As Godot gains traction in game development, a critical question remains: can it handle professional, large-scale production? This talk presents a case study from Epictellers , where 30 developers are building Starfinder - a full-scale RPG. We examine the practical realities of pushing Godot beyond its traditional indie roots, sharing both the unexpected wins and the genuine challenges encountered when scaling the engine for commercial AA development.
This session provides an honest, practical look at developing a cRPG with 30 professionals using Godot. The Epictellers team shares their real-world experience building Starfinder, including both the surprises and challenges of scaling Godot for commercial production. We’ll discuss where Godot exceeded expectations - particularly in iteration speed and optimization - and where we had to develop workarounds. From managing complex narrative systems to coordinating large teams, we’ll share the workflows and solutions that emerged from actual production needs. The session will feature insights from Ricard Pillosu (Co-founder with 20 years AAA experience) on Starfinder’s technical architecture and team structure, Felix Rios (Lead Narrative Designer) on daily workflows for implementing branching narratives, and Maria Calle (Level Designer) on custom tools developed to bridge level design, code, and narrative systems. Topics will include scaling challenges we anticipated versus what actually proved difficult, specific Godot limitations and our workarounds, unexpected advantages that changed our production approach, tools and workflows developed for team coordination, and performance considerations for content-heavy games. This talk is for developers interested in Godot’s real capabilities at scale, teams considering the engine for larger projects, and anyone seeking unfiltered production insights from the field.