[{"data":1,"prerenderedAt":29},["ShallowReactive",2],{"studio-blog-posts":3},[4,11,17,23],{"path":5,"title":6,"description":7,"date":8,"category":9,"image":10},"\u002Fblog\u002Fblender-geometry-nodes-modular-props","Modular Game Props with Blender Geometry Nodes","A practical pipeline for building reusable kitbash props in Blender using Geometry Nodes—without baking yourself into a destructive mesh every time you tweak a panel.","2026-09-12","blender","\u002Fblog\u002Fblender-geometry-nodes-modular-props.webp",{"path":12,"title":13,"description":14,"date":8,"category":15,"image":16},"\u002Fblog\u002Fgta-vi-zelda-aaa-calendar-collision","When Zelda Shares the Sky With GTA VI","How Nintendo's Switch 2 era and a Zelda-weighted calendar can compress, delay, or reframe the marketing runway around Grand Theft Auto VI—without a single star rating.","releases","\u002Fblog\u002Fgta-vi-zelda-aaa-calendar-collision.webp",{"path":18,"title":19,"description":20,"date":8,"category":21,"image":22},"\u002Fblog\u002Fretopo-game-ready-characters","Retopology for Game-Ready Characters","How retopology turns a sculpt into a mesh that animates, bakes, and ships: edge flow, density, UVs, and a bake that holds up in-engine.","retopology","\u002Fblog\u002Fretopo-game-ready-characters.webp",{"path":24,"title":25,"description":26,"date":8,"category":27,"image":28},"\u002Fblog\u002Funity-addressables-live-content-packs","Shipping Live Content Packs with Unity Addressables","A concrete Addressables setup for indie teams that need to ship seasonal props, balance tables, and locale packs without rebuilding the whole client every Tuesday.","unity","\u002Fblog\u002Funity-addressables-live-content-packs.webp",1789251959284]