Windfall: the orchardist

The Defold Lab's third hero, all three phases of the 2D pre-rendered pipeline. The written art-direction contract this cycle worked to — the image generator was out of credits, so the palette is committed as exact hex and the proportions as a diagram (left); the Blender build — a rigid-bound charkit rig whose three walking rows come from one retargeted CMU walk (clip 07_01), with a face of separate named parts that blinks and changes expression, rendered to cropped sprite rows plus a camera-space normal pass (centre); and the orchardist live on his frost-dawn terrace in Defold (right). The row rotations were PROVED for this rig rather than inherited: a 12° face-check settles the side row, and one frame of every row is looked at before the set is committed. Download the mocap-animated rig below.

View the asset

windfall-orchardist.glb · 2.1 MB · glTF 2.0 — modeled in code, exported from headless Blender

⬇  Download the .glb

From concept to engine

Every panel from this asset’s gallery card — click a panel to open it full size.

Windfall gardener turnaround concept
Windfall gardener turnaround concept
Windfall gardener mocap walk rows (three facings) with camera-space normal pass
Windfall gardener mocap walk rows (three facings) with camera-space normal pass
The gardener in his moonlit garden in the Defold engine
The gardener in his moonlit garden in the Defold engine

Provenance

Contributed by the Defold Lab

This asset was built for Windfall, a Defold Lab piece. It was modeled entirely in code (Blender’s Python API) by an AI agent, rendered by headless Blender, and audited against its concept over three identity rounds before export — the pipeline every Blender Studio asset goes through.

Modeled in code and rendered by the BuildMidas Blender Studio — the shared asset pipeline behind the Game Lab and the AI Game Builder.