10-12, 09:50–10:50 (Europe/Berlin), Main Stage
Since its inception as an in-house engine, to its growth as FOSS project, the very low amount of resources available (in money and people) made the task of designing a game engine that compares to commercial offerings seem impossible. Despite this, it happened.
This talk describes the prioritization process, design and community decisions that allowed Godot to exist and thrive. It is intended for the future generations that will eventually take over the project (or start new ones!) to help them understand what makes Godot development tick.
Juan is a long time South American entrepreneur and technology specialist who co-created Godot Engine with Ariel Manzur.