How do production studios using Blender structure their pipelines—and how open can they really be? This talk presents findings from the Paneurama project, based on interviews with three French studios (Cube Creative, Autour de Minuit, and Normaal) that place Blender and open-source principles at the heart of their workflows. We share comparative maps of their dataflows, toolchains, and IT infrastructures, highlighting major differences despite shared tools. This presentation invites the Blender community to help expand this collective mapping effort and foster a culture of transparency and collaboration.
Swann Martinez is developer/researcher at CUBE Creative and associate doctor at INREV (University Paris 8). On one hand, he is currently involved in the production pipeline development and design. On the other hand, his academic research is focused on what real-time collaboration could bring on the table for computer animation in terms of innovative creation workflow.
My current research focuses on the socio-technical infrastructures of digital image production in animation, VFX, and game studios across Europe. Combining field interviews, pipeline analysis, and technical prototyping, my work investigates how software, IT systems, and production workflows shape aesthetic choices, labor organization, and professional trajectories. I am particularly interested in…
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