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 programWho we are
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.
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.
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.
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.
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.
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.
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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.
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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.
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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.
Questions about the program?
Reach out directly — the team responds to specific questions about track fit, scheduling, and prerequisites.