David M. Lary
David M. Lary is seasoned software engineer with over 25 years of professional experience in systems programming, kernel development, and tooling. His relationship with technology has always been rooted in game development, starting with MUD coding in the mid-1990s and evolving into 3D with Godot & Blender in 2022.
Session
This talk traces the evolution of a Blender-to-Godot workflow for building RPGs: what worked, what didn't, and where we are now. Drawing on the Blender-Godot Pipeline and Blender Studio's DOGWALK, the workflow grew from a one-way export into something reciprocal; Godot project data extracted and mirrored into Blender, enabling direct configuration of scene instances (door states, trap connections, loot tables) in the viewport.
We'll cover the full workflow: asset & scene authoring, synchronization, and the bi-directional data pipeline. The system keeps adapting as the project's needs change, and we'll get into the edge cases that forced redesigns, the synchronization pitfalls, and the tradeoffs still being negotiated.