Game Development
← Knowledge baseGetting assets from a generator into a shipping game.
- 01Using AI-generated assets in a production gameGenerated meshes are a starting point, not a shipping asset. What has to happen between the two, and which parts you can skip.
- 02The 3D asset pipeline, end to endConcept, block-out, high poly, retopology, UVs, baking, texturing, rigging, export, integration. What each stage is for and which ones AI changes.
- 03Prototyping a game with generated assetsPlaceholder art has always been grey boxes. Generated assets change what a prototype can answer — and introduce a trap worth naming.
- 04Greyboxing: designing a level before it has artUntextured volumes at correct scale. Why the discipline still matters when populating a level has become cheap.
- 05Scale and units: why imported models come in wrongEvery tool has an opinion about what "1" means. Where the mismatches are and how to stop fighting them.
- 06Collision meshes: why the render mesh is the wrong shapePhysics does not use the model you see. What a collider should be, and why a generated mesh makes a terrible one.
- 07Modular asset kits: building levels from partsA handful of pieces that tile produce more environment than a hundred bespoke props. The rules that make a kit work.
- 08From greybox to finished levelThe stages between a working layout and shipped environment art, and the order that avoids rework.
- 09Texture atlases: fewer materials, faster scenesPacking many surfaces into one texture is how a scene full of props draws in a handful of calls.
- 10Asset naming and folder conventionsUnglamorous, and the thing that decides whether a project is navigable at asset number two thousand.
- 11Planning LODs for a gameHow many levels, what reduction, and where the switch happens. The decisions that make LODs help rather than pop.
- 12Taking a prop from block-out to finalA worked example of the stages a single asset passes through, and what each one decides.