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Blender and Godot in Game Development with Simon Thommes

35 min episode · 2 min read
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Episode

35 min

Read time

2 min

AI-Generated Summary

Key Takeaways

  • Custom GLTF Pipeline: Blender Studio built custom export extensions using GLTF metadata to handle collision meshes, nested asset hierarchies, and scene data, allowing artists to define game properties directly in Blender without touching Godot during asset creation.
  • Explicit Publishing Workflow: Rather than using .blend files directly in Godot, the team implemented an explicit export step that gives production control over what enters the game pipeline, preventing work-in-progress assets from accidentally shipping and enabling custom data injection.
  • Accelerated Production Cycle: Blender Studio shifted from one project per year to four projects annually to better align with Blender's rapid development cycle, enabling faster testing of new features and more representative feedback for the software development team.
  • PBR Papercraft Solution: The team chose a physically-based rendering papercraft art style specifically because it works with standard GLTF material workflows across both Blender and Godot, eliminating the need for complex custom shader replication between the two engines.

What It Covers

Blender Studio technical artist Simon Thommes explains building Dog Walk, an open-source game using Blender and Godot, focusing on creating a production pipeline between the two tools while maintaining Blender-centric workflows for artists.

Key Questions Answered

  • Custom GLTF Pipeline: Blender Studio built custom export extensions using GLTF metadata to handle collision meshes, nested asset hierarchies, and scene data, allowing artists to define game properties directly in Blender without touching Godot during asset creation.
  • Explicit Publishing Workflow: Rather than using .blend files directly in Godot, the team implemented an explicit export step that gives production control over what enters the game pipeline, preventing work-in-progress assets from accidentally shipping and enabling custom data injection.
  • Accelerated Production Cycle: Blender Studio shifted from one project per year to four projects annually to better align with Blender's rapid development cycle, enabling faster testing of new features and more representative feedback for the software development team.
  • PBR Papercraft Solution: The team chose a physically-based rendering papercraft art style specifically because it works with standard GLTF material workflows across both Blender and Godot, eliminating the need for complex custom shader replication between the two engines.

Notable Moment

Simon revealed he had never used Godot before this project despite being the lead programmer, learning GDScript during production and discovering that Godot's signal system extends to the file system, enabling custom pipeline automation he couldn't achieve in Blender.

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