//dousen/main — for Jira + Perforce studios free studio beta

The automation framework
for game assets. Batteries included.

Dousen connects Jira, Perforce, your DCCs, and Unreal Engine. Artists publish from the DCC. Dousen validates the asset, imports it into Unreal, and moves the Jira ticket when the changelist is submitted.

Free during the studio beta, and free forever for teams of up to 5 users.

pipeline.log live
17:21:08desktopchangelistCL 28471 opened for HBR-142
17:32:40mayacollect3 instances · SM_CargoCrate_01 checked
17:32:41dousenvalidatenaming ✓  transforms ✓  poly count ✓
17:32:43dousenexportSM_CargoCrate_01.fbx → bridge → unreal
17:32:47unrealimport/Game/Props/Cargo/SM_CargoCrate_01 · saved
17:32:47desktophistorySM_CargoCrate_01 · Imported
17:48:02perforcesubmitCL 28471 submitted
17:48:03jiratransitionHBR-142 · In Progress → In Review

The log follows one asset from a Jira task to a submitted changelist. The changelist opens from the task, the checked instance is validated and exported, Unreal imports and saves it, and the Jira ticket moves when the changelist is submitted.

ships with addons for
blender maya houdini 3ds_max substance_painter substance_designer unreal_engine_5

What Dousen automates

Dousen runs when artists save, publish, or submit a changelist, and handles the changelists, validation, Unreal imports, and Jira updates around those steps.

on_save

Publish from the DCC

The Dousen panel in Blender, Maya, 3ds Max, and Substance collects the publishable objects in your scene as instances. Check the ones you want and click Publish. Houdini publishes from shelf tools. In Blender, Maya, 3ds Max, and Substance Painter, turn on publish-on-save to publish the checked instances each time you save. It doesn’t run the full validation.

SM_CargoCrate_01 ✓  SM_CargoBarrel_01 ✓  SM_CargoPallet_01 —

pre_export

Validation before export

Naming conventions and validators are set per project and per asset type in the web portal. A misnamed mesh or an unfrozen transform is caught in the DCC before export. In Maya and 3ds Max, Select Invalid selects the failing objects, and Repair fixes them where a validator supports it.

static_mesh · SM + CargoCrate + 01 → SM_CargoCrate_01 ✓

on_publish

Import and save in Unreal

The export (FBX, or textures from Substance) goes over the local bridge to the Unreal editor connected to the same project, or to a background import if no editor is open and headless import is on. Unreal imports it to the path your conventions define and saves it. Publish history in DousenDesktop shows each instance as imported, failed, or unconfirmed.

SM_CargoCrate_01.fbx → /Game/Props/Cargo/SM_CargoCrate_01

on_submit

Changelists and Jira transitions

Every changelist opens from a Jira task in DousenDesktop. File locks and checkouts show in the DCC’s Perforce tab. When you submit the changelist, Dousen runs the Jira transition configured for the project.

CL 28471 submitted → HBR-142 In Review

The desktop app and the DCC panel

DousenDesktop runs in the tray with your Jira tasks, changelists, and app launchers. The Dousen panel inside each DCC handles validation and publishing. Screenshots use a sample project.

dousen_desktop — my tasks
DousenDesktop My tasks tab: launcher tiles for Maya, Blender, Substance Painter, and Unreal Editor; a Jira task list; the selected task Cargo crate: final geometry with status In Progress and changelist CL 28471; and Open in Jira, Open changelist, and Submit changes buttons.
Select a task, click Open changelist, and launch the DCC from the same window. The latest publish result shows at the top.
maya — dousen panel
Dousen Publish tab in Maya: three collected instances, SM_CargoCrate_01 and SM_CargoBarrel_01 checked and SM_CargoPallet_01 unchecked; the results list shows Frozen transforms failing on the barrel with a Select Invalid button.
The crate and barrel are checked. The barrel fails Frozen transforms, so Select Invalid finds it in the scene. The unchecked pallet stays out of the publish.
dousen_desktop — publish history
Publish history in DousenDesktop: connected apps maya and unreal; SM_CargoCrate_01 imported and saved in Unreal, SM_CargoBarrel_01 failed, and SM_CargoPallet_01 unconfirmed, each with its validated, exported, and delivered stages.
Each instance shows its stages. Imported means Unreal saved the asset. Check failed and unconfirmed results before you publish again.

Import settings in Unreal

Dousen imports with Unreal’s Interchange framework. The import settings come from the project conventions and are saved with the asset, so a reimport replays them.

import_profile

Named import profiles

A profile in the project conventions sets mesh import options such as nanite, collision, normals, tangents, import_lods, and uniform_scale. Tag an instance with import_profile and Dousen imports it with those settings.

instance_manifest

Reimport keeps existing members

On reimport, the existing members of a multi-mesh instance keep their asset paths and settings. New members aren’t imported until you approve them with Review instance topology in the Content Browser. Removed members stay in the project.

project_stack

Opt-in stack for manual imports

To use your conventions for manual imports too, install a project stack with the Dousen.InstallImportStack console command. You can then select the stack in the Content Browser import dialog. Installing a stack doesn’t change any Content Browser default.

Read the Interchange guide →
dcc — material picker
Material picker: the CrateBody and MetalBands slots assigned the Painted Metal catalog material; BaseColor, Normal, and ORM texture paths and a roughness multiplier for CrateBody.
Assign a catalog material to each slot and bind its texture channels before publishing. Unreal creates the material instance on import.

Set up one project, then roll it out

01

Configure the project in the portal

Create the project, connect Jira and Perforce, and set the naming conventions and validators for each asset type. Run Dousen in the cloud or self-hosted.

02

Prepare one workstation

Install DousenDesktop and run the setup wizard, then sign in. The wizard can create the Perforce workspace, find your DCCs, and check the Unreal project you select for the plugin. The DCC addons are bundled with the installer.

03

Publish a test asset

Publish one small instance and check that Unreal saved it. Then install DousenDesktop on the other workstations. Conventions and validators come from the server.

Follow the quick start →
portal — validators
Validators for the Static Mesh node in the portal: an example name and path, a naming rule inherited from Global, a rule added here, and a polygon count rule overridden with a Maximum triangles value of 12000.
Validators for the Static Mesh asset type: a naming rule inherited from Global, a rule added for this project, and a polygon count rule overridden with a Maximum triangles value.

Request early access

Dousen is in free beta for pilot studios, and stays free forever for teams of up to 5 users. Tell us about your team and the DCCs you run, or email [email protected], and we’ll set your studio up.