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Romano Veridosa

Master 3D Asset Integration for Modern Game Development

Learn practical workflows that connect modeling, texturing, and engine implementation. Our autumn 2025 program focuses on real production pipelines used by studios working with Unity and Unreal Engine.

Explore Our Approach
3D asset workflow demonstration showing mesh topology and material setup

Building Skills Through Structured Practice

We break down complex integration workflows into clear phases. Each stage builds on previous knowledge while introducing new technical challenges.

1

Asset Preparation

Understanding mesh topology, UV mapping standards, and file format requirements. You'll learn why clean geometry matters and how different engines handle asset data.

2

Material Systems

Working with PBR workflows, shader graphs, and texture optimization. We cover both Unity's material editor and Unreal's blueprint system with practical examples.

3

Performance Testing

Learning to profile assets, reduce draw calls, and optimize for target platforms. Real performance metrics matter more than visual complexity alone.

Game engine viewport showing asset integration workflow 3D modeling software interface with asset optimization tools Material editor workspace showing shader node connections

What You'll Actually Learn

Our curriculum focuses on technical skills needed for asset integration roles. Students work with industry-standard tools and learn workflows that match studio production requirements.

The program runs for six months starting October 2025. Most sessions combine live instruction with supervised practice time where you can ask questions while working through exercises.

  • Export pipelines from Blender, Maya, and 3ds Max into game engines
  • LOD generation strategies and when to use automatic versus manual creation
  • Texture streaming, compression formats, and memory budget management
  • Collision mesh setup and physics material configuration
  • Blueprint integration for interactive objects and modular assets
  • Version control practices for binary asset files in team environments

Students typically spend 12-15 hours weekly between live sessions and practice assignments. The final project involves integrating a complete asset pack into a working game scene.

"The material setup section changed how I approach texturing entirely. I thought I understood PBR workflows until we started troubleshooting real lighting scenarios. Those late-night Discord sessions where we debugged shader graphs together taught me more than any tutorial ever could."

Larisa Munteanu portrait

Larisa Munteanu

Technical Artist, Cluj-Napoca Studio

Learning That Sticks

Students often tell us the most valuable part isn't the recorded lectures. It's working through actual problems with guidance available when you need it.

Our winter 2026 cohort opens for registration in September 2025. Class size stays limited so everyone gets feedback on their work.

Learn About Our Team

Real Projects, Real Feedback

Every assignment gets reviewed with specific notes on what works and what needs adjustment. We don't grade on artistic style but on technical execution and understanding of engine requirements.

Students maintain portfolio repositories throughout the program. By graduation, you'll have documented projects showing your problem-solving process, not just final renders.

Ask Your Questions

"I appreciated the honesty about what roles actually need. No promises about guaranteed jobs, just straight talk about what studios look for in technical artists. The LinkedIn connection suggestions and portfolio feedback sessions were incredibly practical."

Simona Barbu portrait

Simona Barbu

Environment Artist, Bucharest