Tech Feed - December 25, 2025
Articles and podcasts from the software engineering world.
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Blender and Godot in Game Development with Simon Thommes
Here is a 250-350 word summary of the podcast episode "Blender and Godot in Game Development with Simon Thommes":
Simon Thommes, a Lead Technical Artist at Blender Studio, joins the podcast to discuss Blender Studio's work and the development of their recent game, DOGWALK.
Blender Studio is the creative arm of the Blender Foundation, dedicated to producing open-source films, games, and projects that showcase Blender's capabilities. By using the latest Blender builds and an all-open-source pipeline, the studio pushes the boundaries of 3D animation and shares their workflows publicly.
For the game DOGWALK, Blender Studio wanted to explore using Blender and the Godot game engine in tandem. As a technical artist, Thommes played a key role in developing a pipeline to seamlessly transfer assets from Blender to Godot. The goal was to leverage Blender as the primary content creation tool, with as little work as possible required in Godot.
Thommes discusses the challenges and learnings from this process. Key insights include:
- Choosing a papercraft art style allowed them to focus on the Blender-to-Godot pipeline rather than complex shader work
- Extending Blender's glTF exporter to include collision data made asset integration smoother
- Godot's extensibility through scripting and signals enabled Thommes to build a highly customized import process
While much of the pipeline is already incorporated into Blender 4.5, Thommes notes plans to further refine and document the tooling to make it more accessible to the broader community. The Blender Studio is committed to driving Blender's game development capabilities by sharing their learnings and collaborating with the Godot project.
Overall, this episode provides a fascinating glimpse into how a studio at the forefront of open-source 3D creation navigates the evolving landscape of cross-platform game development.
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