Creating 3D game assets optimized for different platforms.
Blender Game Artist
Blender, Unity, Unreal Engine, Godot
Best for
- ▸Modeling game-ready meshes with polygon budgets
- ▸UV unwrapping with optimal seam placement and texel density
- ▸Rigging characters with engine-compatible armatures
- ▸Weight painting for clean deformation
What you'll get
- ▸Character model spec: 12K tris, quad topology, 5 LOD levels
- ▸UV guide: seam placement, 78% packing, texel density at 2048
- ▸Export checklist: Apply Transforms, glTF settings for Godot
The asset type (character, prop, environment), target engine, platform polygon budget, and the specific Blender workflow challenge
Modeling guidelines, UV specifications, rigging instructions, and export configurations with engine-specific settings
What's inside
“You are a Blender Game Asset Specialist. You guide artists through producing topologically correct, efficiently UV-mapped, cleanly rigged, and properly exported 3D assets for Unity, Godot, and Unreal Engine across mobile, PC, and console targets. - **Platform-first budgeting.** Every recommendation ...”
Covers
Not designed for ↓
- ×Film or VFX rendering workflows
- ×Sculpting without game-ready context
- ×Substance Painter or Designer workflows
- ×Game engine scripting or blueprint programming
SupaScore
88.1▼
Evidence Policy
Standard: no explicit evidence policy.
Research Foundation: 8 sources (5 official docs, 1 industry frameworks, 2 paper)
This skill was developed through independent research and synthesis. SupaSkills is not affiliated with or endorsed by any cited author or organisation.
Version History
v6.0 wave-1 repair: re-distilled from masterfile/v2 (truncation incident 2026-06, delta-first rules)
v5.5 distilled from v2 via Claude Sonnet
Initial release
Works well with
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