Talk
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.
In this workshop attendees will learn about different ways to integrate third-party C++ libraries into the Godot Engine using the GDExtension system.
A deep dive into Godot's tilemap system covering optimization, procedural generation, scene tiles, and the evolution from classic tilemaps to modern tilemap layers.
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.
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…
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.
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.
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…
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.
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.
In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process.
The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK.
In talk I'll show how we went about implementing both 2D and 3D versions of the cards in Fogpiercer.
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.
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.
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.
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.
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.
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…
Live demo of GdUnit4 with writing and running tests for gameplay logic and scenes, plus best practices and Q&A.
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.
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.
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.
This talk presents a case study where 30 developers are building Starfinder - a full-scale RPG.
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.
Unlock the secrets of interactive music in Godot and learn how to bridge the gap between game developers and audio creators.
A talk aimed at non-artists that covers how to art direct. I want to cover basics like composition, lighting, colors and shape language.
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.