Game Art Pipeline Shift from Maya to Blender | Lluc Romani | NZGDC 2025

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This talk explores our studio’s transition to Blender as a full art production tool for our in-house new game, a co-op shooter called Cosmorons.

As Art Director at Blind Squirrel Games, I’ll share how we approached the migration, adapted our workflow, and trained the team.

I’ll present a case study showing how Blender was used to model, rig, animate, and export game-ready assets, highlighting both the benefits and challenges we faced during the shift.

This session offers practical insight into making Blender production-ready for game development with Unreal Engine.




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