For artists
Drafts are where you start, not what ships.
The agent drafts at the game's real scale and wires up collision, sockets and budgets. You keep the drafts worth keeping and model them properly in Blender. Your time goes into the look.
Ten props for a market square
Ten drafts
A stall the character can stand at, a cart with a socket for its goods, a well the player cannot walk through. Each drafted in its own session from the bible's record and style guide.
Side by side
You see them next to a character-sized figure, with each one's triangle count against its budget and its gameplay checks.
Finished in Blender
The keepers become starting Blender files. From then on your file owns them, and every export is checked and reloaded live.
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partly built A working draft instead of a blank canvas
Models drafted at gameplay scale with collision, walkable surfaces and sockets already working, ready to finish in Blender.
Drafting and baking are built. Handing a draft over as a starting Blender file is next.
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partly built Never leave Blender to find out what is wrong
Each export reports problems against the object or material: flipped faces, missing textures, unapplied scale, a door the character cannot pass.
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partly built Gameplay limits at export, not at playtest
Walkability and clearance against the character's real size, budgets per kind of model, gaps across modular joins.
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built A broken export never breaks the game
The last good version stays loaded.
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built Live reload
Blender and the game stay open; an export shows up in the running world.
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partly built You state intent, the engine builds the plumbing
Surface roles, collider proxies and typed gameplay elements instead of hand-built collision.
Built in generators; a Blender toolbox for it is next.
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built Painted 2D as a first-class pipeline
Painted layers, lights and flipbooks, assembled and checked by the engine.
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built Art that follows canon
Concept art made or uploaded against a bible record and the world style guide, and fetched by the agent that drafts the model.