The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK, a short open source game, centered around incorporating Blender & Godot.
Get insight into the planning & game design of our brief 4 month production period, the paper-craft art style that resulted in a distinct low-poly look and our glTF & Blender Asset oriented pipeline, that allowed us to create & iterate directly in Blender for art-assets, animations and entire levels.
The presentation gives various points of view and insights from the production and how Blender and Godot were incorporated together. This was done with direct input from Godot developers and resulted in various bug reports, fixes and small feature improvements for glTF I/O. The talk also highlights the trials and successes from a very short production scope and design, made by a studio that has a background in film production instead of game development.