Contents
Keynote & Opening
Blender Studio Productions
Core Development
Rendering & Compositing
Geometry Nodes
Animation & Rigging
Grease Pencil & 2D/3D
VFX & Film Production
Game Development
Pipeline & Production
Arch Viz & Industry
Science & Engineering
Community & Education
Lightning Talks & Suzanne Awards
KEYNOTE & OPENING
1 talkKeynote — Blender Conference 2025
Blender Foundation / Ton Roosendaal
The annual state-of-Blender address opening BCON25. Covers Blender's development progress, foundation health, funding model, and strategic direction for the coming year. A must-watch for understanding where the software is headed and why the open-source model continues to gain industry traction.
Why watch: Sets the context for all other talks. Positions Blender's growth from hobbyist tool to serious industry competitor at studios like Framestore, Volkswagen, and Behaviour Interactive.
BLENDER STUDIO PRODUCTIONS
3 talksMaking of DOGWALK
Julien Kaspar, Simon Thommes, Andy Goralczyk — Blender Studio
An inside look at Blender Studio's first open game project — a dog-walking game built in Blender and exported to the Godot engine. The team covers the full pipeline: character design, rigging (without bendy bones for Godot compatibility), animation, environment building, and export workflows. DOGWALK was released on Steam and is fully open-source.
Tools & References
Blender → Godot pipeline · Rigify adapted for game rigs · Blender Studio open project (all files free) · Steam release
Download everything: studio.blender.org/projects/dogwalk — all production files are free and open.
Facial Rigging for Stylized Character Animation
Rik — Blender Studio (Project Storm)
Rik shares the facial rigging methodology developed for Blender Studio's upcoming short "Project Storm." Covers how to build expressive, stylized facial rigs that serve animators — not just technical correctness. Discusses blend shapes vs. bone-based systems, how to preserve the "drawn" quality of stylized characters in 3D, and lessons learned from past Blender Studio productions.
Best for: Character artists and riggers wanting to push stylized performance beyond photorealistic conventions.
The Development Story of "Story Tools"
Falk David (Developer) & Pablo Fournier — Blender Studio
The Story Tools project targets a major gap in Blender: proper storyboarding, layout tools, and shot management. Falk (developer) and Pablico (artist/producer) describe the design process: identifying pain points, prototyping solutions, and collaborating across the artist-developer divide. Features include better multi-scene workflows, camera management, and shot continuity tools. This talk illuminates how Blender features actually get designed and shipped.
Topics covered
Storyboarding improvements · Multi-scene workflows · Camera sequencing · Layout pipelines · Developer-artist collaboration model
CORE DEVELOPMENT
5 talksSlot It Like It's Hot: Progress on the New Animation System
Blender Animation & Rigging Dev Team
Progress update on Project Baklava — Blender's new layered animation system that replaces the legacy Action data-block. The new system allows a single Animation data-block to control multiple objects simultaneously and introduces true animation layers. This is one of the most significant architectural changes to Blender's animation system in years.
Why it matters: Layered animation means NLA-style blending, multi-character animation, and proper shot-level animation management — features the industry has needed for years.
Rigging With Nodes Changes Everything!
Blender Rigging Developers
Introduction to Rig Nodes — a node-based approach to building rigs in Blender that promises to revolutionize how rigs are authored. Instead of Python scripts and complex driver networks, riggers will be able to build procedural, reusable rig components with visual node graphs. Covers the motivation, prototype state, and future direction.
Timeline: Still in prototype/development at time of BCON25 — this is a sneak peek at Blender's rigging future. Watch this alongside the "Slot It" talk for the full animation overhaul picture.
Extensions Are Coming: Rethinking Add-on Development
Jan-Hendrik Müller, Brady Johnston
The new Blender Extensions platform (extensions.blender.org) replaces the old add-on system. This talk explains what changes for developers: package management, dependencies, Python environments, and the new submission/discovery workflow. Unlocks the full potential of Python's ecosystem (pip packages, external libs) within Blender extensions.
External references
extensions.blender.org · Python packaging (PyPI) · Virtual environments in Blender
import bpy: Modern Add-on Development
Brady Johnston
A practical deep-dive into the best practices for writing modern Blender add-ons in 2025. Covers type annotations, proper use of the bpy API, testing strategies, and how to take advantage of the Extensions system. Companion to the "Extensions are Coming" talk.
Improving Cycles CPU Performance with Clang & Hardware Profiled Optimization
Blender Cycles Developer
Technical deep-dive into how Cycles' CPU performance is being improved using hardware-profiled optimizations and the Clang compiler. Explains why render times vary so dramatically across CPU architectures and what the team is doing about it — including PGO (Profile-Guided Optimization) and architecture-specific builds.
Practical impact: Faster CPU renders for everyone — especially relevant for users without a GPU or who use CPU for final renders.
RENDERING & COMPOSITING
6 talksCompositing 5.0: Powerful yet Simple
Habib Gahbiche — Blender Compositor Developer
Showcase of the massive improvements coming to Blender's compositor — many already shipping in Blender 4.x. New nodes, GPU acceleration, real-time compositing in the viewport, and a redesigned node system aimed at both power VFX users and casual compositors. Habib also shares the roadmap and explains how to contribute feedback through the community.
Key features
GPU-accelerated compositing · New node types · Improved color management · Roadmap preview · Community contribution pathway
One of the top 10 favorite talks at BCON25. Must-watch for anyone doing post-production in Blender.
The Future of Rendering
Jules Urbach (CEO, OTOY / Render Network)
Jules Urbach (creator of Octane Renderer, RNDR Network) presents his vision for rendering into the 2030s: GPU path tracing evolving with AI denoising and neural rendering, real-time ray tracing closing the gap with offline, and distributed cloud rendering via decentralized networks. Covers implications for gaming, VFX, media, and art.
External references
OTOY / OctaneRender · RNDR Network (decentralized GPU rendering) · Neural Radiance Fields (NeRF) · AI denoising
Bringing Real Cameras to Cycles
Blender Cycles Developer
Work on importing real-world camera lens data into Cycles for physically accurate rendering. Covers lens distortion, chromatic aberration, vignetting, and bokeh shape — simulated from actual lens profiles rather than approximations. Huge for archviz, VFX integration, and photorealistic work where matching real camera looks is essential.
Light My Shiny Render Pass!
Yaraslau Lebedzeu
An optics deep-dive: why 3D renders don't always look real. Explores physical phenomena that current RGB rendering approximates poorly — birefringence (materials that split light by polarization), gradient index of refraction, diffraction, and spectral rendering. Discusses the limits of what Cycles can accurately simulate and where shortcuts are hiding.
Best for: Anyone doing product visualization or photo-real renders wanting to understand why "something feels off" even in technically correct renders.
Path Tracing Through Acrylic: A Photorealism Journey on Render Network
Artist / Render Network
Artist journey into hyper-realistic acrylic/resin material rendering using path tracing. Discusses material setup, subsurface scattering, internal caustics, and using the RNDR cloud rendering network to handle the heavy compute loads.
The Illusion Engine: The Secrets to Realism
TBA
Explores the artistic and technical decisions that push renders from "good CG" to "indistinguishable from photo." Covers imperfections, micro-detail, lighting subtlety, and how human perception fills in detail — and how to exploit that. A practical guide to photorealism philosophy.
GEOMETRY NODES
7 talksCustom Particle Systems in Geometry Nodes
Kris Meeusen
Shows how to build fully custom particle systems entirely inside Geometry Nodes — bypassing the legacy particle system. With the Simulation Zones introduced in Blender 4.1, artists can create physically-motivated effects (flocking, gravity, collisions, life cycles) entirely through nodes, with complete artist control. Covers practical examples and node graph architecture strategies.
Hobbyist tip: The legacy particle system is being sunset — this is the path forward for all effects work.
Making a Music Video in Geometry Nodes for OK Go
Motion Designer / OK Go Collaborator
A behind-the-scenes look at using Geometry Nodes to create generative, data-driven visuals for a music video for the band OK Go (known for their elaborate, one-take videos). Covers procedural choreography, audio-reactive geometry, and using Geo Nodes as an expressive motion-design tool rather than just a modelling system.
One of the conference's crowd favorites. Shows Geo Nodes as a creative medium, not just a technical one.
Making a Spectrogram with Geometry Nodes
Community Developer
A clever project using Geometry Nodes to build an audio spectrogram — a visual frequency analysis of sound — directly in Blender. Demonstrates the power of Blender as a data-visualization tool and pushes the creative boundaries of what the node system can do. Great crossover between audio production and 3D.
From Pen Plotters to Robots: Geometry Nodes for Parametric Toolpathing
Maker / Hardware Artist
Using Geometry Nodes to generate machine toolpaths — G-code sequences for CNC machines, pen plotters, and robot arms — entirely procedurally. Shows Blender as a parametric design-to-fabrication tool. An unusual and inspiring use case that expands how artists and engineers think about the software.
Creating the Cutest Stylized Water with Geometry Nodes
Procedural Artist
How to create appealing, toon/stylized water simulations using Geometry Nodes rather than physics simulations. Procedural wave generation, foam lines, ripples — all controllable and art-directable. Ideal for animation and game asset pipelines where physical accuracy is less important than visual charm.
Squishy Volumes at Your Fingertips
Blender Community Developer
Procedural squishy/jelly volume effects using Geometry Nodes and/or the volume pipeline. Explores soft-body-like behavior without full simulation — great for game-ready assets and animation effects. Covers the node architecture behind secondary motion and squash-and-stretch in volumes.
Bridging Grease Pencil and Geometry Nodes — 2.5D Illustration, Lighting, Animation and Compositing Workflows
Research / Diploma Project
A diploma research project revealing a node-based toolset (targeted prototype release mid-2026) for sophisticated 2.5D animation. Bridges Grease Pencil strokes with Geometry Nodes to enable: real-time relighting of meshes and GP strokes, procedural stroke/fill generators on live render passes, clipping solvers for 2D layers in 3D space, and directable level-of-detail blending. Essentially building a full 2.5D animation framework inside Blender.
Prototype release: Expected mid-2026. One of the most technically ambitious research talks of the conference.
ANIMATION & RIGGING
6 talksRigging Cheat Codes
Rigging Artist
A fast-paced collection of rigging tricks, shortcuts, and techniques that most Blender users never discover. Non-obvious uses of drivers, constraints, shape keys, and Rigify. Great for animators who are comfortable with basics and want to level up fast.
ClayPencil: Animating in 3D Using 2D, Animating Without Rig
ClayPencil Developer/Artist
ClayPencil is a workflow/add-on that enables rigging-free 3D character animation — closer to traditional frame-by-frame 2D animation but living in a 3D space. Artists draw poses directly rather than posing a skeleton. Covers the philosophy behind the approach, the tool's capabilities, and where it fits in a production pipeline.
For: 2D animators transitioning to 3D who find skeleton rigs limiting or counterintuitive.
Frame-by-Frame 3D Animation & Everything Else Keymesh Can Do
Keymesh Developer
Keymesh is a free add-on enabling per-frame mesh replacement — letting Blender mimic the "boiling" style of hand-drawn frame-by-frame animation with 3D geometry. The talk covers the full spectrum of what Keymesh enables: squash-and-stretch on meshes, morphing effects, non-destructive shape exploration, and integration into a full animation pipeline.
References
Keymesh add-on (free) · Frame-by-frame 3D · Stop-motion simulation · Boiling line effect
A Million Little Curves: Creating Hair for Animals
Grooming Artist
In-depth look at the new Curves-based hair system in Blender for creating realistic and stylized animal fur/hair. Covers the workflow for large-scale grooming, pattern guidance, and rendering with Cycles. Compared to the legacy particle hair system, the new system offers significantly more artistic control and better performance.
Animals for Games Part 2
Game Artist
Continuation of a previous talk series: creating optimized animal characters and fur cards for real-time game engines. Covers LOD strategies, texture atlasing for fur, and the Blender-to-game-engine export pipeline for creatures.
Perfecting a Lie — Ultra Hyper-Realistic Humanoid Characters
Character Artist
How to create photorealistic digital humans in Blender that avoid the uncanny valley. Covers SSS (subsurface scattering), multi-layered skin shaders, pore-level detail, eye rendering, and the workflow from sculpt → texturing → shading → grooming for a production-ready digital human.
GREASE PENCIL & 2D/3D HYBRID
4 talksFunny Legs: A 2D Show by a 3D Animator
Independent Animator
An experienced 3D animator shares their experience creating an original 2D animated web series using Blender's Grease Pencil. The talk covers the workflow, the creative trade-offs between 2D and 3D thinking, and what Grease Pencil gets right (and wrong) compared to dedicated 2D software like ToonBoom or Animate.
Top 10 favorite talk at BCON25. Honest, personal, and practically useful.
From Flat to Feeling: How Stylized Shading Shapes Narrative
Lee Cui
How non-photorealistic (NPR) shading choices — cel shading, ink lines, flat color, toon ramps — aren't just stylistic decisions but narrative tools that shape how audiences emotionally connect with a story. Covers shader design, color theory in NPR contexts, and how to use Blender's material system to tell stories through look.
Reimagining Iconic Anime Backgrounds in 3D
Fan Artist / 3D Artist
Recreating the distinctive, painterly look of classic anime background art (think Studio Ghibli, Makoto Shinkai) in 3D using Blender shaders, Grease Pencil elements, and compositing. A visually beautiful talk with strong practical lessons in studying and reinterpreting 2D art styles through 3D tools.
From Comics to Animated Films: Bringing a Graphic Novel to Life — Solo!
Dirk I. Tiede
Graphic novelist Dirk I. Tiede (Paradigm Shift) adapted his comic series into animation single-handedly using Blender. Covers the journey from flat comic panels to moving 3D/Grease Pencil scenes, including the artistic decisions, workflow tools, and the mental shift required to think cinematically rather than as a page-by-page cartoonist.
VFX & FILM PRODUCTION
7 talksVFX Workflows for Sonic the Hedgehog 3
Joel Prager — VFX Supervisor
Behind the scenes of how Blender was used in the VFX pipeline for Sonic the Hedgehog 3. One of the most high-profile mainstream film productions to publicly acknowledge Blender usage. Covers specific shots, the role Blender played alongside other DCC tools, and practical insights into integrating open-source tools into a studio VFX pipeline.
Industry significance: Confirms Blender's arrival in mainstream Hollywood VFX pipelines. A landmark talk for anyone wanting to work in the film industry with Blender.
Bringing Concepts to Life — Framestore's Visual Development
Stefan Mayr & Juan Francisco Hernández Mendoza — Framestore
Framestore's Visual Development Department — responsible for creating creature and environment concepts for major films — explains how Blender has entered their early production workflow. Juan Francisco worked on How to Train Your Dragon and The Fantastic Four: First Steps. The talk covers using Blender for high-quality concept sculpting and look development in a studio that also uses Maya, Houdini, and Katana.
Films referenced
How to Train Your Dragon (2025) · The Fantastic Four: First Steps (2025) · Framestore studio pipeline
Love, Death, Robots and a Little of Blender
Animation Studio
How Blender was used in the production of one or more episodes of Netflix's Love, Death + Robots anthology series. Covers the specific use cases (look dev, concept, environment, or full production), pipeline integration with other tools, and the creative context of working on a prestige animated anthology.
A Glimpse into "Flow"
Flow Animation Team
Behind the scenes of "Flow" — the Latvian animated feature film directed by Gints Zilbalodis that swept awards season (Golden Globe, Oscar nomination). Flow was made entirely in Blender by a very small team and stands as one of the most celebrated Blender-made feature films ever. This talk gives insights into the production tools, workflow, and the artistic vision behind the film.
One of the top 10 favorites at BCON25. "Flow" is proof that Blender can power a world-class feature film with a micro-team.
Film Development of a European Tentpole Feature Film with a CG Polar Bear
European Animation Studio
Development presentation of a large-scale European animated feature using Blender. Covers the challenges of pitching and developing a CG-heavy film with a realistic polar bear protagonist — creature development, production planning, and using Blender at the development and pre-production stages.
Symbiont World — A Solarpunk Short Film
Independent Filmmaker
Making of a solarpunk-themed animated short film in Blender. Covers the visual development of an eco-futurist aesthetic, production as an indie filmmaker, and the creative and technical processes behind the film's distinctive look.
"Trophy Son": The (Not So) Easy Journey of an Animated Short
Indie Animator
Honest post-mortem of making an animated short film solo or in a small team. Covers what went wrong, what was unexpectedly difficult, and the lessons learned — covering scope management, artistic compromise, render time reality checks, and the emotional journey of a personal project.
GAME DEVELOPMENT
5 talksBlue Prince: Beyond the Doors
Davide Pellino — Art Director, Dogubomb
Blue Prince launched April 2025 as the highest-rated game of the year on Metacritic (93/100). Its entire visual world — every room, environment, and asset — was created in Blender using just one shader and four textures. Davide Pellino reveals the elegant, constraint-driven approach behind the game's iconic look and how restricting the toolset actually unlocked creativity.
One of the top 10 favorites at BCON25. Inspiring for game devs and artists who feel the need for complex setups — this talk proves less really is more.
Inside Blue Zoo's R&D: Building a Digital-First Toolkit in Blender (ZooKit)
Dane Winn, Vasil Shotarov, Joshua Palfrey — Blue Zoo Animation
Blue Zoo Animation Studio presents ZooKit — their internal Blender toolkit built around Geometry Nodes and Rigify. It enables a single artist or small team to take a character from design through to final render. Covers their universal character creator, procedural environments, and the R&D philosophy of empowering artists to do more with less.
Empowering Game Development: A Studio-Wide Integration at Behaviour Interactive
Behaviour Interactive (Dead by Daylight studio)
How Behaviour Interactive (makers of Dead by Daylight) integrated Blender studio-wide across their game art pipeline. Covers the adoption challenges, training artists from other DCC tools, pipeline integration with Unreal Engine, and why Blender ultimately won out. A real-world enterprise adoption case study.
The Sculpting, Modeling and Node Tools — Key Players in the Game Art Pipeline
Game Artist / Blender Developer
How sculpting, poly modeling, and the newer Node-based tools all intersect in a professional game art pipeline. Covers retopology workflows, baking, LOD generation, and how to structure a high-to-low poly workflow using Blender's full toolset. Practical and production-focused.
The Optimization Iceberg — Making 3D Run on Any Device
Technical Artist
Most 3D optimization is discussed at the tip-of-the-iceberg level (reduce polys, bake textures). This talk goes deep: draw calls, shader complexity, texture streaming, occlusion culling, LOD systems, and the non-obvious performance traps that kill performance on mobile and low-spec devices. Relevant for both game devs and anyone deploying 3D to the web.
PIPELINE & PRODUCTION
8 talksFrom Solo Artist to Studio with Blender
Mia Connolly
How a solo Blender artist scaled into a functioning small studio. Covers client management, pipeline standardization, pricing, hiring, and the creative/business balance. Practical insights for freelancers thinking about growth.
Accessible Automated Pipelines for Small Teams
Studio / Indie Producer
How to build automated render and asset pipelines that scale for a small team without a dedicated pipeline TD. Covers Python scripting, render farm setup, asset management, and the free/open tools that make automation accessible without enterprise budgets.
Making Volunteer-Based Animated Live Shows Six Years in a Row
Alexandra West, Kerstin Schmidbauer
How a volunteer team has produced a full animated live performance show six years running using Blender. Covers community coordination, managing creative contributions from non-professionals, technical live performance setup, and the philosophy of free/open creative collaboration.
Mapping Pipelines: Lessons from Three Open Source Studios
Open Source Studio Representatives
Three open-source animation studios compare their Blender-based production pipelines: what they share, what differs, and what lessons can be extracted. Covers asset management, version control (Git LFS), shot tracking, and the practical realities of running a studio on open-source tools.
Producing a 13×4 Series from Scratch
TV Series Producer
Production deep dive into making a 13-episode, 4-minute animated TV series entirely in Blender from concept to delivery. Covers scheduling, pipeline standardization, episode-to-episode consistency, and the reality of series production timelines on an indie budget.
The Use of Blender in the Making of the Animated TV Series Deep Dive
Deep Dive Production Team
Making-of for the animated series "Deep Dive" — a stylized underwater adventure series made with Blender. Covers the visual development, underwater shading and lighting challenges, character rigging for sea creatures, and production pipeline.
Step Inside the Viewport: CATWALK's VR-Driven Production Workflow
CATWALK Production Team
How VR was integrated into the production workflow for an animated fashion show (CATWALK), using Blender as the central 3D tool. Covers garment simulation, VR review workflows, and fashion visualization pipelines.
An Automation Pipeline for Robotics and Animation with USD
Lars Beier, Vitus Pacholleck, Julius Schöps
Blender as the cornerstone of an industrial 3D pipeline for robotics onboarding, simulation, and animation. Covers asset preparation, rigging for robotics, procedural animation, and OpenUSD-based platform integration. Shows how Blender bridges the gap between engineering simulation and creative animation in industrial contexts.
References
OpenUSD (Universal Scene Description) · Industrial robotics simulation · Blender-as-platform-not-just-tool
ARCH VIZ, AUTO & INDUSTRY
5 talksArchitectural Visualisation Pipelines II: A Close-Up into the Processes
Pato Calvelo
A sequel/follow-up to a previous BCON arch viz pipeline talk — digging deeper into the specific processes: CAD-to-Blender import, material standardization, lighting rigs, camera workflows, and client-ready output. Practical and production-tested for archviz professionals.
Blender at Volkswagen Group
Volkswagen Group Visualization Team
How one of the world's largest automotive companies uses Blender in their visualization workflows. Covers design visualization, marketing renders, interior/exterior rendering, and how Blender fits alongside proprietary automotive visualization tools at enterprise scale.
Industry signal: Volkswagen Group represents a major enterprise validation of Blender for professional product visualization.
Revolutionizing Virtual Production Car Process with Blender
Automotive Visualization Artist
Using Blender in virtual production for automotive content — simulating car commercials, product launches, and CGI car footage without physical shoots. Covers studio light matching, HDRI-based environments, material calibration to real car paint, and camera move design.
Nissan 500sx: A Retro-Futuristic Concept Car
Industrial Designer / 3D Artist
The complete workflow behind designing and rendering a fictional retro-futuristic concept car (Nissan 500sx) in Blender. Covers surface modeling for automotive design, subdivision workflow, paint shaders, studio lighting, and presentation rendering. A great showcase for Blender's capabilities in industrial/transportation design.
Using Blender in a Multi-Million Beautiful Living Company
Interior Design / E-commerce Studio
How a large interior/lifestyle brand uses Blender at scale for product and room visualization, replacing traditional photography for catalog and e-commerce imagery. Covers the ROI argument for CG vs. photography, asset management at scale, and the workflow for producing thousands of render variants.
SCIENCE, ENGINEERING & SPECIALIZED
8 talksMicroscopy Nodes: Handling Large Biological Volumes
Scientific Visualization Researcher
Using Blender's Geometry Nodes and volume pipeline to visualize microscopy data — large 3D biological datasets (electron microscopy, CT scans, MRI). Covers data import, voxel handling, scientific color mapping, and producing publication-quality 3D visualizations of biological structures.
Blending Brains: Tales from the Neuro Department
Neuroscientist / Scientific Illustrator
Using Blender in neuroscience research and science communication. Covers creating brain visualizations from real scan data, neuron renders for publications, and the growing role of 3D visualization in scientific storytelling and public education.
The Anatomy of Medical 3D
Medical Visualization Artist
Professional medical 3D visualization — creating anatomically accurate models of human organs, bones, and systems for medical education, surgical planning, and healthcare communication. Covers the workflow from medical imaging data to polished Blender renders.
SciBlend: Advanced Data Visualization Workflows
SciBlend Developer
SciBlend is an add-on that bridges scientific data formats and Blender's visualization capabilities. Covers importing scientific datasets, creating accurate data-driven 3D plots, charts, and scientific illustrations. Relevant for researchers wanting to publish 3D figures or create interactive scientific visualizations.
Simulation and Visualisation of Optical Systems
Optical Engineer / Blender Artist
Using Blender to simulate and visualize optical systems — lenses, prisms, beam paths, interferometry. Covers custom light path simulation using scripting and Cycles, and how Blender can be a powerful tool for optics education and product visualization for scientific instruments.
SkySplat Tutorial: From Drone Video to Photo-Realistic 3D Scene
Photogrammetry Artist
A live tutorial on using drone footage with Gaussian Splatting (a cutting-edge 3D reconstruction technique) to create photorealistic 3D environments in Blender. Covers the SkySplat workflow: capture → process → import into Blender → composite. Gaussian Splatting is one of 2025's hottest photogrammetry techniques.
References
Gaussian Splatting (3DGS) · SkySplat tool · Drone capture for 3D reconstruction · Photogrammetry-to-Blender pipeline
Designing in a 3D Playground: Unlocking Low-Code Add-on Development for Engineers
Seán Carroll
Engineers creating domain-specific tools in Blender using Serpens (a node-based, low-code add-on builder) combined with Python libraries like OpenSeesPy. Highlights StructureWorks — a structural analysis add-on bringing finite element simulation (FEM) into Blender's 3D environment. Blender as an engineering design tool for the AEC industry.
References
Serpens add-on (visual scripting for Blender) · OpenSeesPy (structural analysis) · StructureWorks add-on · AEC + Blender
Smart Interoperability: Integrating Photogrammetry-Based Heritage Models in Blender
Gianluca Emilio Ennio Vita
Using Blender within Territorio Mudéjar's digitization project — turning photogrammetric scans of Spanish Mudejar heritage architecture into interoperable 3D assets for education, conservation, and public engagement. Aligns with FAIR principles and Europeana standards. Shows Blender's role in cultural heritage preservation.
COMMUNITY, EDUCATION & INSPIRATION
8 talksExploring How Creativity Is Built Across Industries
Multi-Industry Speaker
A cross-industry look at how creativity emerges and scales — from individual artists to teams and enterprises. Draws parallels between how creative breakthroughs happen in software, art, design, and science, and what Blender users can learn from them.
I'm a Complete Hack — But This Is How Simple Techniques Still Make a Big Impact
Self-Taught Blender Artist
One of the conference's most beloved talks — a self-described "hack" shares how impactful results can be achieved with basic knowledge, simple techniques, and clever problem-solving. A reminder that technical complexity doesn't equal creative quality. Ideal viewing for anyone feeling impostor syndrome.
Top 10 favorite talk at BCON25. Widely loved for its honesty and accessibility.
Proceduralism and AI in Animation Production
Animation Producer / Studio
How proceduralism (Geometry Nodes, scripting) and AI tools are changing animation production workflows. Covers where AI genuinely saves time vs. where it creates new problems, and how to think about automation as a creative enabler rather than a replacement for artistry.
Slow Crafting VR: Hand-Drawn Textures and Worlds
VR Artist
A meditative talk about building VR worlds with hand-drawn textures, embracing imperfection and craft over technical perfection. Uses Blender as the world-building tool. Explores the tension between the "slow art" movement and fast-paced technology.
Blender JAM — A Collective Animation Experiment
Blender JAM Community
The Blender JAM collective creates collaborative short animation experiments — multiple artists building on each other's work, game-jam style. This talk covers the community project, what was learned, and how collective creativity differs from solo production.
Rendering Digital Garments for Visual Storytelling: Why 3D Should Come Before the Shoot
Fashion 3D Artist
Using Blender's cloth simulation and rendering for fashion design pre-visualization — making creative decisions in 3D before physical samples are cut. Covers how this changes the design process, reduces waste, and enables storytelling before a shoot takes place.
Fast, Good and ... Free*? | Lego Recreation Tips and Tricks
Lego/Brick Art Creator
Tricks and techniques for recreating Lego models and brick-built art in Blender efficiently. Covers procedural brick generation, material shaders for plastic and ABS textures, and rendering strategies for that iconic Lego look. Light, fun, and surprisingly deep technically.
Experiencing the Parthenon in 3D
Heritage / Education Researcher
Reconstruction of the Parthenon in full 3D using Blender — historically accurate, based on archaeological research — for educational and cultural heritage applications. Covers the research process, modeling workflow from historical records, and presentation in VR.
LIGHTNING TALKS & SUZANNE AWARDS
1 video · 14+ mini-talksThe Lightning Talks are a fan-favorite BCON tradition — rapid-fire 5-minute presentations by community members covering everything from niche tools to personal projects to community initiatives. The Suzanne Awards (Blender's equivalent of the Oscars) are announced at the same event. ▶ Watch full video
01
China's Blender Community
Timothy Tan
02
Switching from Realism to NPR
Martin Klekner
03
A Small Realtime Interactive Experience
Young Yeh
04
Jam Jam Jam
Christoph Lendenfeld
05
Thriving with Blender
Jonathan Lax
06
Animated History
Vincent Burmeister
07
BCON Austin (Community Chapter)
Autotroph
08
Not Colors (Color Theory Talk)
Nathan Vegdahl
09
Blender Empowering Production in Brazil
Rafael Vallaperde
10
Cards of Plenty — Quick Project Presentation
Pirmin Neyer
11
Tyrannosaurus Rex Skeleton
Alex Chamberlain
12
Our Paint
Yiming Wu
13
Splatting in the Sandbox (Gaussian Splatting)
Kyle Johnson
14
Blender at School
Prisco Vicidomini
CLOSING EVENT
Closing Event — Blender Conference 2025
Blender Foundation
The official BCON25 closing, including wrap-up remarks, Suzanne Awards final announcements, community thanks, and preview of what's next for the Blender Foundation. Followed in person by DJ Çâline with visuals by Andy Goralczyk, Jess Wiseman, Julien Kaspar, and Pablo Vazquez.
⭐ Top 10 Community Favorites (per post-conference survey)
Where to watch everything: All 80 talks are on the official Blender YouTube playlist. A PeerTube mirror is available at video.blender.org. Blender Studio picks are highlighted at studio.blender.org.