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Talks & Workshops

A Peek Under the Hood: Technical Learnings from Halls of Torment
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Lawitzki Paul Lawitzki
Art Direction Crash Course (for non-artists)
Ballsaal Talk
25 minutes
English
This session will be recorded
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 Mändl Simone Mändl
Beyond the Loop: A Primer on Interactive Music in Godot
Iberico Talk
25 minutes
English
This session will be recorded
Unlock the secrets of interactive music in Godot and learn how to bridge the gap between game developers and audio creators.
Paul Bittmann Paul Bittmann
Building Robust Godot Games with GdUnit4 & GdUnit4Net
Italy Workshop
60 minutes
English
This session will not be recorded
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 Schulze Mike Schulze
Building Starfinder: Professional Godot at Scale
Ballsaal Talk
50 minutes
English
This session will be recorded
This talk presents a case study where 30 developers are building Starfinder - a full-scale RPG.
María Calle Galán María Calle Galán
Ricard Pillosu Ricard Pillosu
Felix Rios Felix Rios
Collaborative Game Development with Godot: From Studio Model to Community-Built Games
Iberico Talk
25 minutes
English
This session will be recorded
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 Sarah Spiers
Will Thompson Will Thompson
Don't ship the wrong game!
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Habermann René Habermann
From Theora to AV1: Transforming Video Workflows in Godot 4
Iberico Talk
25 minutes
English
This session will be recorded
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 Zweiling Nils Zweiling
GdUni4 live demo + technical overview
Iberico Talk
25 minutes
English
This session will be recorded
Live demo of GdUnit4 with writing and running tests for gameplay logic and scenes, plus best practices and Q&A.
Mike Schulze Mike Schulze
Godot Foundation Q&A
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Coppola Emilio Coppola
Godot meets JetBrains: Building IDE tools for a growing engine
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Ellis Matt Ellis
Gyms, Zoos, and Museums: Your documentation should be in-game
Iberico Talk
25 minutes
English
This session will be recorded
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 Storm Robin Yann Storm
Keeper to Keepers: Adding Multiplayer to Dome Keeper
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Ridenour Chris Ridenour
Less is More: Modern Approaches to Low-Fi Visuals
Iberico Talk
50 minutes
English
This session will be recorded
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 Tiihonen Antti Tiihonen
Making Audio for a Godot Project in FMOD
Iberico Talk
50 minutes
English
This session will be recorded
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 Havran Peter Havran
Making of Cards in Fogpiercer
Iberico Talk
50 minutes
English
This session will be recorded
In talk I'll show how we went about implementing both 2D and 3D versions of the cards in Fogpiercer.
Krystof Klestil Krystof Klestil
Making of DOGWALK - Blender Studio's game project
Ballsaal Talk
50 minutes
English
This session will be recorded
The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK.
Vivien Lulkowski Vivien Lulkowski
Simon Thommes Simon Thommes
Julien Kaspar Julien Kaspar
Mobilizing Godot
Ballsaal Talk
25 minutes
English
This session will be recorded
In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process.
Joseph Hill Joseph Hill
My experience porting Godot games to Nintendo Switch
Italy Talk
50 minutes
English
This session will not be recorded
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 Navarro Pablo Navarro
New Game+: Adding Backend Features to Your Godot Projects
Iberico Talk
50 minutes
English
This session will be recorded
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 Berger Patricia Berger
Oh, that UI looks dope—wish it wasn't so hard to read tho
Italy Workshop
60 minutes
English
This session will not be recorded
Learn UI typography and accessibility best practices for better readability in Godot games.
Henni Henni
One Does Not Simply Ship Web Games with Godot (Yet)
Iberico Talk
25 minutes
English
This session will be recorded
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 Leonardi Luca Leonardi
Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot
Iberico Talk
50 minutes
English
This session will be recorded
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 Bittner Karl Bittner
Putting Players First: Human-Centered Game Development towards Accessibility & Diversity, Equity, and Inclusion
Iberico Talk
25 minutes
English
This session will be recorded
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 Bika Chrysa Bika
Raytracing is simple for 2D games!
Ballsaal Talk
50 minutes
English
This session will be recorded
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) Jaanus Jaggo (Perfoon)
Seeing the forest for the trees: How to think about workflows when designing tools
Italy Workshop
120 minutes
English
This session will not be recorded
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 Storm Robin Yann Storm
Tilemaps in Godot 4
Iberico Talk
50 minutes
English
This session will be recorded
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 Codes Jackie Codes
Unlocking GDExtension Power: Integrating external C++ Libraries
Italy Workshop
60 minutes
English
This session will not be recorded
In this workshop attendees will learn about different ways to integrate third-party C++ libraries into the Godot Engine using the GDExtension system.
Patrick Exner Patrick Exner
Unlocking Godot’s Superpower: Productivity
Ballsaal Talk
50 minutes
English
This session will be recorded
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 Martinelli Luca Andre Martinelli