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Article
  • Project DogWalk

Announcing Project DogWalk

The game project of 2025 has officially started. Here's a quick look at what's ahead.
  • Update
  • 20 January
  • 3 min read
Julien Kaspar
Julien Kaspar Director
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This month we started development and pre-production of Blender Studio's second, long awaited video game project. The entire art team moved onto the project and started cooking.

The Interactive Project

That's what we've code named it in 2024 when I pitched it to the team. Not to avoid calling it a game (which it absolutely is) but it helped us think a bit broader. Instead of only focusing on a game that is fun we set our eyes on:

  • Compelling interactive storytelling
  • Asset creation for real-time rendering

One of Viviens concepts for the dog and playable character called "Chocomel".
One of Viviens concepts for the dog and playable character called "Chocomel".

At this point, the Blender Studio has firmly established itself as a film studio. So pivoting to video games is putting us in uncharted territory. Also, with 2025 being filled with lots of small projects, we reserved 4 months for the development of this game. That's not a lot. Games usually take years of hard work and iteration. That's why we dubbed the scope of the project a Micro-Game which we define by these points:

  • A playtime of a single sitting
  • Oriented around a single mechanic
  • Extended primarily via replayability and player expression
  • Reliant on a reusable & modular asset library

We'll embrace a humble and experimental spirit and also adapt to a new art-style of "papercraft". Overall, it's less ambitious than previous projects, by necessity, while leaning on the strengths of our team as much as possible.

A picture from the art desk where the assets are first designed and painted on paper with watercolors.
A picture from the art desk where the assets are first designed and painted on paper with watercolors.

A Winter Playground

Project DogWalk will take place in a small snow-covered woods. You play as an adorable big dog who, together with their kid owner, is trying to decorate a snowman with the best things they can find nearby.

While you are a force of nature that the environment cannot stop from exploring, your little companion is very easily dragged and flung around and might get stuck. It's about whacky slip-ups and building a relationship.

An early test render with test papercraft environment assets and lighting from Beau and Andy.
An early test render with test papercraft environment assets and lighting from Beau and Andy.

Made in Blender. Powered by Godot.

Blender's first game project Yo Frankie was created in back in 2008, which helped test and develop the Blender Game Engine (RIP). Now there's the fantastic opportunity to work with the Godot Project to make a game happen again. Godot made big leaps in past years and it's exciting to see it being adopted and grow more and more.

Our main focus is and has always been testing Blender, but more broadly we are an Open Source studio. We run our workstations on Linux and restrict ourselves to the of FOSS tools and softwares to create our projects. It's not just Blender. Thus with this project we can finally welcome Godot to our tool-belt.

A first test by Simon to export our lookdev files to Godot and experiment replicate the lighting.

To make sure that our focus is still on testing and improving Blender, we will explore workflows to craft all assets and levels directly in Blender and develop a pipeline to have these seamlessly exported to Godot. Most of the heavy lifting to make this happen is already implemented thanks to the glTF file support and Godot's flexible importing features. Quite some time will be devoted to research how this can be improved even further. More specifics on that another time.

Weekly Updates Incoming!

The project page is now live and all our incredible subscribers who support our projects will get weekly production logs, artworks, videos and files which you can download and enjoy.

Our environment assets are painted and crafted in real life, scanned and then modeled in Blender.

There will also be regular DevLog posts in our Blog with more information on the design, art style, production goals and more. We're really excited to share more in the coming 4 months. So I hope you are too and will join us on this exciting new project.

Thanks for reading!

Join to leave a comment.

20 comments
Andre Kling David
Andre Kling David
Feb. 10th, 2025

Can you guys share whats the scope in regards to pipeline development? is there plans to connect gemoetry nodes with godot? or transfer bendy bones(very unique thing of blender) for example? Maybe have godot running inside blender?

Simon Thommes
Simon Thommes
Feb. 10th, 2025

@Andre Kling David Since one of the main ideas of this project is to keep the scope small, so that we can finish everything within a few 3 to 4 months we aren't planning to tackle every aspect of the pipeline in a lot of depth. The main target is improving the glTF i/o between Blender and Godot. Follow the findings of that on the devtalk thread: https://devtalk.blender.org/t/state-of-interoperability-between-godot-and-blender/38559

Andre Kling David
Andre Kling David
Feb. 10th, 2025

This is a really cool opportunity to develop a strong pipeline with a different engine, but have you guys also considered to support the blender game engine that still lives on at https://upbge.org/#/

Julien Kaspar
Julien Kaspar
Feb. 10th, 2025

@Andre Kling David Sadly we're not working with the UPBGE engine for this project. But in theory all the assets can be reused for testing in that engine.

YannK
YannK
Feb. 4th, 2025

A quick note to ask if it is normal we don’t have a quick link to the project from the header bar. I have to go through this article to find the link everytime I want to see novelties.

Simon Thommes
Simon Thommes
Feb. 10th, 2025

@YannK When you check under Projects in the header, you can find the latest project right there

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Julien Kaspar
Julien Kaspar
Feb. 10th, 2025

@YannK The banner on the home page will also be up soon

Björn Strandberg
Björn Strandberg
Jan. 28th, 2025

Sounds great! I have some questions about the project's goals. What will the target platform be? A browser-based option like WebGL, Vulkan, or WebGPU, or an executable for itch.io or perhaps Steam?

Julien Kaspar
Julien Kaspar
Jan. 28th, 2025

@Björn Strandberg For platforms we target Linux, PC and Mac. We leave ourselves the option open to port it to tablet. How to distribute the game we haven't decided on yet.

Lachlan Picking
Lachlan Picking
Jan. 23rd, 2025

I really like what the folks over at Godot have been doing recently. It's been great to see the growth they're experiencing and I'm absolutely stoked to see Blender Studio working on this. I expect we'll see improvements not only to Blender but godot

Lachlan Picking
Lachlan Picking
Jan. 23rd, 2025

Oops, I hit enter prematurely. But yes, I'm expecting this project to be of benefit to both communities. I'll be following along with the updates with great interest!

Bob Feik
Bob Feik
Jan. 21st, 2025

Looks like a fresh approach to 3d. Do you think this would this be a good thing to help someone looking to move from Maxon to Blender

Julien Kaspar
Julien Kaspar
Jan. 22nd, 2025

@Bob Feik Not really. This project will focus on working between Blender and Godot.

Bob Feik
Bob Feik
Jan. 24th, 2025

@Julien Kaspar - then does anybody know, is there anything going that would be good for some one in my position of needing some help in making a change?

Julien Kaspar
Julien Kaspar
Jan. 24th, 2025

@Bob Feik There are various tutorial courses and platforms online with people that focus on teaching proprietary software and how to learn Blender from that perspective, like FlippedNormals. The resources and knowledge that we can offer is just how to use Blender in a production and the needed tools and pipeline.

Francis Jasmin
Francis Jasmin
Jan. 20th, 2025

"craft all assets and levels directly in Blender and develop a pipeline to have these seamlessly exported to Godot."

Francis Jasmin
Francis Jasmin
Jan. 20th, 2025

@Francis Jasmin

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Francis Jasmin
Francis Jasmin
Jan. 20th, 2025

Sorry, will ne very cool to follow your workflow about making level inside of Blender.

Tairony Campos Lozer
Tairony Campos Lozer
Jan. 20th, 2025

The first of many, super blender(smash) bros.... is the next, i see...

YannK
YannK
Jan. 20th, 2025

Can’t wait to see how you will organize Blender to Godot workflow!

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