The asset pipeline is a seriously underrated and challenging part of game development. When you start having hundreds of meshes, animations, textures, etc. it becomes an interesting challenge to make the iterating feasible and enjoyable. I work on a game that used DCC tools as the editors + exporters and the workflow did not age well. I agree strongly with this article that a game editor that reused the engine internals is more ideal. It gets even more interesting and tricky when you have a networked game!