PIXEL FEDERATION, a game development company, has always been at the forefront of innovation, exploring new platforms and technologies to push the boundaries of our gaming experiences. One such journey is our extensive integration of Blender into our workflows, which is transforming the way we approach game design and development.
This talk aims to share our journey of incorporating Blender into our pipeline and how it not only optimizes our workflow, but created a space for community.
The presentation will focus on:
- The role of Blender in our pipeline: how we were able to switch
- The challenges we face in transitioning to Blender and how we overcame them.
- Blender Management System and Community: as challenges outcome.
Martin Kolcun is a generalist, currently serving as a 3D Artist in the Research and Development department at Pixel Federation.
Originally trained as an engineer and architect, Martin's journey into the game development realm began in 2014 when he contemplated the use of game engines in architectural visualization (archviz). This led him to a revelatory idea: why not develop a game himself? Hi…read more.
Patrik started his journey into the world of 3D and CGI during his studies of Architecture.
After working in the Archviz industry, developing tools in various different software packages, he finally fell in love with Blender.
His current work is focusing on proceduralism and Geometry Nodes and building pipelines around Blender in the mobile gaming industry.
3D artist & closet indie developer - also going by Kay Venn online.