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UID:pretalx-godotcon-ams-2026-JSCM7T@talks.godotengine.org
DTSTART;TZID=CET:20260423T142500
DTEND;TZID=CET:20260423T145500
DESCRIPTION:This talk traces the evolution of a Blender-to-Godot workflow f
 or building RPGs: what worked\, what didn't\, and where we are now. Drawin
 g on the Blender-Godot Pipeline and Blender Studio's DOGWALK\, the workflo
 w grew from a one-way export into something reciprocal\; Godot project dat
 a extracted and mirrored into Blender\, enabling direct configuration of s
 cene instances (door states\, trap connections\, loot tables) in the viewp
 ort.\n\nWe'll cover the full workflow: asset & scene authoring\, synchroni
 zation\, and the bi-directional data pipeline. The system keeps adapting a
 s the project's needs change\, and we'll get into the edge cases that forc
 ed redesigns\, the synchronization pitfalls\, and the tradeoffs still bein
 g negotiated.
DTSTAMP:20260627T010751Z
LOCATION:Theatre 2
SUMMARY:Never Done: An Evolving Blender Workflow for Building RPGs - David 
 M. Lary
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/JSCM7T/
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