New intake Masterclasses on game-ready 3D assets are now open — limited seats per cohort across all regions.
BrekDovnus
BrekDovnus team working on 3D modeling projects
About BrekDovnus

Built around one craft

Started in 2015 with a single question: why is it so hard to find structured, honest instruction in 3D modeling for games? BrekDovnus grew from that frustration into a platform where working professionals teach what they actually do.

See the learning program

Specialists who stayed close to the work

Every instructor at BrekDovnus has shipped titles — mobile, indie, AA. They teach topology decisions, UV workflows, and asset optimization not because they read about it, but because they ran into those problems on real deadlines.

Lessons are built around Blender, Substance Painter, and Maya — the tools studios actually use. Sessions go deep on specific techniques rather than covering everything at surface level.

Participants from Kharkiv, Lviv, and smaller cities across Ukraine access the same material simultaneously. Schedules are structured to work alongside full-time jobs or university.

9 Years running active programs
14 Distinct masterclass tracks
6 Active instructors with studio credits
24 Regions with enrolled participants

The instructors

Three of the people who run sessions at BrekDovnus. Each one still takes on freelance or studio work between teaching — which keeps the material from going stale.

Instructor demonstrating 3D modeling workflow in Blender

Taras Velykanets

Hard-surface and environment art

Worked on environmental assets for two published mobile titles. Runs the topology and LOD optimization track at BrekDovnus, with a focus on real-time constraints.

Blender · Maya · Unreal Engine
3D character modeling project at an advanced stage of development

Oksana Hryn

Character art and rigging

Spent four years at a mid-sized studio in Kyiv building character pipelines. Her sessions at BrekDovnus cover anatomy-based sculpting and weight painting without shortcuts.

ZBrush · Blender · Substance

Dmytro Savchuk

Texturing and material workflows

Freelance texture artist with credits across indie and AA projects. Teaches the full PBR pipeline from baking to final export, including common errors that cost time in production.

Substance Painter · Marmoset

How sessions are structured

Each track is built around a specific production problem, not a software menu. Participants work on assets that could plausibly appear in a shipped game.

  • 01

    Demonstration before explanation

    Instructors show the full process first, including dead ends and corrections. Theory comes after participants have seen the technique in motion.

  • 02

    Asset review with written notes

    Submitted work gets specific written feedback, not just a score. Comments address topology decisions, UV efficiency, and naming conventions.

  • 03

    Regional access without compromise

    Sessions are recorded and timestamped. Participants in different time zones or with irregular schedules get the same material at the same pace.

BrekDovnus session in progress showing 3D modeling demonstration

Questions about the program?

Reach out directly — the team responds to specific questions about track fit, scheduling, and prerequisites.