Projects

Private work in progress

Procedural game asset pipeline

Procedural Asset Pipeline Engineering (Godot 4)

What this is

I'm building a game in private. The public part I can share here is the technical and artistic pipeline: a codebase that generates game-ready 3D assets from Python instead of hand-modeling everything in Blender. The repo is not open source, but the approach is what I want on record: reproducible meshes, version-controlled parameters, and a toolchain I own end to end.

What I actually built

  • Procedural asset pipeline. A large set of Python scripts generate characters, weapons, mobs, furniture, vehicles, and crafting stations from geometric primitives: programmatic materials, modifiers, and animations. Technical art meets software engineering.
  • Blender → glTF → Godot 4. Meshes and animations are produced in Blender via the Python API, exported as glTF 2.0 (.glb), with a browser-based Three.js preview layer (many interactive viewers and shared tooling) for validation before or alongside engine import.
  • Programmatic animation. A custom helper layer for keyframed motion in code: drawers, doors, drop-fronts, looping crafting cycles, Bezier easing, NLA assembly, staggered multi-part timing, plus interaction metadata (hitboxes, facing empties) that the engine can bind to.
  • Cross-tool contracts. Explicit attachment sockets and naming conventions so Blender, Three.js, and Godot agree on axes and loadouts. The handoff is specified, not implied.
  • Systems design. On paper and in spec: mob tiers, crafting station tiers, weapon taxonomy, and implementation notes that match how the art pipeline feeds the game.

Why it's unusual

A lot of indie workflows lean on sculpted assets or store-bought packs. Big studios split "artist" and "tools." This sits in between: I write code that produces art, and I built the pipeline so assets stay parameterized, diffable in source, and rebuildable from a palette or rule change. Preview tooling in the browser is the kind of dev-experience investment you usually see when a dedicated tools team exists; I put it in place for myself so I can iterate without constantly round-tripping the full engine.

How I describe the skill set

Procedural modeling, Blender Python, technical art, glTF 2.0, Godot 4, Three.js, programmatic animation (keyframes / NLA), PBR materials, cross-tool coordinate and socket contracts, asset pipeline engineering, and game systems thinking on top of the content stack.

Most people either make art or write code. I write code that makes art, and I built the toolchain so every asset is reproducible and parameterized. I don't only use tools: I build the tools that make the assets.