Paul Lawitzki

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.

At 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.


Sessions

11-11
15:30
50min
A Peek Under the Hood: Technical Learnings from Halls of Torment
Paul Lawitzki

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.

Talk
Ballsaal
11-12
10:30
50min
Shipping Godot: From Build to Player
Ben Vehling, Paul Lawitzki, Pablo Navarro, Dom Harris, Joseph Hill

Which platform should you ship and when should you branch out? This panel brings together perspectives from web, PC storefronts, consoles, and mobile to compare the main paths and what they typically ask of a Godot project. We’ll talk about assessing platform fit, what “ready for console” really looks like, how challenging different routes can be, and sensible ways to stage a multi-platform release. Expect candid experiences, high-level trade-offs, common pitfalls to avoid, and flexible guidance you can adapt to your team and game. You’ll leave with clearer expectations and a practical sense of the next step to get your Godot game into players’ hands.

Panel
Ballsaal