{"$schema": "https://c3voc.de/schedule/schema.json", "generator": {"name": "pretalx", "version": "2024.3.1"}, "schedule": {"url": "https://pretalx.godotfest.com/godotfest-25/schedule/", "version": "2.10", "base_url": "https://pretalx.godotfest.com", "conference": {"acronym": "godotfest-25", "title": "GodotFest 25", "start": "2025-11-11", "end": "2025-11-12", "daysCount": 2, "timeslot_duration": "00:05", "time_zone_name": "Europe/Berlin", "colors": {"primary": "#0071bc"}, "rooms": [{"name": "General Info", "guid": "019c095e-fea1-5c8b-b65e-e04583067062", "description": "This shared space is used for general announcements, lunch breaks, and community activities not tied to a specific talk or track.", "capacity": null}, {"name": "Ballsaal", "guid": "da7c30c8-e680-589b-b01d-f128e5f2012f", "description": "(main stage)", "capacity": null}, {"name": "Iberico", "guid": "5e5dfbf9-ddb2-5060-9b73-cf335c71a364", "description": "(2nd stage)", "capacity": null}, {"name": "Italien", "guid": "3893b8f6-0c3e-5979-9835-602a873e47b6", "description": "(workshops)", "capacity": null}], "tracks": [{"name": "Talk", "color": "#0085ff"}, {"name": "Workshop", "color": "#b2006b"}, {"name": "Sponsored", "color": "#3c9c00"}, {"name": "Backup", "color": "#83c5d7"}, {"name": "Panel", "color": "#eda63c"}], "days": [{"index": 1, "date": "2025-11-11", "day_start": "2025-11-11T04:00:00+01:00", "day_end": "2025-11-12T03:59:00+01:00", "rooms": {"Ballsaal": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/JRSWFW/", "id": 98, "guid": "4bee8c8e-b375-50e9-b784-7500b8a2bb63", "date": "2025-11-11T10:30:00+01:00", "start": "10:30", "logo": null, "duration": "00:30", "room": "Ballsaal", "slug": "godotfest-25-98-opening-remarks", "title": "Opening Remarks", "subtitle": "", "track": "Panel", "type": "Talk (short)", "language": "en", "abstract": "Welcome to GodotFest 2025 - the first entry of the GodotFest event series! Join us as we kick off two exciting days of talks, workshops, and community connections. We\u2019ll introduce the event, thank our sponsors, and set the stage for an amazing conference celebrating the Godot Engine and its vibrant community.\r\n\r\nGet ready to dive into technical insights, creative presentations, hands-on workshops, and networking opportunities with fellow Godot enthusiasts from around the world. Whether you\u2019re a seasoned developer or just starting your journey with Godot, this is your moment to be part of something special.\r\n\r\nWith Johannes Ebner and Senad Hrnjadovic", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "5f2dc8e1-09ae-5959-acd8-1b6c1a99d5e5", "id": 1, "code": "L89GNW", "public_name": "Johannes Ebner", "avatar": "https://pretalx.godotfest.com/media/avatars/L89GNW_Ei4tOn4.jpg", "biography": "Johannes is a Gaming Solution Architect who helps game developers & publishers of all sizes to build multiplayer games and online services for games.\r\nHe has 20 years of experience in the IT industry, including 15 in the games industry - many of which he built games himself and led game dev teams.\r\n\r\nJohannes has been involved in a wide range of projects, from small web applications to large scale cloud services and Massively Multiplayer Online games and has consulted many publishers and game studios from indie to AAA on how to build online services and multiplayer infrastructures.\r\n\r\nJohannes is also the maintainer of godot-playfab, the integration of Azure PlayFab for the Godot Engine, an active Godot community member, a co-host of the massively successful GodotCon 23, a co-founder of GodotFest and has spoken at various conferences like the Sharkmob DevDays (invitational), Nordic Game and Microsoft\u2019s GDC event.\r\n\r\nFind out more at https://blog.structed.me/about", "answers": []}, {"guid": "301355cb-af18-5a2e-b1f3-65cbd177c22f", "id": 112, "code": "DGTXXB", "public_name": "Senad Hrnjadovic", "avatar": null, "biography": "-", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/PDLJLM/", "id": 29, "guid": "5efad55d-6a13-5eac-ad8d-e66172e37a1d", "date": "2025-11-11T11:00:00+01:00", "start": "11:00", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-29-godot-foundation-q-a", "title": "Godot Foundation Q&A", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "Do you have any questions about Godot you would like to ask the people at the Godot Foundation?\r\nAfter a short update about the projects we are working on, feel free to ask anything!", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "57fcfe9d-889e-5aff-b0f1-7b4748d3e56b", "id": 46, "code": "BLDREN", "public_name": "Emilio Coppola", "avatar": "https://pretalx.godotfest.com/media/avatars/BLDREN_4TYFGFJ.png", "biography": "Emilio Coppola serves as the Executive Director of the Godot Foundation, leading the organization\u2019s mission to advance the Godot Engine and support its global community of developers. With deep knowledge of the engine\u2019s development roadmap and the foundation\u2019s strategic initiatives, Emilio provides valuable insights into Godot\u2019s future direction and community support.\r\n\r\nAs the head of the Godot Foundation, Emilio oversees the organization\u2019s efforts to promote Godot Engine adoption, support open-source development, and foster the growth of the Godot community worldwide. His role involves coordinating with developers, contributors, and stakeholders to ensure Godot continues to evolve as a powerful, accessible game development platform.\r\n\r\nAt GodotFest 25, Emilio will host a Godot Foundation Q&A session, providing attendees with the opportunity to ask questions about Godot\u2019s development, the foundation\u2019s projects, and future plans for the engine. This session offers a unique chance to get direct insights from the leadership of the Godot Foundation and learn about upcoming developments and community initiatives.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/9PP8G3/", "id": 25, "guid": "658677f1-190e-5ddc-9c74-a9c14609236b", "date": "2025-11-11T12:00:00+01:00", "start": "12:00", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-25-making-of-dogwalk-blender-studio-s-game-project", "title": "Making of DOGWALK - Blender Studio's game project", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "The *Blender Studio* is presenting the creation process and asset pipeline behind *DOGWALK*, a short open source game, centered around incorporating Blender & Godot.\r\nGet insight into the planning & game design of our brief 4 month production period, the paper-craft art style that resulted in a distinct low-poly look and our glTF & Blender Asset oriented pipeline, that allowed us to create & iterate directly in Blender for art-assets, animations and entire levels.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "e859cd86-08cd-5bad-86cd-01c76417a437", "id": 41, "code": "8G9JTQ", "public_name": "Simon Thommes", "avatar": "https://pretalx.godotfest.com/media/avatars/8G9JTQ_5CPpXU0.jpg", "biography": "Simon Thommes is the Lead Technical Artist at Blender Studio, where he spearheads the technical implementation of innovative game projects that showcase the synergy between Blender and Godot. As a key member of the DOGWALK development team, Simon brings extensive expertise in creating efficient asset pipelines and technical workflows.\r\n\r\nWith deep knowledge of both Blender\u2019s 3D capabilities and Godot\u2019s game engine features, Simon specializes in developing technical solutions that bridge the gap between content creation and game development. His work focuses on optimizing workflows, creating custom tools, and ensuring seamless integration between Blender\u2019s asset creation pipeline and Godot\u2019s runtime environment.", "answers": []}, {"guid": "b851e677-4e47-5f68-84ff-bd15c2633235", "id": 44, "code": "FS9V9Y", "public_name": "Vivien Lulkowski", "avatar": null, "biography": "Vivien Lulkowski is a developer at Blender Studio, where they work on innovative game projects that bridge the gap between Blender and Godot. As part of the team behind DOGWALK, a short open-source game, Vivien brings expertise in asset pipeline development and game production workflows.\r\n\r\nWith experience in both Blender and Godot, Vivien specializes in creating seamless workflows between 3D content creation and game development. Their work on DOGWALK demonstrates how to effectively integrate Blender\u2019s powerful 3D tools with Godot\u2019s game engine capabilities, resulting in efficient production pipelines and distinctive visual styles.", "answers": []}, {"guid": "62ac0c76-d1f2-5dd2-904e-a4d5ef8612df", "id": 15, "code": "9FHYWZ", "public_name": "Julien Kaspar", "avatar": "https://pretalx.godotfest.com/media/avatars/9FHYWZ_T8lZtR5.jpg", "biography": "Julien Kaspar is a 3D artist and director at the Blender Studio in Amsterdam. They have worked on many of the recent open movies, primarily for character art. The most recent project was DOGWALK, a short game in which they took on directing and programming roles.\r\n\r\nAt GodotFest 25, Julien will share insights from the DOGWALK project, covering the creation process and asset pipeline behind this short open-source game that demonstrates the integration of Blender and Godot. This talk will provide perspective on planning and game design during a brief 4-month production period, the development of a distinctive paper-craft art style, and the glTF & Blender Asset pipeline that enables direct iteration between the two platforms.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/HERTJZ/", "id": 91, "guid": "f76133cb-1e2b-5976-bf69-a40881627b5a", "date": "2025-11-11T14:30:00+01:00", "start": "14:30", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-91-godot-meets-jetbrains-building-ide-tools-for-a-growing-engine", "title": "Godot meets JetBrains: Building IDE tools for a growing engine", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "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. We'll cover some of the challenges we've faced while creating a good user experience for Godot development in C#, GDScript and C++. We'll see how we've made it easy to debug your game, either in C# or GDScript, and tell the story of adding unit testing support through GDUnit. We'll see how we write inspections for your code, and provide code completion for resources and other string value. And we'll look at how Rider's Godot features are open source and hosted on GitHub, with contributions welcome!", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "e8321fb1-d486-53ac-b52e-95885d945b0e", "id": 97, "code": "VDUAHV", "public_name": "Matt Ellis", "avatar": "https://pretalx.godotfest.com/media/avatars/VDUAHV_dyZi7QO.jpg", "biography": "Matt Ellis is a developer advocate at JetBrains. He has spent over 20 years shipping software in various industries and currently works with IDEs and development tools, having fun with abstract syntax trees and source code analysis. He also works on the Unity support in Rider.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/G3WASY/", "id": 21, "guid": "2875897b-1276-5b15-8264-f7eafa50d75c", "date": "2025-11-11T15:30:00+01:00", "start": "15:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/G3WASY/Experimental_800x450_UoUbGpA.png", "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-21-a-peek-under-the-hood-technical-learnings-from-halls-of-torment", "title": "A Peek Under the Hood: Technical Learnings from Halls of Torment", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "The development of Halls of Torment has taught us many lessons about making commercial games in Godot. In this talk we will take a deep dive into the games' code and share our learnings about project structure, programming patterns, performance profiling, and many other technical topics.", "description": "With Halls of Torment being our first Godot-based commercial project we've had to figure out how to accommodate all of our technical requirements in a timely manner. We've made a lot of mistakes, learned many lessons, and found a couple of best practices that we want to expand upon in future projects. How did we solve inter-object communication for modular entities? How did we profile the game and handle performance issues? What was the overall structure of the game? And what are the benefits of compiling your own Godot editor? In this talk we'd like to share some of our approaches to the technical problems we've been facing, some more successful than others.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "6142cff0-cbe9-5d62-afe0-1c9107ae63ad", "id": 34, "code": "8ALHJM", "public_name": "Paul Lawitzki", "avatar": "https://pretalx.godotfest.com/media/avatars/8ALHJM_ey9flgm.png", "biography": "Paul is a game designer and programmer at Chasing Carrots and has been part of the team since over a decade. They are also the creative director on Halls of Torment, influenced its visual style, and created the soundtrack for the game. Previously, they have worked on Good Company and Pressure Overdrive.\r\n\r\nAt GodotFest 25, Paul will share technical learnings from the development of Halls of Torment, their first Godot-based commercial project. This talk will cover project structure, programming patterns, performance profiling, inter-object communication for modular entities, and the benefits of compiling custom Godot editor builds. Attendees will learn from both successful approaches and mistakes made during development.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/HAURCV/", "id": 53, "guid": "9891fe2c-9e1e-577b-ba0e-6de40fb3e157", "date": "2025-11-11T16:30:00+01:00", "start": "16:30", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-53-don-t-ship-the-wrong-game-", "title": "Don't ship the wrong game!", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "Shipping a good game that no one desires is a sad affair. It's also easy to accidentally make a production too large. I'll share how we avoid this by building many prototypes, evaluating them against real people and then go into an appropriately scoped production, staying happy devs in rough times. Maybe most importantly, i'll share how we validate prototypes to find the games with potential among the crowd, as it's simply not something predictable or plannable.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "6e9796fa-7f21-51b7-9254-c78b75338ede", "id": 65, "code": "7XVBKK", "public_name": "Ren\u00e9 Habermann", "avatar": "https://pretalx.godotfest.com/media/avatars/7XVBKK_ErzRlsP.jpg", "biography": "Ren\u00e9 Habermann is a German indie game developer and co-founder of the studio Bippinbits, based in Radeberg near Dresden. He developed Dome Keeper, a roguelike mining and tower defense game that originated from a Ludum Dare game jam.\r\n\r\nRen\u00e9 Habermann, Director at Bippinbits will be talking about how to prototype your next game and how to avoid common pitfalls.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/BE8AUB/", "id": 68, "guid": "ceea921b-0efe-5b2d-8c54-a3d3232d814c", "date": "2025-11-11T17:30:00+01:00", "start": "17:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/BE8AUB/GodotFest25_QjcTPM8.png", "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-68-building-starfinder-professional-godot-at-scale", "title": "Building Starfinder: Professional Godot at Scale", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "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](https://www.epictellers.com/), 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.", "description": "**Description:**\r\nThis session provides an honest, practical look at developing a cRPG with 30 professionals using Godot. The [Epictellers](https://www.epictellers.com/) team shares their real-world experience building Starfinder, including both the surprises and challenges of scaling Godot for commercial production.\r\nWe'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.\r\n\r\n**Session Structure:**\r\n**Ricard Pillosu (Co-founder, 20 years AAA experience):** Overview of Starfinder's technical architecture, team structure, and the decision-making process behind choosing Godot. Frank discussion of initial concerns versus production realities.\r\n\r\n**Felix Rios (Lead Narrative Designer):** Daily workflow for implementing branching narratives in Godot. How the narrative team adapted to the engine's capabilities and limitations.\r\n\r\n**Maria Calle (Level Designer):** Custom tools developed to bridge level design, code, and narrative systems. Practical examples of extending Godot to meet production needs.\r\n\r\n**Topics Include:**\r\n* Scaling challenges we anticipated vs. what actually proved difficult\r\n* Specific Godot limitations and our workarounds\r\n* Unexpected advantages that changed our production approach\r\n* Tools and workflows developed for team coordination\r\n* Performance considerations for content-heavy games\r\n\r\nThis 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.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "d46156d0-7a18-54b4-8ccf-e9ef42446127", "id": 26, "code": "WQZUCL", "public_name": "Ricard Pillosu", "avatar": "https://pretalx.godotfest.com/media/avatars/WQZUCL_VJfJdxH.jpg", "biography": "Ricard Pillosu is the co-founder and CEO of Epictellers, a studio currently building a narrative-driven CRPG with Godot Engine. Before starting Epictellers, Ricard worked on a mix of AAA and indie games \u2014 including as Development Director on Rise: Son of Rome for Xbox One \u2014 and spent time at studios like Crytek, Smilegate Barcelona, and Arhat Games.\r\n\r\nNow, he\u2019s focused on pushing Godot to its limits for complex RPG systems, blending open-source tools with rich storytelling. Ricard loves talking about production workflows, team dynamics, and what it takes to build big games with small teams.", "answers": []}, {"guid": "5f9a8262-f0b7-5c46-b6f0-0d4250a0ccd6", "id": 76, "code": "SMZBTC", "public_name": "Mar\u00eda Calle Gal\u00e1n", "avatar": null, "biography": "Maria Calle is a Level Designer at Epictellers, where they specialize in creating custom tools that bridge the gap between level design, code, and narrative systems. With expertise in extending Godot\u2019s capabilities to meet production needs, Maria plays a crucial role in the development of Starfinder, a professional-scale cRPG built with a team of 30 developers.\r\n\r\nTheir work focuses on developing practical solutions for large-scale game production, creating tools that enable seamless collaboration between different disciplines. Maria\u2019s experience demonstrates how Godot can be effectively extended and customized to handle complex production workflows, from level design iteration to narrative system integration.", "answers": []}, {"guid": "6d025eea-d198-53e2-98ce-9b5e52f29b8a", "id": 77, "code": "GKRTQT", "public_name": "Felix Rios", "avatar": "https://pretalx.godotfest.com/media/avatars/GKRTQT_rtUqZ6E.jpeg", "biography": "Felix Rios is the Lead Narrative Designer at Epictellers, where they specialize in implementing complex branching narratives in Godot. With a background in tabletop role-playing design and a long history in software development, Felix brings a unique perspective to narrative game design and storytelling systems.\r\n\r\nAs part of the team building Starfinder, a professional-scale cRPG with 30 developers, Felix has developed practical workflows for implementing branching narratives in Godot. Their expertise lies in adapting narrative teams to the engine\u2019s capabilities and limitations, creating efficient systems that handle complex storytelling requirements.\r\n\r\nAt GodotFest 25, Felix will share insights from their daily workflow for implementing branching narratives in Godot, showing how the narrative team adapted to the engine\u2019s capabilities and limitations. Their session will cover practical approaches to narrative system design and how to effectively manage complex storytelling in large-scale Godot projects.", "answers": []}], "links": [], "attachments": [], "answers": []}], "Iberico": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/S798HC/", "id": 92, "guid": "f30f3708-8269-51ee-bdce-3c60a64693f1", "date": "2025-11-11T12:00:00+01:00", "start": "12:00", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/S798HC/Screenshot_2025-09-16_at_8.31.07AM_GL79NI5.png", "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-92-collaborative-game-development-with-godot-from-studio-model-to-community-built-games", "title": "Collaborative Game Development with Godot: From Studio Model to Community-Built Games", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Games can be more than finished products\u2014they can be living classrooms.\r\nIn this session, Sarah Spiers (Senior Producer of Threadbare, former Development Director at EA, Forbes 30 Under 30) and Will Thompson (open-source developer, Endless Access) will share how collaborative development with Godot can transform game-making into a pathway for new creators.\r\n\r\nSarah will frame why open-source practices matter for the future of the industry and how collaborative models give new voices a way in. Will will showcase Threadbare, Endless Access\u2019 open-source narrative adventure built in Godot, where learners and contributors from around the world are shaping the game. Attendees will see how the project is structured to welcome contributors of all levels, what challenges and successes have emerged, and how Godot powers not just great games but inclusive, community-driven learning.", "description": "This 25-minute talk will highlight how Endless Access is using Godot as both a development engine and a platform for collaborative, open-source learning.\r\n\r\nSpeakers:\r\nSarah Spiers, Senior Producer at Endless Access and former Development Director at EA, brings deep experience in studio production and a vision for collaborative, open practices in the games industry.\r\n\r\nWill Thompson, a long-time open-source developer and core contributor to Threadbare, bridges technical expertise with a mission to expand digital inclusion.\r\n\r\nContent & Flow:\r\nIntroduction & Context (Sarah) \u2013 Why collaborative game development matters, how it reimagines the studio model, and what it means for opening pathways into game-making.\r\n\r\nCase Study: Threadbare (Will) \u2013 Demonstration of the open-source game in development, built with Godot and shaped by a growing global community. He will show contributor pathways, onboarding practices, and lessons learned from engaging first-time coders, artists, and writers.\r\n\r\nTakeaways \u2013 Attendees will leave with a clear understanding of how open-source models can be applied in their own projects, practical insights on structuring community-driven development, and inspiration for using Godot to support inclusion and learning.\r\n\r\nThe talk combines industry perspective with an active case study, designed to resonate with both professional developers and educators seeking to expand access to game-making.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "d8562e5f-993b-5d44-9034-d0594eecf5f4", "id": 106, "code": "P79NLU", "public_name": "Will Thompson", "avatar": null, "biography": "Will Thompson has spent his career at the intersection of open-source technology and digital inclusion. After more than a decade building Linux distributions and desktop tools to help close the digital divide, he now develops open-source games with Endless Access. As a core developer on Threadbare, he uses Godot not just to build a game but to create an entry point where learners and first-time contributors can practice real-world skills in coding, art, and collaborative development.", "answers": []}, {"guid": "882f2e80-0bf6-59b8-a6e9-b7f0345f9004", "id": 105, "code": "LRV8U9", "public_name": "Sarah Spiers", "avatar": "https://pretalx.godotfest.com/media/avatars/LRV8U9_N64skw0.png", "biography": "Sarah Spiers is a seasoned game producer who believes in the power of games to open doors for new creators. She is the Senior Producer of Threadbare, Endless Access\u2019 open-source narrative adventure built with the Godot engine and shaped by a growing community of learners and contributors. Before Endless, Sarah was Development Director at Electronic Arts, where she led the simulation team for Project Rene. Her work has been recognized with a spot on Forbes\u2019 30 Under 30 in Games (2022) and induction into the Women in Games Hall of Fame (2021). Outside of production, Sarah channels her creativity into surrealist fantasy-horror writing. She also serves on the Board for the Boston Public Library Fund, always connecting her professional craft with a passion for accessible, community-driven creativity.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/TTCUNU/", "id": 18, "guid": "760cc57f-280e-5253-9572-02e12aaf8c1a", "date": "2025-11-11T12:25:00+01:00", "start": "12:25", "logo": null, "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-18-gyms-zoos-and-museums-your-documentation-should-be-in-game", "title": "Gyms, Zoos, and Museums: Your documentation should be in-game", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Everyone always mentions that people do not read documentation. This is also the case for us as game developers. So what can we do about that? First, it is important not to force everyone to read pages and pages of documentation. Usually, only programmers and other technical folks go through all the effort of reading up on functionality. So what about artists, and designers? Thankfully, solutions already exist: Gyms, Zoos, and Museums. Let's look at examples, see how they work, how they can be built, and how they improve the development of your games.", "description": "Everyone always mentions people do not read documentation. This even goes for us game developers. So what can we do about that? First, it is important not to force everyone to read pages and pages of documentation. Usually, only programmers and other technical folks go through all the effort of reading up on functionality. So what about artists, and designers? Thankfully, solutions already exist: Gyms, Zoos, and Museums.\r\n\r\nFor example, even back during the creation of Half-Life 2 in the 2000s, and we have examples of zoos, which are levels filled with art assets. Sometimes they are scattered by the kind of asset they are, sometimes they are built up into small vignettes that show how the assets can be combined. And these are still used nowadays, for example for de_nuke and de_aztec in Counter-Strike, and Skin Deep. These asset zoos provide a way for artists and designers to see what the assets are, how they fit together, what they look like in proper lighting, and allow them to document their usage in an interactive level, instead of pages and pages of text. The user experience of the developer becomes a part of the creation of the game, so that the context of the game is inside the game, instead of in an email, slack message, or confluence page elsewhere, where nobody will read it.\r\n\r\nThis can then even be combined with NPCs, so that an NPC zoo is created. This then allows for easy testing of the NPCs, such as for quest design and shops. We can walk through the level, talk to each NPC, and not have to remember their name, what their spawn command is, where they are located in the world, or anything else, as everything is contained within one level. These levels can then be generated using existing folder structures, or manually set up by a lead level designer or art director, who can then make sure the right assets or NPCs are displayed in the level.\r\n\r\nWe have seen the same be done for museums: Levels that contain examples of specific functionality for testing purposes. For example, Unreal Engine has these great museum levels for their cloth simulations, physics simulations and more. These museum levels can get incredibly large, similar to how documentation can get large, but because it they are in-game levels, it becomes much easier to see how something works, why it works that way, and can still include in-game text instead of being in an email, slack message, or confluence page elsewhere, where nobody will read it.\r\n\r\nLastly, Gym levels allow for easy documentation and testing of user abilities. They show off the exact scales and angles of doorways, terrain, and where a player can and cannot walk. Instead of document that nobody will read about door heights, cliff angles, etc, you can have a clear and colorful live demo of player movement in the gym. The level is set up with everything necessary to quickly test the player character. Again, it is in-game, as a level, and interactive, allowing quick editing, changes, and testing directly within the applicable context, and not in an email, slack message, or confluence page elsewhere, where nobody will read it.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "76f38e50-755c-517d-911e-6cea67a61e2d", "id": 32, "code": "HZRJH8", "public_name": "Robin-Yann Storm", "avatar": "https://pretalx.godotfest.com/media/avatars/HZRJH8_A7wtOov.jpg", "biography": "Robin-Yann Storm is a freelance Product & UX Designer for Tools. They have worked as a full time Tool UX Designer in the AAA games industry on the Glacier 2 editor on which the Hitman series was built, the Decima editor on which the Horizon series was built, and spent a few years working at Apple on AR creation tools such as Reality Composer and Reality Converter, which has made them well acquainted with the workflows of Pixar\u2019s USD framework.\r\n\r\nThey have consulted companies both big and small on workflows, tools, and UGC. Next to that, they created and organizes the Tool Design Roundtables, talks at conferences around the world, and has contributed a chapter about Tool Design in the book \u2018An Architectural Approach to Level Design, Second Edition\u2019.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/CL8L3W/", "id": 52, "guid": "eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3", "date": "2025-11-11T14:30:00+01:00", "start": "14:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/CL8L3W/godotfest_gGxhwKM.png", "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-52-less-is-more-modern-approaches-to-low-fi-visuals", "title": "Less is More: Modern Approaches to Low-Fi Visuals", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "Many indie developers choose to use retro or low-fi graphics in their games for style, ease of development and nostalgia. 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.\r\n\r\nI will cover how I iteratively developed a unique visual style that combines modern possibilities with retro restrictions. How I deal with problems and limitations - and how I squeeze every drop of juice out of those limitations. And how I use tools that are precision machined to work within the chosen fidelity to enable rapid development of beautiful looking content.\r\n\r\nCome and see how a handful of pixels can be greater than the sum of its parts!", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "c9731668-534a-5fd0-8286-0f94f5954651", "id": 22, "code": "ZPCNUS", "public_name": "Antti Tiihonen", "avatar": "https://pretalx.godotfest.com/media/avatars/ZPCNUS_VdotLF5.png", "biography": "Antti Tiihonen is a co-founder of Almost Human, the studio behind the acclaimed Legend of Grimrock series of role-playing games. Currently, their primary focus is on solo game development and freelancing projects through their company, Hapatus Ltd.\r\n\r\nWith over 20 years of experience in various game development roles and more than a decade as an entrepreneur, Antti has contributed to over a dozen titles, including Legend of Grimrock series, Noita, Alan Wake, and Control. They are currently working on Reconfigure, an upcoming low-fi sci-fi FPS, as well as Secret Exit\u2019s Turbo Dismount 2.\r\n\r\nAt GodotFest 25, Antti will share their approach to creating modern low-fi visuals, combining low-resolution dithered 3D graphics with contemporary rendering techniques. This talk will cover the development of a unique visual style that combines modern possibilities with retro restrictions, how to deal with limitations creatively, and how to use precision tools to enable rapid development of beautiful content.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/", "id": 35, "guid": "24baefd1-b249-58ea-b907-c9df9fe87b9c", "date": "2025-11-11T15:30:00+01:00", "start": "15:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/98N7XU/vegetation-collage-small_gn2PWKn.jpg", "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-35-plants-polygons-and-pixels-large-scale-vegetation-rendering-in-godot", "title": "Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "Whether you're working on a stylized open-world game or a realistic landscape visualization, vegetation will be a major part of your application's graphics. But it's also uniquely tough to create and render: diverse habitats, delicate geometry, complex shading, and unique animation require an entire toolbox of tricks to look good. 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.", "description": "During the development of our large-scale landscape visualization with realistic graphics, we have gained extensive experience with vegetation rendering in Godot. We share our insights in this presentation, going from an overview over the challenges of vegetation rendering to specific solutions. We'll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we'll also showcase our process for getting good-looking billboard plants from photographs. You'll get insight into our technology for efficiently scattering vegetation in an open world based on real geographic data, along with the shading tricks we use imitate the unique properties of foliage, with a focus on working with approximated geometry and getting good detail at multiple distances. Finally, we'll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You'll leave this presentation with a comprehensive overview over the systems and shading methods needed for rendering foliage and trees in Godot, along with insight into a full production-ready large-scale vegetation rendering system.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "02bff997-3759-5de9-a78d-7e4b2e666bb3", "id": 23, "code": "J7JDH7", "public_name": "Karl Bittner", "avatar": "https://pretalx.godotfest.com/media/avatars/J7JDH7_Q97tWpA.JPG", "biography": "After studying Computer Science and Game Engineering, I took that knowledge to an unusual place: not into the game industry, but into the institute for landscape development at the BOKU University in Vienna. Since then, I have primarily been working on a landscape visualization which we use in studies on collaborative landscape planning with a focus on climate change, biodiversity, and renewable energy. We develop this visualization with Godot, which is why I also maintain the open source [Geodot Plugin](https://github.com/boku-ilen/geodot-plugin/), a tool for loading geographic data into Godot at runtime.\r\n\r\nI am currently working on my PhD with the working title \u201cVirtual Nature: Perception, Modelling, Processing, and Rendering of Vegetation and Biodiversity in Digital Experiences and Landscape Visualizations.\u201d On the side, I teach a class at a game development college focusing on Godot and shader programming. I share some of my material for that course on my website [hexaquo.at](https://hexaquo.at/).\r\n\r\nAt GodotFest 25, Karl will present on large-scale vegetation rendering in Godot, sharing insights from developing realistic landscape visualizations. This talk will cover workflows for creating 3D assets of realistic foliage and trees using open-source tools, shading techniques for vegetation, level-of-detail systems, and impostors for large-scale open worlds. Attendees will learn comprehensive approaches to rendering foliage and trees in Godot for both stylized and realistic applications.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/8J88XN/", "id": 88, "guid": "7e2e6c48-cfb5-55a5-8335-eaad543008e8", "date": "2025-11-11T16:30:00+01:00", "start": "16:30", "logo": null, "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-88-from-theora-to-av1-transforming-video-workflows-in-godot-4", "title": "From Theora to AV1: Transforming Video Workflows in Godot 4", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Godot\u2019s video playback remains constrained by the outdated Ogg/Theora codec, limiting quality and integration. My talk introduces \u201cVideo Toolkit for Godot\u201d (VTG), an open source extension proposing modern AV1 software decoding with cross-platform support. I\u2019ll discuss VTG\u2019s 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.", "description": "The built-in video playback in Godot 4 is still based on the legacy Ogg/Theora codec, and faces a few major constraints: \r\n\r\n1. video quality and compression ratio are limited by an outdated compression algorithm\r\n\r\n2. there\u2019s no hardware decoding or zero-copy support\r\n\r\n3. video streams can\u2019t be directly accessed as textures for advanced use cases\r\n\r\nWith the increasing demand for high-performance media integration in interactive projects, these limitations have become a bottleneck for creators.\r\n\r\nIn this talk, I\u2019ll introduce my open source GDExtension \u201cVideo Toolkit for Godot\u201d (VTG) and demonstrate how it tries to overcome these roadblocks. The extension aims to establish AV1 as the new baseline for software decoding\u2014offering improved quality-to-size ratios and maintaining cross-platform compatibility, even in environments lacking hardware support. As GPU vendors keep adding support for AV1 through the Vulkan API, I\u2019ll show how VTG can be designed to embrace upcoming hardware decoding for seamless, resource-efficient playback.\r\n\r\nHowever, it\u2019s not without its challenges. I\u2019ll also address the hurdles that come with using AV1 today, especially the lack of performant hardware encoders, and outline how VTG\u2019s architecture can support alternative codecs for platform-dependent scenarios during the transition period. Importantly, I\u2019ll explain strategic design decisions\u2014such as why VTG should avoid a dependency on libffmpeg\u2014in favor of maintainability and licensing simplicity.\r\n\r\nVTG is still in its early stages of development; however, a functional prototype already illustrates its potential. I welcome the opportunity to share my insights and engage with the community to gather valuable feedback. Addressing practical challenges collaboratively will help develop a robust and future-proof video solution for the Godot platform.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "1ba3d826-5051-5a16-b6bf-1e0d9a4a9d05", "id": 88, "code": "HLHRRW", "public_name": "Nils Zweiling", "avatar": "https://pretalx.godotfest.com/media/avatars/HLHRRW_SSMUtNA.jpeg", "biography": "Nils Zweiling is a software developer, creating interactive experiences, games and apps. Yet somehow, he\u2019s also a passionate maker and shirt designer. Every now and then, he enjoys sparking others\u2019 enthusiasm for DIY projects in his workshops.\r\n\r\nAt GodotFest 25, Nils will present \u201cFrom Theora to AV1: Transforming Video Workflows in Godot 4\u201d, discussing his open source GDExtension \u201cVideo Toolkit for Godot\u201d (VTG) that aims to establish AV1 as the new baseline for software decoding, offering improved quality-to-size ratios and maintaining cross-platform compatibility.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/XLQEKX/", "id": 78, "guid": "4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6", "date": "2025-11-11T17:00:00+01:00", "start": "17:00", "logo": null, "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-78-putting-players-first-human-centered-game-development-towards-accessibility-diversity-equity-and-inclusion", "title": "Putting Players First: Human-Centered Game Development towards Accessibility & Diversity, Equity, and Inclusion", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "This talk explores the critical role of human-centered research in making game development more accessible and inclusive. In both everyday life and leisure activities, people with impairments, as well as underrepresented groups, often face exclusion\u2014sometimes unintentionally, but with lasting impact. Leading a self-determined life is a fundamental right for everyone, and this is not only a moral imperative but also reflected in legal frameworks demanding equal access and participation.", "description": "As game developers, we have the responsibility\u2014and the opportunity\u2014to build experiences that include rather than exclude. Accessibility is not just a feature; it is a foundation for allowing everyone to participate in play and, by extension, in broader social and cultural discourse. Meaningfully addressing complex and context-related challenges faced by underrepresented groups by embedding key themes of diversity, equity, and inclusion (DEI) in our games creates space for reflection, motivation, and deeper engagement.\r\n\r\nIn 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.\r\n\r\nBy putting people first, we can make games not only more accessible but also more meaningful and inclusive.\r\n\r\nIn her master's thesis with LMU and HFF, Chrysa explored AI-driven methods such as lip synchronization and speech synthesis to **enhance media and digital accessibility**\u2014particularly for individuals with learning difficulties and non-native speakers. Most recently, she contributed to the development of **\"Play x Discuss: Women in Science\"**, a cooperative digital discussion game that addresses challenges faced by women in STEM and encourages collective strategy-building through play. More info can be found [here](https://docs.google.com/presentation/d/1OEi7NP6YZZ0b6cL0MEzIvkn87UZp-gx0Zxul56BOcWo/present?slide=id.g2e5dbcbe52e_2_68).", "recording_license": "", "do_not_record": false, "persons": [{"guid": "2edaa56f-c4fa-5d18-bf5e-c44eeadf174e", "id": 85, "code": "MHGNEE", "public_name": "Chrysa Bika", "avatar": "https://pretalx.godotfest.com/media/avatars/MHGNEE_1N6qrkP.gif", "biography": "At GodotFest 25, Chrysa will explore the critical role of human-centered research in making game development more accessible and inclusive. This session will advocate for co-designing with players at the center, presenting approaches, methods, and practical guidelines for incorporating accessibility and DEI into game development with Godot from the start. Through case studies, attendees will learn how inclusive design leads to more intuitive, usable, and engaging games for all players.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/FZLLYC/", "id": 96, "guid": "2af2ceb6-a70f-5085-9ff6-4e496b8837ee", "date": "2025-11-11T17:30:00+01:00", "start": "17:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/FZLLYC/gdunit4png_hUycrXu.png", "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-96-gdunit4-live-demo-technical-overview", "title": "GdUnit4 live demo + technical overview", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "See how professional testing fits naturally into Godot. In this fast\u2011paced live demo, Mike Schulze (creator of GdUnit4) writes and runs tests for gameplay logic and scenes, showcasing fluent assertions, scene runners, and tight editor integration - so you can iterate faster with confidence.", "description": "You\u2019ll learn practical patterns for keeping projects shippable: structuring test suites, isolating dependencies, and wiring tests into CI to catch regressions early. Walk away with a clear checklist to bring robust, maintainable testing to your next Godot game.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "4c3b6e35-525a-597d-8bb8-5716a3a26bda", "id": 48, "code": "SJWHJZ", "public_name": "Mike Schulze", "avatar": null, "biography": "Mike Schulze is a software developer from Germany, with over 35 years of programming experience. Starting his coding journey at 18 with Basic and Turbo Pascal, Mike has evolved through multiple programming languages including Assembler, C, C++, Java, C#, and GDScript.\r\n\r\nWith professional experience across multiple software companies, Mike has made development both his career and passion. His extensive background in software engineering has led him to create and maintain the GdUnit4 and GdUnit4Net testing frameworks for the Godot community, bringing professional-grade testing capabilities to Godot developers worldwide.", "answers": []}], "links": [], "attachments": [], "answers": []}], "Italien": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/ZDUYGX/", "id": 64, "guid": "0ebdfa9a-2c0d-5cda-81bf-64758d4aedfc", "date": "2025-11-11T14:30:00+01:00", "start": "14:30", "logo": null, "duration": "01:00", "room": "Italien", "slug": "godotfest-25-64-unlocking-gdextension-power-integrating-external-c-libraries", "title": "Unlocking GDExtension Power: Integrating external C++ Libraries", "subtitle": "", "track": "Workshop", "type": "Workshop (short)", "language": "en", "abstract": "In this workshop attendees will learn about different ways to integrate third-party C++ libraries into the Godot Engine using the GDExtension system. We will explore C/C++ package managers such as Conan and vcpkg for managing the C/C++ library dependencies and how they can be integrated with SCons and other build systems. As a demonstration we will use the open-source simdjson library and integrate it through a GDExtension wrapper. By the end of the session, attendees will have a clear idea how to integrate third-party C/C++ libraries into Godot in a scalable way using the GDExtension system.", "description": "The workshop will build on previous knowledge of intermediate C++, reading the official Godot documentation regarding GDExtension usage and use of the official godot-cpp-template to get quickly started.", "recording_license": "", "do_not_record": true, "persons": [{"guid": "076e65dd-8fbc-5f28-8083-c8db8c6491ac", "id": 63, "code": "3SNB9L", "public_name": "Patrick Exner", "avatar": "https://pretalx.godotfest.com/media/avatars/3SNB9L_PBc1Us2.jpeg", "biography": "Patrick Exner is an expert in GDExtension development and C++ integration with Godot. With deep knowledge of the official Godot documentation and extensive experience using the godot-cpp-template, Patrick specializes in helping developers unlock the full power of Godot through native extensions.\r\n\r\nHis expertise covers the complete GDExtension development workflow, from setting up development environments to integrating external C++ libraries with Godot projects. Patrick\u2019s practical approach focuses on getting developers quickly started with GDExtension development while building on intermediate C++ knowledge.\r\n\r\nAt GodotFest 25, Patrick will lead a workshop on integrating external C++ libraries with Godot through GDExtensions. This hands-on session will cover essential techniques for extending Godot\u2019s capabilities, practical examples of library integration, and best practices for developing robust, maintainable extensions that leverage the power of native C++ code.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/7AR3QF/", "id": 82, "guid": "ce636fa0-08c2-5bb9-ad44-ac02c38c85e9", "date": "2025-11-11T15:45:00+01:00", "start": "15:45", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/7AR3QF/Session_Image_nX8T0rA.png", "duration": "01:00", "room": "Italien", "slug": "godotfest-25-82-oh-that-ui-looks-dope-wish-it-wasn-t-so-hard-to-read-tho", "title": "Oh, that UI looks dope\u2014wish it wasn\u2019t so hard to read tho", "subtitle": "", "track": "Workshop", "type": "Workshop (short)", "language": "en", "abstract": "Did you ever struggle with reading a piece of text in a game? Typography is still a crucial mediator for information in digital media. Be it a text log, an item description or just a menu option. Unfortunately, typography has been ill-supported by game engines for a long time. Along comes Godot, offering the best font support for games in any engine I have ever seen. In this workshop I want to explore interface design from a typographic angle, and how Godot can be used to accomodate for a wide range of gamers\u2019 reading needs.", "description": "I\u2019m a professional graphic designer and hobbyist game dev, running her own type foundry. When I first encountered Godot I was in the middle of researching how to make typography look better in games. And, I couldn\u2019t get over how great Godot\u2019s toolkit was for achieving that.\r\n\r\nIn this workshop I want to share my findings with you. I will analyse the intricacies of accessiblity, bask in the simplicity of basic design, cherish the complexity of use-cases, dive into the depths of detail typography, elaborate on editorial essentials, and find out what\u2019s hidden inside the treasure trove of open type features. In short: We will look into what makes text work on screen, and how Godot can be used to achieve that.", "recording_license": "", "do_not_record": true, "persons": [{"guid": "bb5db070-92b7-5a16-91ce-6073527900a5", "id": 90, "code": "GE9B8G", "public_name": "Henni", "avatar": null, "biography": "Did you ever struggle with reading a piece of text in a game? Typography is still a crucial mediator for information in digital media. Be it a text log, an item description or just a menu option. Unfortunately, typography has been ill-supported by game engines for a long time. Along comes Godot, offering the best font support for games in any engine I have ever seen. In this workshop I want to explore interface design from a typographic angle, and how Godot can be used to accomodate for a wide range of gamers\u2019 reading needs.\r\n\r\nHenni is a professional graphic designer and hobbyist game developer, running her own type foundry. When she first encountered Godot, she was in the middle of researching how to make typography look better in games. She couldn\u2019t get over how great Godot\u2019s toolkit was for achieving that.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/TMURKN/", "id": 76, "guid": "470ff547-0438-5cba-a8f4-2b93c77c3f8d", "date": "2025-11-11T17:00:00+01:00", "start": "17:00", "logo": null, "duration": "00:50", "room": "Italien", "slug": "godotfest-25-76-my-experience-porting-godot-games-to-nintendo-switch", "title": "My experience porting Godot games to Nintendo Switch", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "I'm Pablo Navarro, the guy behind RAWRLAB Games.\r\nThe last few years I have been porting serveral Godot games to Nintendo Switch (and one for Xbox!), and somehow I even 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.", "description": "", "recording_license": "", "do_not_record": true, "persons": [{"guid": "8dee459e-e88f-53b8-a9f0-76cf4f7579ec", "id": 84, "code": "SFUABT", "public_name": "Pablo Navarro", "avatar": "https://pretalx.godotfest.com/media/avatars/SFUABT_0sJOaGg.jpg", "biography": "Pablo Antonio Navarro Reyes is a software developer and indie game creator from Castell\u00f3n, Spain. He is known for developing and porting games to platforms like Nintendo Switch, Xbox, and GameBoy, often using engines like Godot and SDL2. Beyond gaming, he builds tools for IT technicians through projects like PiXE.es and Zpixe.es, and maintains several open-source initiatives, including BennuGD.org. With over 18 years of experience in IT consulting and a strong commitment to the open-source and indie dev communities, Navarro Reyes continues to support developers worldwide while balancing his work with fatherhood and personal projects.\r\n\r\nI make software for a living and games on my free time. And a lot more stuff, my mind can\u2019t stop creating!\r\n\r\nAnd no, I don\u2019t port to GameBoy. Never trust AIs.", "answers": []}], "links": [], "attachments": [], "answers": []}]}}, {"index": 2, "date": "2025-11-12", "day_start": "2025-11-12T04:00:00+01:00", "day_end": "2025-11-13T03:59:00+01:00", "rooms": {"Ballsaal": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/TZM8HQ/", "id": 101, "guid": "c902a952-b2d3-5450-bdae-36df85f26af4", "date": "2025-11-12T10:30:00+01:00", "start": "10:30", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-101-shipping-godot-from-build-to-player", "title": "Shipping Godot: From Build to Player", "subtitle": "", "track": "Panel", "type": "Talk (long)", "language": "en", "abstract": "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\u2019ll talk about assessing platform fit, what \u201cready for console\u201d 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\u2019ll leave with clearer expectations and a practical sense of the next step to get your Godot game into players\u2019 hands.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "f22d6547-3eac-56f1-a533-c9135e3507cf", "id": 3, "code": "DPSR99", "public_name": "Ben Vehling", "avatar": null, "biography": null, "answers": []}, {"guid": "6142cff0-cbe9-5d62-afe0-1c9107ae63ad", "id": 34, "code": "8ALHJM", "public_name": "Paul Lawitzki", "avatar": "https://pretalx.godotfest.com/media/avatars/8ALHJM_ey9flgm.png", "biography": "Paul is a game designer and programmer at Chasing Carrots and has been part of the team since over a decade. They are also the creative director on Halls of Torment, influenced its visual style, and created the soundtrack for the game. Previously, they have worked on Good Company and Pressure Overdrive.\r\n\r\nAt GodotFest 25, Paul will share technical learnings from the development of Halls of Torment, their first Godot-based commercial project. This talk will cover project structure, programming patterns, performance profiling, inter-object communication for modular entities, and the benefits of compiling custom Godot editor builds. Attendees will learn from both successful approaches and mistakes made during development.", "answers": []}, {"guid": "8dee459e-e88f-53b8-a9f0-76cf4f7579ec", "id": 84, "code": "SFUABT", "public_name": "Pablo Navarro", "avatar": "https://pretalx.godotfest.com/media/avatars/SFUABT_0sJOaGg.jpg", "biography": "Pablo Antonio Navarro Reyes is a software developer and indie game creator from Castell\u00f3n, Spain. He is known for developing and porting games to platforms like Nintendo Switch, Xbox, and GameBoy, often using engines like Godot and SDL2. Beyond gaming, he builds tools for IT technicians through projects like PiXE.es and Zpixe.es, and maintains several open-source initiatives, including BennuGD.org. With over 18 years of experience in IT consulting and a strong commitment to the open-source and indie dev communities, Navarro Reyes continues to support developers worldwide while balancing his work with fatherhood and personal projects.\r\n\r\nI make software for a living and games on my free time. And a lot more stuff, my mind can\u2019t stop creating!\r\n\r\nAnd no, I don\u2019t port to GameBoy. Never trust AIs.", "answers": []}, {"guid": "ea9cba94-cce9-5aad-80b2-367f857259cf", "id": 92, "code": "VRG3XV", "public_name": "Dom Harris", "avatar": "https://pretalx.godotfest.com/media/avatars/VRG3XV_4hoqxbo.jpg", "biography": "Hello! I'm Dom, I've been making games for almost 20 years now! I started with Macromedia Flash 8 way back in the flash game era, graduated to Unity, went to university to study game development, and worked as a professional Unity developer for 10 years. I now help developers succeed with web games, bringing them to CrazyGames and helping with SDK integration and optimization. It has been a fantastic journey, and I'm excited to share what I've learned with you!", "answers": []}, {"guid": "2c9a8d29-7a5e-5791-b3f5-cba2c9adde57", "id": 104, "code": "YWQFWD", "public_name": "Joseph Hill", "avatar": "https://pretalx.godotfest.com/media/avatars/YWQFWD_qr6dXgP.png", "biography": "By day, Joseph Hill works with longtime collaborator Miguel de Icaza at Xibbon, where they\u2019re bringing the Godot engine to iPad and iPhone through Xogot, a native iOS port designed to make mobile game development with Godot more accessible. Prior to Xibbon, Joseph joined Miguel in co-founding Xamarin, where they brought C# to mobile platforms and helped enable C# support in several game engines along the way.\r\n\r\nJoseph is also an active community organizer. He co-founded BoGo, the Boston Godot developers group, and helped organize GodotCon Boston, the first GodotCon held in North America.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/XFVHEE/", "id": 32, "guid": "94fa503a-353c-5314-acf6-6efb5329ec84", "date": "2025-11-12T11:30:00+01:00", "start": "11:30", "logo": null, "duration": "00:25", "room": "Ballsaal", "slug": "godotfest-25-32-art-direction-crash-course-for-non-artists-", "title": "Art Direction Crash Course (for non-artists)", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "A talk aimed at non-artists that covers \"how to art direct\". We will cover basics like lighting, colors and shape language. But also teach how to stylize, what the difference between a moodboard and a reference board is and just general art knowledge that will be helpful for programmers, gamedesigners and leveldesigners.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "f5898556-b939-519e-a56b-443f224c0337", "id": 49, "code": "HAVFQP", "public_name": "Simone M\u00e4ndl", "avatar": "https://pretalx.godotfest.com/media/avatars/HAVFQP_q5WvM5x.png", "biography": "Simone M\u00e4ndl is one half of DU&I, a game development studio focused on creating unique and visually striking games. With expertise in art direction and visual design, Simone brings a comprehensive understanding of how to guide artistic vision in game development projects.\r\n\r\nSpecializing in teaching art direction to non-artists, Simone understands the challenges that programmers, game designers, and level designers face when trying to create cohesive visual experiences. Their approach covers fundamental art principles like composition, lighting, colors, and shape language, while also addressing practical aspects like stylization techniques and the distinction between moodboards and reference boards.\r\n\r\nAt GodotFest 25, Simone will deliver an art direction crash course specifically designed for non-artists, sharing essential art knowledge that can help developers and designers create more visually compelling games. This session will bridge the gap between technical development and artistic vision, empowering creators to make better artistic decisions regardless of their background in visual arts.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/NPXZEB/", "id": 4, "guid": "24f569ae-df74-5b9f-a3e3-216d56cb4ae0", "date": "2025-11-12T12:00:00+01:00", "start": "12:00", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/NPXZEB/screenshot_1_ZdfHXTO.png", "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-4-raytracing-is-simple-for-2d-games-", "title": "Raytracing is simple for 2D games!", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "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, and they perform much better than the 3D counterparts.\r\nIn this talk, I will share the lighting techniques I have implemented for my game, Blastronaut, including the new 2D ray-traced lighting system for the indoor spaceship environment.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "504b42b2-9cb1-5546-bf43-a37651e6aa37", "id": 20, "code": "YFEBSY", "public_name": "Jaanus Jaggo (Perfoon)", "avatar": "https://pretalx.godotfest.com/media/avatars/YFEBSY_lAdfWSy.jpg", "biography": "I'm an indie game developer, the author of the Abandoned Spaceship Demo scene. Currently still making the game Blastronaut.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/AT8PKS/", "id": 40, "guid": "3063f3c3-450d-55ec-b209-5f136c3e7efc", "date": "2025-11-12T14:30:00+01:00", "start": "14:30", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-40-keeper-to-keepers-adding-multiplayer-to-dome-keeper", "title": "Keeper to Keepers: Adding Multiplayer to Dome Keeper", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "The age-old wisdom for adding multiplayer to a complex single player game is: Don't.\r\n\r\nThis 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.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "88bafa3d-b8d0-5e76-9114-82e78064a955", "id": 54, "code": "NQ8KGN", "public_name": "Chris Ridenour", "avatar": "https://pretalx.godotfest.com/media/avatars/NQ8KGN_tifJHoe.jpg", "biography": "Chris is the founder of KAR Games, working on the early access title Drift: Space Survival and the multiplayer update for Dome Keeper. Before getting into games, Chris spent a decade in the startup world as a serial founder and CTO. His three kids are likely to be seen climbing on him during Discord calls.\r\n\r\nAt GodotFest 25, Chris will share his experience adding mixed local and online multiplayer to Dome Keeper, a complex single-player game with tens of thousands of lines of GDScript. This talk will cover the challenges and solutions encountered when retrofitting multiplayer into an existing codebase, including playtest feedback, common bugs, and engine modifications required for multiplayer input handling.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/VAJ9QW/", "id": 93, "guid": "5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e", "date": "2025-11-12T15:30:00+01:00", "start": "15:30", "logo": null, "duration": "00:25", "room": "Ballsaal", "slug": "godotfest-25-93-mobilizing-godot", "title": "Mobilizing Godot", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Many Godot developers push mobile to the end of their roadm - if they consider it at all. The common pattern: build for desktop, ship on Steam or itch, and think about mobile later if the project takes off. In this talk, we\u2019ll explore how and why developers should start thinking about mobile earlier in their process.", "description": "Mobile represents the largest gaming audience, as well as the majority of revenue in the global games market. But the perceived complexity of mobile platforms has kept many developers away. Touch input, responsive UI, app store requirements, performance constraints are real hurdles, but they don\u2019t have to be showstoppers.\r\n\r\nWe\u2019ll share how we\u2019ve worked to lower those barriers with Xogot, our native port of the Godot editor for iPhone and iPad. We\u2019ll talk about what we\u2019ve learned bringing Godot\u2019s interface to smaller screens, how developers can now test and iterate directly on mobile devices, and how Xogot makes it easier to bring your project to mobile gamers, whether that\u2019s via the App Store, web export, or other distribution models.\r\n\r\nTopics will include:\r\n\r\n- Why mobile should be part of your strategy from the start\r\n- What makes mobile different (and how to prepare for it)\r\n- Adding touch input and virtual controls to existing Godot projects\r\n- Working across desktop and mobile with Git, cloud-sharing, and other strategies\r\n- Testing and iterating directly on mobile devices using Xogot\r\n\r\nTakeaways:\r\n\r\n- Why mobile deserves earlier consideration from Godot developers\r\n- Simple steps to prepare your Godot project for mobile\r\n- How to maintain mobile compatibility throughout development\r\n- The surprising power of editing Godot projects on your phone\r\n\r\nIntended Audience:\r\nGodot developers of all experience levels, especially solo devs, students, and indie teams, who want to explore mobile workflows, test on real devices, or reach players on the most widely used gaming platforms.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "2c9a8d29-7a5e-5791-b3f5-cba2c9adde57", "id": 104, "code": "YWQFWD", "public_name": "Joseph Hill", "avatar": "https://pretalx.godotfest.com/media/avatars/YWQFWD_qr6dXgP.png", "biography": "By day, Joseph Hill works with longtime collaborator Miguel de Icaza at Xibbon, where they\u2019re bringing the Godot engine to iPad and iPhone through Xogot, a native iOS port designed to make mobile game development with Godot more accessible. Prior to Xibbon, Joseph joined Miguel in co-founding Xamarin, where they brought C# to mobile platforms and helped enable C# support in several game engines along the way.\r\n\r\nJoseph is also an active community organizer. He co-founded BoGo, the Boston Godot developers group, and helped organize GodotCon Boston, the first GodotCon held in North America.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/ZC7XXJ/", "id": 48, "guid": "6dda9a8c-636a-5d2b-998d-ca21bf3ae433", "date": "2025-11-12T16:00:00+01:00", "start": "16:00", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-48-unlocking-godot-s-superpower-productivity", "title": "Unlocking Godot\u2019s Superpower: Productivity", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "While working on Dome Keeper and PVKK over the past year and a half, people often ask me what I love most about Godot. My answer is always the same: productivity. In this talk I'll discuss why Productivity is even more important for indie game development than many realize and what makes Godot so good at it IF you know how to harness it. I\u2019ll 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.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "bd0375fb-cb31-59e7-baad-448cd8a634d7", "id": 60, "code": "WGWNRN", "public_name": "Luca Andre Martinelli", "avatar": null, "biography": "Luca Andre Martinelli is an Italo-German developer and designer at Bippinbits, where they focus on unlocking Godot\u2019s productivity potential for indie game development. With experience working on successful projects like Dome Keeper and PVKK, Luca brings deep insights into how productivity-focused development can lead to better games and faster iterations.\r\n\r\nPreviously working at Mimimi Games with Unity, Luca has a unique perspective on what makes Godot special for indie developers. Their expertise lies in identifying and harnessing Godot\u2019s productivity features, creating efficient workflows that enable small teams to compete with larger studios through smarter development practices.\r\n\r\nAt GodotFest 25, Luca will share practical examples and insights from their work at Bippinbits, demonstrating how focusing on productivity not only unlocks faster iterations but generally leads to better games. This session will cover workflow optimization techniques and how to make the most of Godot\u2019s productivity features for indie game development.\r\n\r\nhttps://lucamartinelli.de/", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/STYHHN/", "id": 100, "guid": "8b307a23-fa59-5e11-a2a2-b4f68a2e8041", "date": "2025-11-12T17:00:00+01:00", "start": "17:00", "logo": null, "duration": "00:50", "room": "Ballsaal", "slug": "godotfest-25-100-fireside-chat-godot-s-next-milestones", "title": "Fireside Chat \u2013 Godot\u2019s Next Milestones", "subtitle": "", "track": "Panel", "type": "Talk (long)", "language": "en", "abstract": "Godot has grown from a community passion project into a real alternative for professional studios. The 4.x series brought the technical groundwork \u2014 a modern renderer, new architecture, and steady performance improvements \u2014 that make larger productions viable. Now the next milestones aren\u2019t just in the engine itself but in the surrounding ecosystem: stable integrations, testing and CI pipelines, console support, and long-term maintenance. With studios increasingly open to new tools, Godot\u2019s future depends on pairing its open, creative spirit with the reliability and workflows professionals expect.", "description": "", "recording_license": "", "do_not_record": false, "persons": [{"guid": "f22d6547-3eac-56f1-a533-c9135e3507cf", "id": 3, "code": "DPSR99", "public_name": "Ben Vehling", "avatar": null, "biography": null, "answers": []}, {"guid": "e8321fb1-d486-53ac-b52e-95885d945b0e", "id": 97, "code": "VDUAHV", "public_name": "Matt Ellis", "avatar": "https://pretalx.godotfest.com/media/avatars/VDUAHV_dyZi7QO.jpg", "biography": "Matt Ellis is a developer advocate at JetBrains. He has spent over 20 years shipping software in various industries and currently works with IDEs and development tools, having fun with abstract syntax trees and source code analysis. He also works on the Unity support in Rider.", "answers": []}, {"guid": "f845a56c-7e9d-54e2-9dde-d626bfcd564b", "id": 111, "code": "87DZNM", "public_name": "R\u00e9mi Verschelde", "avatar": null, "biography": "R\u00e9mi Verschelde (also known as Akien) directs the day-to-day development of the Godot Engine as project manager and release manager. He co-founded W4 Games to help studios adopt Godot at scale, bridging the open-source community with commercial partners. R\u00e9mi continues to collaborate closely with contributors around the world to evolve the roadmap, steward long-term maintenance, and keep Godot\u2019s open-source governance thriving.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/YDPCSX/", "id": 99, "guid": "b2c21824-4b73-5876-a1dd-d829b4fc7818", "date": "2025-11-12T18:00:00+01:00", "start": "18:00", "logo": null, "duration": "00:30", "room": "Ballsaal", "slug": "godotfest-25-99-closing-remarks", "title": "Closing Remarks", "subtitle": "", "track": "Panel", "type": "Talk (short)", "language": "en", "abstract": "As GodotFest 25 comes to a close, we\u2019ll wrap up the conference with final thoughts, highlights from the past two days, and thank everyone who made this event possible.", "description": "We\u2019ll celebrate the amazing talks, workshops, and connections made throughout the conference, recognize our sponsors and volunteers, and look forward to the future of the Godot community. Thank you for being part of GodotFest 25 \u2013 see you next time!", "recording_license": "", "do_not_record": false, "persons": [{"guid": "5f2dc8e1-09ae-5959-acd8-1b6c1a99d5e5", "id": 1, "code": "L89GNW", "public_name": "Johannes Ebner", "avatar": "https://pretalx.godotfest.com/media/avatars/L89GNW_Ei4tOn4.jpg", "biography": "Johannes is a Gaming Solution Architect who helps game developers & publishers of all sizes to build multiplayer games and online services for games.\r\nHe has 20 years of experience in the IT industry, including 15 in the games industry - many of which he built games himself and led game dev teams.\r\n\r\nJohannes has been involved in a wide range of projects, from small web applications to large scale cloud services and Massively Multiplayer Online games and has consulted many publishers and game studios from indie to AAA on how to build online services and multiplayer infrastructures.\r\n\r\nJohannes is also the maintainer of godot-playfab, the integration of Azure PlayFab for the Godot Engine, an active Godot community member, a co-host of the massively successful GodotCon 23, a co-founder of GodotFest and has spoken at various conferences like the Sharkmob DevDays (invitational), Nordic Game and Microsoft\u2019s GDC event.\r\n\r\nFind out more at https://blog.structed.me/about", "answers": []}], "links": [], "attachments": [], "answers": []}], "Iberico": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/W989RC/", "id": 51, "guid": "d5d59c7b-3d93-5cd1-97c5-bcd12caab39d", "date": "2025-11-12T10:30:00+01:00", "start": "10:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/W989RC/MakingOf_5NvB79A.png", "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-51-making-of-cards-in-fogpiercer", "title": "Making of Cards in Fogpiercer", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "We put in a lot of effort to make the cards in Fogpiercer feel and look awesome, the cards need a lot of information that is then also communicated to the player. In the talk I'll show how we went about implementing both 2D and 3D versions of the cards.", "description": "There's a lot to consider with cards in games, in a way they're a bit like buttons, buttons with tons of information and requiremnents, they also need animations and juicy visuals that support player fantasy. Fogpiercer uses both 2D and 3D cards, depending on context. We went through numerous iterations and polish rounds to make the cards in Fogpiercer look and work the way they do now. I'll share our process, how they changed over time, what they look like now and how we achieved current results.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "83ff3374-d577-5cb6-a42a-3f645204efcd", "id": 64, "code": "7B73EQ", "public_name": "Krystof Klestil", "avatar": "https://pretalx.godotfest.com/media/avatars/7B73EQ_IrJ05np.png", "biography": "Krystof Klestil has been using Godot since April 2018 and credits the engine with helping him become a game developer, as it just made sense to him from the start. With a long-time passion for game creation, Krystof has explored various creative pursuits ranging from websites and graphic design to leatherworking and knitting before focusing on game development.\r\n\r\nIn 2020, Krystof co-founded Mad Cookies with friends and has been making games together with the team since then. His experience spans both 2D and 3D game development, with particular expertise in creating engaging card-based gameplay systems and visual design.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/CVTEBN/", "id": 80, "guid": "693f5ac0-cc4c-58cb-ab12-e3fc84a89549", "date": "2025-11-12T11:30:00+01:00", "start": "11:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/CVTEBN/WiP_-_Webgames_slides_2_m7CUA1K.png", "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-80-one-does-not-simply-ship-web-games-with-godot-yet-", "title": "One Does Not Simply Ship Web Games with Godot (Yet)", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Godot is growing fast, but when it comes to web game development, is it really ready for production? In this talk, I\u2019ll explore the current state of Godot Web, focusing on what works, what breaks, and what\u2019s missing for real-world use.", "description": "I\u2019ll walk through the actual release of a game I published on CrazyGames, sharing what it took to make it work (custom build setups, performance struggles, iOS limitations, and memory leak issues). Along the way, I\u2019ll show practical workarounds, gotchas to watch out for, and tooling pain points.\r\n\r\nWe\u2019ll end by summing up what the Godot Web platform needs to reach its full potential and why, despite everything, I still believe in it, and hope to one day use it at work without crossing my fingers.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "25e9d9d3-5bd4-5fbd-830e-78a06d0c059c", "id": 87, "code": "UQRVLJ", "public_name": "Luca Leonardi", "avatar": null, "biography": "Luca Leonardi is a Godot enthusiast and generalist game developer with over 5 years of experience using the engine. With a background in web development and a passion for creative game development, Luca has successfully published several games across different platforms, including Zook Adventure on Android, which has surpassed 50,000 downloads.\r\n\r\nCurrently working at Rising Pixel, a studio focused on web games, Luca has been releasing titles on platforms like Poki, CrazyGames, and others for the past two years. As a generalist developer, Luca loves working across disciplines\u2014programming, art, design, and music\u2014to craft interactive experiences.\r\n\r\nWhat initially drew Luca to Godot was its open, flexible nature that empowers solo and small-team creators. With experience in both web development and game development, Luca brings unique insights into the current state of Godot Web development and the challenges of shipping web games with the engine.\r\n\r\nAt GodotFest 25, Luca will share practical insights about what works and what doesn\u2019t when using Godot for real-world web game production, drawing from extensive experience in both the engine and the web gaming industry.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/BTWRCJ/", "id": 84, "guid": "f36fc9f4-874c-5f4f-b35c-5b3dc4b2d6a8", "date": "2025-11-12T12:00:00+01:00", "start": "12:00", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/BTWRCJ/Tilemap_Guide_90sIfVD.png", "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-84-tilemaps", "title": "Tilemaps", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "This talk explores the powerful capabilities and practical challenges of working with Godot\u2019s tilemap system, drawing from real-world experience building an open world game. From optimization techniques that keep large worlds running smoothly to the underutilized Scene Tiles feature, you\u2019ll learn how to leverage tilemaps beyond basic level design. The session covers procedural generation using noise and resources for testing, serialization strategies that make saving and loading efficient, and the evolution of terrain systems from Godot 3.5 to modern approaches.", "description": "Whether you\u2019re building an expansive open world or a compact puzzle game, understanding when tilemaps make development easy and when they present obstacles is crucial. This presentation examines the transition from the classic tilemap to the new tilemap layer architecture, explores how different tile types (terrains, scene tiles, and normal tiles) might work with separate tilesets in the future, and demonstrates practical applications in unexpected project types. You\u2019ll leave with a comprehensive understanding of tilemap workflows and the tools to make informed decisions for your own games.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "be879be2-92ff-5f53-bc90-579c9188872e", "id": 93, "code": "9NXDMV", "public_name": "Jackie Codes", "avatar": "https://pretalx.godotfest.com/media/avatars/9NXDMV_Jglp8Pa.jpg", "biography": "Jackie Codes is a passionate game developer and content creator known for streaming game development on Twitch and creating tutorials and devlogs on YouTube. With a love for the Godot Engine, Jackie finds that it allows for creative expression in an awesome interactive medium.\r\n\r\nSpecializing in RPG and Adventure games, Jackie focuses on expressing deeper concepts through gameplay. With four years of experience using tilemaps in Godot for open-world RPG development, Jackie has become intimately familiar with the system\u2019s capabilities and limitations.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/CHMPFL/", "id": 23, "guid": "bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e", "date": "2025-11-12T14:30:00+01:00", "start": "14:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/CHMPFL/GodotxFmod720_YeiFMPv.png", "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-23-making-audio-for-a-godot-project-in-fmod", "title": "Making Audio for a Godot Project in FMOD", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "As the last of the \"big 3\" engines still lacking an officially-supported FMOD integration plugin, Godot offers a unique working environment for sound designers and composers utilizing FMOD. In this talk, I would like to explore the advantages and disadvantages this presented when making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer.", "description": "This talk is primarily aimed at sound designers and composers looking to work on a Godot project in FMOD. In addition to this, the talk can also be informative for solo devs and programmers, since it also discusses topics of implementation.\r\n\r\nIn this talk, I will go over the following:\r\n- what is FMOD (very brief overview)\r\n- why and when Godot native audio vs FMOD (team composition and size, game genre)\r\n- unique considerations for Fogpiercer\r\n- unique considerations with a 3rd party plugin\r\n- technical limitations we encountered\r\n- our approach to utilizing FMOD", "recording_license": "", "do_not_record": false, "persons": [{"guid": "34d65ad7-698b-582a-8a04-2e543d84ab71", "id": 37, "code": "RE9YJR", "public_name": "Peter Havran", "avatar": null, "biography": "Peter Havran is an audio specialist and FMOD integration expert, working as a one-man audio department for the roguelike deckbuilder Fogpiercer. With extensive experience in both Godot\u2019s native audio system and FMOD middleware, Peter brings unique insights into the advantages and disadvantages of using FMOD with Godot Engine.\r\n\r\nAs one of the few sound designers and composers working with FMOD in Godot projects, Peter has navigated the challenges of integrating third-party audio middleware with the engine. His work on Fogpiercer has involved creating both music and sound effects using FMOD, while working within the constraints of Godot\u2019s audio architecture.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/8NEFJQ/", "id": 63, "guid": "951c6b58-f593-56e3-8069-3afe2c9d273c", "date": "2025-11-12T15:30:00+01:00", "start": "15:30", "logo": "https://pretalx.godotfest.com/media/godotfest-25/submissions/8NEFJQ/VN_BZSn3nK.png", "duration": "00:25", "room": "Iberico", "slug": "godotfest-25-63-beyond-the-loop-a-primer-on-interactive-music-in-godot", "title": "Beyond the Loop: A Primer on Interactive Music in Godot", "subtitle": "", "track": "Talk", "type": "Talk (short)", "language": "en", "abstract": "Unlock the **secrets of interactive music** in Godot and learn how to bridge the gap between game developers and audio creators. In this session you will discover how to use adaptive scores to transform your _gameplay_, boost the _immersion_, _replayability_, and _emotional impact_ of your project through **adaptive audio**. Covering all the _basic terms and techniques_ you will be equipped with a **practical toolkit** for implementing dynamic music in Godot, from *layering* to crafting *transitions* and driving the music through *game states* with signals and gameplay based parameters.", "description": "Beyond a technical overview, you will walk away with a _collaborative roadmap_ of clear strategies for _communicating your vision_ to composers, effective use of reference materials and workflows that facilitates both creative freedom and project constraints. Whether you have never implemented a sound effect or you are thinking of prototyping your first adaptive music system, this talk will equip you with a _starting point_ to understand audio terminology and empower you to elevate your game through music.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "071a3798-6e25-5551-ad7c-89b10ce5bcbd", "id": 72, "code": "ZVWYEU", "public_name": "Paul Bittmann", "avatar": "https://pretalx.godotfest.com/media/avatars/ZVWYEU_uVvN34F.jpg", "biography": "Paul Bittmann is a Lithuania-based software developer turned composer and audio designer, with a degree from Berklee College of Music, where they were honored with the Patty Larkin Scholarship. As co\u2011founder of 251 Studio, they lead the creation of interactive music and sound assets, and has contributed scores to award winning short films. Alongside their creative work, they have developed audio accessibility tools as part of academic research to enhance visually impaired players\u2019 ability to engage with 3D games.\r\n\r\nAt GodotFest 25, Paul will present on interactive music in Godot, teaching attendees how to bridge the gap between game developers and audio creators. This session will cover adaptive scores, horizontal and vertical music techniques, layering, transitions, and driving music through game states with signals and gameplay parameters. Attendees will also learn strategies for communicating with composers and effective use of reference materials.", "answers": []}], "links": [], "attachments": [], "answers": []}, {"url": "https://pretalx.godotfest.com/godotfest-25/talk/L3A9UZ/", "id": 67, "guid": "7917fda2-d122-57bc-92e6-9d93771b0a60", "date": "2025-11-12T16:00:00+01:00", "start": "16:00", "logo": null, "duration": "00:50", "room": "Iberico", "slug": "godotfest-25-67-new-game-adding-backend-features-to-your-godot-projects", "title": "New Game+: Adding Backend Features to Your Godot Projects", "subtitle": "", "track": "Talk", "type": "Talk (long)", "language": "en", "abstract": "Ready to unlock the next level of your Godot development? Just like New Game+ adds exciting features to enhance replay value, adding backend capabilities transforms your games from single-player experiences into connected, community-driven platforms. 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.", "description": "**Why unlock backend features?**  \r\nFeatures like guilds, chat, challenges, real-time play, and analytics are the \"New Game+\" of modern game development\u2014they transform good games into great experiences. This session will show you what's possible and how combining these features creates engaging, sticky player experiences.\r\n\r\n**Backend Architecture Draft:**  \r\nI'll present a practical architecture blueprint that you can adapt for your games. See how different components work together and understand the reasoning behind key architectural decisions for game backends.\r\n\r\n**Backend Setup Overview:**  \r\nQuick walkthrough of the pre-configured Node.js, Docker, and database setup provided in the repository. Learn what's included and how to get started quickly without spending hours on initial configuration.\r\n\r\n**APIs: Websockets vs REST:**  \r\nUnderstand the differences, use-cases, and recommended packages for implementing real-time and traditional communication between your game and backend.\r\n\r\n**Integrating with Godot:**  \r\nSee practical examples of connecting your Godot game to backend services, including authentication, data sync, and real-time features through live demonstrations.\r\n\r\n**Best Practices:**  \r\nGet tips on debugging, security, scalability, and common pitfalls to avoid when building and maintaining your backend.", "recording_license": "", "do_not_record": false, "persons": [{"guid": "c371d8be-5cf5-54d6-b72f-cc40f7de192c", "id": 75, "code": "Z9WL88", "public_name": "Patricia Berger", "avatar": "https://pretalx.godotfest.com/media/avatars/Z9WL88_bIJT5Zq.jpg", "biography": "Patricia Berger brings a decade of professional backend development, cloud consulting, and data engineering experience to the game development world. With hands-on work in professional game development while maintaining game development as a hobby, Patricia is excited to share practical insights and real-world solutions.", "answers": []}], "links": [], "attachments": [], "answers": []}], "Italien": [{"url": "https://pretalx.godotfest.com/godotfest-25/talk/SZYUPB/", "id": 17, "guid": "9bcc429e-cf9e-571b-a87b-bdcba5534c9c", "date": "2025-11-12T14:30:00+01:00", "start": "14:30", "logo": null, "duration": "02:00", "room": "Italien", "slug": "godotfest-25-17-seeing-the-forest-for-the-trees-how-to-think-about-workflows-when-designing-tools", "title": "Seeing the forest for the trees: How to think about workflows when designing tools", "subtitle": "", "track": "Workshop", "type": "Workshop (long)", "language": "en", "abstract": "When creating plugins, publicly available tools, or in-house one off fixes, it can be easy to shoot for only exactly what the tool is supposed to achieve. However, this can have unforeseen consequences when the tool achieves exactly what it needs on its own, but does not fit within the other workflows that users are working with. The user experience as a whole is important to consider, especially for publicly available tools.", "description": "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.\r\n\r\nOnly previous experience with game development in general will be necessary. Godot itself will not be used for this workshop, so no laptop is necessary. The lessons we will go over are generally applicable for all toolsets and 3D workflows.", "recording_license": "", "do_not_record": true, "persons": [{"guid": "76f38e50-755c-517d-911e-6cea67a61e2d", "id": 32, "code": "HZRJH8", "public_name": "Robin-Yann Storm", "avatar": "https://pretalx.godotfest.com/media/avatars/HZRJH8_A7wtOov.jpg", "biography": "Robin-Yann Storm is a freelance Product & UX Designer for Tools. They have worked as a full time Tool UX Designer in the AAA games industry on the Glacier 2 editor on which the Hitman series was built, the Decima editor on which the Horizon series was built, and spent a few years working at Apple on AR creation tools such as Reality Composer and Reality Converter, which has made them well acquainted with the workflows of Pixar\u2019s USD framework.\r\n\r\nThey have consulted companies both big and small on workflows, tools, and UGC. Next to that, they created and organizes the Tool Design Roundtables, talks at conferences around the world, and has contributed a chapter about Tool Design in the book \u2018An Architectural Approach to Level Design, Second Edition\u2019.", "answers": []}], "links": [], "attachments": [], "answers": []}]}}]}}}