3D animation in Blender

Take game art from conceptto an asset the team can use.

A team making characters and props. Engine checks happen in your tools, and the notes and files come back here.

Who it is for

3D animation in Blender

For studios that animate in Blender. Every shot goes from layout to compositing, and Desktop Helper brings each artist the right files.

Game development

Get engine feedback back to the artist, with the files to fix it.

Track characters, props and sets in a grid. A failed engine check becomes a clear next version.

  1. Set up the backlog

    One item per asset. Characters get rig and animation stages. Props get fewer.

  2. Make and check the asset

    Publish from Blender and add engine captures for review.

  3. Track fixes

    Draw on the preview, publish the fix and see what is ready in the grid.

game environment
  1. Art brief
  2. Concept
  3. Model & texture
  4. Rig / animate
  5. Engine check
    Visual + technical check
  6. Polish
  7. Art handoff
Asset
Character
Stages worth tracking
Model → textures → rig → animation → engine check
Review evidence
Motion preview and engine capture
Asset
Static prop
Stages worth tracking
Model → UVs/materials → engine check
Review evidence
Turntable and in-scene screenshot
Asset
Environment set
Stages worth tracking
Blockout → art pass → engine check → polish
Review evidence
Level capture with visual and technical notes