All guides
"Asset licences in plain English: CC0, CC BY, royalty-free and 'personal use'"
What each common licence lets you do with bought or downloaded 3D assets in a commercial game - and the clauses people miss.
"Blender to game engine: an export checklist for GLB and FBX"
Scale, axes, applied transforms, pivots, materials and LOD names - the checks that save a day of fixing imports.
Texture memory math - why one 4K texture can cost 85 MB
Width x height x bytes per pixel, plus mipmaps. The arithmetic behind video-memory budgets, and the formats that cut it by 4-16x.