Book Image

Game Development with Blender and Godot

By : Kumsal Obuz
Book Image

Game Development with Blender and Godot

By: Kumsal Obuz

Overview of this book

Game Development with Blender and Godot is a comprehensive introduction for those new to building 3D models and games, allowing you to leverage the abilities of these two technologies to create dynamic, interactive, and engaging games. This book will start by focusing on what low-poly modeling is, before showing you how to use Blender to create, rig, and animate your models. You will also polish these assets until they’re game-ready, making it easy for you to import them into Godot and use them effectively and efficiently. Next, you will use the game engine to design scenes, work with light and shadows, and transform your 3D models into interactive, controllable assets. By the end of this book, you will have a seamless workflow between Blender and Godot which is specifically geared toward game development. Alongside, you’ll also be building a point-and-click adventure game following the instructions and guidance in the book. Finishing this game will help you take these newly acquired skills and create your own 3D games from conception to completion.
Table of Contents (20 chapters)
Part 1: 3D Assets with Blender
Part 2: Asset Management
Part 3: Clara’s Fortune – An Adventure Game

Technical requirements

To follow the instructions in the chapters that involve Blender, you must install the necessary software on your computer. The Blender website – more specifically, their download page at – contains instructions and links for your platform. In this book, we are using Blender 2.93. Although version 3.0 will offer interesting and exciting options to new and existing Blender users, the current version is more than capable of creating game assets for your projects and the topics covered in this book.

This book uses GitHub to store the code that will be used in the Godot chapters. However, the same repository ( also hosts the Blender files used throughout the relevant chapters. Where it makes sense, the repository will be structured with Start and Finish folders inside each specific chapter for you to start over or compare your work as you make progress.