{"acronym":"godotfest2025","aspect_ratio":"16:9","updated_at":"2026-04-03T13:15:04.470+02:00","title":"GodotFest 2025","schedule_url":"https://pretalx.godotfest.com/godotfest-25/schedule/export/schedule.xml","slug":"events/godot/2025","event_last_released_at":"2025-11-12T00:00:00.000+01:00","link":"https://godotfest.com","description":"","webgen_location":"events/godot/2025","logo_url":"https://static.media.ccc.de/media/events/godotfest/2025/logo_blue.svg","images_url":"https://static.media.ccc.de/media/events/godotfest/2025","recordings_url":"https://cdn.media.ccc.de/events/godotfest/2025","url":"https://api.media.ccc.de/public/conferences/godotfest2025","events":[{"guid":"8b307a23-fa59-5e11-a2a2-b4f68a2e8041","title":"Fireside Chat – Godot’s Next Milestones","subtitle":null,"slug":"godotfest2025-fireside-chat-godots-next-milestones","link":"https://pretalx.godotfest.com/godotfest-25/talk/STYHHN/","description":"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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Ben Vehling","Matt Ellis","Rémi Verschelde"],"tags":["100","2025","godotfest2025","Panel","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":296,"promoted":false,"date":"2025-11-12T17:00:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-02-07T19:45:11.331+01:00","length":2757,"duration":2757,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/100-8b307a23-fa59-5e11-a2a2-b4f68a2e8041.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/100-8b307a23-fa59-5e11-a2a2-b4f68a2e8041_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/100-8b307a23-fa59-5e11-a2a2-b4f68a2e8041.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/100-8b307a23-fa59-5e11-a2a2-b4f68a2e8041.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-fireside-chat-godots-next-milestones","url":"https://api.media.ccc.de/public/events/8b307a23-fa59-5e11-a2a2-b4f68a2e8041","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6","title":"Putting Players First","subtitle":"Human-Centered Game Development towards Accessibility \u0026 Diversity, Equity, and Inclusion","slug":"godotfest2025-putting-players-first-human-centered-game-development-towards-accessibility-diversity-equity-and-inclusion","link":"https://pretalx.godotfest.com/godotfest-25/talk/XLQEKX/","description":"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 self-determined life is a fundamental right for everyone, and this is not only a moral imperative but also reflected in legal frameworks demanding equal access and participation.\r\n\r\nAs 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.\r\n\r\nIn this session, we advocate for co-designing with players at the center. We will present approaches, methods, and practical guidelines for incorporating accessibility \u0026 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.\r\n\r\nBy putting people first, we can make games not only more accessible but also more meaningful and inclusive.\r\n\r\nIn her master'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 **\"Play x Discuss: Women in Science\"**, 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).\r\n\r\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Chrysa Bika"],"tags":["78","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":57,"promoted":false,"date":"2025-11-11T17:00:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-04-02T12:00:06.591+02:00","length":1356,"duration":1356,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/78-4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/78-4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/78-4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/78-4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-putting-players-first-human-centered-game-development-towards-accessibility-diversity-equity-and-inclusion","url":"https://api.media.ccc.de/public/events/4719eb70-6e2f-5e2a-8ee3-e67a97cde5f6","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"693f5ac0-cc4c-58cb-ab12-e3fc84a89549","title":"One Does Not Simply Ship Web Games with Godot (Yet)","subtitle":null,"slug":"godotfest2025-one-does-not-simply-ship-web-games-with-godot-yet","link":"https://pretalx.godotfest.com/godotfest-25/talk/CVTEBN/","description":"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.\n\nI’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.\n\nWe’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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Luca Leonardi"],"tags":["80","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 2"],"view_count":255,"promoted":false,"date":"2025-11-12T11:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-03-19T14:45:08.421+01:00","length":1560,"duration":1560,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/80-693f5ac0-cc4c-58cb-ab12-e3fc84a89549.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/80-693f5ac0-cc4c-58cb-ab12-e3fc84a89549_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/80-693f5ac0-cc4c-58cb-ab12-e3fc84a89549.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/80-693f5ac0-cc4c-58cb-ab12-e3fc84a89549.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-one-does-not-simply-ship-web-games-with-godot-yet","url":"https://api.media.ccc.de/public/events/693f5ac0-cc4c-58cb-ab12-e3fc84a89549","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3","title":"Less is More: Modern Approaches to Low-Fi Visuals","subtitle":null,"slug":"godotfest2025-less-is-more-modern-approaches-to-low-fi-visuals","link":"https://pretalx.godotfest.com/godotfest-25/talk/CL8L3W/","description":"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 FPS-puzzle-adventure.\n\nI will cover how I iteratively developed a unique visual style that combines modern possibilities with retro restrictions. How I deal with problems and limitations - and how I squeeze every drop of juice out of those limitations. And how I use tools that are precision machined to work within the chosen fidelity to enable rapid development of beautiful looking content.\n\nCome and see how a handful of pixels can be greater than the sum of its parts!\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Antti Tiihonen"],"tags":["52","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":181,"promoted":false,"date":"2025-11-11T14:30:00.000+01:00","release_date":"2025-11-11T00:00:00.000+01:00","updated_at":"2026-03-20T11:15:07.038+01:00","length":2594,"duration":2594,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/52-eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/52-eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/52-eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/52-eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-less-is-more-modern-approaches-to-low-fi-visuals","url":"https://api.media.ccc.de/public/events/eea166db-2f1a-52bc-ac8e-0dc7f5d6fce3","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"7e2e6c48-cfb5-55a5-8335-eaad543008e8","title":"From Theora to AV1: Transforming Video Workflows in Godot 4","subtitle":null,"slug":"godotfest2025-from-theora-to-av1-transforming-video-workflows-in-godot-4","link":"https://pretalx.godotfest.com/godotfest-25/talk/8J88XN/","description":"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 design choices, and practical challenges. Attendees will see early results, with an open discussion welcomed to gather thoughts and suggestions.\n\nThe built-in video playback in Godot 4 is still based on the legacy Ogg/Theora codec, and faces a few major constraints: \n\n1. video quality and compression ratio are limited by an outdated compression algorithm\n\n2. there’s no hardware decoding or zero-copy support\n\n3. video streams can’t be directly accessed as textures for advanced use cases\n\nWith the increasing demand for high-performance media integration in interactive projects, these limitations have become a bottleneck for creators.\n\nIn 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.\n\nHowever, 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.\n\nVTG 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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Nils Zweiling"],"tags":["88","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":212,"promoted":false,"date":"2025-11-11T16:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-04-01T00:15:05.561+02:00","length":1523,"duration":1523,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/88-7e2e6c48-cfb5-55a5-8335-eaad543008e8.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/88-7e2e6c48-cfb5-55a5-8335-eaad543008e8_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/88-7e2e6c48-cfb5-55a5-8335-eaad543008e8.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/88-7e2e6c48-cfb5-55a5-8335-eaad543008e8.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-from-theora-to-av1-transforming-video-workflows-in-godot-4","url":"https://api.media.ccc.de/public/events/7e2e6c48-cfb5-55a5-8335-eaad543008e8","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"94fa503a-353c-5314-acf6-6efb5329ec84","title":"Art Direction Crash Course (for non-artists)","subtitle":null,"slug":"godotfest2025-art-direction-crash-course-for-non-artists","link":"https://pretalx.godotfest.com/godotfest-25/talk/XFVHEE/","description":"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 leveldesigners.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Simone Mändl"],"tags":["32","2025","godotfest2025","Talk","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":188,"promoted":false,"date":"2025-11-12T11:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-02-28T05:00:03.729+01:00","length":1586,"duration":1586,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/32-94fa503a-353c-5314-acf6-6efb5329ec84.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/32-94fa503a-353c-5314-acf6-6efb5329ec84_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/32-94fa503a-353c-5314-acf6-6efb5329ec84.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/32-94fa503a-353c-5314-acf6-6efb5329ec84.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-art-direction-crash-course-for-non-artists","url":"https://api.media.ccc.de/public/events/94fa503a-353c-5314-acf6-6efb5329ec84","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"c902a952-b2d3-5450-bdae-36df85f26af4","title":"Shipping Godot: From Build to Player","subtitle":null,"slug":"godotfest2025-shipping-godot-from-build-to-player","link":"https://pretalx.godotfest.com/godotfest-25/talk/TZM8HQ/","description":"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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Ben Vehling","Paul Lawitzki","Pablo Navarro","Dom Harris","Joseph Hill"],"tags":["101","2025","godotfest2025","Panel","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":37,"promoted":false,"date":"2025-11-12T10:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-01-28T17:00:08.944+01:00","length":3108,"duration":3108,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/101-c902a952-b2d3-5450-bdae-36df85f26af4.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/101-c902a952-b2d3-5450-bdae-36df85f26af4_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/101-c902a952-b2d3-5450-bdae-36df85f26af4.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/101-c902a952-b2d3-5450-bdae-36df85f26af4.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-shipping-godot-from-build-to-player","url":"https://api.media.ccc.de/public/events/c902a952-b2d3-5450-bdae-36df85f26af4","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"760cc57f-280e-5253-9572-02e12aaf8c1a","title":"Gyms, Zoos, and Museums","subtitle":"Your documentation should be in-game","slug":"godotfest2025-gyms-zoos-and-museums-your-documentation-should-be-in-game","link":"https://pretalx.godotfest.com/godotfest-25/talk/TTCUNU/","description":"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 up on functionality. So what about artists, and designers? Thankfully, solutions already exist: Gyms, Zoos, and Museums. Let's look at examples, see how they work, how they can be built, and how they improve the development of your games.\r\n\r\nEveryone 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.\r\n\r\nFor 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.\r\n\r\nThis 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.\r\n\r\nWe 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.\r\n\r\nLastly, 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.\r\n\r\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Robin-Yann Storm"],"tags":["18","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":300,"promoted":false,"date":"2025-11-11T12:25:00.000+01:00","release_date":"2025-11-11T00:00:00.000+01:00","updated_at":"2026-03-30T15:45:06.749+02:00","length":1819,"duration":1819,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/18-760cc57f-280e-5253-9572-02e12aaf8c1a.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/18-760cc57f-280e-5253-9572-02e12aaf8c1a_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/18-760cc57f-280e-5253-9572-02e12aaf8c1a.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/18-760cc57f-280e-5253-9572-02e12aaf8c1a.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-gyms-zoos-and-museums-your-documentation-should-be-in-game","url":"https://api.media.ccc.de/public/events/760cc57f-280e-5253-9572-02e12aaf8c1a","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"4bee8c8e-b375-50e9-b784-7500b8a2bb63","title":"Opening Remarks","subtitle":"","slug":"godotfest2025-opening-remarks","link":"https://pretalx.godotfest.com/godotfest-25/talk/JRSWFW/","description":"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.\r\n\r\nGet ready to dive into technical insights, creative presentations, hands-on workshops, and networking opportunities with fellow Godot enthusiasts from around the world. Whether you’re a seasoned developer or just starting your journey with Godot, this is your moment to be part of something special.\r\n\r\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Johannes Ebner"],"tags":["98","2025","godotfest-25","Ballsaal","godotfest-25-eng","godot","Day 1"],"view_count":63,"promoted":false,"date":"2025-11-11T10:30:00.000+01:00","release_date":"2025-11-11T00:00:00.000+01:00","updated_at":"2026-03-01T21:30:07.888+01:00","length":866,"duration":866,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/98-4bee8c8e-b375-50e9-b784-7500b8a2bb63.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/98-4bee8c8e-b375-50e9-b784-7500b8a2bb63_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/98-4bee8c8e-b375-50e9-b784-7500b8a2bb63.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/98-4bee8c8e-b375-50e9-b784-7500b8a2bb63.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-opening-remarks","url":"https://api.media.ccc.de/public/events/4bee8c8e-b375-50e9-b784-7500b8a2bb63","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e","title":"Mobilizing Godot","subtitle":null,"slug":"godotfest2025-mobilizing-godot","link":"https://pretalx.godotfest.com/godotfest-25/talk/VAJ9QW/","description":"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.\n\nMobile 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.\n\nWe’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.\n\nTopics will include:\n\n- Why mobile should be part of your strategy from the start\n- What makes mobile different (and how to prepare for it)\n- Adding touch input and virtual controls to existing Godot projects\n- Working across desktop and mobile with Git, cloud-sharing, and other strategies\n- Testing and iterating directly on mobile devices using Xogot\n\nTakeaways:\n\n- Why mobile deserves earlier consideration from Godot developers\n- Simple steps to prepare your Godot project for mobile\n- How to maintain mobile compatibility throughout development\n- The surprising power of editing Godot projects on your phone\n\nIntended Audience:\nGodot 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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Joseph Hill"],"tags":["93","2025","godotfest2025","Talk","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":32,"promoted":false,"date":"2025-11-12T15:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-02-11T14:45:14.920+01:00","length":1517,"duration":1517,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/93-5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/93-5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/93-5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/93-5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-mobilizing-godot","url":"https://api.media.ccc.de/public/events/5ce1f0fc-c9a9-59bb-9fc2-a622e2bdb45e","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"9891fe2c-9e1e-577b-ba0e-6de40fb3e157","title":"Don't ship the wrong game!","subtitle":null,"slug":"godotfest2025-don-t-ship-the-wrong-game","link":"https://pretalx.godotfest.com/godotfest-25/talk/HAURCV/","description":"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 importantly, i'll share how we validate prototypes to find the games with potential among the crowd, as it's simply not something predictable or plannable.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["René Habermann"],"tags":["53","2025","godotfest2025","Talk","Ballsaal","godotfest2025-eng","godot","Day 1"],"view_count":221,"promoted":false,"date":"2025-11-11T16:30:00.000+01:00","release_date":"2025-11-11T00:00:00.000+01:00","updated_at":"2026-02-14T09:45:06.703+01:00","length":3275,"duration":3275,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/53-9891fe2c-9e1e-577b-ba0e-6de40fb3e157.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/53-9891fe2c-9e1e-577b-ba0e-6de40fb3e157_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/53-9891fe2c-9e1e-577b-ba0e-6de40fb3e157.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/53-9891fe2c-9e1e-577b-ba0e-6de40fb3e157.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-don-t-ship-the-wrong-game","url":"https://api.media.ccc.de/public/events/9891fe2c-9e1e-577b-ba0e-6de40fb3e157","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"7917fda2-d122-57bc-92e6-9d93771b0a60","title":"New Game+: Adding Backend Features to Your Godot Projects","subtitle":null,"slug":"godotfest2025-new-game-adding-backend-features-to-your-godot-projects","link":"https://pretalx.godotfest.com/godotfest-25/talk/L3A9UZ/","description":"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 robust backend features like real-time multiplayer, analytics, and social systems that keep players engaged and coming back for more.\n\n**Why unlock backend features?**  \nFeatures like guilds, chat, challenges, real-time play, and analytics are the \"New Game+\" of modern game development—they transform good games into great experiences. This session will show you what's possible and how combining these features creates engaging, sticky player experiences.\n\n**Backend Architecture Draft:**  \nI'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.\n\n**Backend Setup Overview:**  \nQuick walkthrough of the pre-configured Node.js, Docker, and database setup provided in the repository. Learn what's included and how to get started quickly without spending hours on initial configuration.\n\n**APIs: Websockets vs REST:**  \nUnderstand the differences, use-cases, and recommended packages for implementing real-time and traditional communication between your game and backend.\n\n**Integrating with Godot:**  \nSee practical examples of connecting your Godot game to backend services, including authentication, data sync, and real-time features through live demonstrations.\n\n**Best Practices:**  \nGet tips on debugging, security, scalability, and common pitfalls to avoid when building and maintaining your backend.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Patricia Berger"],"tags":["67","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 2"],"view_count":259,"promoted":false,"date":"2025-11-12T16:00:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-04-01T03:45:03.522+02:00","length":2394,"duration":2394,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/67-7917fda2-d122-57bc-92e6-9d93771b0a60.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/67-7917fda2-d122-57bc-92e6-9d93771b0a60_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/67-7917fda2-d122-57bc-92e6-9d93771b0a60.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/67-7917fda2-d122-57bc-92e6-9d93771b0a60.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-new-game-adding-backend-features-to-your-godot-projects","url":"https://api.media.ccc.de/public/events/7917fda2-d122-57bc-92e6-9d93771b0a60","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"24baefd1-b249-58ea-b907-c9df9fe87b9c","title":"Plants, Polygons and Pixels: ","subtitle":"Large-Scale Vegetation Rendering in Godot","slug":"godotfest2025-plants-polygons-and-pixels-large-scale-vegetation-rendering-in-godot","link":"https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/","description":"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 to look good. In this presentation, we'll showcase our easy and free workflows for creating 3D assets of realistic foliage and trees, reveal the most important shading tricks to get them looking great, and touch upon the use of impostors for level-of-detail.\r\n\r\nDuring 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'll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we'll also showcase our process for getting good-looking billboard plants from photographs. You'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'll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You'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.\r\n\r\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Karl Bittner"],"tags":["35","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":258,"promoted":false,"date":"2025-11-11T15:30:00.000+01:00","release_date":"2025-11-11T00:00:00.000+01:00","updated_at":"2026-03-10T22:15:11.282+01:00","length":2714,"duration":2714,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/35-24baefd1-b249-58ea-b907-c9df9fe87b9c.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/35-24baefd1-b249-58ea-b907-c9df9fe87b9c_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/35-24baefd1-b249-58ea-b907-c9df9fe87b9c.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/35-24baefd1-b249-58ea-b907-c9df9fe87b9c.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-plants-polygons-and-pixels-large-scale-vegetation-rendering-in-godot","url":"https://api.media.ccc.de/public/events/24baefd1-b249-58ea-b907-c9df9fe87b9c","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"2af2ceb6-a70f-5085-9ff6-4e496b8837ee","title":"GdUnit4 live demo + technical overview","subtitle":null,"slug":"godotfest2025-gdunit4-live-demo-technical-overview","link":"https://pretalx.godotfest.com/godotfest-25/talk/FZLLYC/","description":"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.\n\nYou’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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Mike Schulze"],"tags":["96","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 1"],"view_count":113,"promoted":false,"date":"2025-11-11T17:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-03-28T17:00:05.601+01:00","length":1861,"duration":1861,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/96-2af2ceb6-a70f-5085-9ff6-4e496b8837ee.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/96-2af2ceb6-a70f-5085-9ff6-4e496b8837ee_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/96-2af2ceb6-a70f-5085-9ff6-4e496b8837ee.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/96-2af2ceb6-a70f-5085-9ff6-4e496b8837ee.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-gdunit4-live-demo-technical-overview","url":"https://api.media.ccc.de/public/events/2af2ceb6-a70f-5085-9ff6-4e496b8837ee","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"f30f3708-8269-51ee-bdce-3c60a64693f1","title":"Collaborative Game Development with Godot: ","subtitle":"From Studio Model to Community-Built Games","slug":"godotfest2025-collaborative-game-development-with-godot-from-studio-model-to-community-built-games","link":"https://pretalx.godotfest.com/godotfest-25/talk/S798HC/","description":"Games can be more than finished products—they can be living classrooms.\r\nIn 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 game-making into a pathway for new creators.\r\n\r\nSarah will frame why open-source practices matter for the future of the industry and how collaborative models give new voices a way in. Will will showcase Threadbare, Endless Access’ open-source narrative adventure built in Godot, where learners and contributors from around the world are shaping the game. Attendees will see how the project is structured to welcome contributors of all levels, what challenges and successes have emerged, and how Godot powers not just great games but inclusive, community-driven learning.\r\n\r\nThis 25-minute talk will highlight how Endless Access is using Godot as both a development engine and a platform for collaborative, open-source learning.\r\n\r\nSpeakers:\r\nSarah 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.\r\n\r\nWill Thompson, a long-time open-source developer and core contributor to Threadbare, bridges technical expertise with a mission to expand digital inclusion.\r\n\r\nContent \u0026 Flow:\r\nIntroduction \u0026 Context (Sarah) – Why collaborative game development matters, how it reimagines the studio model, and what it means for opening pathways into game-making.\r\n\r\nCase Study: Threadbare (Will) – Demonstration of the open-source game in development, built with Godot and shaped by a growing global community. 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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 how to harness it. 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Thank you for being part of GodotFest 25 – see you next time!\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Johannes Ebner"],"tags":["99","2025","godotfest2025","Panel","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":80,"promoted":false,"date":"2025-11-12T18:00:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-02-03T17:30:08.787+01:00","length":629,"duration":629,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/99-b2c21824-4b73-5876-a1dd-d829b4fc7818.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/99-b2c21824-4b73-5876-a1dd-d829b4fc7818_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/99-b2c21824-4b73-5876-a1dd-d829b4fc7818.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/99-b2c21824-4b73-5876-a1dd-d829b4fc7818.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-closing-remarks","url":"https://api.media.ccc.de/public/events/b2c21824-4b73-5876-a1dd-d829b4fc7818","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"f76133cb-1e2b-5976-bf69-a40881627b5a","title":"Godot meets JetBrains: ","subtitle":"Building IDE tools for a growing engine","slug":"godotfest2025-godot-meets-jetbrains-building-ide-tools-for-a-growing-engine","link":"https://pretalx.godotfest.com/godotfest-25/talk/HERTJZ/","description":"JetBrains Rider is a great IDE for Godot. 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This talk presents a case study from [Epictellers](https://www.epictellers.com/), where 30 developers are building Starfinder - a full-scale RPG. We examine the practical realities of pushing Godot beyond its traditional indie roots, sharing both the unexpected wins and the genuine challenges encountered when scaling the engine for commercial AA development.\n\n**Description:**\nThis 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.\nWe'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'll share the workflows and solutions that emerged from actual production needs.\n\n**Session Structure:**\n**Ricard Pillosu (Co-founder, 20 years AAA experience):** Overview of Starfinder's technical architecture, team structure, and the decision-making process behind choosing Godot. Frank discussion of initial concerns versus production realities.\n\n**Felix Rios (Lead Narrative Designer):** Daily workflow for implementing branching narratives in Godot. How the narrative team adapted to the engine's capabilities and limitations.\n\n**Maria Calle (Level Designer):** Custom tools developed to bridge level design, code, and narrative systems. 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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 all the _basic terms and techniques_ you will be equipped with a **practical toolkit** for implementing dynamic music in Godot, from *layering* to crafting *transitions* and driving the music through *game states* with signals and gameplay based parameters.\n\nBeyond 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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Paul Bittmann"],"tags":["63","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 2"],"view_count":115,"promoted":false,"date":"2025-11-12T15:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-03-05T20:30:07.378+01:00","length":1782,"duration":1782,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/63-951c6b58-f593-56e3-8069-3afe2c9d273c.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/63-951c6b58-f593-56e3-8069-3afe2c9d273c_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/63-951c6b58-f593-56e3-8069-3afe2c9d273c.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/63-951c6b58-f593-56e3-8069-3afe2c9d273c.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-beyond-the-loop-a-primer-on-interactive-music-in-godot","url":"https://api.media.ccc.de/public/events/951c6b58-f593-56e3-8069-3afe2c9d273c","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"d5d59c7b-3d93-5cd1-97c5-bcd12caab39d","title":"Making of Cards in Fogpiercer","subtitle":null,"slug":"godotfest2025-making-of-cards-in-fogpiercer","link":"https://pretalx.godotfest.com/godotfest-25/talk/W989RC/","description":"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.\n\nThere's a lot to consider with cards in games, in a way they'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'll share our process, how they changed over time, what they look like now and how we achieved current results.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Krystof Klestil"],"tags":["51","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 2"],"view_count":198,"promoted":false,"date":"2025-11-12T10:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-04-01T00:45:04.359+02:00","length":3125,"duration":3125,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/51-d5d59c7b-3d93-5cd1-97c5-bcd12caab39d.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/51-d5d59c7b-3d93-5cd1-97c5-bcd12caab39d_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/51-d5d59c7b-3d93-5cd1-97c5-bcd12caab39d.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/51-d5d59c7b-3d93-5cd1-97c5-bcd12caab39d.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-making-of-cards-in-fogpiercer","url":"https://api.media.ccc.de/public/events/d5d59c7b-3d93-5cd1-97c5-bcd12caab39d","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"3063f3c3-450d-55ec-b209-5f136c3e7efc","title":"Keeper to Keepers: Adding Multiplayer to Dome Keeper","subtitle":null,"slug":"godotfest2025-keeper-to-keepers-adding-multiplayer-to-dome-keeper","link":"https://pretalx.godotfest.com/godotfest-25/talk/AT8PKS/","description":"The age-old wisdom for adding multiplayer to a complex single player game is: Don't.\n\nThis talk will cover how we added mixed local and online multiplayer to an existing codebase of tens of thousands of lines of GDScript and how you can think about systems in your game to do the same.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Chris Ridenour"],"tags":["40","2025","godotfest2025","Talk","Ballsaal","godotfest2025-eng","godot","Day 2"],"view_count":152,"promoted":false,"date":"2025-11-12T14:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-03-05T09:30:06.462+01:00","length":3034,"duration":3034,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/40-3063f3c3-450d-55ec-b209-5f136c3e7efc.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/40-3063f3c3-450d-55ec-b209-5f136c3e7efc_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/40-3063f3c3-450d-55ec-b209-5f136c3e7efc.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/40-3063f3c3-450d-55ec-b209-5f136c3e7efc.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-keeper-to-keepers-adding-multiplayer-to-dome-keeper","url":"https://api.media.ccc.de/public/events/3063f3c3-450d-55ec-b209-5f136c3e7efc","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]},{"guid":"bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e","title":"Making Audio for a Godot Project in FMOD","subtitle":null,"slug":"godotfest2025-making-audio-for-a-godot-project-in-fmod","link":"https://pretalx.godotfest.com/godotfest-25/talk/CHMPFL/","description":"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 department for the roguelike deckbuilder on a grid - Fogpiercer.\n\nThis 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.\n\nIn this talk, I will go over the following:\n- what is FMOD (very brief overview)\n- why and when Godot native audio vs FMOD (team composition and size, game genre)\n- unique considerations for Fogpiercer\n- unique considerations with a 3rd party plugin\n- technical limitations we encountered\n- our approach to utilizing FMOD\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Peter Havran"],"tags":["23","2025","godotfest2025","Talk","Iberico","godotfest2025-eng","godot","Day 2"],"view_count":139,"promoted":false,"date":"2025-11-12T14:30:00.000+01:00","release_date":"2025-11-12T00:00:00.000+01:00","updated_at":"2026-03-23T00:15:05.009+01:00","length":3112,"duration":3112,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2025/23-bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2025/23-bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2025/23-bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2025/23-bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest2025-making-audio-for-a-godot-project-in-fmod","url":"https://api.media.ccc.de/public/events/bfdb6b9f-5a08-5eb9-9d41-c1e907c80a6e","conference_title":"GodotFest 2025","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2025","related":[]}]}