Rapid design iteration: A deep dive in Breacher's level editor

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 conference.blender.org/2023/
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Пікірлер: 15

  • @kenziemac130
    @kenziemac1308 ай бұрын

    Using blender as a level editor like this is amazing for anyone working in a custom 3d/engine or framework as well.

  • @alvarorodriguez1592
    @alvarorodriguez15929 ай бұрын

    Very good idea. Thanks for sharing!

  • @umbraon7516
    @umbraon75169 ай бұрын

    Thanks for sharing, really enjoyed it!

  • @boggledeggnoggler5472
    @boggledeggnoggler5472Ай бұрын

    I’m hoping to do this in my unreal game I started working on. Great talk, thanks for sharing

  • @gazeth
    @gazeth8 ай бұрын

    That talk is packed full of tips. Awesome to see the tools are open sourced.

  • @carpenterblue
    @carpenterblue9 ай бұрын

    Extremely interesting. I need to research if this can be done in Godot.

  • @fraklin6

    @fraklin6

    9 ай бұрын

    I think it can be done! However, it'll be a LOT of set up.

  • @millerbyte

    @millerbyte

    9 ай бұрын

    @@fraklin6 A LOT of set up compared to this Unity workflow? Or a LOT of set up generally? Godot supports importing .blend files natively, and allows you to attach your own post-processing import scripts.

  • @millerbyte

    @millerbyte

    9 ай бұрын

    Godot also natively supports adding a few different child nodes to imported meshes by providing suffixes for the object names in Blender (-col to add a collider with the same shape as the mesh, -col-only, -noimp, etc)

  • @carpenterblue

    @carpenterblue

    9 ай бұрын

    @@millerbyte I know about those and already using them, Godot has some GLTF classes that seem to be able to read this data.

  • @miname6283
    @miname62839 ай бұрын

    Interesting talk, we are wrestling with the same pipeline issues right now

  • @SimeonRadivoev
    @SimeonRadivoev2 ай бұрын

    I wonder why they used FBX insead for GLTF or The Blender scene file itself.

  • @5ad1s

    @5ad1s

    Ай бұрын

    Unity doesn't yet natively support GLTF AFAIK, or at least the version we use in Unity. Would GLTF be better? Export times are quite high for our FBX files.

  • @romulino
    @romulino9 ай бұрын

    Really cool stuff. I think it would work even better in unreal engine as you can run python on both sides! This is giving me many ideas now. 😊

  • @waelsahly30
    @waelsahly309 ай бұрын

    nice