When developing solo, time spent manually slicing textures, generating normal maps, or organizing audio cues is time stolen from gameplay architecture. Automation is survival.
I built a centralized Python pipeline that hooks into Git pre-commit triggers. Whenever raw FBX models or PNG textures are pushed, the pipeline runs automated geometry validation, generates texture atlases with Pillow, and produces binary mesh files consumed directly by our C++ engine.
What once took half a day of tedious work now executes silently in 12 seconds.