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Shipping Godot: From Build to Player

Event Godotfest25

Pablo Navarro
Pablo Navarro
Game developer, porter and publisher (RAWRLAB Games)
Paul Lawitzki
Paul Lawitzki
Game developer and educator
Joseph Hill
Joseph Hill
Bringing the Godot engine to iPad and iPhone through Xogot
Dom Harris
Dom Harris
Head of Publishing Partnerships at CrazyGames
Ben Vehling
Ben Vehling
Co-Founder of GodotFest

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.

We’ll talk about assessing platform fit, what “ready for console” really looks like, how challenging different routes can be, and sensible ways to stage a multi-platform release. Expect candid experiences, high-level trade-offs, common pitfalls to avoid, and flexible guidance you can adapt to your team and game. You’ll leave with clearer expectations and a practical sense of the next step to get your Godot game into players’ hands. Ben Vehling from the Godot team moderates the conversation.

50 minutes
English
This session will be recorded

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