Game Art Pipeline Shift from Maya to Blender | Lluc Romani | NZGDC 2025
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Published on ● Video Link: https://www.youtube.com/watch?v=blnv8Xbmn7k
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.