When we started creating levels for our VR game Breachers we noticed we had to make adjustments within Blender that also needed to be reflected on Unity’s side, giving us lots of repetitive work and also being prone to errors.

As such, we started building a workflow to move functionality from Unity to Blender’s side. As development of Breachers went on, we continued adding functionalities and eventually ended up with the ability to create almost complete levels exclusively in Blender.
In this talk, Jel will go over how we extended Blender to work as an almost complete level editor.

Going over how the workflow technically functions, how we used Blender’s Python API to create a better user experience for our artists, and generally going over the best practices of working this way.

“Rapid design iteration: A deep dive in Breacher’s level editor” by Jel Sadones —

Learn more about Blender Conference 2023 at https://conference.blender.org/2023/

#BCON23 #b3d

Vastaa

Sähköpostiosoitettasi ei julkaista. Pakolliset kentät on merkitty *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>