Simon Thommes is the Lead Technical Artist at Blender Studio, where he spearheads the technical implementation of innovative game projects that showcase the synergy between Blender and Godot. As a key member of the DOGWALK development team, Simon brings extensive expertise in creating efficient asset pipelines and technical workflows.
With deep knowledge of both Blender’s 3D capabilities and Godot’s game engine features, Simon specializes in developing technical solutions that bridge the gap between content creation and game development. His work focuses on optimizing workflows, creating custom tools, and ensuring seamless integration between Blender’s asset creation pipeline and Godot’s runtime environment.
At GodotFest 25, Simon will share technical insights from the DOGWALK project, covering the development of custom asset pipelines, glTF integration strategies, and practical approaches to creating efficient workflows between Blender and Godot. His expertise will help developers understand how to build robust technical foundations for cross-platform game development projects.