2025-11-12 –, Ballsaal
Godot has grown from a community passion project into a real alternative for professional studios. The 4.x series brought the technical groundwork — a modern renderer, new architecture, and steady performance improvements — that make larger productions viable. Now the next milestones aren’t 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’s future depends on pairing its open, creative spirit with the reliability and workflows professionals expect.
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.
Rémi 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. Rémi continues to collaborate closely with contributors around the world to evolve the roadmap, steward long-term maintenance, and keep Godot’s open-source governance thriving.