arg-software-factory/game-ready-assets
Production rules for turning a model into a game-ready asset: triangle, material, and bone budgets per platform with LOD chains; clean topology, normals, and UVs; texel density and texture sizes; PBR texture naming, channel packing, and compression; and export settings for Unity, Unreal Engine, Godot, and Blender. Skills only: nothing to install or connect.
Export a game asset with the right units, axes, transforms, pivots, naming, collision, LODs, and animation settings for Unity, Unreal Engine, Godot 4, or back into Blender, using FBX or glTF. Use when an asset imports at the wrong size or rotation, when choosing FBX vs glTF, when setting up collision or LOD naming, or before handing an asset from Blender or Artyx to an engine.
Name, pack, color-manage, and compress PBR texture sets (base color, normal, roughness, metallic, ambient occlusion, emissive, height) for Unity URP/HDRP, Unreal, Godot, glTF, and Blender. Use when exporting from a baker or texturing tool, when channel-packing ORM or mask maps, when a normal map looks inverted, when roughness looks wrong, or when setting import and compression settings.
Set and check triangle, material, bone, and draw-call budgets for a game asset per target platform (mobile, Switch-class, PC/console, standalone VR), and plan its LOD chain. Use before modeling or retopology, when an artist asks "how many polys", when an asset is too heavy for its platform, or when setting up LODs in Unity, Unreal, or Godot.
Choose, compute, and verify texel density (pixels per meter) so textures look equally sharp across game assets, and pick texture resolutions from it. Use when deciding a texture size for an asset, when one asset looks blurrier or sharper than its neighbors, when scaling UV shells, or when setting a project-wide density standard for Unity, Unreal, Godot, or Blender.
Make a mesh game-ready - clean topology, correct normals and smoothing, and efficient UV layouts with padding and a lightmap channel. Use when retopologizing a sculpt or AI-generated mesh, fixing shading artifacts or bad bakes, unwrapping UVs for baking or tiling, or checking a model before export to Unity, Unreal, or Godot.