3D Game Design Archive

Every lecture, concept breakdown, and technique from Trintaflow — collected and organised so you can find exactly what you need.

3D game design fundamentals course materials and workspace
38 lectures archived since 2014

About this archive

Every piece here started as a real question from a student or a problem encountered during actual production work. Nothing is padded out for word count — if a lecture exists in this archive, it earned its place by covering something that genuinely trips people up. Expect blunt explanations, specific tool references, and honest notes about where things get complicated.

All archived lectures

Arranged by production order, not difficulty. Reading sequentially makes sense, but each lecture also stands on its own if you are looking for something specific.

01

How polygon count actually affects your game

Polygon budgets feel abstract until your frame rate drops mid-demo. This lecture walks through what a mesh budget means in practice — how to count tris in Blender, what "LOD" does at runtime, and why the difference between 4 000 and 40 000 polygons on a single prop matters more than most tutorials admit.

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04

Baked versus real-time lighting — when each one breaks

Choosing between baked and real-time lighting is not a style preference, it is a performance decision. Baked lighting looks great until a door opens or a light switches off. Real-time lighting is flexible until you run it on mobile hardware. This lecture covers the specific conditions where each approach fails and what hybrid setups look like in a real project.

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08

UV seams, texture stretching, and why both keep happening

UV unwrapping is one of those tasks that looks straightforward in a tutorial and feels chaotic on an actual model. Seams show up in the wrong places, textures stretch on curved surfaces, and the lightmap UV conflicts with the diffuse UV. This lecture goes through the specific decisions — where to cut, how to check for stretch, and how to organise multiple UV channels without losing track.

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12

Shader graphs without the guesswork

Shader graphs look intimidating until you understand what each node category actually does to the pixel. This lecture starts from the output node and works backward — explaining what Base Color, Metallic, and Smoothness inputs physically represent, then building three common effects from scratch: wet surfaces, emissive outlines, and vertex-animated foliage. No prior shader experience assumed, but some geometry knowledge helps.

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Something specific you cannot find?

The archive grows as the programme does. If a topic is missing, the learning programme page shows what is scheduled next — or reach out directly.