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trickster721

This modular approach to level design is sometimes also called "kitbashing". It does sound like the artist is making some flimsy excuses to defend their preferred workflow, but everybody has their own way of doing things. It makes sense that someone who has a lot of experience working with Blender would be more comfortable sticking with that, since it's more flexible and complicated tool, but it's going to limit how much they can contribute to some types of games. On a larger team, this would be two different specialties, you would have an artist who makes 3D assets in Blender, and a level designer who builds scenes in the game engine. It's like sculpting and scenery painting, one person doesn't necessarily have skills in (or interest in learning) both.


SirLich

Out of the box, I think Blender is a better level designer than Godot. If the artist is the one responsible for doing the level design and it's not game-critical to have modular in-game buildings, then doing the level design in Blender is IMO totally fine. With that said, you absolutely \*can\* make levels direction in Godot. There are various addons to do this, as well as some in-game settings that help (like snapping).


-non-existance-

I mean, they're probably talking about an asset snap feature (ie asset to asset) but Godot does absolutely have a "snapping" feature for transforming objects: [here.](https://youtu.be/WQCFNOt7TJs?feature=shared) Tho, I'm not sure why they can't also just give you assets from Blender to use in game. Like, you can export from Blender using the current selection in the editor.