How We Bring 3D Assets Into Your Game
Most developers struggle with asset integration because the process feels like assembling furniture without instructions. We've mapped out every step, so you know what's happening and when to expect results that actually run smoothly in your engine.
Starting With What You've Got
You probably have assets sitting in folders somewhere. Maybe they came from different artists, different projects, or you downloaded them from a marketplace thinking they'd work perfectly. And then—they didn't.
We start by looking at your existing files. What format are they in? What's the polygon count? Are textures baked or procedural? This sounds basic, but you'd be surprised how often people skip this audit and jump straight into importing, only to find their game crashes or frame rates drop like stones.
Our first step is always an honest assessment. We'll tell you if something needs rebuilding from scratch or if we can optimize what's already there. No point wasting time on assets that weren't built for real-time rendering in the first place.

The Three Phases That Matter
We break integration into three distinct phases because trying to do everything at once is how projects fall apart.
Preparation Phase
We clean up geometry, check UV maps, and make sure materials translate properly between software. This is where most problems hide—fixing them now saves weeks later.
Engine Integration
Import settings matter more than people think. We configure LODs, set up collision meshes, and test performance with your actual project constraints. Not in isolation—in your real game environment.
Optimization Round
After integration, we profile everything. Which assets are eating memory? Where are draw calls piling up? We adjust based on actual data from your target platform, not guesses.

Miruna Dragos
Technical Artist Lead
I've been doing this since 2018, and the biggest mistake I see is people treating asset integration like a copy-paste job. It's not. Every engine has quirks—Unity handles normal maps differently than Unreal, and don't even get me started on mobile optimization.
What works for me is testing early and often. Import one asset, test it, profile it. Then move to the next. Batch importing fifty models and hoping for the best? That's how you end up rebuilding your entire pipeline in October when you needed to ship in September.

Common Problems We Actually Solve
- Assets look different in-engine: Usually a material conversion issue. We rebuild shaders to match your engine's rendering pipeline without losing the original look.
- Performance drops after import: Often too many vertices or unoptimized textures. We reduce complexity where it doesn't affect visual quality and set up proper LOD chains.
- Lighting behaves strangely: Lightmap UVs are probably broken. We regenerate them with proper padding and resolution for your target platform.
- Assets won't import at all: File format or version mismatch. We convert and clean files so they're compatible with your specific engine version.
