I use Microsoft Azure DevOps (or Azure Repos) as the central hub for all my major projects. This isn’t just about hosting code, it’s about making sure anyone joining the project can understand what’s happening, why decisions were made, and how to contribute without breaking things.
Source control & branching:
I follow a clean branching strategy (main / develop / feature branches). No one pushes directly to main, everything goes through pull requests.
Pull requests & peer reviews:
Every change, whether it’s a new feature, a bug fix, or a refactor, requires a pull request. Before merging, at least one other person reviews the code. I write clear PR descriptions that explain what changed and why. Reviewers check for logic errors, performance, and consistency. This catches bugs early and spreads knowledge across the team.
Code comments & self‑documenting code:
I write comments that explain intent, not just what the code does. Complex algorithms, network RPCs, and edge cases get clear inline documentation.
Task tracking (work items):
Big features or bugs start as a Task or Issue in Azure Boards. Each task has a description, acceptance criteria, and a link to the relevant pull request. This way, anyone can see what’s in progress, what’s done, and what’s coming next – without having to ask.
Wikis for living documentation:
I maintain a project wiki in Azure DevOps. It includes setup instructions, architecture overview, deployement steps and knows issues.
I am not a professional 3D artist. I don’t create production‑ready character models or high‑end textures from scratch. What I do have is a solid working knowledge of Blender (and a little 3DS Max) that lets me communicate directly with designers, understand their constraints, and make better engineering decisions.
Basic modeling – I can block out shapes, adjust verts/edges/faces, and create simple props or collision proxies.
UV unwrapping – I understand why UVs matter (texture mapping, lightmaps) and how to lay them out without crazy stretching.
Rigging fundamentals – I know what bones, armatures, and weight painting do. I can set up simple mechanical rigs or understand why an artist needs a certain bone hierarchy.
Topology awareness – I know what good edge flow looks like, why quads matter, and where poles cause deformation issues. I won’t ask an artist to “just decimate the mesh” without understanding the consequences.
Export/import pipelines – I know how to bring FBX/glTF into Unity or Unreal, check scale, rotation, and material assignments.