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A Peek Under the Hood: Technical Learnings from Halls of Torment
In this talk we will take a deep dive into Halls of Torment's code and share our learnings about project structure, programming patterns, performance profiling, and many other technical topics.
Paul LawitzkiArt Direction Crash Course (for non-artists)
A talk aimed at non-artists that covers how to art direct. I want to cover basics like composition, lighting, colors and shape language.
Simone MändlBeyond the Loop: A Primer on Interactive Music in Godot
Unlock the secrets of interactive music in Godot and learn how to bridge the gap between game developers and audio creators.
Paul BittmannBuilding Robust Godot Games with GdUnit4 & GdUnit4Net
Maintaining code quality in growing Godot projects is challenging. This presentation introduces GdUnit4 and GdUnit4Net, comprehensive testing frameworks that bring professional testing capabilities to Godot development.
Mike SchulzeBuilding Starfinder: Professional Godot at Scale
This talk presents a case study where 30 developers are building Starfinder - a full-scale RPG.
María Calle Galán
Ricard Pillosu
Felix RiosCollaborative Game Development with Godot: From Studio Model to Community-Built Games
In this session, Sarah Spiers and Will Thompson will share how collaborative development with Godot can transform game-making into a pathway for new creators.
Sarah Spiers
Will ThompsonDon't ship the wrong game!
I'll share how we avoid make a production too large by building many prototypes, evaluating them against real people and then go into an appropriately scoped production, staying happy devs in rough times.
René HabermannFireside Chat – Godot’s Next Milestones
An open discussion on pairing Godot’s creative spirit with the production reliability professional studios expect.
Rémi Verschelde
Ben Vehling
Matt EllisFrom Theora to AV1: Transforming Video Workflows in Godot 4
I’ll discuss VTG’s approach to future hardware acceleration, key design choices, and practical challenges. Attendees will see early results, with an open discussion welcomed to gather thoughts and suggestions.
Nils ZweilingGdUnit4 live demo + technical overview
Live demo of GdUnit4 with writing and running tests for gameplay logic and scenes, plus best practices and Q&A.
Mike SchulzeGodot Foundation Q&A
Do you have any questions about Godot you would like to ask the people at the Godot Foundation? After a short update about the projects we are working on, feel free to ask anything…
Emilio CoppolaGodot meets JetBrains: Building IDE tools for a growing engine
JetBrains Rider is a great IDE for Godot. But how does it work? In this talk, we'll take a behind the scenes look at how we build the Godot features in Rider.
Matt EllisGyms, Zoos, and Museums: Your documentation should be in-game
Gyms, Zoos, and Museums: Let's look at documentation examples, see how they work, how they can be built, and how they improve the development of your games.
Robin Yann StormKeeper to Keepers: Adding Multiplayer to Dome Keeper
This talk will cover how we added mixed local and online multiplayer to an existing codebase of tens of thousands of lines of GDScript and how you can think about systems in your game to do the same.
Chris RidenourLess is More: Modern Approaches to Low-Fi Visuals
Join me in this talk to learn how I have combined low-resolution dithered 3D graphics with modern rendering techniques to come up with colorful, crispy visuals for Reconfigure, an upcoming sci-fi FPS-puzzle-adventure.
Antti TiihonenMaking Audio for a Godot Project in FMOD
I let us explore the advantages and disadvantages of making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer.
Peter HavranMaking of Cards in Fogpiercer
In talk I'll show how we went about implementing both 2D and 3D versions of the cards in Fogpiercer.
Krystof KlestilMaking of DOGWALK - Blender Studio's game project
The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK.
Vivien Lulkowski
Simon Thommes
Julien KasparMobilizing Godot
In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process.
Joseph HillMy experience porting Godot games to Nintendo Switch
I ended up being the main maintainer of a free community port only available to Nintendo Switch developers. I might have some advices to share, being the first one that there is no easy port.
Pablo NavarroNew Game+: Adding Backend Features to Your Godot Projects
In this talk, we'll explore how to level up your Godot projects with robust backend features like real-time multiplayer, analytics, and social systems that keep players engaged and coming back for more.
Patricia BergerOh, that UI looks dope—wish it wasn't so hard to read tho
Learn UI typography and accessibility best practices for better readability in Godot games.
HenniOne Does Not Simply Ship Web Games with Godot (Yet)
Godot is growing fast, but when it comes to web game development, is it really ready for production? In this talk, I’ll explore the current state of Godot Web, focusing on what wor…
Luca LeonardiPlants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot
In this presentation, we'll showcase our easy and free workflows for creating 3D assets of realistic foliage and trees, reveal the most important shading tricks to get them looking great, and touch upon the use of impostors for level-of-detail.
Karl BittnerPutting Players First: Human-Centered Game Development towards Accessibility & Diversity, Equity, and Inclusion
In this session, we advocate for co-designing with players at the center. We will present approaches, methods, and practical guidelines for incorporating accessibility & DEI into game development with Godot from the start. Through case studies, we will show how inclusive design leads to more intuitive, usable, and engaging games for all players.
Chrysa BikaRaytracing is simple for 2D games!
2D games often struggle to match the visual appeal of 3D games, since they can't use common lighting techniques. However, these effects can be created with quite simple shaders, an…
Jaanus Jaggo (Perfoon)Seeing the forest for the trees: How to think about workflows when designing tools
In this workshop, we will go over key things to know about when you are designing the user experience (UX) of workflows, while keeping in mind the user interface (UI) of their tools.
Robin Yann StormShipping Godot: From Build to Player
Which platform should you ship and when should you branch out? This panel brings together perspectives from web, PC storefronts, consoles, and mobile to compare the main paths and what they typically ask of a Godot project.
Pablo Navarro
Paul Lawitzki
Joseph Hill
Dom Harris
Ben VehlingTilemaps in Godot 4
A deep dive into Godot's tilemap system covering optimization, procedural generation, scene tiles, and the evolution from classic tilemaps to modern tilemap layers.
Jackie CodesUnlocking GDExtension Power: Integrating external C++ Libraries
In this workshop attendees will learn about different ways to integrate third-party C++ libraries into the Godot Engine using the GDExtension system.
Patrick ExnerUnlocking Godot’s Superpower: Productivity
I’ll share practical examples and insights from our work at Bippinbits to show how focusing on productivity not only unlocks faster iterations but generally leads to better games.
Luca Andre MartinelliBeyond Git: Real-Time Version Control for Godot
Our open-source version control plugin, Backstitch, enables fast collaboration for dev teams, game jams, and classrooms!
Lilith DuncanBuilding Your Discord Server Through Every Stage of Game Development
This talk runs through setting up a Discord server to help game developers as they build and grow their games. It talks about how to set up moderation, create channels, create roles, get feedback, run …
Anthony TešijaConsole Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch
Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware.
André EwaldContinuous community driven translations with gettext and Weblate
Using gettext and a continuous translation platform like Weblate allows translators to use a simple web view to translate and gives developers a simple way to pull the changes through git. This talk …
Simon DalvaiCracking open Godot Editor: what it taught me about Godot
I spent months inside Godot Editor’s source code, rebuilding it into a multi-scene editor called GDstudio. Along the way the editor taught me a lot about Godot itself, and this talk is that story. …
Zagir FabarisovCrashes Don't Care What Language You Wrote Your Game In
A Godot game is rarely written in just one language. You’ve got GDScript for gameplay, more and more C#/.NET for the heavier systems, and native C++ through GDExtension underneath. Then you export the …
Amir MujacicDeveloping a humanitarian video game in Godot
Amnios is a free narrative game about pregnancy, childbirth, and early motherhood during migration, built in Godot and co-created with migrant women, hospital clinicians, and the ICRC. This talk walks …
Aida NavarroFrom Alpha to Z-Test: A trip through Godot's renderer
In this talk I will break down how Godot’s Forward+ renderer works starting from where it fits within the overall game frame to individual choices for major features.
Clay JohnGodot & Accessibility - Creating the Utmost Freedom
Discover the essentials of accessibility in games and learn how to make your great work enjoyable for so many more users - using incredibly simple methods!
Thomas MayerI Don't Know If This Game Is Good
Even after years of making games, I can’t reliably tell if one is “good” while we’re building it. Intuition, playtests, retention and wishlists all help - but every signal can mislead you in a …
René HabermannIchor Online: Building a Massive Multiplayer Online RPG in Godot
Building an MMORPG as Indie Devs: workflows, scope management, lessons learned and leveraging the power of SpacetimeDB with Godot.
Leonardo Rocha
Francesco Piacenti (FR3NKD)Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games
Every generation of game developers has seen its tools change, from custom in-house engines to open-source editors like Godot. AI is the newest change, and it is already part of many professional …
Johannes EbnerLet's Hear It! Enabling True Audio Accessibility in Godot
Audio accessibility is often treated as an afterthought - or even reduced to a lonely volume slider -while sound design plays a crucial role in gameplay legibility, inclusion and immersion. The good …
Max de KroonLOVE, DOGS + ROBOTS - Godot C# in the browser
In version 4.6, libgodot became an official part of Godot. Now Godot 4.8 brings.NET 10, but what does that really mean for us developers?
tiger tiger tiger (Moritz Voss)Mobile Games Without the Slop
Mobile games are often associated with aggressive monetization, dark patterns, and disposable experiences. But does mobile really have to be that way?
Leon KlostermannMultiplayer Bloopers: Common networking pitfalls explained with painful examples
Your game works perfectly until other players show up with their own version of reality. This is a light, fast tour of the classic multiplayer bugs: why they happen, how to fix them, and how to fix …
Jiří Starý
Erick PassosNo Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension
Take an example GDScript class and port it to C++ with me! We’ll compare the benefits and tradeoffs of multiple approaches. Finally, I’ll show my preferred method which allows for moving code to C++ …
Carter HinklePutting Voices in Indie Games - A Guide For Indies On A Budget
I will introduce an outline of the process for putting voice acting in indie games, how to budget for it, what options are available at each step of the process, and tips for directing and handling …
Alec SheaShipping 3D Cross-Platform on a Shoestring Budget: A Solo Dev's Postmortem
How do you ship a 3D educational game for Web, Desktop, and Mobile in Godot 4 on a tight budget? In this postmortem of “The Masked Particle,” I will share my survival strategies as a solo dev. Drawing …
Dr. Johannes MattmannSmall Team, Big Leverage: Using Automation to Build Games Faster
Large companies use automation to reduce repetitive work, improve reliability, and help teams move faster. Many of the same ideas can be just as valuable for solo developers and small indie …
Werner MendizabalSynthesizing a Flamethrower from a Bathroom Sink: DIY Sound Design for Indie Devs
Your game features a devastating, hyper-realistic flamethrower, but your audio budget only covers a glass of tap water. Is that enough? Absolutely. In this 50-minute crash course, we will strip away …
Chris KohlerTestFlight for Godot Developers: Playtesting Games on Apple Platforms
Practical overview of using Apple’s TestFlight to playtest and distribute Godot games. Learn how to set up staged rollout channels to test updates with targeted user groups, configure feedback …
Michał Myczkowski
Aleksandra DulskaThe basics of Image Composition
How to compose a balanced and strong image is a skill that is relevant for any gamedev, not just artists. I’m hoping to teach you the basics so that your Storefront graphics, Video Thumbnails, …
Simone MändlThe Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem
Preproduction should be the space where you experiment with mechanics and figure out what game you’re actually building. But if you never stop throwing out new ideas, you can get stuck exploring …
Giovanni BeltranThe Return of Game Programming Patterns for Godot
At GodotCon Amsterdam 2026, “Game Programming Patterns for Godot” started with a tiny Reddit find, a cached getter and grew into a tour of underexplored patterns for real Godot projects. Then the …
Inacio SchwellerUsing Godot for defence simulators
In this talk, we will dive into our experiences switching from Unity to Godot when you have customers where Security, IP, and Continuity are critical priorities.
Kristian Too AndreasenWaiting for GDScript: Rebuilding a Dialogue Engine Without C#
Our dialogue tool, Yarn Spinner for Godot, has been built on C#, and we love it. Godot’s C# support is fantastic. But we wanted every Godot developer to have great dialogue, so we rebuilt the whole …
Paris Buttfield-Addison
Dr. Tim NugentWan't to add Shaders to your game? Here is how you start.
Shaders can be scary, but shaders make many things possible. During the talk I’ll show various shaders used in production games. I’ll show how to write from scratch your own effects. Static VFX, …
Leszek NowakWhat Our Unity Team Got Wrong (So You Don't Have To)
We migrated a team from Unity to Godot - not as beginners, but as experts whose Unity instincts actively worked against us. The habits that made us fast in Unity quietly produced brittle, un-idiomatic …
Owen MagriWhy You Should Develop and Release on Console First
Traditionally, indie studios and small teams developed for a single console first before porting to PC—a tradition that has since flipped to “Steam first.” This talk challenges that modern default. By …
Claire Blackshaw