
MAKING OF DOGWALK (BLENDER STUDIO)
The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK, a short open source game, centered around incorporating Blender & Godot.
Get insight into the planning and game design of Blender’s brief four month production period, the paper-craft art style that resulted in a district low-poly look and their gITF and Blender Asset oriented pipeline, that allowed the studio to create & iterate directly in Blender for art-assets, animations an entire levels.
JULIEN KASPAR
Julien has been using Blender for over 15 years, and joined the Studio in 2017. He applies his skills to characters, asset libraries and sets from early concepts to final production assets. With his experience and sense of design and aesthetics, he contributes to educational material and software module coordination. Passionate about video games, DOGWALK in his directorial debut.
SIMON THOMMES
Simon is mainly responsible for the implementation of the various art styles the Blender Studio creates dor their projects. His skillset is tailored to finding creative solutions to a range of technical problems with a focus on the visual aspects of the studio’s films.
He frequently engages in creating educational material and his technical expertise has been instrumental for the design of systems in Blender such as the Geometry Nodes project.
VIVIEN LULKOWSKI
Vivien is a visual development artist, contributing concept art, color scripts and any other design work that helps in shaping the look of the movie. Having worked as a freelance artist in video games, advertisements, print media and animation before joining the Blender Studio, provided her with a swiftness and creative flexibility when approaching any kind of new project through digital and traditional means.

