{"acronym":"godotfest2026","aspect_ratio":"16:9","created_at":"2026-11-03T17:15:22.667+01:00","updated_at":"2026-11-04T02:00:04.855+01:00","title":"GodotFest 2026","schedule_url":"https://talks.godotfest.com/godotfest-26/schedule/export/schedule.xml","slug":"events/godot/2026","event_last_released_at":"2026-11-03T00:00:00.000+01:00","link":"https://godotfest.com","description":"","webgen_location":"events/godot/2026","logo_url":"https://static.media.ccc.de/media/events/godotfest/2026/../2025/logo_blue.svg","images_url":"https://static.media.ccc.de/media/events/godotfest/2026","images":[{"type":"logo","url":"https://static.media.ccc.de/media/events/godotfest/2026/../2025/logo_blue.svg","mime_type":"image/svg+xml"}],"recordings_url":"https://cdn.media.ccc.de/events/godotfest/2026","url":"https://api.media.ccc.de/public/conferences/godotfest2026","events":[{"guid":"58c50f7c-3ca0-562b-b0c4-4beb3aabea03","title":"Continuous community driven translations with gettext and Weblate","subtitle":null,"slug":"godotfest-26-9-continuous-community-driven-translations-with-gettext-and-weblate","link":"https://talks.godotfest.com/godotfest-26/talk/FAMRTE/","description":"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 contributors and 16 languages** (and counting...).\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Simon Dalvai"],"view_count":2,"promoted":false,"date":"2026-11-03T14:30:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-03T22:38:20.936+01:00","tags":["FAMRTE","2026","godotgest2026","Italien","godotgest2026-eng","München","godot","Day 1"],"length":1534,"duration":1534,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/9-58c50f7c-3ca0-562b-b0c4-4beb3aabea03.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/9-58c50f7c-3ca0-562b-b0c4-4beb3aabea03_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/9-58c50f7c-3ca0-562b-b0c4-4beb3aabea03.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/9-58c50f7c-3ca0-562b-b0c4-4beb3aabea03.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-9-continuous-community-driven-translations-with-gettext-and-weblate","url":"https://api.media.ccc.de/public/events/58c50f7c-3ca0-562b-b0c4-4beb3aabea03","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"196fae1f-1337-564a-8940-594b6a68ab75","title":"What Our Unity Team Got Wrong (So You Don't Have To)","subtitle":null,"slug":"godotfest-26-19-what-our-unity-team-got-wrong-so-you-don-t-have-to","link":"https://talks.godotfest.com/godotfest-26/talk/EJG9MJ/","description":"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.\n\nThis is the honest post-mortem of our first month: the mental models that collided, the muscle memory that backfired, and the day source control broke. For each, we'll show what we assumed, what actually happened, and the convention that fixed it - so your first month is shorter and less painful than ours.\n\nMost \"switching to Godot\" talks target newcomers. This one is for teams who already know how to ship - because migrating experienced engineers is a different, harder problem. Your expertise doesn't transfer cleanly; it misleads you. Godot looks enough like Unity that you reach for familiar patterns, and those patterns are exactly what produce fragile code.\n\nWe'll walk through the specific collisions our team hit, in three buckets:\n\n**Mental models that don't map 1:1**: \n\n- GameObjects-and-Components vs. nodes-and-scenes \n- Prefabs and variants vs. PackedScenes and scene inheritance (where instancing and overrides genuinely differ)\n- ScriptableObjects as Data Containers vs. Resources \n- `Update()` vs. `_process`/`_physics_process`.\n\n**Muscle memory that backfired**: \n\n- Porting Unity's singleton/manager soup straight onto autoloads\n- The `GetComponent\u003c\u003e()` reflex becoming `get_node()` coupling\n- And the big one, \"we already know C#, so we'll just use C#\". The honest team tradeoff between GDScript and C# _(iteration speed, export pipeline, community examples)_.\n\n**The day git broke**:\n- Scene and resource files are text now: diffable, but conflict-prone. \n- How we kept scenes small and reviewable\n- what to commit vs. ignore\n\nWe're just one team, one project into Godot - so this is what worked for *us*, not a definitive playbook. But if sharing our wrong turns spares you a little of the trouble they cost us, that's a win.\n\n**Audience:** engineers, tech leads, and studio decision-makers considering or mid-migration.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Owen Magri"],"view_count":8,"promoted":false,"date":"2026-11-03T12:30:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-03T22:30:08.219+01:00","tags":["EJG9MJ","2026","godotgest2026","Ballsaal","godotgest2026-eng","München","godot","Day 1"],"length":1510,"duration":1510,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/19-196fae1f-1337-564a-8940-594b6a68ab75.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/19-196fae1f-1337-564a-8940-594b6a68ab75_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/19-196fae1f-1337-564a-8940-594b6a68ab75.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/19-196fae1f-1337-564a-8940-594b6a68ab75.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-19-what-our-unity-team-got-wrong-so-you-don-t-have-to","url":"https://api.media.ccc.de/public/events/196fae1f-1337-564a-8940-594b6a68ab75","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"72164531-50e5-52de-a526-f1079b4af543","title":"TestFlight for Godot Developers: Playtesting Games on Apple Platforms","subtitle":null,"slug":"godotfest-26-53-testflight-for-godot-developers-playtesting-games-on-apple-platforms","link":"https://talks.godotfest.com/godotfest-26/talk/JUMP8X/","description":"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 gathering their feedback in real time. The talk also covers navigating platform constraints, clarifying what TestFlight can measure vs where you must implement custom telemetry, promoting validated builds directly to the App Store, and using the ShipGodot editor plugin for easy cross-platform deployment.\n\nThis talk provides a practical guide to playtesting and releasing Godot games on Apple platforms. No prior Apple developer experience is required.\n\n**Topics covered:**\n\n- TestFlight Overview\n- Creating staged rollout channels to test updates with targeted user groups.\n- A live demo showing how easy it is to onboard new playtesters and receive their feedback.\n- Setting up the feedback channel and structuring \"What to Test\" prompts to get honest, and useful insights from playtesters.\n- Handling TestFlight constraints, what can be measured with it and where you need to implement your own telemetry\n- Promoting validated builds directly to the AppStore\n- Using ShipGodot editor plugin for easy cross-platform deployment\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Michał Myczkowski","Aleksandra Dulska"],"view_count":2,"promoted":false,"date":"2026-11-03T12:00:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-03T22:23:08.151+01:00","tags":["JUMP8X","2026","godotgest2026","Italien","godotgest2026-eng","München","godot","Day 1"],"length":2160,"duration":2160,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/53-72164531-50e5-52de-a526-f1079b4af543.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/53-72164531-50e5-52de-a526-f1079b4af543_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/53-72164531-50e5-52de-a526-f1079b4af543.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/53-72164531-50e5-52de-a526-f1079b4af543.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-53-testflight-for-godot-developers-playtesting-games-on-apple-platforms","url":"https://api.media.ccc.de/public/events/72164531-50e5-52de-a526-f1079b4af543","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"e0a775c4-342b-5934-8518-e9f064e7ae83","title":"The Price of Rushing Preproduction - Vultures: A \"Turn-Based Resident Evil\" Postmortem","subtitle":null,"slug":"godotfest-26-46-the-price-of-rushing-preproduction-vultures-a-turn-based-resident-evil-postmortem","link":"https://talks.godotfest.com/godotfest-26/talk/DBRFQC/","description":"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 the impact of changing mechanics or levels during production, can be risky.\n This talk breaks down what rushing preproduction actually cost Vultures - Scavengers of Death.\n\nVultures - Scavengers of Death started as a text based roguelike prototype, then a small 3D vertical slice built in Godot 3. That vertical slice became our demo, and it did its job, it proved the core mechanic worked, turn based tactics that played like Resident Evil. \n\nWe got funded and started working on the game without being aware of how much everything else would actually cost: story, levels, enemy design, even the bosses. We cut preproduction short under the pressure of hitting our release commitments with the publisher. That decision followed us through the rest of production, and it showed up exactly where we couldn't afford it, the final weeks before launch.\n\nThis talk covers three years of prototyping, pitching, and producing Vultures, told through the real production timeline of a two person studio shipping a commercial game in Godot..\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Giovanni Beltran"],"view_count":8,"promoted":false,"date":"2026-11-03T11:30:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-04T00:00:05.733+01:00","tags":["DBRFQC","2026","godotgest2026","Italien","godotgest2026-eng","München","godot","Day 1"],"length":1531,"duration":1531,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/46-e0a775c4-342b-5934-8518-e9f064e7ae83.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/46-e0a775c4-342b-5934-8518-e9f064e7ae83_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/46-e0a775c4-342b-5934-8518-e9f064e7ae83.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/46-e0a775c4-342b-5934-8518-e9f064e7ae83.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-46-the-price-of-rushing-preproduction-vultures-a-turn-based-resident-evil-postmortem","url":"https://api.media.ccc.de/public/events/e0a775c4-342b-5934-8518-e9f064e7ae83","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"e1b91577-3ab9-5f61-afc5-eefd42445902","title":"Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox \u0026 Switch","subtitle":null,"slug":"godotfest-26-36-console-development-unlocked-bringing-your-godot-game-to-ps5-xbox-switch","link":"https://talks.godotfest.com/godotfest-26/talk/3PAYYA/","description":"Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware.\n\nIn this talk, I'll walk through what it actually takes to bring a Godot game to PlayStation, Xbox, and Nintendo Switch, from becoming an approved console developer and getting access to development hardware, to choosing a Godot console port, preparing your game, and getting through certification.\n\nWe'll look at practical lessons for building a console-ready Godot project, including platform-independent architecture, input and controller handling, save games, performance, loading times, platform services, and certification requirements.\n\nI'll also share real-world experience from console development with Godot, including case studies such as The Dark Queen of Mortholme and Astra Bestiary, and look at other Godot games making their way onto consoles.\n\nThe goal is to give you a practical understanding of the entire journey, from having a Godot game on PC to actually shipping it on a console.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["André Ewald"],"view_count":6,"promoted":false,"date":"2026-11-03T11:30:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-03T22:45:10.592+01:00","tags":["3PAYYA","2026","godotgest2026","Ballsaal","godotgest2026-eng","München","godot","Day 1"],"length":2616,"duration":2616,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/36-e1b91577-3ab9-5f61-afc5-eefd42445902.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/36-e1b91577-3ab9-5f61-afc5-eefd42445902_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/36-e1b91577-3ab9-5f61-afc5-eefd42445902.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/36-e1b91577-3ab9-5f61-afc5-eefd42445902.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-36-console-development-unlocked-bringing-your-godot-game-to-ps5-xbox-switch","url":"https://api.media.ccc.de/public/events/e1b91577-3ab9-5f61-afc5-eefd42445902","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"c58482c8-2cdc-5fae-94c1-c89746532042","title":"LOVE,DOGS+ROBOTS  .NET, C#, and Godot everywhere!","subtitle":null,"slug":"godotfest-26-6-love-dogs-robots-net-c-and-godot-everywhere","link":"https://talks.godotfest.com/godotfest-26/talk/RFNWCH/","description":"Come on a journey where we explore what's possible with Godot 4.7, 4.8, and .NET 10 / 11.\n\nI'll share findings, fascinations, and funny bits about my love for Godot with .NET; the things many developers long for, and how **Godot** and the **Godot community** helps us find them.\n\n### Live Demo: [2dog.dev](https://2dog.dev)\nWe'll go through the motions of porting a real C# Godot game to HTML5 and WebAssembly for publishing on [itch.io](https://itch.io) ... live on stage. \n\n**Woof, or oof?** Don't worry, it's really just about as easy as typing:\n```\ndnx 2dog add\ndotnet publish\n``` \nVoilà!\n\n### Treats 🦴\nIn 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?\n\nBoth Godot and 2dog (which really _is still Godot,_ just a little backwards) have much more in store, with the brand new `godot-dotnet` and C# bindings on the horizon. Let's peek at some advancements coming from the .NET ecosystem with .NET 10 and 11.\n\n## Who is this talk for?\n\nDevelopers using C# with Godot, for anything from applications, game jams, prototypes, and entire games ready to ship on Steam tomorrow.\n\n## What to expect?\n\nAn overview of where Godot and C# is in actual use, in games and application development.\n\nSee **2dog**, a concrete, free, and easy to apply use case of `libgodot`. It turns out it can do *a whole lot of very useful things* for game developers on every level.\n\n- Publish Godot C# games to WebAssembly for the browser\n- Run xUnit, GdUnit, or NUnit tests from your IDE, the CLI, or CI\n- Import resources through MSBuild tasks\n- Add another layer of .NET code around an existing game\n\n## But why?\nIn late 2025, I went on a journey to learn the innards of Godot and find a way to write my own importers and unit test runners. I was also still waiting for Godot and the promised C# web exports since version 4.1 ... then I met some amazing folks from the community at GodotCon Berlin and Amsterdam, and the rest was pure magic.\n\n**Stay a while and listen!** 🦴\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Moritz Voss"],"view_count":6,"promoted":false,"date":"2026-11-03T11:00:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-03T23:45:06.345+01:00","tags":["RFNWCH","2026","godotgest2026","Italien","godotgest2026-eng","München","godot","Day 1"],"length":1474,"duration":1474,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/6-c58482c8-2cdc-5fae-94c1-c89746532042.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/6-c58482c8-2cdc-5fae-94c1-c89746532042_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/6-c58482c8-2cdc-5fae-94c1-c89746532042.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/6-c58482c8-2cdc-5fae-94c1-c89746532042.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-6-love-dogs-robots-net-c-and-godot-everywhere","url":"https://api.media.ccc.de/public/events/c58482c8-2cdc-5fae-94c1-c89746532042","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"0a1ee82a-a2f9-5222-8283-6df596b7df2a","title":"From Alpha to Z-Test: A trip through Godot's renderer","subtitle":null,"slug":"godotfest-26-47-from-alpha-to-z-test-a-trip-through-godot-s-renderer","link":"https://talks.godotfest.com/godotfest-26/talk/8BNKRM/","description":"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.\n\nLicensed to the public under https://creativecommons.org/licenses/by/4.0/","original_language":"eng","persons":["Clay John"],"view_count":5,"promoted":false,"date":"2026-11-03T10:30:00.000+01:00","release_date":"2026-11-03T00:00:00.000+01:00","updated_at":"2026-11-04T02:00:04.852+01:00","tags":["8BNKRM","2026","godotgest2026","Ballsaal","godotgest2026-eng","München","godot","Day 1"],"length":2909,"duration":2909,"thumb_url":"https://static.media.ccc.de/media/events/godotfest/2026/47-0a1ee82a-a2f9-5222-8283-6df596b7df2a.jpg","poster_url":"https://static.media.ccc.de/media/events/godotfest/2026/47-0a1ee82a-a2f9-5222-8283-6df596b7df2a_preview.jpg","timeline_url":"https://static.media.ccc.de/media/events/godotfest/2026/47-0a1ee82a-a2f9-5222-8283-6df596b7df2a.timeline.jpg","thumbnails_url":"https://static.media.ccc.de/media/events/godotfest/2026/47-0a1ee82a-a2f9-5222-8283-6df596b7df2a.thumbnails.vtt","frontend_link":"https://media.ccc.de/v/godotfest-26-47-from-alpha-to-z-test-a-trip-through-godot-s-renderer","url":"https://api.media.ccc.de/public/events/0a1ee82a-a2f9-5222-8283-6df596b7df2a","conference_title":"GodotFest 2026","conference_url":"https://api.media.ccc.de/public/conferences/godotfest2026","related":[]},{"guid":"f23b6577-c1c4-5eaf-ac6b-2eb66d490551","title":"No Big Rewrites! 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