Ok, I’ll play…
I have used blender as my primary tool for a variety of AAA video games projects for EA and SONY over the last four years… I am contractually obliged to not discuss them. I’ve also used blender with some smaller clients that are less well known on some unannounced titles
Main use areas were level design, production of game environments, previsualisation, pitch renders and animations.
In so doing I’ve used pretty much every area of blender for one thing or another… modelling rendering, compositing, sculpting, animating, particle FX, texturing and UV-ing, nodal materials, sequence editing, baking…
client tool-chains required Fbx–> maya for final output most of the time… (or in some cases OBJ) and I needed to do a bit of custom scripting in both maya and blender to get a decent workflow in most cases…
I’m often seen as a bit of an oddity, but most colleages are genuinely interested in blender.
despite having to export/import to maya I have been able to stay competitive and been as productive (or more-so) than those doing similar tasks in Maya on the teams I’ve worked with.