Why Do Video Game Studios Avoid Blender?
Summary
TLDRThe script discusses why Blender isn't the industry standard for big game studios despite being free and open-source. It lacks official support, which is crucial for corporations relying on professional assistance. While Blender offers a wide range of features, it falls short in specialization compared to focused programs like Maya or ZBrush. The script also touches on the importance of a smooth pipeline for production workflows, which Blender struggles with compared to industry favorites. Lastly, it addresses the resistance to change and the paradox of corporate spending as reasons why companies stick to established tools.
Takeaways
- ๐ **Free Software**: Blender is a free program, which is attractive to individuals and corporations due to cost savings.
- ๐ค **Lack of Official Support**: Unlike Blender, Autodesk has a dedicated support network of professionals for troubleshooting and feature development.
- ๐ ๏ธ **Feature Specialization**: While Blender is versatile, specialized programs like Maya and Zbrush excel in specific areas like animation and sculpting.
- ๐ **Innovation Pace**: Corporations prefer established programs that consistently innovate, which Blender struggles with compared to industry giants like Autodesk.
- ๐ ๏ธ **Pipeline Integration**: The ease of integrating Blender into existing production pipelines is not as smooth as other programs, impacting workflow efficiency.
- ๐ญ **Industry Standard**: The industry standard plays a significant role in adoption, with many studios preferring familiar tools like Maya.
- ๐ **Resistance to Change**: Corporations are often resistant to change, favoring the status quo over new, unfamiliar software like Blender.
- ๐ผ **Management Inertia**: Executives may see the adoption of new tools as unnecessary when existing solutions are available, even if they are less efficient.
- ๐ฐ **Financial Considerations**: Corporations might prefer to spend money on known software rather than risk the unknown with free alternatives like Blender.
- ๐ **Learning Curve**: Individuals may find it challenging to learn industry-standard software like Maya outside of formal education, impacting career prospects.
Q & A
Why is Blender not the industry standard for big game studios?
-Blender is not the industry standard for big game studios due to several reasons including the lack of an official support network, the need for specialized tools that are often better in other programs, and the complexity of integrating Blender into existing pipelines.
What is the main issue with Blender's support network according to the script?
-The main issue is that Blender has no official support network, which means users have to rely on community forums like Reddit or Stack Exchange, where they can't be sure if the answers they receive are correct or timely.
How do companies like Autodesk provide better support for their software?
-Companies like Autodesk have teams of professional employees whose job is to answer questions and provide support all day long, ensuring a more reliable and immediate response to user queries.
What is the role of support groups in shaping future software features?
-Support groups are not only there to answer questions but also to provide feedback that can help shape future additions to the software, making the development process more responsive to user needs.
Why did Autodesk recently introduce generative AI?
-Autodesk introduced generative AI to enhance their software's capabilities, although the script suggests that the feature might not look good and could take a lot of time to clean up.
What does the script suggest about Blender's versatility compared to more specialized software?
-The script suggests that while Blender is versatile with many features, it may not excel in all areas compared to more specialized software like Maya for animation or Zbrush for sculpting.
What is the significance of the pipeline in game development and how does Blender fare in this aspect?
-The pipeline refers to the workflow from one type of production to the next. Blender makes it easy to stay within its own ecosystem, but integrating with other programs like game engines can be more complex compared to other software.
How does the script describe the integration of Autodesk products with game engines?
-The script describes the integration of Autodesk products with game engines like Unreal as smooth and painless, thanks to direct connections that facilitate a quick transition between different stages of production.
What is one of the 'bad' reasons big companies might not adopt Blender according to the script?
-One of the 'bad' reasons is the resistance to change within corporations. People often prefer to stick with what they know, even if it's not the most efficient or effective solution.
How does the script characterize the management's attitude towards adopting new tools like Blender?
-The script characterizes management as 'lazy' in the sense that they prefer to use existing solutions rather than invest time and resources into learning and adopting new tools.
What paradox does the script highlight regarding corporate spending on software?
-The script highlights a paradox where corporations are fixated on making money but also waste money on software because it's better to spend it than to have it taken by the government in taxes.
Outlines
๐ป Why Big Studios Donโt Use Blender
Blender is a powerful, free program with a variety of features, making it a great tool for individual users. However, major game studios avoid Blender due to its lack of an official support network. While users can rely on community-driven platforms like Reddit or Stack Exchange for help, Autodesk provides a professional support team available to solve issues, making it more appealing to studios. Additionally, programs like Autodesk, Foundry, and SideFX not only offer support but also influence future program updates to better suit industry needs. Though Blender is open-source, adding new features in a professional game development environment can be time-consuming for devs already busy with other tasks.
๐ฅ๏ธ Blender's Features vs. Specialized Programs
Blender offers a wide array of features, including modeling, sculpting, rigging, animation, physics simulations, and video editing, making it a 'jack of all trades.' However, its versatility comes at a cost. Blender excels primarily in hard surface modeling, but specialized programs outshine it in other areas. Maya is superior in animation and rigging, ZBrush outperforms Blender in sculpting, and programs like Nuke and Houdini are more robust in node-based editing. Despite criticisms of Mayaโs stagnation, it is still preferable to Blender, and other specialized programs like Modo and Houdini often fill the gaps where Autodesk products falter.
๐ The Challenges of Blender in the Industry Pipeline
The 'pipeline' refers to the workflow of moving assets from one production phase to the next, and this is an area where Blender struggles compared to other industry tools. While itโs easy to keep everything within Blender, integrating Blender assets into other game engines or programs can be challenging. Autodesk has positioned its software, especially Maya, to work seamlessly with Unreal Engine and other tools, making the process efficient. Though Blender has improved in recent years, it still faces friction in the pipeline due to how other programs engage with it. This lack of smooth interoperability limits its use in larger studios.
๐ธ Corporations Resist Change and Favor Familiar Tools
A major reason large studios stick with expensive software rather than switching to free tools like Blender is simple: corporations fear change. Even if a new tool like Blender could save money or offer benefits, corporate inertia keeps them using established, familiar programs. Managers and executives often prefer sticking with 'tried and true' tools, even if they are outdated or financially inefficient, because change is seen as risky. This reluctance to adopt new technologies is pervasive across industries, not just in game development.
๐ค Corporate Paradox: Spending to Avoid Taxes
While it may seem counterintuitive, big corporations often spend excess money on expensive software rather than saving money with cheaper alternatives like Blender. The reason? Companies want to minimize their taxable profits. Any unspent money is taxable, so corporations prefer to invest in established, costly tools rather than explore free solutions. Additionally, raising funds through stock market investors is prioritized over cost-cutting measures, and as long as growth is shown on paper, shareholders will continue to invest. This mentality has led to a paradox where the gaming industry is booming financially but is also facing a crash due to unsustainable growth strategies.
๐ฎ Learning Blender vs. Maya in Game Studios
The final section reflects on a Reddit post where a game studio required a developer to learn Autodesk Maya despite already knowing Blender. While some studios may allow flexibility in choosing software, itโs generally not something to expect. Maya remains the industry standard, and learning it without formal education can be difficult. Although one can exploit free trial loopholes to avoid paying for Maya, it's still a challenging road. The video concludes by humorously encouraging viewers to enjoy the content and bid them farewell.
Mindmap
Keywords
๐กBlender
๐กIndustry Standard
๐กOfficial Support Network
๐กOpen Source
๐กGenerative AI
๐กHard Surface Modeling
๐กPipeline
๐กAutodesk Maya
๐กZbrush
๐กNuke
๐กHoudini
๐กInvestors
Highlights
Blender is a free program that is amazing for individuals and potentially appealing to corporations.
There are complex reasons why Blender isn't the industry standard in big game studios.
Blender lacks an official support network, which is a significant issue for corporations.
Autodesk provides a team of professionals for support, unlike Blender's community-based assistance.
Support groups are crucial for future program development and user experience.
Blender's open-source nature allows for community-driven feature additions but may lack professional development focus.
Autodesk's generative AI feature showcases the rapid development pace of proprietary software.
Blender is versatile with many features, but it may not excel in all areas compared to more focused programs.
Specialized software like Maya and Zbrush often outperforms Blender in specific areas.
The pipeline workflow is critical for game development, and Blender's integration can be challenging.
Autodesk and Unreal have a smooth pipeline connection, which is beneficial for corporations.
Blender's pipeline integration has improved but still lags behind other software.
Corporations often prefer the status quo and are resistant to change, even if it could be beneficial.
Lazy management practices can lead to a preference for established solutions over innovative changes.
Corporations may see่ชไธป็ ๅ as a waste of time when existing solutions are available.
Corporations often aim to spend money to avoid giving it to the government in taxes.
Investors and stock market growth are more important for corporations than cutting costs.
The gaming industry's paradox of crashing despite record profits is highlighted.
Learning Autodesk Maya is often required over Blender, even if one is proficient in Blender.
The video concludes with a humorous suggestion to fake emails for free trials of Autodesk Maya.
Transcripts
blender is an amazing program and it's
free which to a small guy like myself
sounds pretty good but you think to a
money grubbing corporation that would
sound even better after all they're
constantly looking for more ways to get
money into their greasy little pocketses
but the truth is a little more
complicated than that and as it turns
out there are some good reasons why
blender isn't the industry standard
there's also some bad reasons though too
so here's why big game studios don't use
blender
now this may not sound like a big deal
to a lot of people out there but to a
corporation it's a massive problem which
is why we're talking about it first
blender has no official support network
so you can go to Reddit or stack
exchange and just pray that somebody
will answer your question and if they do
that it's actually correct but Autodesk
has a team of employeed professionals
whose job it is to answer questions like
that all day long they know the program
and they're there when you need them but
these support groups aren't just there
to answer your questions they're also
helpful in yielding future additions to
the programs I mean maybe not Autodesk
but companies like Foundry or side
effects who still care about providing
you a good experience will certainly do
that I mean yeah sure blender is open
source so you could technically add
anything at any time but a busy team of
devs barely have time to finish the game
nonetheless build something entirely new
as I edit this Autodesk drops their
latest feature generative AI it doesn't
even look good it looks awful the amount
of time it'll take for Debs to
retopologize this and clean it up they
could just have made a way better one on
their own way faster art art art when it
comes to available features blender has
a lot of them modeling sculpting rigging
animation physics simulations painting
and even video editing a jack of all
trades master of maybe one of them it's
hard surface modeling has always been
its main focus and it does do that
pretty well but when it comes to
anything else it is lacking compared to
a more focused program Autodesk on its
own has a whole Fleet of them and
outside of that there are tons of others
all of which only focus on maybe one or
two things and do those things
incredibly well Maya still outpaces
blender and animation and rigging zbrush
makes blender sculpting almost infantile
and while node-based editing is great in
blender it still can't compete with
something like Nuke or Houdini of course
you could argue that Autodesk Maya is
slowly becoming outdated it really
hasn't done much to innovate itself in a
long time but does that mean that
blender to replace it no because where
one ungodly product falters another will
take its place Modo Houdini probably
some other another good reason
would have to be the pipeline the
pipeline is something that I was really
confused about as a kid trying to learn
about game development what is this
mysterious pipeline it just refers to
the workflow of going from one type of
production to the next like 3D modeling
to painting for blender that would be
super easy if you're going to just use
blender but going from blender to game
inine is a bit trickier than it would be
for other programs autod sells itself on
being as smooth of a process to the
pipeline as possible not only between
its own programs but also between others
unreal for example has a direct
connection to Maya making the process as
quick and painless as you could ever
imagine and for big companies with
limited time and tons of employees
that's a very important aspect blender
of course has gotten a lot better at
this over the past few years but its
fluidity in the pipeline is still
hemorrhaged by how other programs ch
choose to engage with it which is
usually not at all now that obviously
doesn't mean you can't take something
from blender into any other program but
it will have to be the oldfashioned way
of course that's also assuming that
blender is trying to fit into the
pipeline which it isn't always now these
have been some great reasons why big
companies love paying tons of money for
crazy programs but what about the bad
reasons you know the saying don't change
what isn't broken well corporations
prefer the phrase don't change anything
ever if you've ever worked in some form
of Industry any really not just game
development this rule applies everywhere
people do not like change especially
when that change is towards something
entirely new that no one else is doing
after all change is scary and it's just
a whole lot easier to stick with what
you know then do something new even if
what you're currently doing is making
you go bankrupt and speaking of brain
dead management this brings us into our
next bullet point a really common claim
nowadays especially about Bethesda is
that they're too lazy they don't don't
want to do stuff which is obviously
stupid especially about Bethesda since
they program all of their own stuff they
built and upgraded the creation engine
they made the modding tool set the
creation kit the reality is they're
actually more active in this department
than most game studios the true lazy
ones are the executives who see this as
a waste of time why should their people
be making all this stuff when somebody
else has already done it for them it's
just a lot easier to throw money at the
problem than to try and solve it
yourself especially if you've got money
to throw but this may actually confuse
you because it seems to create a bit of
a paradox after all big corporations are
always fixated on making money how can
we squeeze as much profit out of our
products as possible and you're also
probably thinking the best way to do
that is to stop spending money where it
isn't needed why spend tens of thousands
of dollars every month on tons of
programs when you could spend 0 in
instead but the reason why that isn't
actually a good solution is because
corporations aren't actually looking for
excess money as a matter of fact it's
better to waste as much money as
possible because every dollar you have
lying around is another dollar you have
to give to the government and that's
worse than throwing it in the trash
quite frankly besides there are a lot
better ways to raise money than by
cutting costs the primary way is through
investors as long as those growth
numbers keep going up then you can keep
convincing morons on the stock market to
buy more more stocks because assuredly
that will only equal to more growth and
more money for Everyone by the way this
is also why the gaming industry is
crashing currently despite making more
money this year than it's ever had ever
before yeah good job guys you did it I
decided to make this whole video because
I saw a Reddit post about a guy who's
confused why a game Studio said that he
had to learn how to use Autodesk Maya
even though he already knew blender and
in some cases a studio might just let
you use the program of your choice but I
wouldn't count on it but unfortunately
trying to learn Maya without going to
college is going to be pretty
challenging but I mean you could just
scum fake emails to get infinite free
trials hope you enjoyed this video and
I'll see you in the next one goodbye
[Music]
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