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The proprietary KtEngine pipeline historically relied on 3DS Max for asset creation and integration workflows
As part of a long-term transition toward Blender, I was responsible for developing the Blender tools and engine integration used by artists in production
The goal was to provide a production-ready workflow equivalent to the existing 3DS Max pipeline, reducing long-term licensing costs while allowing artists to use whichever DCC they prefer
The first major tool I developed was a complete import/export pipeline allowing Blender assets to communicate with the proprietary engine format
The exporter supported multiple asset types, including meshes, materials, and textures
Specific validation checks also run during export inside Blender to prevent integration issues
I also recreated a 3DS Max interior mapping tool directly inside Blender
Artists could define room dimensions, place props and furniture, then automatically bake the result into textures compatible with the engine interior mapping shader workflow
This allowed artists to iterate much faster while keeping texture dimensions and generated data fully consistent
For in-game stickers and live-event visuals, a fellow technical artist named Gabriel de Laubier developed a Geometry Nodes tool
I helped improve the tool, and the importer was used to bring cars into the scene in a single click