# Blender user story profiles artist TZUSOO's decade-long open-source 3D practice

> **Key takeaway:** Artist TZUSOO has used Blender as her primary tool for ten years, creating a workflow where digital creatures born in Blender become physical living sculptures and then return to digital form.

**Published:** 2026-11-09T13:44:46+00:00 
**Source:** Blender News 
**Category:** foss-apps 
**Canonical URL:** https://fosswire.org/news/blender-user-story-profiles-artist-tzusoos-decade-long-open-.html 

## Summary
The Blender Foundation published a user story interview with TZUSOO, a Berlin and Seoul-based artist, animation director, and founder of Studio Princess Computer. The piece traces her path from self-taught Blender 2.7 user in 2016 to established fine artist exhibiting at institutions including MMCA Seoul, the Hessel Museum of Art in New York, and Kunstmuseum Stuttgart.

The interview centers on her ongoing project Agarmon Encyclopedia, which began in 2018 as digital creature creation in Blender and later expanded into physical living sculptures made with moss specialist Independent Garden. TZUSOO describes a cyclical process where digital creatures become physical Agarmon sculptures, decay and grow moss as living ecosystems, while their spirits persist as data that feeds back into new Blender work. She also discusses her studio workflow with team members Lloyd Marquart and Zion König, using Kitsu for production management and referencing Blender Studio training materials.

## Blender in professional art practice
- **Version history:** TZUSOO began with Blender 2.7 in 2016, the pre-2.8 era, and has continued using Blender through its major interface and workflow overhauls for a decade.
- **Production pipeline:** Studio Princess Computer uses Blender for modeling, rigging, materials, physics, world-building, animation, and rendering, with Kitsu as production tracking software.
- **Cross-medium workflow:** The Agarmon Encyclopedia project uses Blender for initial digital creature design, exhibition sketching, and returning world-building after physical sculpture creation, demonstrating iterative digital-physical-digital production.
- **Team collaboration:** The studio structure involves shared responsibility across all Blender departments, with the director retaining final control over aesthetics, camera, and editing.
- **Training resources:** The team references Blender Studio's official video training materials for production techniques.

## Why it matters
This user story illustrates how Blender's open-source development model sustains long-term professional adoption across independent art practices and small studios, with artists building decade-long careers without proprietary software licensing costs. The documented workflow from Blender 2.7 through current versions also provides a data point on backward compatibility and learning curve investment in the open-source 3D ecosystem. For Linux and open-source creative tool advocates, TZUSOO's institutional recognition offers a concrete example of Blender competing at the level of gallery and museum exhibition workflows traditionally dominated by commercial software.