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Tuesday, 3 November

Ballsaalmain stage
Italien2nd stage
General info
General info General info, 09:00–10:00 Registration and Breakfast
Ballsaal Ballsaal, 10:00–10:25 Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games Johannes Ebner
Ballsaal Ballsaal, 10:30–11:20 From Alpha to Z-Test: A trip through Godot's renderer Clay John
Italien Italien, 10:30–10:55 No Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension Carter Hinkle
Italien Italien, 11:00–11:25 LOVE, DOGS + ROBOTS - Godot in the C# ecosystem - Let's Godot everywhere! Moritz Voss (tiger tiger tiger)
Ballsaal Ballsaal, 11:30–12:20 Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch André Ewald
Italien Italien, 11:30–11:55 The Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem Giovanni Beltran
Italien Italien, 12:00–12:50 TestFlight for Godot Developers: Playtesting Games on Apple Platforms Michał Myczkowski Aleksandra Dulska
Ballsaal Ballsaal, 12:30–12:55 What Our Unity Team Got Wrong (So You Don't Have To) Owen Magri
General info General info, 13:00–14:30 Lunch (Foyer)
Italien Italien, 14:30–14:55 Continuous community driven translations with gettext and Weblate Simon Dalvai
Ballsaal Ballsaal, 14:30–15:20 Why You Should Develop and Release on Console First Claire Blackshaw
Italien Italien, 15:00–15:25 Building A Multiplayer Network for Digital Twins in VR/AR Tina Nguyen Darrius Anthony
Ballsaal Ballsaal, 15:30–16:20 Building Your Discord Server Through Every Stage of Game Development Anthony Tešija
Italien Italien, 15:30–15:55 Crashes Don't Care What Language You Wrote Your Game In Amir Mujacic
Italien Italien, 16:00–16:25 Shipping 3D Cross-Platform on a Shoestring Budget: A Solo Dev's Postmortem Dr. Johannes Mattmann
Ballsaal Ballsaal, 16:30–17:20 Ichor Online: Building a Massive Multiplayer Online RPG in Godot Leonardo Rocha Francesco Piacenti (FR3NKD)
Italien Italien, 16:30–16:55 Godot & Accessibility - Creating the Utmost Freedom Thomas Mayer
Italien Italien, 17:00–17:25 Multiplayer Bloopers: Common networking pitfalls explained with painful examples Jiří Starý Erick Passos
Italien Italien, 17:30–17:55 Backstitch: Real-Time Version Control for Godot Lilith Duncan
Ballsaal Ballsaal, 17:30–17:55 The basics of Image Composition Simone Mändl
General info General info, 18:00–18:30 Closing
General info

Registration and Breakfast

Tuesday, 3 November · 09:00–10:00 · 60 min

Ballsaal

Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games

Tuesday, 3 November · 10:00–10:25 · 25 min

  • Johannes Ebner

Every generation of game developers has seen its tools change, from custom in-house engines to open-source editors like Godot. AI is the newest change, and it is already part of many professional workflows. It also raises real questions about credit, quality and creative ownership, and those questions deserve careful …

Ballsaal

From Alpha to Z-Test: A trip through Godot's renderer

Tuesday, 3 November · 10:30–11:20 · 50 min

  • Clay John

In this talk I will break down how Godot’s Forward+ renderer works starting from where it fits within the overall game frame to individual choices for major features.

Italien

No Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension

Tuesday, 3 November · 10:30–10:55 · 25 min

  • Carter Hinkle

Take an example GDScript class and port it to C++ with me! We’ll compare the benefits and tradeoffs of multiple approaches. Finally, I’ll show my preferred method which allows for moving code to C++ incrementally and safely.

Italien

LOVE, DOGS + ROBOTS - Godot in the C# ecosystem - Let's Godot everywhere!

Tuesday, 3 November · 11:00–11:25 · 25 min

  • Moritz Voss (tiger tiger tiger)

In version 4.6, libgodot became an official part of Godot. Now Godot 4.8 brings.NET 10, but what does that really mean for us developers?

Ballsaal

Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch

Tuesday, 3 November · 11:30–12:20 · 50 min

  • André Ewald

Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware.

Italien

The Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem

Tuesday, 3 November · 11:30–11:55 · 25 min

  • Giovanni Beltran

Preproduction should be the space where you experiment with mechanics and figure out what game you’re actually building. But if you never stop throwing out new ideas, you can get stuck exploring forever without ever locking anything down. However, finishing it with a lot of “we’ll figure out later,” and not measuring …

Italien

TestFlight for Godot Developers: Playtesting Games on Apple Platforms

Tuesday, 3 November · 12:00–12:50 · 50 min

  • Michał Myczkowski
  • Aleksandra Dulska

Practical overview of using Apple’s TestFlight to playtest and distribute Godot games. Learn how to set up staged rollout channels to test updates with targeted user groups, configure feedback channels, and structure “What to Test” prompts that yield useful player insights. We’ll showcase onboarding new playtesters and …

Ballsaal

What Our Unity Team Got Wrong (So You Don't Have To)

Tuesday, 3 November · 12:30–12:55 · 25 min

  • Owen Magri

We migrated a team from Unity to Godot - not as beginners, but as experts whose Unity instincts actively worked against us. The habits that made us fast in Unity quietly produced brittle, un-idiomatic Godot code, and the bill came due within weeks.

General info

Lunch (Foyer)

Tuesday, 3 November · 13:00–14:30 · 90 min

Italien

Continuous community driven translations with gettext and Weblate

Tuesday, 3 November · 14:30–14:55 · 25 min

  • Simon Dalvai

Using gettext and a continuous translation platform like Weblate allows translators to use a simple web view to translate and gives developers a simple way to pull the changes through git. This talk will cover the basic setup and some tricks I learned while developing 99Managers Futsal Edition with over 60 translation …

Ballsaal

Why You Should Develop and Release on Console First

Tuesday, 3 November · 14:30–15:20 · 50 min

  • Claire Blackshaw

Traditionally, indie studios and small teams developed for a single console first before porting to PC—a tradition that has since flipped to “Steam first.” This talk challenges that modern default. By exploring the technical advantages of a single hardware spec, the business benefits of dedicated console audiences, and …

Italien

Building A Multiplayer Network for Digital Twins in VR/AR

Tuesday, 3 November · 15:00–15:25 · 25 min

  • Tina Nguyen
  • Darrius Anthony

The LSU distillation columns is an advanced structure that gives opportunity for students to operate and experience commercial chemical equipment that follows specialized design standards. With the scale and complexity of the LSU distillation columns, creating a digital replication of the towers with a multiplayer …

Ballsaal

Building Your Discord Server Through Every Stage of Game Development

Tuesday, 3 November · 15:30–16:20 · 50 min

  • Anthony Tešija

This talk runs through setting up a Discord server to help game developers as they build and grow their games. It talks about how to set up moderation, create channels, create roles, get feedback, run events, and interact with the community. It steps through how these things change as a dev’s game goes from prototype …

Italien

Crashes Don't Care What Language You Wrote Your Game In

Tuesday, 3 November · 15:30–15:55 · 25 min

  • Amir Mujacic

A Godot game is rarely written in just one language. You’ve got GDScript for gameplay, more and more C#/.NET for the heavier systems, and native C++ through GDExtension underneath. Then you export the whole thing to Windows, Linux, macOS, Android, iOS, the Web, SteamOS/Proton, and - for some of us - consoles.

Italien

Shipping 3D Cross-Platform on a Shoestring Budget: A Solo Dev's Postmortem

Tuesday, 3 November · 16:00–16:25 · 25 min

  • Dr. Johannes Mattmann

How do you ship a 3D educational game for Web, Desktop, and Mobile in Godot 4 on a tight budget? In this postmortem of “The Masked Particle,” I will share my survival strategies as a solo dev. Drawing from 1.5 years of building hypercasual mobile prototypes in 2-week sprints, I will show how that “need for speed” …

Ballsaal

Ichor Online: Building a Massive Multiplayer Online RPG in Godot

Tuesday, 3 November · 16:30–17:20 · 50 min

  • Leonardo Rocha
  • Francesco Piacenti (FR3NKD)

Building an MMORPG as Indie Devs: workflows, scope management, lessons learned and leveraging the power of SpacetimeDB with Godot.

Italien

Godot & Accessibility - Creating the Utmost Freedom

Tuesday, 3 November · 16:30–16:55 · 25 min

  • Thomas Mayer

Discover the essentials of accessibility in games and learn how to make your great work enjoyable for so many more users - using incredibly simple methods!

Italien

Multiplayer Bloopers: Common networking pitfalls explained with painful examples

Tuesday, 3 November · 17:00–17:25 · 25 min

  • Jiří Starý
  • Erick Passos

Your game works perfectly until other players show up with their own version of reality. This is a light, fast tour of the classic multiplayer bugs: why they happen, how to fix them, and how to fix the fix.

Italien

Backstitch: Real-Time Version Control for Godot

Tuesday, 3 November · 17:30–17:55 · 25 min

  • Lilith Duncan

Our open-source version control plugin, Backstitch, enables fast collaboration for dev teams, game jams, and classrooms!

Ballsaal

The basics of Image Composition

Tuesday, 3 November · 17:30–17:55 · 25 min

  • Simone Mändl

How to compose a balanced and strong image is a skill that is relevant for any gamedev, not just artists. I’m hoping to teach you the basics so that your Storefront graphics, Video Thumbnails, Cutscenes, Ui and Leveldesign visuals will improve:)

General info

Closing

Tuesday, 3 November · 18:00–18:30 · 30 min

Wednesday, 4 November

Ballsaalmain stage
Italien2nd stage
General info
General info General info, 09:00–10:00 Breakfast
Italien Italien, 10:00–10:50 Small Team, Big Leverage: Using Automation to Build Games Faster Werner Mendizabal
Ballsaal Ballsaal, 10:00–10:50 I Don't Know If This Game Is Good René Habermann
Italien Italien, 11:00–11:50 The 5-Phase Game Jam Framework: Bringing Structure to Chaos Ahmed Alfiki
Ballsaal Ballsaal, 11:00–11:50 The Return of Game Programming Patterns for Godot Inacio Schweller
Italien Italien, 12:00–12:25 Mobile Games Without the Slop Leon Klostermann
Ballsaal Ballsaal, 12:00–12:50 Developing a humanitarian video game in Godot Aida Navarro Claire Delhomme
Italien Italien, 12:30–12:55 Let's Hear It! Enabling True Audio Accessibility in Godot Max de Kroon
General info General info, 13:00–14:30 Lunch
Ballsaal Ballsaal, 14:30–15:20 Waiting for GDScript: Rebuilding a Dialogue Engine Without C# Paris Buttfield-Addison Dr. Tim Nugent
Italien Italien, 14:30–15:20 Synthesizing a Flamethrower from a Bathroom Sink: DIY Sound Design for Indie Devs Chris Kohler
Ballsaal Ballsaal, 15:30–16:20 Using Godot for defence simulators Kristian Too Andreasen
Italien Italien, 15:30–16:20 Putting Voices in Indie Games - A Guide For Indies On A Budget Alec Shea
Italien Italien, 16:30–17:20 Cracking open Godot Editor: what it taught me about Godot Zagir Fabarisov
Ballsaal Ballsaal, 16:30–17:20 Wan't to add Shaders to your game? Here is how you start. Leszek Nowak
General info General info, 18:00–18:30 Closing
General info

Breakfast

Wednesday, 4 November · 09:00–10:00 · 60 min

Italien

Small Team, Big Leverage: Using Automation to Build Games Faster

Wednesday, 4 November · 10:00–10:50 · 50 min

  • Werner Mendizabal

Large companies use automation to reduce repetitive work, improve reliability, and help teams move faster. Many of the same ideas can be just as valuable for solo developers and small indie teams—without bringing along the complexity and bureaucracy of a large organization.

Ballsaal

I Don't Know If This Game Is Good

Wednesday, 4 November · 10:00–10:50 · 50 min

  • René Habermann

Even after years of making games, I can’t reliably tell if one is “good” while we’re building it. Intuition, playtests, retention and wishlists all help - but every signal can mislead you in a different way. It is also hard to judge if the game is just “not good yet” or can actually never be good. In this talk, I’ll …

Italien

The 5-Phase Game Jam Framework: Bringing Structure to Chaos

Wednesday, 4 November · 11:00–11:50 · 50 min

  • Ahmed Alfiki

Game jams are exciting, but they’re also chaotic. Many participants lose valuable time, over-scope their ideas, or spend days polishing features that players never experience.

Ballsaal

The Return of Game Programming Patterns for Godot

Wednesday, 4 November · 11:00–11:50 · 50 min

  • Inacio Schweller

At GodotCon Amsterdam 2026, “Game Programming Patterns for Godot” started with a tiny Reddit find, a cached getter and grew into a tour of underexplored patterns for real Godot projects. Then the video went online, and the comment section did what comment sections do: it argued, it questioned, and it asked for more.

Italien

Mobile Games Without the Slop

Wednesday, 4 November · 12:00–12:25 · 25 min

  • Leon Klostermann

Mobile games are often associated with aggressive monetization, dark patterns, and disposable experiences. But does mobile really have to be that way?

Ballsaal

Developing a humanitarian video game in Godot

Wednesday, 4 November · 12:00–12:50 · 50 min

  • Aida Navarro
  • Claire Delhomme

Amnios is a free narrative game about pregnancy, childbirth, and early motherhood during migration, built in Godot and co-created with migrant women, hospital clinicians, and the ICRC. This talk walks through how a research-creation methodology shaped the game’s narrative, art direction, and puzzle mechanics — and what …

Italien

Let's Hear It! Enabling True Audio Accessibility in Godot

Wednesday, 4 November · 12:30–12:55 · 25 min

  • Max de Kroon

Audio accessibility is often treated as an afterthought - or even reduced to a lonely volume slider -while sound design plays a crucial role in gameplay legibility, inclusion and immersion. The good news? Some of the most impactful audio accessibility features in Godot take no time to build and cost little to no CPU …

General info

Lunch

Wednesday, 4 November · 13:00–14:30 · 90 min

Ballsaal

Waiting for GDScript: Rebuilding a Dialogue Engine Without C#

Wednesday, 4 November · 14:30–15:20 · 50 min

  • Paris Buttfield-Addison
  • Dr. Tim Nugent

Our dialogue tool, Yarn Spinner for Godot, has been built on C#, and we love it. Godot’s C# support is fantastic. But we wanted every Godot developer to have great dialogue, so we rebuilt the whole runtime in pure GDScript too. Now the same Yarn script runs identically in both. This talk is a joyful tour of how we did …

Italien

Synthesizing a Flamethrower from a Bathroom Sink: DIY Sound Design for Indie Devs

Wednesday, 4 November · 14:30–15:20 · 50 min

  • Chris Kohler

Your game features a devastating, hyper-realistic flamethrower, but your audio budget only covers a glass of tap water. Is that enough? Absolutely. In this 50-minute crash course, we will strip away the mystery of professional sound design and explore the bizarre reality of Foley. You will learn the core theoretical …

Ballsaal

Using Godot for defence simulators

Wednesday, 4 November · 15:30–16:20 · 50 min

  • Kristian Too Andreasen

In this talk, we will dive into our experiences switching from Unity to Godot when you have customers where Security, IP, and Continuity are critical priorities.

Italien

Putting Voices in Indie Games - A Guide For Indies On A Budget

Wednesday, 4 November · 15:30–16:20 · 50 min

  • Alec Shea

I will introduce an outline of the process for putting voice acting in indie games, how to budget for it, what options are available at each step of the process, and tips for directing and handling voice actors, even if you don’t know what you’re doing. I’ll even do a live demonstration!

Italien

Cracking open Godot Editor: what it taught me about Godot

Wednesday, 4 November · 16:30–17:20 · 50 min

  • Zagir Fabarisov

I spent months inside Godot Editor’s source code, rebuilding it into a multi-scene editor called GDstudio. Along the way the editor taught me a lot about Godot itself, and this talk is that story. What is a singleton, really? Why is the whole 3D editor a panel? What is a Node under the hood, and what does all that …

Ballsaal

Wan't to add Shaders to your game? Here is how you start.

Wednesday, 4 November · 16:30–17:20 · 50 min

  • Leszek Nowak

Shaders can be scary, but shaders make many things possible. During the talk I’ll show various shaders used in production games. I’ll show how to write from scratch your own effects. Static VFX, shader based animation, and even gameplay mechanics.

General info

Closing

Wednesday, 4 November · 18:00–18:30 · 30 min

Day

Room

Room
Full calendar

Tuesday, 11 November

Ballsaal
Iberico
Italien
General info
General info General info, 09:00–10:30 Registration
Ballsaal Ballsaal, 10:30–11:00 Opening Remarks Johannes Ebner Senad Hrnjadovic
General info General info, 10:30–11:00 Breakfast
Ballsaal Ballsaal, 11:00–11:50 Godot Foundation Q&A Emilio Coppola
Iberico Iberico, 12:00–12:25 Collaborative Game Development with Godot: From Studio Model to Community-Built Games Will Thompson Sarah Spiers
Ballsaal Ballsaal, 12:00–12:50 Making of DOGWALK - Blender Studio's game project Simon Thommes Vivien Lulkowski Julien Kaspar
General info General info, 12:00–13:00 Merch & Gameshowcase
Iberico Iberico, 12:25–12:50 Gyms, Zoos, and Museums: Your documentation should be in-game Robin-Yann Storm
General info General info, 13:00–14:30 Lunch
Iberico Iberico, 14:30–15:20 Less is More: Modern Approaches to Low-Fi Visuals Antti Tiihonen
WorkshopItalien Italien, 14:30–15:30 Unlocking GDExtension Power: Integrating external C++ Libraries Patrick Exner
Ballsaal Ballsaal, 14:30–15:20 Godot meets JetBrains: Building IDE tools for a growing engine Matt Ellis
General info General info, 14:30–15:30 Merch & Gameshowcase
Iberico Iberico, 15:30–16:20 Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot Karl Bittner
Ballsaal Ballsaal, 15:30–16:20 A Peek Under the Hood: Technical Learnings from Halls of Torment Paul Lawitzki
General info General info, 15:30–16:30 Coffee & Snacks
WorkshopItalien Italien, 15:45–16:45 Oh, that UI looks dope—wish it wasn’t so hard to read tho Henni
Iberico Iberico, 16:30–16:55 From Theora to AV1: Transforming Video Workflows in Godot 4 Nils Zweiling
Ballsaal Ballsaal, 16:30–17:20 Don't ship the wrong game! René Habermann
Iberico Iberico, 17:00–17:25 Putting Players First: Human-Centered Game Development towards Accessibility & Diversity, Equity, and Inclusion Chrysa Bika
Italien Italien, 17:00–17:50 My experience porting Godot games to Nintendo Switch Pablo Navarro
Ballsaal Ballsaal, 17:30–18:20 Building Starfinder: Professional Godot at Scale Ricard Pillosu María Calle Galán Felix Rios
Iberico Iberico, 17:30–17:55 GdUnit4 live demo + technical overview Mike Schulze
General info General info, 17:30–18:30 Closing
General info

Registration

Tuesday, 11 November · 09:00–10:30 · 90 min

Ballsaal

Opening Remarks

Tuesday, 11 November · 10:30–11:00 · 25 min

  • Johannes Ebner
  • Senad Hrnjadovic

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’ll introduce the event, thank our sponsors, and set the stage for an amazing conference celebrating the Godot Engine and its vibrant community.

General info

Breakfast

Tuesday, 11 November · 10:30–11:00 · 30 min

Ballsaal

Godot Foundation Q&A

Tuesday, 11 November · 11:00–11:50 · 50 min

  • Emilio Coppola

Do you have any questions about Godot you would like to ask the people at the Godot Foundation? After a short update about the projects we are working on, feel free to ask anything!

Iberico

Collaborative Game Development with Godot: From Studio Model to Community-Built Games

Tuesday, 11 November · 12:00–12:25 · 25 min

  • Will Thompson
  • Sarah Spiers

Games can be more than finished products—they can be living classrooms. In 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 …

Ballsaal

Making of DOGWALK - Blender Studio's game project

Tuesday, 11 November · 12:00–12:50 · 50 min

  • Simon Thommes
  • Vivien Lulkowski
  • Julien Kaspar

The Blender Studio is presenting the creation process and asset pipeline behind DOGWALK, a short open source game, centered around incorporating Blender & Godot. Get 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 …

General info

Merch & Gameshowcase

Tuesday, 11 November · 12:00–13:00 · 60 min

Iberico

Gyms, Zoos, and Museums: Your documentation should be in-game

Tuesday, 11 November · 12:25–12:50 · 25 min

  • Robin-Yann Storm

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 …

General info

Lunch

Tuesday, 11 November · 13:00–14:30 · 90 min

Iberico

Less is More: Modern Approaches to Low-Fi Visuals

Tuesday, 11 November · 14:30–15:20 · 50 min

  • Antti Tiihonen

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 …

WorkshopItalien

Unlocking GDExtension Power: Integrating external C++ Libraries

Tuesday, 11 November · 14:30–15:30 · 60 min

  • Patrick Exner

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 …

Ballsaal

Godot meets JetBrains: Building IDE tools for a growing engine

Tuesday, 11 November · 14:30–15:20 · 50 min

  • Matt Ellis

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 …

General info

Merch & Gameshowcase

Tuesday, 11 November · 14:30–15:30 · 60 min

Iberico

Plants, Polygons and Pixels: Large-Scale Vegetation Rendering in Godot

Tuesday, 11 November · 15:30–16:20 · 50 min

  • Karl Bittner

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 …

Ballsaal

A Peek Under the Hood: Technical Learnings from Halls of Torment

Tuesday, 11 November · 15:30–16:20 · 50 min

  • 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.

General info

Coffee & Snacks

Tuesday, 11 November · 15:30–16:30 · 60 min

WorkshopItalien

Oh, that UI looks dope—wish it wasn’t so hard to read tho

Tuesday, 11 November · 15:45–16:45 · 60 min

  • Henni

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 …

Iberico

From Theora to AV1: Transforming Video Workflows in Godot 4

Tuesday, 11 November · 16:30–16:55 · 25 min

  • Nils Zweiling

Godot’s video playback remains constrained by the outdated Ogg/Theora codec, limiting quality and integration. My talk introduces “Video Toolkit for Godot” (VTG), an open source extension proposing modern AV1 software decoding with cross-platform support. I’ll discuss VTG’s approach to future hardware acceleration, key …

Ballsaal

Don't ship the wrong game!

Tuesday, 11 November · 16:30–17:20 · 50 min

  • René Habermann

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 …

Iberico

Putting Players First: Human-Centered Game Development towards Accessibility & Diversity, Equity, and Inclusion

Tuesday, 11 November · 17:00–17:25 · 25 min

  • Chrysa Bika

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—sometimes unintentionally, but with lasting impact. Leading a …

Italien

My experience porting Godot games to Nintendo Switch

Tuesday, 11 November · 17:00–17:50 · 50 min

  • Pablo Navarro

I’m Pablo Navarro, the guy behind RAWRLAB Games. The 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 …

Ballsaal

Building Starfinder: Professional Godot at Scale

Tuesday, 11 November · 17:30–18:20 · 50 min

  • Ricard Pillosu
  • María Calle Galán
  • Felix Rios

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, where 30 developers are building Starfinder - a full-scale RPG. We examine the practical realities of pushing Godot beyond its traditional indie …

Iberico

GdUnit4 live demo + technical overview

Tuesday, 11 November · 17:30–17:55 · 25 min

  • Mike Schulze

See how professional testing fits naturally into Godot. In this fast‑paced 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.

General info

Closing

Tuesday, 11 November · 17:30–18:30 · 60 min

Wednesday, 12 November

Ballsaal
Iberico
Italien
General info
General info General info, 09:00–10:30 Registration
Iberico Iberico, 10:30–11:20 Making of Cards in Fogpiercer Krystof Klestil
Ballsaal Ballsaal, 10:30–11:20 Shipping Godot: From Build to Player Joseph Hill Ben Vehling Dom Harris Pablo Navarro Paul Lawitzki
General info General info, 10:30–11:00 Breakfast
Iberico Iberico, 11:30–11:55 One Does Not Simply Ship Web Games with Godot (Yet) Luca Leonardi
Ballsaal Ballsaal, 11:30–11:55 Art Direction Crash Course (for non-artists) Simone Mändl
Ballsaal Ballsaal, 12:00–12:50 Raytracing is simple for 2D games! Jaanus Jaggo (Perfoon)
Iberico Iberico, 12:00–12:50 Tilemaps Jackie Codes
General info General info, 12:00–13:00 Merch & Gameshowcase
General info General info, 13:00–14:30 Lunch
Ballsaal Ballsaal, 14:30–15:20 Keeper to Keepers: Adding Multiplayer to Dome Keeper Chris Ridenour
WorkshopItalien Italien, 14:30–16:30 Seeing the forest for the trees: How to think about workflows when designing tools Robin-Yann Storm
Iberico Iberico, 14:30–15:20 Making Audio for a Godot Project in FMOD Peter Havran
General info General info, 14:30–15:30 Merch & Gameshowcase
Iberico Iberico, 15:30–15:55 Beyond the Loop: A Primer on Interactive Music in Godot Paul Bittmann
Ballsaal Ballsaal, 15:30–15:55 Mobilizing Godot Joseph Hill
General info General info, 15:30–16:00 Coffee & Snacks
Iberico Iberico, 16:00–16:50 New Game+: Adding Backend Features to Your Godot Projects Patricia Berger
Ballsaal Ballsaal, 16:00–16:50 Unlocking Godot’s Superpower: Productivity Luca Andre Martinelli
Ballsaal Ballsaal, 17:00–17:50 Fireside Chat – Godot’s Next Milestones Ben Vehling Matt Ellis Rémi Verschelde
General info General info, 17:00–18:00 Closing
Ballsaal Ballsaal, 18:00–18:30 Closing Remarks Johannes Ebner
General info

Registration

Wednesday, 12 November · 09:00–10:30 · 90 min

Iberico

Making of Cards in Fogpiercer

Wednesday, 12 November · 10:30–11:20 · 50 min

  • Krystof Klestil

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.

Ballsaal

Shipping Godot: From Build to Player

Wednesday, 12 November · 10:30–11:20 · 50 min

  • Joseph Hill
  • Ben Vehling
  • Dom Harris
  • Pablo Navarro
  • Paul Lawitzki

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 …

General info

Breakfast

Wednesday, 12 November · 10:30–11:00 · 30 min

Iberico

One Does Not Simply Ship Web Games with Godot (Yet)

Wednesday, 12 November · 11:30–11:55 · 25 min

  • Luca Leonardi

Godot is growing fast, but when it comes to web game development, is it really ready for production? In this talk, I’ll explore the current state of Godot Web, focusing on what works, what breaks, and what’s missing for real-world use.

Ballsaal

Art Direction Crash Course (for non-artists)

Wednesday, 12 November · 11:30–11:55 · 25 min

  • Simone Mändl

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 …

Ballsaal

Raytracing is simple for 2D games!

Wednesday, 12 November · 12:00–12:50 · 50 min

  • Jaanus Jaggo (Perfoon)

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. In this talk, I will share the lighting techniques I have implemented for my game, …

Iberico

Tilemaps

Wednesday, 12 November · 12:00–12:50 · 50 min

  • Jackie Codes

This talk explores the powerful capabilities and practical challenges of working with Godot’s 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’ll learn how to leverage …

General info

Merch & Gameshowcase

Wednesday, 12 November · 12:00–13:00 · 60 min

General info

Lunch

Wednesday, 12 November · 13:00–14:30 · 90 min

Ballsaal

Keeper to Keepers: Adding Multiplayer to Dome Keeper

Wednesday, 12 November · 14:30–15:20 · 50 min

  • Chris Ridenour

The age-old wisdom for adding multiplayer to a complex single player game is: Don’t.

WorkshopItalien

Seeing the forest for the trees: How to think about workflows when designing tools

Wednesday, 12 November · 14:30–16:30 · 120 min

  • Robin-Yann Storm

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 …

Iberico

Making Audio for a Godot Project in FMOD

Wednesday, 12 November · 14:30–15:20 · 50 min

  • Peter Havran

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 …

General info

Merch & Gameshowcase

Wednesday, 12 November · 14:30–15:30 · 60 min

Iberico

Beyond the Loop: A Primer on Interactive Music in Godot

Wednesday, 12 November · 15:30–15:55 · 25 min

  • Paul Bittmann

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 …

Ballsaal

Mobilizing Godot

Wednesday, 12 November · 15:30–15:55 · 25 min

  • Joseph Hill

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’ll explore how and why developers should start thinking about mobile earlier in their process.

General info

Coffee & Snacks

Wednesday, 12 November · 15:30–16:00 · 30 min

Iberico

New Game+: Adding Backend Features to Your Godot Projects

Wednesday, 12 November · 16:00–16:50 · 50 min

  • Patricia Berger

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 …

Ballsaal

Unlocking Godot’s Superpower: Productivity

Wednesday, 12 November · 16:00–16:50 · 50 min

  • Luca Andre Martinelli

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 …

Ballsaal

Fireside Chat – Godot’s Next Milestones

Wednesday, 12 November · 17:00–17:50 · 50 min

  • Ben Vehling
  • Matt Ellis
  • Rémi Verschelde

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 …

General info

Closing

Wednesday, 12 November · 17:00–18:00 · 60 min

Ballsaal

Closing Remarks

Wednesday, 12 November · 18:00–18:30 · 25 min

  • Johannes Ebner

As GodotFest 25 comes to a close, we’ll wrap up the conference with final thoughts, highlights from the past two days, and thank everyone who made this event possible.

Tickets

Get your ticket for GodotFest 2026.

Tickets