
Aspen Pipeline
A pipeline solution for EGD Collective's mock AAA studio w/ 100+ people.
Tools: Python, Blender, Unity, C#
Overview
It includes import/export tools, level creation tools, and more.
Pre-Production: Setting the Team Up For Success
Pre-production was dedicated to addressing all pain points that came up during Studio Aspen's previous game productions. Once an issue happens, I do my best to prevent it from happening again.
This was my 3rd year working in Studio Aspen, and my 2nd year as Lead Tech Artist and Producer.
What I accomplished:
- Tested out the entire art pipeline from start to finish to identify possible pitfalls
- Developed import / export tools
- Developed a procedural path creator tool, fundamental for our games levels
- Began the look development process to develop the overall art style of the game

Import / Export Tools & Workflows
Problem: Artists would export assets with incorrect settings, resulting in back and forth communication during implementation, and in redoing of assets.
Solution: Export Manager and Asset Post Processor that manages the flow of assets. It is multi-purpose, artists can export models, rigs, and animations.
Artist Pain Points:
- Incorrect export settings
- Incorrect naming conventions
- Assets exported at incorrect locations
- Missing textures and materials
Blender -> Unity
The Export Manager in Blender simplifies the process of exporting assets.
It solves all the pain points mentioned above, batch exporting assets into the project, applying the correct settings and embedding textures.
The Asset Post Processor in Unity takes it further. It automatically sets up prefabs for models, plugs in textures into our game's custom shader,
and sets up avatars for rigs and animations.
Documentation
With a large team, I minimized the need for communication with thorough documentation for task guides, asset quality checks, and overall role responsibilities.