Simon Thommes
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.
Session
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.