact, or more generally, in a stylized/fantasy style, can let us to learn how to. So, the final goal of this course is twofold:

  1. To give students the skills to create their own assets in Blender, which they can then use in their own 3D game using own favorite engine (unity, UE, Godot) or sell in an asset store.
  2. To serve as a backbone course for other specialized courses that delve deeper into major topics like lighting, rigging, shading, fluids, etc.

Let me explain further:

First Sections: Environmental Assets
In the initial sections, students will create environmental assets such as:

  • Grass,
  • Flowers,
  • Trees (perhaps a couple of different types to demonstrate how to create variety),
  • Terrain textures,
  • Lakes, seas,
  • Clouds, etc.,

These sections will cover both the modeling process in blender and the Engine setup (Unity, Unreal Engine, Godot), including elements like Rigidbody, CollisionBody, etc. Additionally, they will include ways to modify the assets’ appearance to create seasonal variations—winter (with or without snow), autumn, spring (with or without falling leaves), rain, etc.

Next Section: Objects & Player Interaction
The next section focuses on creating objects such as houses, shops, and various tools like lamps, campfires, chests, etc. A key concept to learn here is player interaction with objects. For example: If the player approaches a bush with fruits, a button should appear. Clicking it should make the fruit disappear to indicate it has been collected, and after some time, the fruit should reappear. If the player gets close to a shop door, a button appears to open it. Clicking it triggers the door-opening animation, allowing the player to enter. Similar logic applies to chests and other collectible objects.

Cross-Referenced Topics & Specialized Courses
In these sections, students will encounter concepts like lighting, shading, particle effects, and animations. These could either be briefly introduced or, preferably, explored in dedicated courses. The idea is that in this course, shaders, code, animations, etc., are provided as downloadable resources, while the video lessons reference the specialized courses for deeper learning. For example, in a lesson about modeling a lamp, the instructor might say: “Regarding lighting, we’ve created an entire course that explains this topic in detail. If you’re interested, you can check it out. Otherwise, don’t worry! The downloadable resources include a ready-made file. Here, we’ll just provide a quick overview to get it working and achieve the desired result.” Similarly, in the lighting course, the instructor would refer back to the 3D model lesson. By doing so, the user will find continuity in the topics covered. They will thus have a satisfactory foundation in the topics covered in this course, but, if desired, they can deepen and complete their knowledge with a dedicated course.

Terrain Tool & Level Design
One essential tool to cover in this course (and to some extent, a mandatory one) is the Terrain Tool, which allows students to use and test all the created assets previously created, grass o tree ecc. It would be great to introduce some level design principles and best practices for creating aesthetically pleasing maps. A specialized course on level and environment design could explore this further, combining light theoretical concepts with practical application using the Terrain Tool. It could also introduce procedural terrain generation using tools available in asset stores.

Final Section: Publishing & Selling Assets
The last section of the course should focus on the Asset Store, explaining how to prepare assets for sale, including documentation, tutorials, and marketplace visuals—essentially, everything needed to publish and sell an asset successfully.

Additional Useful Section: GIT & Version Control
Another very useful section would cover Git and version control, explaining how to use tools like GitHub, Sourcetree, repositories, etc. This would help students keep their assets updated and work efficiently in a team.

Final Step: Game Development Course
This training path could conclude with a final course on game development. Because you have already an RPG Bundle you can connect this course to that bundle where all the acquired skills are applied. However, since the focus of RPG Game Course would be on mechanics, inventory systems, quests, etc., the assets would be provided as downloadable resources.

Independence of Each Course
A crucial aspect of this structure is that each course should be independent—meaning students should be able to take any single course without being required to buy others to complete it.

I apologize for the lengthy explanation—I hope I was clear! Also, while I focused on 3D, nothing prevents a parallel 2D version of the course. If the teachers have any questions or need clarification, I’m happy to help. It would be amazing if a course like this were created! It would be incredibly helpful for people like me who want to build a game from scratch.