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BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-XFHQWY@talks.godotengine.org
DTSTART;TZID=CET:20260423T090000
DTEND;TZID=CET:20260423T091500
DESCRIPTION:-
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Opening - 
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/XFHQWY/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-93YBLY@talks.godotengine.org
DTSTART;TZID=CET:20260423T092500
DTEND;TZID=CET:20260423T095500
DESCRIPTION:Last october I premiered an art commision for the Penpot Fest c
 onsisting in an interactive video mapping party game projected on a carboa
 rd wall.\n\nYou can see more about this project in this link: https://surr
 eal.asturnazari.com/2025/12/01/penpots-whac-a-mappole-a-floss-interactive-
 mapping/\n\nI am currently working on a new version of the vj'ing software
 . It will be released as an open source project. I will try to have ready 
 a first release during the GodotCon.\n\nMy talk idea is based on this main
  points:\n\n* Why do I choose Godot for this project? Free software as an 
 artistic requierement.\n* A brief showcase of the main features I implemen
 ted to build this game art piece.\n* Eirteam FFMPEG extension ·vs· GDE G
 ozen extension\n* How do I use FFMPEG inside godot. VJ'ing vs Game Design.
  Common problems.\n* My current struggle in interactive video experimentat
 ion.\n* Presentation of GDMapp and a showcase of the actual features\n* So
 me future plans and Q&A
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Interactive Video Mapping with Godot - Carlos Padial (Asturnazarí)
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/93YBLY/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-NSNXFT@talks.godotengine.org
DTSTART;TZID=CET:20260423T092500
DTEND;TZID=CET:20260423T101500
DESCRIPTION:Pixel art often relies on static sprites or labor-intensive fra
 me-by-frame animation. But what happens when you need it to burn\, freeze\
 , or glitch dynamically based on game state? Hand-animating a "burning" ef
 fect for fifty different weapon sprites is a production nightmare.Writing 
 a shader that does it for you is not.\n\nIn this talk\, we will explore an
  easy approach to "reverse-engineering" visual effects using shaders withi
 n Godot 4. Instead of relying on generative AI or endless sprite sheets\, 
 we will build handcrafted algorithms that maintain stylistic consistency.\
 n\nI’ll show you real examples from my *Pixel UI VFX* library\, demonstr
 ating how to achieve complex visual ideas through simple trial and error\,
  rather than vast mathematical logic.\n\n**Key topics include:**\n*   **UV
 s & Noise:** Using UV manipulation and noise to create organic movement.\n
 *   **Feedback Loops:** Leveraging Godot’s `SubViewport` to create itera
 tive rendering effects.\n*   **Retro Constraints:** Techniques for color l
 imiting and quantization for authentic retro pixel art.\n*   **Optimizatio
 n:** Best practices for keeping these effects performant on the GPU.\n\nAt
 tendees will leave with a new perspective on procedural animation and conc
 rete techniques to make their pixel art worlds feel alive\, reactive.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Procedural Pixel Art: Retro VFX with Shaders - Julian Rogawski (Noj
 oule)
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/NSNXFT/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-EPEJB3@talks.godotengine.org
DTSTART;TZID=CET:20260423T100500
DTEND;TZID=CET:20260423T103500
DESCRIPTION:In this talk\, I will cover the appeal of deliberately engender
 ing discomfort in players. How and why to make them uncomfortable\, and th
 e ethics of mechanical and narrative coercion.\n\nGames may be used to put
  players in compromised and uncomfortable situations\, potentially in conf
 lict with other players or themselves. A great deal of emotional developme
 nt can be caused by such experiences\, accompanied by the need to accept t
 hat hurt. This talk includes development discussions from our ethics desig
 n groundwork at Polynormal Games\, as well as my own experience with writi
 ng intense\, trauma-focused games.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:You don't hate your audience enough: Learnings in player-hostile de
 sign - Snek
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/EPEJB3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-BBVFMD@talks.godotengine.org
DTSTART;TZID=CET:20260423T103500
DTEND;TZID=CET:20260423T111500
DESCRIPTION:The talk will be about W4 Games experience with Godot Enterpris
 e Users (Meta\, Google\, Second Dinner\, others)\, W4 value to exist in th
 e Godot ecosystem as driver for enterprise adoption and W4 give back to Go
 dot from its inception.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:How W4 makes Godot fit for Enterprise\, and better for everyone - N
 icola Farronato\, Rémi Verschelde
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/BBVFMD/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-FSWFKM@talks.godotengine.org
DTSTART;TZID=CET:20260423T104500
DTEND;TZID=CET:20260423T111500
DESCRIPTION:An introduction to optimizing your games for energy efficiency\
 , going over tools\, tips and best practices!\nThe talk is intended for ev
 erybody\, compiling the latest knowledge on energy saving measures from ac
 ross the industry and condensing it down into actionable steps that anybod
 y can implement into their game.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Introduction to Energy Efficiency - Ashe Foltin
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FSWFKM/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-LBEMYW@talks.godotengine.org
DTSTART;TZID=CET:20260423T112500
DTEND;TZID=CET:20260423T115500
DESCRIPTION:This talk is for you if you've not yet dabbled in making editor
  tools. We'll cover the absolute basics of several super easy-to-make tool
 s using GDScript just to get you started.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Getting Started with Editor Tools - Adriaan de Jongh\, Franz LaZert
 e
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/LBEMYW/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-PT9AU7@talks.godotengine.org
DTSTART;TZID=CET:20260423T112500
DTEND;TZID=CET:20260423T115500
DESCRIPTION:The Godot project has survived without a dedicated audio mainta
 iner for some years\, partly because it's a simple one-dimensional problem
  that is hard to get wrong. However\, due to the backlog of new features t
 hat the community wants the biweekly Audio Group meetings were restarted l
 ast year and pull-requests have been going in.  This is a short update on 
 what the audio system does\, how it works\, and where it is going.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:In the weeds of the Godot audio system - Julian Todd
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/PT9AU7/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-X7JCCX@talks.godotengine.org
DTSTART;TZID=CET:20260423T124500
DTEND;TZID=CET:20260423T125500
DESCRIPTION:If there's features you'd like Godot contributors to work on\, 
 or bugs you need them to fix\, what can you do as a humble game developer 
 to make that happen?
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Help Godot contributors help you - Adriaan de Jongh
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/X7JCCX/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-FVBYZJ@talks.godotengine.org
DTSTART;TZID=CET:20260423T124500
DTEND;TZID=CET:20260423T133500
DESCRIPTION:Did you ever struggle with reading a piece of text in a game? T
 ypography 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 support for games in any engine I ha
 ve ever seen. In this workshop I want to explore interface design from a t
 ypographic angle\, and how Godot can be used to accommodate for a wide ran
 ge of gamers’ reading needs.\n\nI’m a professional graphic designer an
 d hobbyist game dev\, running her own type foundry. When I first encounter
 ed Godot I was in the middle of researching how to make typography look be
 tter in games. And\, I couldn’t get over how great Godot’s toolkit was
  for achieving that.\n\nOr in more poetic terms: In this workshop I want t
 o share my findings with you. I will analyze the intricacies of accessibil
 ity\, bask in the simplicity of basic design\, cherish the complexity of u
 se-cases\, dive into the depths of detail typography\, elaborate on editor
 ial essentials\, and find out what’s hidden inside the treasure trove of
  open type features. In short: We will look into what makes text work on s
 creen\, and how Godot can be used to achieve that.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:That UI looks dope – wish it wasn’t so hard to read tho - Henni
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FVBYZJ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-LX9VE8@talks.godotengine.org
DTSTART;TZID=CET:20260423T125500
DTEND;TZID=CET:20260423T130500
DESCRIPTION:Find out how I used Godot to build light shows for music nights
  at my school.\n\nIn this talk I'll tell you how I used Godot to solve a u
 nique problem I had using some of Godot's lesser known features and some i
 nteresting plans to connect Godot with the physical world.\n\nI look forwa
 rd to sharing how I built this software and some of the challenges I had t
 o overcome.\n\nLet me show you how to build a light show\; with Godot!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:How to make a light show\; with Godot! - Juna Oliver
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/LX9VE8/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-3JUZ38@talks.godotengine.org
DTSTART;TZID=CET:20260423T130500
DTEND;TZID=CET:20260423T131500
DESCRIPTION:This talk is about encouraging everyone to do more game jams. T
 his includes professional developers\, hobbyists\, students and those who'
 ve never jammed before.\n\nUsing my 50 jams of experience\, I will show wh
 y you should do game jams and how they can help you grow\, no matter your 
 experience and discipline. I'll also cover the different kinds of jams/jam
 mers\, how to get involved in your first jams and how to get the most out 
 of participating.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Do Game Jams! - Cypriana Przybyla
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/3JUZ38/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-SPN8KQ@talks.godotengine.org
DTSTART;TZID=CET:20260423T131500
DTEND;TZID=CET:20260423T132500
DESCRIPTION:Contemporary design often strives for seamlessness: flowing\, i
 mmersive experiences in which the underlying technology disappears from vi
 ew. In constrast\, seamful design embraces complexity and friction to expo
 se the boundaries and inner workings of the technology we engage with.\n\n
 This talk explores what this means for games\, as a player\, as a designer
  and as a Godot user. Drawing from my own experience making small\, experi
 mental games in Godot\, I will reflect on how keeping seams visible can sh
 ift the relation between player\, maker and game\, and open up alternative
  approaches to game design.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Seamful Design in Godot: Working with Friction and Imperfection - T
 hijs van Loenhout
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/SPN8KQ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-FKW3EB@talks.godotengine.org
DTSTART;TZID=CET:20260423T134500
DTEND;TZID=CET:20260423T141500
DESCRIPTION:A game’s mood can shift dramatically with just a few smart vi
 sual changes. In this talk\, I’ll explore simple\, effective ways to imp
 rove the atmosphere and add supporting systems in Godot that can change th
 e tone of a scene quickly and convincingly.\n\nI’ll cover practical tech
 niques such as time-of-day setups\, weather states\, palette swaps\, and o
 ther lightweight methods for altering visuals and perception without over-
 engineering the solution. Drawing from real examples in PVKK and multiple 
 game jam projects\, I’ll show how these systems can be built in a way th
 at is modular\, easy to control\, and adaptable to different art styles an
 d project scopes.\n\nWhether you’re building a polished commercial proje
 ct or a fast prototype\, these techniques can help you add depth\, variati
 on\, and emotional impact with minimal complexity. The goal is to give att
 endees approachable tools and ideas they can immediately apply in their ow
 n Godot projects.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Changing the Mood: Better Atmosphere for Godot Games - Raffaele Pic
 ca
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FKW3EB/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-BYRY8E@talks.godotengine.org
DTSTART;TZID=CET:20260423T134500
DTEND;TZID=CET:20260423T141500
DESCRIPTION:We want players to be chalenged by our games. Some people\, how
 ever\, face more challenges than we intended. We\, ourselves\, could be in
  that situation one day because of temporal disability\, aging or some env
 ironmental reasons. Let's see what we could do to make our games more futu
 re proof in case of accessibility and open for players with disabilities r
 ight now.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Accessible game means game better for everyone - Konrad Gadzina
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/BYRY8E/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-GQR8TP@talks.godotengine.org
DTSTART;TZID=CET:20260423T142500
DTEND;TZID=CET:20260423T151500
DESCRIPTION:TU Dublin is Ireland's largest University with over 30K student
 s across 5 campuses. Dr Bryan Duggan teaches Creative Coding\, Computation
 al Arts\, eXtended Reality and Autonomous Agents @ TU Dublin. They have be
 en teaching Game Development for over 20 years and have been teaching with
  Godot since Version 3.4. In this talk Bryan will describe how Godot is us
 ed across modules in Computer Science and Game Design to teach students tr
 ansferable digital skills through creative applications in games\, music X
 R\, AI\, robotics and art. Inspired by Dr Randy Paush's "Head Fake"\, stud
 ents create and perform with musical instruments\, make award winning game
 s\, develop XR projects to promote sustainability\, create holographic art
 ificial life forms\, generative art and many other wonders using Godot as 
 the foundational technology. Godot is the great enabler as it runs well on
  low powered student laptops\, is easy to use on locked down lab computers
  and is fast\,  powerful and versatile - enabling students to enter "flow 
 state" while they learn\, and work on projects. Godot disolves boundaries 
 between "learning" and "doing"\; and between "imagining" and "executing". 
  In this talk\, Bryan will showcase a selection of the hundreds of student
  projects created in TU Dublin and present and update from Godó Gaedhleac
 h\, the Irish Godot User Group - a student led group which hosted it's fir
 st IRL meeting in Dublin in February.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Unlocking Student Creativity with Godot @ TU Dublin - Bryan Duggan
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/GQR8TP/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-JSCM7T@talks.godotengine.org
DTSTART;TZID=CET:20260423T142500
DTEND;TZID=CET:20260423T145500
DESCRIPTION:This talk traces the evolution of a Blender-to-Godot workflow f
 or building RPGs: what worked\, what didn't\, and where we are now. Drawin
 g on the Blender-Godot Pipeline and Blender Studio's DOGWALK\, the workflo
 w grew from a one-way export into something reciprocal\; Godot project dat
 a extracted and mirrored into Blender\, enabling direct configuration of s
 cene instances (door states\, trap connections\, loot tables) in the viewp
 ort.\n\nWe'll cover the full workflow: asset & scene authoring\, synchroni
 zation\, and the bi-directional data pipeline. The system keeps adapting a
 s the project's needs change\, and we'll get into the edge cases that forc
 ed redesigns\, the synchronization pitfalls\, and the tradeoffs still bein
 g negotiated.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Never Done: An Evolving Blender Workflow for Building RPGs - David 
 M. Lary
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/JSCM7T/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-ZE3Q9U@talks.godotengine.org
DTSTART;TZID=CET:20260423T150500
DTEND;TZID=CET:20260423T153500
DESCRIPTION:About Godot's LOD and HLOD capabilities\; talk is beginner frie
 ndly but also contains items that should be interesting to veteran users.\
 n\n- LOD and HLOD basics and pitfalls (of which there are quite a few)\n- 
 How to improve cross fades beyond the default offered methods\n- Shadow is
 sues stemming from cross-fade use and their workarounds \n- Godot's defaul
 t spherical approximation LOD selection method (visualized\, and its impli
 cations for wide-screen supporting games\, among others)\n- The infamously
  vague (yet well behaved and useful) ArrayMesh add_surface LOD argument (g
 oing onto rendering server culler's edge-length).\n- Alternative LOD Selec
 tion methods in existence (visualized\, and demo with custom Godot build s
 upporting them)\n- The "Threshold pixels" project settings and per item/vi
 ewport LOD biases\n\nThis talk is a good background primer for my other ta
 lk: "The long road to a million trees"
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:LODs demystified - Bart Wilmink
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-VANKQC@talks.godotengine.org
DTSTART;TZID=CET:20260423T152500
DTEND;TZID=CET:20260423T161500
DESCRIPTION:Building multiplayer games is hard. But why exactly? Let's find
  out together\, find a way out\, and take a look at netfox\, an addon for 
 building multiplayer games!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:netcode\, netfox\, and net-you - Tamás Gálffy
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/VANKQC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-TFYX3F@talks.godotengine.org
DTSTART;TZID=CET:20260423T154500
DTEND;TZID=CET:20260423T161500
DESCRIPTION:Are you an artist who struggles with Git merge conflicts\, and 
 broken Godot scenes?\n\nOr perhaps you're a programmer who keeps handling 
 your team's Git problems\, instead of writing code?\n\nMaybe you teach God
 ot to students\, and half your time is spent fixing Git mistakes?\n\nGame 
 development includes a diversity of roles\, and not everyone can be expect
 ed to learn or teach Git. Its learning curve is way too steep\, and less-t
 echnical participants can end up locked out of Godot entirely. Plus\, Git 
 was built for code -- games are a lot more than code!\n\nEnter Backstitch.
  Our open-source Godot plugin allows for real-time collaboration\, similar
  to a Google Doc. You can...\n\n- See a history of changes\, including vis
 ual diffs\n- Revert to previous versions\n- Create and merge branches\n\n.
 .. all without leaving the editor. Most importantly\, you're *never* stuck
  with a broken scene. Everyone's changes are intelligently merged together
 \, automatically.\n\nBackstitch is great for game jams\, or remote\, async
 hronous work. It is also excellent for classrooms! The plugin grew out of 
 a collaboration with the Endless Foundation\, who teach game development w
 ith Godot\, and needed a better solution for students than Git.\n\nIn this
  talk\, we'll cover the challenges of version control in game development\
 , what we've learned from students\, and what collaboration can look like 
 when everyone on the team can work together. Everyone deserves equal acces
 s to version control!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Beyond Git: Real-Time Version Control for Godot - Lilith Duncan\, N
 ikita Zatkovich
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/TFYX3F/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-VG9FRB@talks.godotengine.org
DTSTART;TZID=CET:20260423T162500
DTEND;TZID=CET:20260423T165500
DESCRIPTION:Everyone's curious whether Godot can ship commercial VR. Flamma
 ble Penguins \ndid it — Augmental Puzzles launched on Meta Quest and Ste
 am\, with a PSVR2 \nport in progress. This talk is the honest technical po
 stmortem of what that \ntook\, from an indie studio building its own tech 
 stack on an engine where \nthe platform holders assume you don't exist.\n\
 nClaire walks through the real engineering: why Godot's default 3d text re
 ndering \nhad to be ripped out and replaced with a custom Fast Text\, how 
 \nundocumented vendor APIs broke a working build overnight\, the architect
 ure \ndecisions around GDExtension versus engine modification\, and what a
 ctually \nchanges when you take a Quest VR project to PlayStation hardware
 . Expect \nprofiling data\, code war stories\, and practical advice for an
 yone considering \nGodot for VR — whether you're shipping tomorrow or ju
 st \nweighing your options.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Shipping VR game in Godot - Claire Blackshaw
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/VG9FRB/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-XE93AD@talks.godotengine.org
DTSTART;TZID=CET:20260423T162500
DTEND;TZID=CET:20260423T165500
DESCRIPTION:The [Rokojori Action Library](https://rokojori.com/en/labs/roko
 jori-action-library/overview) main feature and its ground concept are acti
 ons which use a modified concept of the command pattern. The actions patte
 rn creates a glue for all disciplines of game development and centralizes 
 the work on the Godot Editor. \n\nThe slides\, projects and more can be al
 so found on [Rokojori's blog](https://rokojori.com/en/news/blogs/godot-con
 -2026/overview) \n\n\nThe talk explains the origin of the pattern from mel
 ting VFX chains and input commands during the development of Dash Cup Kick
 ers and outlines how the simple actions elaborated to handle more complex 
 scenarios like character controller interactions\, behaviour and callback 
 serialization and networking features.\n\nAdditionally it shows in-depth s
 pecific workflows for real-time editing VFX chains in the Godot Editor
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Rokojori Action Library - Next Level Signals for Effects and Logic 
 - Rokojori
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/XE93AD/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-HCWFRT@talks.godotengine.org
DTSTART;TZID=CET:20260423T170500
DTEND;TZID=CET:20260423T172500
DESCRIPTION:Team screening of the short film "Singularity"\, a painterly sp
 ace adventure set in a universe before the beginning of our time. Produced
  by Blender Studio.\n--This will be a short session of about 20min--
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Singularity - Blender Short Film Screening - Francesco Siddi\, Fion
 a Cohen
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/HCWFRT/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-DNXAFC@talks.godotengine.org
DTSTART;TZID=CET:20260424T084500
DTEND;TZID=CET:20260424T091500
DESCRIPTION:Most memorable games are so because someone originally spent wa
 y too much time on something that would feel unimportant to most people du
 ring development. Seemingly insignificant details or features in a game mi
 ght contribute way more than we might think to its overall appeal and succ
 ess. Explanation and various case studies including the extreme case of my
  previous Godot-made game Fallacy Quiz.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:How rejecting the productivity mindset can make your game stand out
 . - Tim Krief
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/DNXAFC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-TPMYXN@talks.godotengine.org
DTSTART;TZID=CET:20260424T084500
DTEND;TZID=CET:20260424T091500
DESCRIPTION:Mobile is the largest gaming platform in the world\, but many G
 odot projects still treat it as an afterthought. The result is great ideas
  that struggle to run where most players actually are. \n\nThis talk refra
 mes mobile as a first-class target\, not a late-stage port. We will explor
 e what truly sets mobile hardware apart\, from bandwidth limits to frame p
 acing\, and why assumptions carried over from desktop development often le
 ad to costly performance mistakes. \n\nThrough practical\, Godot-focused e
 xamples\, we will break down how frames are really built on mobile devices
 \, and how small decisions such as lighting setups\, post-processing effec
 ts\, and UI structure can quietly make or break performance. You will lear
 n how to move beyond guesswork by profiling on real hardware\, using in-ga
 me metrics alongside powerful free tools like Frame Advisor and Streamline
  to uncover what is actually happening under the hood. \n\nWe will also co
 ver how to scale across device tiers\, measure performance as features evo
 lve\, and focus optimisation efforts where they have the greatest impact. 
 \n\nWhether you are targeting mobile from day one or bringing an existing 
 project across\, this session will equip you with the mindset\, tools\, an
 d practical strategies to make your Godot games run smoothly where it matt
 ers most.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:From Desktop Dreams to Mobile Reality: Making Godot Games Perform -
  Ian Bolton\, Emily Jane Williamson
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/TPMYXN/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-9SZBU3@talks.godotengine.org
DTSTART;TZID=CET:20260424T092500
DTEND;TZID=CET:20260424T101500
DESCRIPTION:All about path tracing in Godot. Short (5-10 min) presentation 
 about updates since GDC talk with examples from the community\, live demo 
 and Q&A session. Bring your questions\, scenes\, games!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:NVIDIA: Pathtracing Q&A - Leroy Sikkes
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/9SZBU3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-VGASKF@talks.godotengine.org
DTSTART;TZID=CET:20260424T092500
DTEND;TZID=CET:20260424T095500
DESCRIPTION:Shipping Godot games to iOS without a Mac is entirely possible.
  I'll walk through the CI/CD pipeline I built using GitHub Actions with ma
 cOS runners and Fastlane - from basics such as `project.godot` configurati
 on to code signing with `match`\, building with `gym`\, and distributing v
 ia `pilot`. \nThanks to Fastlane's `match`\, this workflow should also be 
 valuable for teams who do own a Mac - managing certificates and provisioni
 ng profiles across your team becomes painless and consistent.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:No Mac Required. Shipping Godot iOS Games from Any Platform with Gi
 thub Actions and Fastlane - Michał Myczkowski
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/VGASKF/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-GAWZDR@talks.godotengine.org
DTSTART;TZID=CET:20260424T100500
DTEND;TZID=CET:20260424T103500
DESCRIPTION:In this talk I want to take you on my three year journey buildi
 ng a high-fidelity racing simulation engine in Godot. I’ll show some exa
 mples of projects that have been built with this engine\, ranging from ral
 ly driving with a navigator\, a track day car racing on various tracks and
  ice and driver training for big eight wheel trucks. Some of these project
 s had me working with sports car manufacturers at BAC and Donkervoort\, bu
 ilding high fidelity models of their cars.\n\nI’ll explain why Godot is 
 so well suited for this. We’ll explore the architecture of racing simula
 tions and how to hook up Godot to a GDExtension developed in C++. This nat
 ive component runs a bespoke physics engine based on “Project Chrono” 
 at 1000 Hz. Telemetry drives force feedback for the steering wheel and ped
 als as well as motion platforms and haptic feedback.  The physics engine i
 s connected to a multiplayer networking solution. Godot\, through GDScript
 \, uses this telemetry data to render vehicle dashboard displays.\n\nWe’
 ll finish the talk with lessons learned and some suggestions for future de
 velopments within the Godot community.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Godot at the limit of grip! - Marcel Offermans
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/GAWZDR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-3YXU8Z@talks.godotengine.org
DTSTART;TZID=CET:20260424T102500
DTEND;TZID=CET:20260424T111500
DESCRIPTION:Alternative title: Automating QA with Godot: Stop Firefighting 
 and Start Preventing Bugs\n\nThis is an **introductory** talk for develope
 rs that don't know about **automated testing** or don't know how to use it
  in game development. Its goal is to help teams without a lot of resources
  to define their QA strategy and improve their projects quality. All techn
 iques can be done directly by the team and the resources shared are either
  free to use or have a free plan. The talk is divided in 3 parts:\n\nThe f
 irst part\, in which we share the QA mindset. Here we learn how **testing 
 throughout the development of a project** instead of at the end helps us g
 o **faster** by re-doing less work. We also talk about how to use **contin
 uous improvement** to make the development process easier over time\, redu
 cing friction and speeding production up\n\nThe second part is were **auto
 mated tests** are introduced. This part goes from understanding **what to 
 test and how** to write a test\, to knowing which type of test to use. Sin
 ce unit tests aren't everything\, we go over **4 types of tests** not comm
 only mentioned that are very valuable for video game testing (**performanc
 e** tests\, **screenshot** tests\, **smoke** tests and **static analysis**
 )\n\nThe third part focuses on **Continuous Integration** (CI) environment
 s: **why** use them and **what** to use them for (how to set one up falls 
 out of the scope and time limit of this talk\, but the slides have an anno
 tated sample configuration file for anyone watching the recording). We als
 o explain how **Godot has a big advantage** on CI builds and test executio
 n over other game engines
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:QA and Automation: Make a Better Game and Save Time+Money Doing It 
 - Nepo
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/3YXU8Z/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-RETWUR@talks.godotengine.org
DTSTART;TZID=CET:20260424T104500
DTEND;TZID=CET:20260424T111500
DESCRIPTION:I'm sorry\, but **Custom Resources are not scalable** on their 
 own\, and managing hundreds of Resource objects is risking your sanity. Bu
 t they also have undeniable strengths.\nIn this talk\, I'm proposing a **h
 ybrid approach**\, merging versatility of YAML with power of Resources. An
 d it comes with extra goodies:\n- **safe references** in code and @exporte
 d properties (no fragile stringly-typed names!)\,\n- static and dynamic **
 validation**\,\n- **hot-reloading** (working in the exported game too\, if
  you are brave enough)\,\n- and an **in-editor overview** to wrap your hea
 d around the wonderful content of your game.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:YAML > Resources: Scalable Content Management - Maciej Radzikowski
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/RETWUR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-FXZN3W@talks.godotengine.org
DTSTART;TZID=CET:20260424T112500
DTEND;TZID=CET:20260424T115500
DESCRIPTION:Porting your game to other platforms shouldn't mean rebuilding 
 it from scratch. In this session\, we will explore how to architect your G
 odot project for cross-platform success from day one. We'll cover tips and
  workflow strategies to ensure expanding your game to any platform is a se
 amless experience.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Porting Without the Pain: Setting Your Godot Game Up for Success - 
 Rory Thomson
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FXZN3W/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-DL7SJJ@talks.godotengine.org
DTSTART;TZID=CET:20260424T112500
DTEND;TZID=CET:20260424T115500
DESCRIPTION:Highlights of getting to render 200-800k trees in-frame at acce
 ptable CPU/GPU cost\, (without using cards or manual LODs). Having taken t
 he very basic concept behind the Witcher 4's voxel-based rendering for dis
 tant items and combined that with Godot's native LOD capabilities. Covers 
 challenges encountered and next steps remaining. The experimental implemen
 tation currently runs with stock Godot\, no custom build or native GDExten
 sion required.\n\n- The advantages compared to cards/manual LOD\n- Quantiz
 ing to voxels\n- Handling multimesh LOD limitations\n- How work is offload
 ed to non-render worker-thread\n- Extending protonscatter to connect this 
 custom renderer\n- Fast loading/startup of scene with millions of items (M
 MI buffer streaming)\n- Retrospective of project thus far
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:The long road to a million trees - Bart Wilmink
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/DL7SJJ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-AFMSMD@talks.godotengine.org
DTSTART;TZID=CET:20260424T120500
DTEND;TZID=CET:20260424T123500
DESCRIPTION:Playing PLANETENVERTEIDIGUNGSKANNONENKOMMANDANT on the big scre
 en
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Playing PVKK - Luca
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/AFMSMD/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-U33TXG@talks.godotengine.org
DTSTART;TZID=CET:20260424T124500
DTEND;TZID=CET:20260424T131500
DESCRIPTION:In this talk I'll go over the experiment I did as part of my Ma
 ster thesis: make 12 games in 12 weeks (using Godot). In this experiment\,
  I tried to learn more about the process of enjoying failure as a game dev
 eloper\, and the importance of finishing games\, by (essentially) particip
 ating in 12 games jams. In this talk\, I try to go over my motivations\, d
 iscuss the experience and lessons I've learned\, and whether or not I woul
 d recommend other game developers to do the same.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Tiny Games\, Huge Joy. - Mathijs Koning
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/U33TXG/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-DQXZZC@talks.godotengine.org
DTSTART;TZID=CET:20260424T124500
DTEND;TZID=CET:20260424T131500
DESCRIPTION:The initial version of LibGodot was one of the major features o
 f Godot 4.6. But the coolest features are just now in the process of being
  merged.\n\nBuilding on the core library build features that were merged i
 n Godot 4.6\, the current LibGodot patches add:\n- Restart support\, so Go
 dot can be stopped and restarted with a new configuration without exiting 
 the application. \n- Embedding the Godot UI into the host application on e
 very platform: MacOS\, iOS (including Mac Catalyst)\, Windows\, Linux\, an
 d Android. \n\nLibGodot is already being used in production with multiple 
 languages like C++\, TypeScript\, Java/Kotlin\, and Swift.\n\nIn the talk\
 , I will describe the current and upcoming features of LibGodot\, its use 
 cases both in Game and Application development\, and show live demonstrati
 ons of some of them\, including:\n- LibGodot allows enhancing mobile apps 
 with interactive 2D and 3D content\n- LibGodot will enable .NET developers
  to start up Godot from their .NET application so they can use standard .N
 ET tools for development\n- LibGodot can be used to provide complex 3D gra
 phics capabilities in Qt apps\n- LibGodot can be used from Python scripts 
 and enable complex automation workflows
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:LibGodot - Embed Godot Everywhere with Godot 4.6 and Beyond - Gerge
 ly Kis
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/DQXZZC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-8KVVTU@talks.godotengine.org
DTSTART;TZID=CET:20260424T132500
DTEND;TZID=CET:20260424T141500
DESCRIPTION:The process to decide whether features are added or not to Godo
 t has been figured out over the years. Unfortunately\, as it is difficult 
 to transmit to others\, many contributors and users are left in the dark a
 bout it\, making it more difficult for the Godot project to have more help
 .\nThis talks aims to shed light and present a simplified model of this pr
 ocess that should be easy to understand for everyone.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Help make Godot better by thinking like a Godot Developer - Juan Li
 nietsky
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/8KVVTU/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-PN3QR3@talks.godotengine.org
DTSTART;TZID=CET:20260424T132500
DTEND;TZID=CET:20260424T135500
DESCRIPTION:Endless Access is a non-profit which teaches learners future-re
 ady skills through contributing to real video games. We are building Threa
 dbare\, an open-source 2D action-adventure game\, both as an engaging game
  in its own right and as a venue for learners’ contributions\, many of w
 hom have little prior experience with Godot\, game-making\, and participat
 ing in larger projects. This talk discusses some of the game design\, tech
 nical\, artistic\, and collaboration flow decisions that have been necessa
 ry to meet both goals\, what compromises we have made\, and some of the pe
 rhaps-unexpected upsides of these design choices.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Building a beginner-friendly game project - Will Thompson
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/PN3QR3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-JDYVQ3@talks.godotengine.org
DTSTART;TZID=CET:20260424T140500
DTEND;TZID=CET:20260424T143500
DESCRIPTION:Godot’s Vulkan renderer already ships with native hardware ra
 y tracing exposed through the low-level RenderingDevice\, but getting from
  “Vulkan feature exists” to a Godot-shaped\, tool-friendly API took a 
 very specific set of design and plumbing decisions. In this talk I’ll te
 ll that story: how I implemented the Vulkan ray tracing pipeline inside Go
 dot’s rendering HAL and how it fits Godot’s object model.\n\nWe’ll w
 alk through what was added and why: ray tracing shader stages (raygen\, mi
 ss\, closest hit\, any hit\, intersection)\, per-stage source/bytecode sub
 mission with compile-error feedback\, acceleration structure objects (BLAS
 /TLAS)\, and the minimal command flow (begin\, bind pipeline/uniform sets\
 , push constants\, trace\, end). Then we’ll flip to the user side: how t
 hese pieces are driven from GDScript via RenderingDevice\, how to structur
 e multi-stage shaders for iteration\, and how to sequence BLAS/TLAS builds
 \, and ray dispatch.\n\nAttendees leave with both a practical blueprint fo
 r using ray tracing in Godot today and a clear mental model of the engine-
 side implementation decisions that make it work.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Integrating Vulkan Ray Tracing in Godot - Antonio Caggiano
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/JDYVQ3/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-WZUAZN@talks.godotengine.org
DTSTART;TZID=CET:20260424T142500
DTEND;TZID=CET:20260424T151500
DESCRIPTION:Whether you are scripting gameplay in C# or GDScript\, optimisi
 ng performance with GDExtensions\, or contributing to the Godot Engine its
 elf\, JetBrains Rider can help you. By supporting the full range of Godot'
 s technology stack\, Rider provides a smart\, consistent experience whethe
 r you are writing high-level logic or low-level engine code.\n \n In this 
 talk\, we’ll show how the IDE moves beyond basic autocomplete to deeply 
 understand Godot-specific logic - catching broken Node paths\, mismatched 
 signals\, and scene errors while you are still typing\, long before you ev
 er hit the "Play" button.\n \n We'll also look at how Rider tames the more
  complex sides of Godot\, like GDExtensions and changes to the engine itse
 lf. By providing a first-class environment for C++ and CMake\, Rider makes
  working at the engine level as straightforward as working with C# and GDS
 cript. Whether you are building a small indie project or digging into the 
 engine’s core\, come see how to sharpen your setup and make your daily d
 evelopment process a whole lot smoother.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:From Game to Engine: JetBrains Rider as Your One-Stop Godot IDE - M
 att Ellis
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/WZUAZN/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-FTWX79@talks.godotengine.org
DTSTART;TZID=CET:20260424T144500
DTEND;TZID=CET:20260424T151500
DESCRIPTION:Godot’s open\, lightweight export model is a dangerous superp
 ower. In the last couple of years we’ve seen a steady rise in “clone-a
 nd-reupload” scams across indie platforms: games repackaged under new ac
 counts\, “update” links swapped for malware\, and stolen builds used a
 s a trust badge to lure players into downloading the wrong thing.\n\nYou c
 an’t make decompilation impossible\, but you can make it expensive. We w
 ill explore methods and best practices to protect your IP from being hijac
 ked by bad actors. Don't let it happen to you!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:The Clone Wars: Defending Godot Games From Reupload Scams - Yasen D
 inkov
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/FTWX79/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-RXLHDR@talks.godotengine.org
DTSTART;TZID=CET:20260424T152500
DTEND;TZID=CET:20260424T153500
DESCRIPTION:AnimationPlayers rely heavily on the CPU. Having a 100 Animatio
 nPlayers with basic rigging and animations can already lag a lot.\nSo how 
 can Godot show complex animations on 1000 characters at the same time\, wi
 th no lag nor overheating?\nThanks to a recently merged pull request and a
  little extra effort\, this becomes a reality.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:1000 rigged AnimationPlayers in 3D\, impossible? - Bertrand Bordage
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/RXLHDR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-WVXKCX@talks.godotengine.org
DTSTART;TZID=CET:20260424T152500
DTEND;TZID=CET:20260424T161500
DESCRIPTION:Over the past 14 years I’ve been making YouTube videos\, star
 ting with scrappy Minecraft Let’s Plays that almost nobody watched. Sinc
 e then I’ve learned a lot through trial and error\, with several of my (
 relatively) recent Godot tutorials now reaching over 100\,000 views.\n\nIn
  this talk I’ll share some of the things I’ve learned along the way: c
 reating interesting thumbnails and titles\, pacing videos to keep viewers 
 engaged\, and the process I use to plan and produce my videos. I’ll also
  talk about topics that come up outside the creation process\, such as pro
 moting your work\, dealing with negative comments\, and keeping the proces
 s enjoyable for yourself.\n\nThis talk is aimed at developers and artists 
 who are curious about creating videos but aren’t sure where to start\, a
 s well as those who already make videos and want to take their work to the
  next level.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:How to Get More Eyes on Your Game Development Videos and Tutorials 
 - Lucy "Lavend" Jongebloed
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/WVXKCX/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-9GWSDE@talks.godotengine.org
DTSTART;TZID=CET:20260424T153500
DTEND;TZID=CET:20260424T154500
DESCRIPTION:Fractals can be generated in many different ways. In this talk\
 , I will explain how to generate a special kind of fractals (ifs fractals\
 , for example the Sierpinski carpet or the Barnsley fern) in two different
  ways: a »copy and paste« method\, and the chaos game. I have implemente
 d the latter in Godot 4\, together with a UI.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Make your own fractal! - Marta Imke
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/9GWSDE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-TWKY8T@talks.godotengine.org
DTSTART;TZID=CET:20260424T154500
DTEND;TZID=CET:20260424T155500
DESCRIPTION:Window nodes let you open new windows on the players desktop\, 
 and you can do a lot with them! Like virtual pets and desktop decorations\
 , but also games that play out between multiple windows\, and characters a
 nd enemies leaving the bounds of their own games. \nI'll show some example
 s of cool things you can do with window nodes\, and give some useful tips 
 to get started on using them to make more cool out-of-the-box games!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Thinking out of the box\, literally (with window nodes) - Nicolas P
 erez
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/TWKY8T/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-7WD7VN@talks.godotengine.org
DTSTART;TZID=CET:20260424T155500
DTEND;TZID=CET:20260424T160500
DESCRIPTION:Last year at GodotCon Boston\, we launched Xogot. This talk sha
 res what we learned from a year of shipping Godot on iPhone and iPad\, wit
 h a focus on the insights we gained from telemetry\, crash reports\, and r
 eal-world usage. We will discuss how those lessons helped us improve perfo
 rmance\, stability\, and the overall experience on Apple devices\, and how
  they are feeding back into the broader Godot ecosystem through upstream P
 Rs and the Godot Apple Plugins\, which provide deep integration across mac
 OS\, iOS\, and visionOS.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:What one year of shipping Godot on iOS taught us - Miguel de Icaza\
 , Joseph Hill
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/7WD7VN/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-LDSSXA@talks.godotengine.org
DTSTART;TZID=CET:20260424T162500
DTEND;TZID=CET:20260424T165500
DESCRIPTION:Being able to write a good proposal for a public grant is an im
 portant survival skills for indies and small businesses. But why is applyi
 ng so hard? Having judged over a 100 proposals\, I spotted reoccurring iss
 ues and frustrations. This talk goes into the details about how to write c
 lear proposals\, which details are vital to include (with bonus Godot spec
 ific ones) and why seemingly silly criteria are actually really important.
  Public grants are there to help you\, let's make your proposal an easy pi
 ck!
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:Getting Better at Grant Writing - Bertine van Hövell
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/LDSSXA/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-TDDEAA@talks.godotengine.org
DTSTART;TZID=CET:20260424T162500
DTEND;TZID=CET:20260424T165500
DESCRIPTION:As part of a battle video on GamedevTV I was tasked with making
  a Bullet Hell game with only one script. After some surprising discoverie
 s while testing I found it was possible to make a whole game in Godot with
  no code at all.\nIn this quick talk I will cover some of the powerful res
 ources and cursed techniques that make things as complicated as moving a p
 layer character\, tracking health via RigidBody simulations and randomizin
 g game state possible all in a project without a single script file. All g
 iving some insight into just how powerful and versatile Godot can be even 
 in extreme circumstances.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Taking code golf too far - Bramwell Williams
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/TDDEAA/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-L89B3X@talks.godotengine.org
DTSTART;TZID=CET:20260424T170500
DTEND;TZID=CET:20260424T173500
DESCRIPTION:A good pipeline saves lives - yes\, even yours!\n\nThis talk wi
 ll go over how you can easily combine BPY (Blender's scripting API) and po
 st_import scripts to automatically set up your 3D assets for gameplay as y
 ou import them into Godot\, letting you iterate quickly while saving you f
 rom tedious busywork & human errors.\n\nWith a custom pipeline you'll be a
 ble to assign scripts\, generate the nodes you need\, replace markers with
  gameplay elements and get a working game object or level in Godot right a
 s you press "Save" in Blender.\n\nThis is a beginner-friendly talk: you on
 ly need to have a basic knowledge of scripting\, Blender & Godot to follow
  along.
DTSTAMP:20260626T211528Z
LOCATION:Theatre 2
SUMMARY:From model to gameplay in seconds: setting up your Blender-Godot pi
 peline - Marion Allard
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/L89B3X/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-BV7FMT@talks.godotengine.org
DTSTART;TZID=CET:20260424T170500
DTEND;TZID=CET:20260424T173500
DESCRIPTION:A few months ago\, I found a Reddit post about a tiny pattern: 
 a cached getter. It solved a problem I'd been working around for some time
 . That sent me down a rabbit hole looking for more. Patterns that barely s
 how up in Godot tutorials. Stuff borrowed from backend engineering\, from 
 modern Python\, from the corners of Godot that everyone's a bit scared of.
 \n\nIn this talk\, I'll walk through the ones I keep reaching for now\, us
 ing code from the wave-based arena racing shmup I'm in the middle of shipp
 ing:\n- The cached getter from that Reddit post\;\n- The underused reposit
 ory pattern\;\n- The specification pattern\;\n- A lightweight dependency i
 njection pattern\n\nExpect code you can use on Monday and a few honest mom
 ents about what I'd do differently
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Game Programming Patterns for Godot - Inacio Schweller
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/BV7FMT/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-E3F79U@talks.godotengine.org
DTSTART;TZID=CET:20260424T174500
DTEND;TZID=CET:20260424T180000
DESCRIPTION:-
DTSTAMP:20260626T211528Z
LOCATION:Theatre 1
SUMMARY:Closing - 
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/E3F79U/
END:VEVENT
END:VCALENDAR
