We don't tie ourselves to specific software; any 3D editor with a basic set of tools will suffice for most assignments. Our authors work with different programs such as Maya, Blender, 3ds Max, and Cinema 4D.
On the platform, we focus on fundamental artistic and technical principles that are universal across different programs. Working with silhouette, form, topology, major/mid/minor shapes, rhythms, and damage—none of these things care which program you're using or which tools you're utilizing. So if you already know a 3D editor, stick with it.
Additionally, for each assignment, we will provide a set of hints and tips for various software. For example, if we use the Bevel, Extrude, and Cut tools in an assignment, we will show these tools in Maya, Blender, and 3ds Max in the "Buttons" section. Initially, there may be few buttons, but we will expand this section as the platform develops.
In later skills, in the "Textures" branch, we will work with Substance Painter and Designer, but you can also use Marmoset Toolbag or Mari instead. Occasionally, engines like Unreal Engine or Unity will be required.