Blender Studio and Godot are changing how small teams make games. Simon Thommes talked about this on the SEDaily podcast. He spoke plain. He showed what open...
Blender Studio + Godot: Open Game Development That Actually Works — Notes from a MakerBlender Studio + Godot: Open Game Development That Actually Works — Notes from a Maker
Introduction
Blender Studio and Godot are changing how small teams make games. Simon Thommes talked about this on the SEDaily podcast. He spoke plain. He showed what open production looks like.
What is Blender Studio?
Blender Studio is the creative arm of the Blender Foundation. It makes films and games. It shows what Blender can do. It is both an art lab and a tech lab. Everything is open. Assets, production files, workflows — they publish them. That matters. You can learn from real projects. You can reuse real art.
Why Godot matters for indie game dev
Godot is free. It is open source. It is lightweight. It runs on many platforms. For indie teams, Godot is fast to learn. It plays well with Blender. Export a model. Import a scene. Tweak. Ship.
How Blender Studio pushes open production
Blender Studio does more than make pretty images. They publish the whole pipeline. You see concept art, rigs, textures, and scene files. You see how render settings change a shot. You see how assets were optimized for production. That transparency shortens your learning curve.
My experience — a Seattle apartment prototype
I built a small prototype in my Seattle apartment. I used Blender to model a simple town. I used Godot for player controls and collision. It was rough. It taught me discipline.
I have worked at Google, Microsoft, Amazon, and Zulily. I learned systems at scale. But small projects teach different lessons. You see cost. You see trade-offs. Blender Studio’s open files saved me hours. I reused a texture and a lighting rig. I avoided mistakes I would have made alone.
Key workflow tips
- Start with good naming. Names help later. Blender and Godot like clean names.
- Use a consistent unit system. Meters in Blender. Meters in Godot.
- Bake animations when needed. Godot handles baked clips well.
- Keep textures power-of-two sizes for performance.
- Export as glTF for best compatibility.
Tools and file formats
Use glTF for scenes and models. Use PNG or DDS for textures depending on the target. Use FBX when you must, but prefer glTF. Godot supports glTF 2.0 with many advantages: PBR materials, node hierarchies, animations.
Simon Thommes and SEDaily — concise lessons
Simon’s point on the podcast was simple. Build in the open. Learn from real files. Share what you can. That mentality builds better tools. It trains better artists. It grows the community.
Where to start today
- Visit Blender Studio. Download an open production file. Study it.
- Open it in Blender. Inspect meshes, materials, and rigs.
- Export to glTF and import to Godot.
- Prototype mechanics. Keep art simple at first.
- Iterate. Publish what you can.
A small moral note
Good craft is steady work. The Bible calls labor noble. I grew up with that idea. It helps now. Make. Share. Improve.
Closing — voice from Ernie Castro
I am Ermenildo Valdez Castro, Jr. I write code and make things. I live in Seattle. I teach myself in short sprints. Blender Studio and Godot make that possible. You can learn from their files. You can make a game.
Keywords: Blender Studio, Godot, game development, Simon Thommes, SEDaily podcast, open production, Blender assets, glTF, indie game dev.
— Ernie Castro 😊