<?xml version='1.0' encoding='utf-8' ?>
<iCalendar xmlns:pentabarf='http://pentabarf.org' xmlns:xCal='urn:ietf:params:xml:ns:xcal'>
    <vcalendar>
        <version>2.0</version>
        <prodid>-//Pentabarf//Schedule//EN</prodid>
        <x-wr-caldesc></x-wr-caldesc>
        <x-wr-calname></x-wr-calname>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>JRSWFW@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-JRSWFW</pentabarf:event-slug>
            <pentabarf:title>Opening Remarks</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T103000</dtstart>
            <dtend>20251111T110000</dtend>
            <duration>0.03000</duration>
            <summary>Opening Remarks</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/JRSWFW/</url>
            <location>Ballsaal</location>
            
            <attendee>Johannes Ebner</attendee>
            
            <attendee>Senad Hrnjadovic</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>PDLJLM@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-PDLJLM</pentabarf:event-slug>
            <pentabarf:title>Godot Foundation Q&amp;A</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T110000</dtstart>
            <dtend>20251111T115000</dtend>
            <duration>0.05000</duration>
            <summary>Godot Foundation Q&amp;A</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/PDLJLM/</url>
            <location>Ballsaal</location>
            
            <attendee>Emilio Coppola</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>9PP8G3@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-9PP8G3</pentabarf:event-slug>
            <pentabarf:title>Making of DOGWALK - Blender Studio&#x27;s game project</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T120000</dtstart>
            <dtend>20251111T125000</dtend>
            <duration>0.05000</duration>
            <summary>Making of DOGWALK - Blender Studio&#x27;s game project</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/9PP8G3/</url>
            <location>Ballsaal</location>
            
            <attendee>Simon Thommes</attendee>
            
            <attendee>Vivien Lulkowski</attendee>
            
            <attendee>Julien Kaspar</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>HERTJZ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-HERTJZ</pentabarf:event-slug>
            <pentabarf:title>Godot meets JetBrains: Building IDE tools for a growing engine</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T143000</dtstart>
            <dtend>20251111T152000</dtend>
            <duration>0.05000</duration>
            <summary>Godot meets JetBrains: Building IDE tools for a growing engine</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/HERTJZ/</url>
            <location>Ballsaal</location>
            
            <attendee>Matt Ellis</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>G3WASY@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-G3WASY</pentabarf:event-slug>
            <pentabarf:title>A Peek Under the Hood: Technical Learnings from Halls of Torment</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T153000</dtstart>
            <dtend>20251111T162000</dtend>
            <duration>0.05000</duration>
            <summary>A Peek Under the Hood: Technical Learnings from Halls of Torment</summary>
            <description>With Halls of Torment being our first Godot-based commercial project we&#x27;ve had to figure out how to accommodate all of our technical requirements in a timely manner. We&#x27;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&#x27;d like to share some of our approaches to the technical problems we&#x27;ve been facing, some more successful than others.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/G3WASY/</url>
            <location>Ballsaal</location>
            
            <attendee>Paul Lawitzki</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>HAURCV@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-HAURCV</pentabarf:event-slug>
            <pentabarf:title>Don&#x27;t ship the wrong game!</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T163000</dtstart>
            <dtend>20251111T172000</dtend>
            <duration>0.05000</duration>
            <summary>Don&#x27;t ship the wrong game!</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/HAURCV/</url>
            <location>Ballsaal</location>
            
            <attendee>René Habermann</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>BE8AUB@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-BE8AUB</pentabarf:event-slug>
            <pentabarf:title>Building Starfinder: Professional Godot at Scale</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T173000</dtstart>
            <dtend>20251111T182000</dtend>
            <duration>0.05000</duration>
            <summary>Building Starfinder: Professional Godot at Scale</summary>
            <description>**Description:**
This 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.
We&#x27;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&#x27;ll share the workflows and solutions that emerged from actual production needs.

**Session Structure:**
**Ricard Pillosu (Co-founder, 20 years AAA experience):** Overview of Starfinder&#x27;s technical architecture, team structure, and the decision-making process behind choosing Godot. Frank discussion of initial concerns versus production realities.

**Felix Rios (Lead Narrative Designer):** Daily workflow for implementing branching narratives in Godot. How the narrative team adapted to the engine&#x27;s capabilities and limitations.

**Maria Calle (Level Designer):** Custom tools developed to bridge level design, code, and narrative systems. Practical examples of extending Godot to meet production needs.

**Topics Include:**
* Scaling challenges we anticipated vs. what actually proved difficult
* Specific Godot limitations and our workarounds
* Unexpected advantages that changed our production approach
* Tools and workflows developed for team coordination
* Performance considerations for content-heavy games

This talk is for developers interested in Godot&#x27;s real capabilities at scale, teams considering the engine for larger projects, and anyone seeking unfiltered production insights from the field.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/BE8AUB/</url>
            <location>Ballsaal</location>
            
            <attendee>Ricard Pillosu</attendee>
            
            <attendee>María Calle Galán</attendee>
            
            <attendee>Felix Rios</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>S798HC@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-S798HC</pentabarf:event-slug>
            <pentabarf:title>Collaborative Game Development with Godot: From Studio Model to Community-Built Games</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T120000</dtstart>
            <dtend>20251111T122500</dtend>
            <duration>0.02500</duration>
            <summary>Collaborative Game Development with Godot: From Studio Model to Community-Built Games</summary>
            <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.

Speakers:
Sarah 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.

Will Thompson, a long-time open-source developer and core contributor to Threadbare, bridges technical expertise with a mission to expand digital inclusion.

Content &amp; Flow:
Introduction &amp; Context (Sarah) – Why collaborative game development matters, how it reimagines the studio model, and what it means for opening pathways into game-making.

Case Study: Threadbare (Will) – 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.

Takeaways – 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.

The 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/S798HC/</url>
            <location>Iberico</location>
            
            <attendee>Will Thompson</attendee>
            
            <attendee>Sarah Spiers</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>TTCUNU@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-TTCUNU</pentabarf:event-slug>
            <pentabarf:title>Gyms, Zoos, and Museums: Your documentation should be in-game</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T122500</dtstart>
            <dtend>20251111T125000</dtend>
            <duration>0.02500</duration>
            <summary>Gyms, Zoos, and Museums: Your documentation should be in-game</summary>
            <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.

For 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.

This 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.

We 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.

Lastly, 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/TTCUNU/</url>
            <location>Iberico</location>
            
            <attendee>Robin-Yann Storm</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>CL8L3W@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-CL8L3W</pentabarf:event-slug>
            <pentabarf:title>Less is More: Modern Approaches to Low-Fi Visuals</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T143000</dtstart>
            <dtend>20251111T152000</dtend>
            <duration>0.05000</duration>
            <summary>Less is More: Modern Approaches to Low-Fi Visuals</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/CL8L3W/</url>
            <location>Iberico</location>
            
            <attendee>Antti Tiihonen</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>98N7XU@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-98N7XU</pentabarf:event-slug>
            <pentabarf:title>Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T153000</dtstart>
            <dtend>20251111T162000</dtend>
            <duration>0.05000</duration>
            <summary>Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot</summary>
            <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&#x27;ll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we&#x27;ll also showcase our process for getting good-looking billboard plants from photographs. You&#x27;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&#x27;ll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You&#x27;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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/</url>
            <location>Iberico</location>
            
            <attendee>Karl Bittner</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>8J88XN@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-8J88XN</pentabarf:event-slug>
            <pentabarf:title>From Theora to AV1: Transforming Video Workflows in Godot 4</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T163000</dtstart>
            <dtend>20251111T165500</dtend>
            <duration>0.02500</duration>
            <summary>From Theora to AV1: Transforming Video Workflows in Godot 4</summary>
            <description>The built-in video playback in Godot 4 is still based on the legacy Ogg/Theora codec, and faces a few major constraints: 

1. video quality and compression ratio are limited by an outdated compression algorithm

2. there’s no hardware decoding or zero-copy support

3. video streams can’t be directly accessed as textures for advanced use cases

With the increasing demand for high-performance media integration in interactive projects, these limitations have become a bottleneck for creators.

In this talk, I’ll introduce my open source GDExtension “Video Toolkit for Godot” (VTG) and demonstrate how it tries to overcome these roadblocks. The extension aims to establish AV1 as the new baseline for software decoding—offering 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’ll show how VTG can be designed to embrace upcoming hardware decoding for seamless, resource-efficient playback.

However, it’s not without its challenges. I’ll also address the hurdles that come with using AV1 today, especially the lack of performant hardware encoders, and outline how VTG’s architecture can support alternative codecs for platform-dependent scenarios during the transition period. Importantly, I’ll explain strategic design decisions—such as why VTG should avoid a dependency on libffmpeg—in favor of maintainability and licensing simplicity.

VTG 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/8J88XN/</url>
            <location>Iberico</location>
            
            <attendee>Nils Zweiling</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>XLQEKX@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-XLQEKX</pentabarf:event-slug>
            <pentabarf:title>Putting Players First: Human-Centered Game Development towards Accessibility &amp; Diversity, Equity, and Inclusion</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T170000</dtstart>
            <dtend>20251111T172500</dtend>
            <duration>0.02500</duration>
            <summary>Putting Players First: Human-Centered Game Development towards Accessibility &amp; Diversity, Equity, and Inclusion</summary>
            <description>As game developers, we have the responsibility—and the opportunity—to 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.

In this session, we advocate for co-designing with players at the center. We will present approaches, methods, and practical guidelines for incorporating accessibility &amp; 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.

By putting people first, we can make games not only more accessible but also more meaningful and inclusive.

In her master&#x27;s thesis with LMU and HFF, Chrysa explored AI-driven methods such as lip synchronization and speech synthesis to **enhance media and digital accessibility**—particularly for individuals with learning difficulties and non-native speakers. Most recently, she contributed to the development of **&quot;Play x Discuss: Women in Science&quot;**, 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).</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/XLQEKX/</url>
            <location>Iberico</location>
            
            <attendee>Chrysa Bika</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>FZLLYC@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-FZLLYC</pentabarf:event-slug>
            <pentabarf:title>GdUnit4 live demo + technical overview</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T173000</dtstart>
            <dtend>20251111T175500</dtend>
            <duration>0.02500</duration>
            <summary>GdUnit4 live demo + technical overview</summary>
            <description>You’ll 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/FZLLYC/</url>
            <location>Iberico</location>
            
            <attendee>Mike Schulze</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>ZDUYGX@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-ZDUYGX</pentabarf:event-slug>
            <pentabarf:title>Unlocking GDExtension Power: Integrating external C++ Libraries</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T143000</dtstart>
            <dtend>20251111T153000</dtend>
            <duration>1.00000</duration>
            <summary>Unlocking GDExtension Power: Integrating external C++ Libraries</summary>
            <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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Workshop (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/ZDUYGX/</url>
            <location>Italien</location>
            
            <attendee>Patrick Exner</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>7AR3QF@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-7AR3QF</pentabarf:event-slug>
            <pentabarf:title>Oh, that UI looks dope—wish it wasn’t so hard to read tho</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T154500</dtstart>
            <dtend>20251111T164500</dtend>
            <duration>1.00000</duration>
            <summary>Oh, that UI looks dope—wish it wasn’t so hard to read tho</summary>
            <description>I’m 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’t get over how great Godot’s toolkit was for achieving that.

In 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’s 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Workshop (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/7AR3QF/</url>
            <location>Italien</location>
            
            <attendee>Henni</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>TMURKN@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-TMURKN</pentabarf:event-slug>
            <pentabarf:title>My experience porting Godot games to Nintendo Switch</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251111T170000</dtstart>
            <dtend>20251111T175000</dtend>
            <duration>0.05000</duration>
            <summary>My experience porting Godot games to Nintendo Switch</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/TMURKN/</url>
            <location>Italien</location>
            
            <attendee>Pablo Navarro</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>TZM8HQ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-TZM8HQ</pentabarf:event-slug>
            <pentabarf:title>Shipping Godot: From Build to Player</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T103000</dtstart>
            <dtend>20251112T112000</dtend>
            <duration>0.05000</duration>
            <summary>Shipping Godot: From Build to Player</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/TZM8HQ/</url>
            <location>Ballsaal</location>
            
            <attendee>Ben Vehling</attendee>
            
            <attendee>Paul Lawitzki</attendee>
            
            <attendee>Pablo Navarro</attendee>
            
            <attendee>Dom Harris</attendee>
            
            <attendee>Joseph Hill</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>XFVHEE@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-XFVHEE</pentabarf:event-slug>
            <pentabarf:title>Art Direction Crash Course (for non-artists)</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T113000</dtstart>
            <dtend>20251112T115500</dtend>
            <duration>0.02500</duration>
            <summary>Art Direction Crash Course (for non-artists)</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/XFVHEE/</url>
            <location>Ballsaal</location>
            
            <attendee>Simone Mändl</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>NPXZEB@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-NPXZEB</pentabarf:event-slug>
            <pentabarf:title>Raytracing is simple for 2D games!</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T120000</dtstart>
            <dtend>20251112T125000</dtend>
            <duration>0.05000</duration>
            <summary>Raytracing is simple for 2D games!</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/NPXZEB/</url>
            <location>Ballsaal</location>
            
            <attendee>Jaanus Jaggo (Perfoon)</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>AT8PKS@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-AT8PKS</pentabarf:event-slug>
            <pentabarf:title>Keeper to Keepers: Adding Multiplayer to Dome Keeper</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T143000</dtstart>
            <dtend>20251112T152000</dtend>
            <duration>0.05000</duration>
            <summary>Keeper to Keepers: Adding Multiplayer to Dome Keeper</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/AT8PKS/</url>
            <location>Ballsaal</location>
            
            <attendee>Chris Ridenour</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>VAJ9QW@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-VAJ9QW</pentabarf:event-slug>
            <pentabarf:title>Mobilizing Godot</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T153000</dtstart>
            <dtend>20251112T155500</dtend>
            <duration>0.02500</duration>
            <summary>Mobilizing Godot</summary>
            <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’t have to be showstoppers.

We’ll share how we’ve worked to lower those barriers with Xogot, our native port of the Godot editor for iPhone and iPad. We’ll talk about what we’ve learned bringing Godot’s 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’s via the App Store, web export, or other distribution models.

Topics will include:

- Why mobile should be part of your strategy from the start
- What makes mobile different (and how to prepare for it)
- Adding touch input and virtual controls to existing Godot projects
- Working across desktop and mobile with Git, cloud-sharing, and other strategies
- Testing and iterating directly on mobile devices using Xogot

Takeaways:

- Why mobile deserves earlier consideration from Godot developers
- Simple steps to prepare your Godot project for mobile
- How to maintain mobile compatibility throughout development
- The surprising power of editing Godot projects on your phone

Intended Audience:
Godot 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/VAJ9QW/</url>
            <location>Ballsaal</location>
            
            <attendee>Joseph Hill</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>ZC7XXJ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-ZC7XXJ</pentabarf:event-slug>
            <pentabarf:title>Unlocking Godot’s Superpower: Productivity</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T160000</dtstart>
            <dtend>20251112T165000</dtend>
            <duration>0.05000</duration>
            <summary>Unlocking Godot’s Superpower: Productivity</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/ZC7XXJ/</url>
            <location>Ballsaal</location>
            
            <attendee>Luca Andre Martinelli</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>STYHHN@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-STYHHN</pentabarf:event-slug>
            <pentabarf:title>Fireside Chat – Godot’s Next Milestones</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T170000</dtstart>
            <dtend>20251112T175000</dtend>
            <duration>0.05000</duration>
            <summary>Fireside Chat – Godot’s Next Milestones</summary>
            <description></description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/STYHHN/</url>
            <location>Ballsaal</location>
            
            <attendee>Ben Vehling</attendee>
            
            <attendee>Matt Ellis</attendee>
            
            <attendee>Rémi Verschelde</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>YDPCSX@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-YDPCSX</pentabarf:event-slug>
            <pentabarf:title>Closing Remarks</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T180000</dtstart>
            <dtend>20251112T183000</dtend>
            <duration>0.03000</duration>
            <summary>Closing Remarks</summary>
            <description>We’ll 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 – see you next time!</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/YDPCSX/</url>
            <location>Ballsaal</location>
            
            <attendee>Johannes Ebner</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>W989RC@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-W989RC</pentabarf:event-slug>
            <pentabarf:title>Making of Cards in Fogpiercer</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T103000</dtstart>
            <dtend>20251112T112000</dtend>
            <duration>0.05000</duration>
            <summary>Making of Cards in Fogpiercer</summary>
            <description>There&#x27;s a lot to consider with cards in games, in a way they&#x27;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&#x27;ll share our process, how they changed over time, what they look like now and how we achieved current results.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/W989RC/</url>
            <location>Iberico</location>
            
            <attendee>Krystof Klestil</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>CVTEBN@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-CVTEBN</pentabarf:event-slug>
            <pentabarf:title>One Does Not Simply Ship Web Games with Godot (Yet)</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T113000</dtstart>
            <dtend>20251112T115500</dtend>
            <duration>0.02500</duration>
            <summary>One Does Not Simply Ship Web Games with Godot (Yet)</summary>
            <description>I’ll 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’ll show practical workarounds, gotchas to watch out for, and tooling pain points.

We’ll 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/CVTEBN/</url>
            <location>Iberico</location>
            
            <attendee>Luca Leonardi</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>BTWRCJ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-BTWRCJ</pentabarf:event-slug>
            <pentabarf:title>Tilemaps</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T120000</dtstart>
            <dtend>20251112T125000</dtend>
            <duration>0.05000</duration>
            <summary>Tilemaps</summary>
            <description>Whether you’re 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’ll leave with a comprehensive understanding of tilemap workflows and the tools to make informed decisions for your own games.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/BTWRCJ/</url>
            <location>Iberico</location>
            
            <attendee>Jackie Codes</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>CHMPFL@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-CHMPFL</pentabarf:event-slug>
            <pentabarf:title>Making Audio for a Godot Project in FMOD</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T143000</dtstart>
            <dtend>20251112T152000</dtend>
            <duration>0.05000</duration>
            <summary>Making Audio for a Godot Project in FMOD</summary>
            <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.

In this talk, I will go over the following:
- what is FMOD (very brief overview)
- why and when Godot native audio vs FMOD (team composition and size, game genre)
- unique considerations for Fogpiercer
- unique considerations with a 3rd party plugin
- technical limitations we encountered
- our approach to utilizing FMOD</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/CHMPFL/</url>
            <location>Iberico</location>
            
            <attendee>Peter Havran</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>8NEFJQ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-8NEFJQ</pentabarf:event-slug>
            <pentabarf:title>Beyond the Loop: A Primer on Interactive Music in Godot</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T153000</dtstart>
            <dtend>20251112T155500</dtend>
            <duration>0.02500</duration>
            <summary>Beyond the Loop: A Primer on Interactive Music in Godot</summary>
            <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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (short)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/8NEFJQ/</url>
            <location>Iberico</location>
            
            <attendee>Paul Bittmann</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>L3A9UZ@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-L3A9UZ</pentabarf:event-slug>
            <pentabarf:title>New Game+: Adding Backend Features to Your Godot Projects</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T160000</dtstart>
            <dtend>20251112T165000</dtend>
            <duration>0.05000</duration>
            <summary>New Game+: Adding Backend Features to Your Godot Projects</summary>
            <description>**Why unlock backend features?**  
Features like guilds, chat, challenges, real-time play, and analytics are the &quot;New Game+&quot; of modern game development—they transform good games into great experiences. This session will show you what&#x27;s possible and how combining these features creates engaging, sticky player experiences.

**Backend Architecture Draft:**  
I&#x27;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.

**Backend Setup Overview:**  
Quick walkthrough of the pre-configured Node.js, Docker, and database setup provided in the repository. Learn what&#x27;s included and how to get started quickly without spending hours on initial configuration.

**APIs: Websockets vs REST:**  
Understand the differences, use-cases, and recommended packages for implementing real-time and traditional communication between your game and backend.

**Integrating with Godot:**  
See practical examples of connecting your Godot game to backend services, including authentication, data sync, and real-time features through live demonstrations.

**Best Practices:**  
Get tips on debugging, security, scalability, and common pitfalls to avoid when building and maintaining your backend.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Talk (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/L3A9UZ/</url>
            <location>Iberico</location>
            
            <attendee>Patricia Berger</attendee>
            
        </vevent>
        
        <vevent>
            <method>PUBLISH</method>
            <uid>SZYUPB@@pretalx.godotfest.com</uid>
            <pentabarf:event-id></pentabarf:event-id>
            <pentabarf:event-slug>-SZYUPB</pentabarf:event-slug>
            <pentabarf:title>Seeing the forest for the trees: How to think about workflows when designing tools</pentabarf:title>
            <pentabarf:subtitle></pentabarf:subtitle>
            <pentabarf:language>en</pentabarf:language>
            <pentabarf:language-code>en</pentabarf:language-code>
            <dtstart>20251112T143000</dtstart>
            <dtend>20251112T163000</dtend>
            <duration>2.00000</duration>
            <summary>Seeing the forest for the trees: How to think about workflows when designing tools</summary>
            <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.

Only 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.</description>
            <class>PUBLIC</class>
            <status>CONFIRMED</status>
            <category>Workshop (long)</category>
            <url>https://pretalx.godotfest.com/godotfest-25/talk/SZYUPB/</url>
            <location>Italien</location>
            
            <attendee>Robin-Yann Storm</attendee>
            
        </vevent>
        
    </vcalendar>
</iCalendar>
