2025-11-12 –, Ballsaal
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.
By day, Joseph Hill works with longtime collaborator Miguel de Icaza at Xibbon, where they’re 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.
Joseph 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.
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!
Pablo Antonio Navarro Reyes is a software developer and indie game creator from Castellón, 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.
I make software for a living and games on my free time. And a lot more stuff, my mind can’t stop creating!
And no, I don’t port to GameBoy. Never trust AIs.
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.