{"$schema": "https://c3voc.de/schedule/schema.json", "generator": {"name": "pretalx", "version": "2026.1.2"}, "schedule": {"url": "https://talks.godotengine.org/godotcon-ams-2026/schedule/", "version": "1.7", "base_url": "https://talks.godotengine.org", "conference": {"acronym": "godotcon-ams-2026", "title": "GodotCon Amsterdam 2026", "start": "2026-04-23", "end": "2026-04-24", "daysCount": 2, "timeslot_duration": "00:05", "time_zone_name": "Europe/Amsterdam", "colors": {"primary": "#2774D9"}, "rooms": [{"name": "Theatre 1", "slug": "5-theatre-1", "guid": "3f3adbdc-2aa2-50f5-a279-06939ec78ac2", "description": null, "capacity": null}, {"name": "Theatre 2", "slug": "6-theatre-2", "guid": "b8309482-01ef-57cd-86fd-e34bb91bcba5", "description": null, "capacity": null}], "tracks": [{"name": "Community Talk", "slug": "7-community-talk", "color": "#4170FF"}, {"name": "Lightning Talk", "slug": "10-lightning-talk", "color": "#FF5E3A"}, {"name": "Sponsored Talk", "slug": "9-sponsored-talk", "color": "#34B02F"}], "days": [{"index": 1, "date": "2026-04-23", "day_start": "2026-04-23T04:00:00+02:00", "day_end": "2026-04-24T03:59:00+02:00", "rooms": {"Theatre 1": [{"guid": "706f9005-facb-559c-af5f-1ba4298f07e0", "code": "XFHQWY", "id": 365, "logo": null, "date": "2026-04-23T09:00:00+02:00", "start": "09:00", "duration": "00:15", "room": "Theatre 1", "slug": "godotcon-ams-2026-365-opening", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XFHQWY/", "title": "Opening", "subtitle": "", "track": "Community Talk", "type": "Opening/Closing", "language": "en", "abstract": "-", "description": null, "recording_license": "", "do_not_record": false, "persons": [], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XFHQWY/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XFHQWY/", "attachments": []}, {"guid": "efda0853-0a95-53eb-b4e3-8844763b8893", "code": "NSNXFT", "id": 240, "logo": null, "date": "2026-04-23T09:25:00+02:00", "start": "09:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-240-procedural-pixel-art-retro-vfx-with-shaders", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/NSNXFT/", "title": "Procedural Pixel Art: Retro VFX with Shaders", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "Pixel art often relies on static sprites or labor-intensive frame-by-frame animation. But what happens when you need it to burn, freeze, or glitch dynamically based on game state? Hand-animating a \"burning\" effect for fifty different weapon sprites is a production nightmare.Writing a shader that does it for you is not.\r\n\r\nIn this talk, we will explore an easy approach to \"reverse-engineering\" visual effects using shaders within Godot 4. Instead of relying on generative AI or endless sprite sheets, we will build handcrafted algorithms that maintain stylistic consistency.\r\n\r\nI\u2019ll show you real examples from my *Pixel UI VFX* library, demonstrating how to achieve complex visual ideas through simple trial and error, rather than vast mathematical logic.\r\n\r\n**Key topics include:**\r\n*   **UVs & Noise:** Using UV manipulation and noise to create organic movement.\r\n*   **Feedback Loops:** Leveraging Godot\u2019s `SubViewport` to create iterative rendering effects.\r\n*   **Retro Constraints:** Techniques for color limiting and quantization for authentic retro pixel art.\r\n*   **Optimization:** Best practices for keeping these effects performant on the GPU.\r\n\r\nAttendees will leave with a new perspective on procedural animation and concrete techniques to make their pixel art worlds feel alive, reactive.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "XBCFKP", "name": "Julian Rogawski (Nojoule)", "avatar": "https://talks.godotengine.org/media/avatars/profil-square-2_6nLv9p1.jpg", "biography": "https://bsky.app/profile/nojoule.com\r\nhttps://nojoule.com\r\n\r\nI\u2019m Julian Rogawski, a Technical Artist and Godot developer with a Master's in Computational Visualistics and a slight obsession with shaders. I create educational content deconstructing visual effects on Social Media and create tools and addons specialized on Godot.", "public_name": "Julian Rogawski (Nojoule)", "guid": "8389ec2a-4095-5c41-9312-c0d7430f64e1", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/XBCFKP/"}], "links": [{"title": "Example Addon", "url": "https://nojoule.itch.io/pixel-ui-vfx", "type": "related"}, {"title": "Short Series explaining Shaders", "url": "https://www.youtube.com/playlist?list=PLP6DPZJ92Dd8OafHryMewJ5uvQQjVfrKB", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/NSNXFT/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/NSNXFT/", "attachments": []}, {"guid": "a403f099-1181-5329-9c09-12a4ae1dce13", "code": "BBVFMD", "id": 362, "logo": null, "date": "2026-04-23T10:35:00+02:00", "start": "10:35", "duration": "00:40", "room": "Theatre 1", "slug": "godotcon-ams-2026-362-how-w4-makes-godot-fit-for-enterprise-and-better-for-everyone", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BBVFMD/", "title": "How W4 makes Godot fit for Enterprise, and better for everyone", "subtitle": "", "track": "Sponsored Talk", "type": "Long talk", "language": "en", "abstract": "The talk will be about W4 Games experience with Godot Enterprise Users (Meta, Google, Second Dinner, others), W4 value to exist in the Godot ecosystem as driver for enterprise adoption and W4 give back to Godot from its inception.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "J7H9PR", "name": "Nicola Farronato", "avatar": "https://talks.godotengine.org/media/avatars/nicola_6qQ8uB8.png", "biography": "Nicola Farronato is a business founder with over two decades of international business experience. He is the Co-founder and Co-CEO of W4 Games \u2014 a leading gametech company working with Godot Engine.", "public_name": "Nicola Farronato", "guid": "ca0bc1a5-6712-5219-bae6-bff110139953", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/J7H9PR/"}, {"code": "9SZVQS", "name": "R\u00e9mi Verschelde", "avatar": "https://talks.godotengine.org/media/avatars/Remi_-_Gribskov2_n3FQlzW.jpg", "biography": "R\u00e9mi Verschelde is Godot's Project Maintainer, overseeing the work that gets done on the open source engine and released to end users. He is also a Co-Founder & Chief Customer Officer of W4 Games, the main company providing B2B products and services in Godot's open ecosystem.", "public_name": "R\u00e9mi Verschelde", "guid": "69481fed-ee3b-5bee-95e3-92f2db1e9c70", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/9SZVQS/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BBVFMD/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BBVFMD/", "attachments": []}, {"guid": "8b6279ce-88fe-5d6e-86f0-ad83052785e6", "code": "LBEMYW", "id": 234, "logo": null, "date": "2026-04-23T11:25:00+02:00", "start": "11:25", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-234-getting-started-with-editor-tools", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LBEMYW/", "title": "Getting Started with Editor Tools", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "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 tools using GDScript just to get you started.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "N989MC", "name": "Adriaan de Jongh", "avatar": "https://talks.godotengine.org/media/avatars/deer2_q37lcXR.jpg", "biography": "Adriaan de Jongh is a Dutch game designer best known for his work on the indie game hit Hidden Folks, as well as the recently released Rift Riff \u2013 made in Godot. Adriaan is now returning to Hidden Folks as the director of a new company under the same name, setting out to make spinoffs and sequels to the original hit game \u2013 all made in Godot!", "public_name": "Adriaan de Jongh", "guid": "cf85d71b-c91c-5d45-83de-4af712f3ac1d", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/N989MC/"}, {"code": "7CGX7F", "name": "Franz LaZerte", "avatar": "https://talks.godotengine.org/media/avatars/face_glasses_L7EKby7.jpg", "biography": "Self-taught video game developer and programmer in Godot after leaving a 10-year career as a wind turbine engineer. Worked on Rift Riff and currently tech lead on Hidden Folks 2.", "public_name": "Franz LaZerte", "guid": "9082baa2-699c-571c-b75b-151099f6e5fa", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/7CGX7F/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LBEMYW/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LBEMYW/", "attachments": []}, {"guid": "f27419aa-6167-589a-bd0c-f6ed66a9812c", "code": "FVBYZJ", "id": 274, "logo": null, "date": "2026-04-23T12:45:00+02:00", "start": "12:45", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-274-that-ui-looks-dope-wish-it-wasn-t-so-hard-to-read-tho", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FVBYZJ/", "title": "That UI looks dope \u2013 wish it wasn\u2019t so hard to read tho", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "Did you ever struggle with reading a piece of text in a game? Typography is still a crucial mediator for information in digital media. Be it a text log, an item description or just a menu option. Unfortunately, typography has been ill-supported by game engines for a long time. Along comes Godot, offering the best font support for games in any engine I have ever seen. In this workshop I want to explore interface design from a typographic angle, and how Godot can be used to accommodate for a wide range of gamers\u2019 reading needs.\r\n\r\nI\u2019m a professional graphic designer and hobbyist game dev, running her own type foundry. When I first encountered Godot I was in the middle of researching how to make typography look better in games. And, I couldn\u2019t get over how great Godot\u2019s toolkit was for achieving that.\r\n\r\nOr in more poetic terms: In this workshop I want to share my findings with you. I will analyze the intricacies of accessibility, bask in the simplicity of basic design, cherish the complexity of use-cases, dive into the depths of detail typography, elaborate on editorial essentials, and find out what\u2019s hidden inside the treasure trove of open type features. In short: We will look into what makes text work on screen, and how Godot can be used to achieve that.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "LNG8RB", "name": "Henni", "avatar": "https://talks.godotengine.org/media/avatars/portrait-henni_wiesner_S19tvr3.jpg", "biography": "I love typography, games, and music \u2013 so I make my own. My name is Henni and I\u2019m a professional graphic designer and hobbyist game dev, running my own type foundry.", "public_name": "Henni", "guid": "bb5db070-92b7-5a16-91ce-6073527900a5", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/LNG8RB/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FVBYZJ/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FVBYZJ/", "attachments": [{"title": "Slides of the Talk", "url": "/media/godotcon-ams-2026/submissions/FVBYZJ/resources/2025-04-23-looks_nice_wish_i_could_read_i_filqe1P.pdf", "type": "related"}]}, {"guid": "e55e41bd-2cfd-5823-ade9-7a3f787ffc65", "code": "BYRY8E", "id": 358, "logo": null, "date": "2026-04-23T13:45:00+02:00", "start": "13:45", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-358-accessible-game-means-game-better-for-everyone", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BYRY8E/", "title": "Accessible game means\u00a0game better for everyone", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "We want players to be chalenged by our games. Some people, however, face more challenges than we intended. We, ourselves, could be in that situation one day because of temporal disability, aging or some environmental reasons. Let's see what we could do to make our games more future proof in case of accessibility and open for players with disabilities right now.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "MNF3CU", "name": "Konrad Gadzina", "avatar": "https://talks.godotengine.org/media/avatars/Konrad_Gadzina-SFI2024_CV1HhLD.jpg", "biography": "A programmer with 17 years of experience, giving gamedev lectures and workshops for kids and adults on SWPS University Krak\u00f3w and other places. Co-created interactive exhibitions, including Enigma Cipher Centre in Pozna\u0144, Poland. Godot contributor. Using any opportunity to talk about making games more accessible for people with special needs.", "public_name": "Konrad Gadzina", "guid": "1b12459e-ccfb-5cb8-ab38-82e7fda70ff7", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/MNF3CU/"}], "links": [{"title": "Links for my accessibility podcast (in Polish, sorry ;( )", "url": "http://enklawa.edu.pl/dostepnosc/", "type": "related"}, {"title": "Game Accessibility Guidelines website", "url": "https://gameaccessibilityguidelines.com/", "type": "related"}, {"title": "#GAconf website", "url": "https://www.gaconf.com/", "type": "related"}, {"title": "YouTube videos tagged #GAconf", "url": "https://www.youtube.com/hashtag/gaconf", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BYRY8E/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BYRY8E/", "attachments": [{"title": "Presentation in PDF", "url": "/media/godotcon-ams-2026/submissions/BYRY8E/resources/GodotCon_Amsterdam_2026_Accessibility_Kon_bXx3iz5.pdf", "type": "related"}]}, {"guid": "1f88756e-78fc-5ab1-a404-e8fd6820d274", "code": "GQR8TP", "id": 299, "logo": null, "date": "2026-04-23T14:25:00+02:00", "start": "14:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-299-unlocking-student-creativity-with-godot-tu-dublin", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GQR8TP/", "title": "Unlocking Student Creativity with Godot @ TU Dublin", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "TU Dublin is Ireland's largest University with over 30K students across 5 campuses. Dr Bryan Duggan teaches Creative Coding, Computational Arts, eXtended Reality and Autonomous Agents @ TU Dublin. They have been 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 used across modules in Computer Science and Game Design to teach students transferable digital skills through creative applications in games, music XR, AI, robotics and art. Inspired by Dr Randy Paush's \"Head Fake\", students create and perform with musical instruments, make award winning games, develop XR projects to promote sustainability, create holographic artificial 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 God\u00f3 Gaedhleach, the Irish Godot User Group - a student led group which hosted it's first IRL meeting in Dublin in February.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "TVCXNV", "name": "Bryan Duggan", "avatar": "https://talks.godotengine.org/media/avatars/IMG_2531_1_w5nuCIR.JPG", "biography": "Dr Bryan Duggan teaches @ TU Dublin. He has been teaching game development for over 20 years and has used Godot since 2023. He is the founder of God\u00f3 Gaedhleach - The Irish Godot Users Group with over 150 members from across Ireland, and is a Board member of Gamecraft Foundation who has been running game jams for 15 years.", "public_name": "Bryan Duggan", "guid": "ec3d968a-bddc-5817-8102-a293763bb4b7", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/TVCXNV/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GQR8TP/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GQR8TP/", "attachments": []}, {"guid": "657764ed-d7dc-5836-a8ee-a7a96aba1245", "code": "VANKQC", "id": 306, "logo": null, "date": "2026-04-23T15:25:00+02:00", "start": "15:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-306-netcode-netfox-and-net-you", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VANKQC/", "title": "netcode, netfox, and net-you", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "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!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "AJSJYG", "name": "Tam\u00e1s G\u00e1lffy", "avatar": "https://talks.godotengine.org/media/avatars/avatar-tinyme_fQaiQOX.jpg", "biography": "Co-founder at Fox's Sake Studio and serial Godot addon builder", "public_name": "Tam\u00e1s G\u00e1lffy", "guid": "5179f76a-b4d8-52a5-a264-3f99581bb029", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/AJSJYG/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VANKQC/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VANKQC/", "attachments": []}, {"guid": "8d252ab6-318e-50cc-8ebe-518c92808ce6", "code": "VG9FRB", "id": 237, "logo": null, "date": "2026-04-23T16:25:00+02:00", "start": "16:25", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-237-shipping-vr-game-in-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VG9FRB/", "title": "Shipping VR game in Godot", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Everyone's curious whether Godot can ship commercial VR. Flammable Penguins \r\ndid it \u2014 Augmental Puzzles launched on Meta Quest and Steam, with a PSVR2 \r\nport in progress. This talk is the honest technical postmortem of what that \r\ntook, from an indie studio building its own tech stack on an engine where \r\nthe platform holders assume you don't exist.\r\n\r\nClaire walks through the real engineering: why Godot's default 3d text rendering \r\nhad to be ripped out and replaced with a custom Fast Text, how \r\nundocumented vendor APIs broke a working build overnight, the architecture \r\ndecisions around GDExtension versus engine modification, and what actually \r\nchanges when you take a Quest VR project to PlayStation hardware. Expect \r\nprofiling data, code war stories, and practical advice for anyone considering \r\nGodot for VR \u2014 whether you're shipping tomorrow or just \r\nweighing your options.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "BKPRJS", "name": "Claire Blackshaw", "avatar": "https://talks.godotengine.org/media/avatars/claire_1XQdVVx.jpg", "biography": "Technical Director at Flammable Penguins Games, shipping since PS2 days. \r\nPreviously PlayStation internal tech working on networking and VR. Wrote OpenXR for Adobe Substance Modeler. Over a decade in VR, working on HW & SW. Godot XR contributor. \r\nAlways a gamedev and a queer creative based in London with her lovely wife and cats.", "public_name": "Claire Blackshaw", "guid": "09420f92-af63-51b0-bec5-7994c246c165", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/BKPRJS/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VG9FRB/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VG9FRB/", "attachments": []}, {"guid": "8cdf1944-0eb2-511c-8b23-0fcc0c9ec180", "code": "HCWFRT", "id": 359, "logo": null, "date": "2026-04-23T17:05:00+02:00", "start": "17:05", "duration": "00:20", "room": "Theatre 1", "slug": "godotcon-ams-2026-359-singularity-blender-short-film-screening", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/HCWFRT/", "title": "Singularity - Blender Short Film Screening", "subtitle": "", "track": "Community Talk", "type": "Movie Screening", "language": "en", "abstract": "Team screening of the short film \"Singularity\", a painterly space adventure set in a universe before the beginning of our time. Produced by Blender Studio.\r\n--This will be a short session of about 20min--", "description": null, "recording_license": "", "do_not_record": true, "persons": [{"code": "GXSGYJ", "name": "Francesco Siddi", "avatar": null, "biography": null, "public_name": "Francesco Siddi", "guid": "ceac8e5e-59a6-5aba-9e94-9dc2f495bc29", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/GXSGYJ/"}, {"code": "7YLWK9", "name": "Fiona Cohen", "avatar": "https://talks.godotengine.org/media/avatars/JdH-20250918_Blender_photobooth_1117_cropped_XSM2T0M.jpg", "biography": "COO and Producer at Blender", "public_name": "Fiona Cohen", "guid": "e8d842ef-5ebf-5e77-90bc-9a89182f6a58", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/7YLWK9/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/HCWFRT/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/HCWFRT/", "attachments": []}], "Theatre 2": [{"guid": "9748b1a3-a0a3-5a77-8f1a-3b2e40b024ed", "code": "93YBLY", "id": 257, "logo": null, "date": "2026-04-23T09:25:00+02:00", "start": "09:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-257-interactive-video-mapping-with-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/93YBLY/", "title": "Interactive Video Mapping with Godot", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Last october I premiered an art commision for the Penpot Fest consisting in an interactive video mapping party game projected on a carboard wall.\r\n\r\nYou can see more about this project in this link: https://surreal.asturnazari.com/2025/12/01/penpots-whac-a-mappole-a-floss-interactive-mapping/\r\n\r\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.\r\n\r\nMy talk idea is based on this main points:\r\n\r\n* Why do I choose Godot for this project? Free software as an artistic requierement.\r\n* A brief showcase of the main features I implemented to build this game art piece.\r\n* Eirteam FFMPEG extension \u00b7vs\u00b7 GDE Gozen extension\r\n* How do I use FFMPEG inside godot. VJ'ing vs Game Design. Common problems.\r\n* My current struggle in interactive video experimentation.\r\n* Presentation of GDMapp and a showcase of the actual features\r\n* Some future plans and Q&A", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "WAKHDR", "name": "Carlos Padial (Asturnazar\u00ed)", "avatar": "https://talks.godotengine.org/media/avatars/retrato_penpotfest_2025_NnLCgXm.jpg", "biography": "I'm an artist mainly focused on free software. \r\n\r\nStudied photography and cinema lighting direction, then fell in love with Blender and Floss since 2.49a. \r\nI worked in projection mappings along with all kind of generalist 3D commissions.\r\nI'm also a creative developer and I build art experiences mixing cinema, video games and XR thanks to Godot.", "public_name": "Carlos Padial (Asturnazar\u00ed)", "guid": "f6b4fb05-20ec-51a0-b7e3-23fdfd4c69d0", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/WAKHDR/"}], "links": [{"title": "talk slides", "url": "https://slides.com/surreal/whac-a-mappole-ca0a64", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/93YBLY/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/93YBLY/", "attachments": [{"title": "People playing the Interactive Mapping", "url": "/media/godotcon-ams-2026/submissions/93YBLY/resources/map_005_dsg1jUB.jpg", "type": "related"}, {"title": "Cardboard mapping surface", "url": "/media/godotcon-ams-2026/submissions/93YBLY/resources/map_001_IAAnxIJ.jpg", "type": "related"}, {"title": "A screenshot of the final Level", "url": "/media/godotcon-ams-2026/submissions/93YBLY/resources/vlcsnap-2026-04-08-12h58m07s346_e3mLPlV.png", "type": "related"}, {"title": "A screenshot of the level selection menu", "url": "/media/godotcon-ams-2026/submissions/93YBLY/resources/vlcsnap-2026-04-08-12h59m07s377_PUkBpUy.png", "type": "related"}]}, {"guid": "bfc1ef8d-784a-5293-bd50-b52c2573487a", "code": "EPEJB3", "id": 265, "logo": null, "date": "2026-04-23T10:05:00+02:00", "start": "10:05", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-265-you-don-t-hate-your-audience-enough-learnings-in-player-hostile-design", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/EPEJB3/", "title": "You don't hate your audience enough: Learnings in player-hostile design", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "In this talk, I will cover the appeal of deliberately engendering discomfort in players. How and why to make them uncomfortable, and the ethics of mechanical and narrative coercion.\r\n\r\nGames may be used to put players in compromised and uncomfortable situations, potentially in conflict with other players or themselves. A great deal of emotional development can be caused by such experiences, accompanied by the need to accept that hurt. This talk includes development discussions from our ethics design groundwork at Polynormal Games, as well as my own experience with writing intense, trauma-focused games.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "EQA83D", "name": "Snek", "avatar": "https://talks.godotengine.org/media/avatars/2024_01_24_Meljazx_pfp_2gHWhax.jpg", "biography": "I'm the technical director at Polynormal Games, an indie studio focused on accessible and inclusive game design.\r\n\r\nI created my own dialogue plugin, with which I wrote LONER_DOG, a transgressive indie visual novel that received the IFDB award for Outstanding Godot Game of 2025.", "public_name": "Snek", "guid": "5a06d699-fbb0-5ae5-8b53-859b2661ea31", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/EQA83D/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/EPEJB3/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/EPEJB3/", "attachments": []}, {"guid": "94ad25f4-a990-53ab-87ca-ed3dcaae9a37", "code": "FSWFKM", "id": 270, "logo": null, "date": "2026-04-23T10:45:00+02:00", "start": "10:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-270-introduction-to-energy-efficiency", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FSWFKM/", "title": "Introduction to Energy Efficiency", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "An introduction to optimizing your games for energy efficiency, going over tools, tips and best practices!\r\nThe talk is intended for everybody, compiling the latest knowledge on energy saving measures from across the industry and condensing it down into actionable steps that anybody can implement into their game.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "VJFEUH", "name": "Ashe Foltin", "avatar": "https://talks.godotengine.org/media/avatars/theonegoodpicture_8imWoiB.png", "biography": "Creative Director at Bold Beetle Games\r\nTechnical Coordinator of SGAs Energy Efficiency Network", "public_name": "Ashe Foltin", "guid": "b143bf18-e206-5be6-bc76-7959e759db0f", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/VJFEUH/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FSWFKM/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FSWFKM/", "attachments": []}, {"guid": "7bc4eccc-968d-507f-9988-b4fb6efa9353", "code": "PT9AU7", "id": 276, "logo": null, "date": "2026-04-23T11:25:00+02:00", "start": "11:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-276-in-the-weeds-of-the-godot-audio-system", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PT9AU7/", "title": "In the weeds of the Godot audio system", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "The Godot project has survived without a dedicated audio maintainer 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 that the community wants the biweekly Audio Group meetings were restarted last 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.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "YTRT3L", "name": "Julian Todd", "avatar": "https://talks.godotengine.org/media/avatars/Screenshot_From_2026-02-27_10-22-09_RHXGAoh.png", "biography": "My career was in CNC software, but I have used Godot for VR projects since 2020.  More recently I fell into the rabbit-hole known as VRChat (username: goatchurch).  My Godot work is now dedicated to upgrading the engine so it can replicate the capabilities of that life-transforming platform, of which VoIP is a necessary component.", "public_name": "Julian Todd", "guid": "4e88cf9c-ee48-5455-9da6-98e3a60c5c95", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/YTRT3L/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PT9AU7/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PT9AU7/", "attachments": []}, {"guid": "9f12a2da-f7b4-5766-84f5-252579213182", "code": "X7JCCX", "id": 233, "logo": null, "date": "2026-04-23T12:45:00+02:00", "start": "12:45", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-233-help-godot-contributors-help-you", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/X7JCCX/", "title": "Help Godot contributors help you", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "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?", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "N989MC", "name": "Adriaan de Jongh", "avatar": "https://talks.godotengine.org/media/avatars/deer2_q37lcXR.jpg", "biography": "Adriaan de Jongh is a Dutch game designer best known for his work on the indie game hit Hidden Folks, as well as the recently released Rift Riff \u2013 made in Godot. Adriaan is now returning to Hidden Folks as the director of a new company under the same name, setting out to make spinoffs and sequels to the original hit game \u2013 all made in Godot!", "public_name": "Adriaan de Jongh", "guid": "cf85d71b-c91c-5d45-83de-4af712f3ac1d", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/N989MC/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/X7JCCX/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/X7JCCX/", "attachments": []}, {"guid": "8e2a1a0a-0690-5e7e-8204-4ede566d9fc5", "code": "LX9VE8", "id": 280, "logo": null, "date": "2026-04-23T12:55:00+02:00", "start": "12:55", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-280-how-to-make-a-light-show-with-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LX9VE8/", "title": "How to make a light show; with Godot!", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "Find out how I used Godot to build light shows for music nights at my school.\r\n\r\nIn this talk I'll tell you how I used Godot to solve a unique problem I had using some of Godot's lesser known features and some interesting plans to connect Godot with the physical world.\r\n\r\nI look forward to sharing how I built this software and some of the challenges I had to overcome.\r\n\r\nLet me show you how to build a light show; with Godot!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "BUSN9E", "name": "Juna Oliver", "avatar": "https://talks.godotengine.org/media/avatars/3C_Oliver__Juna_5838_01_2_NTb1dsT.jpg", "biography": "I'm 16 years old, I've lived in the Netherlands for five years. I go to a dutch school in Haarlem. I've been using Godot for about 3 years, making space games and tools for the AV team. I care a lot about FOSS and am one of the 3 people at my school who use linux. I've also done some web development, my website is junas.space.", "public_name": "Juna Oliver", "guid": "f03940df-f0cf-555e-988d-3079e42faee4", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/BUSN9E/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LX9VE8/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LX9VE8/", "attachments": []}, {"guid": "26e7fc1f-2440-5d39-9c8b-5003b5329fe2", "code": "3JUZ38", "id": 298, "logo": null, "date": "2026-04-23T13:05:00+02:00", "start": "13:05", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-298-do-game-jams", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3JUZ38/", "title": "Do Game Jams!", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "This talk is about encouraging everyone to do more game jams. This includes professional developers, hobbyists, students and those who've never jammed before.\r\n\r\nUsing my 50 jams of experience, I will show why 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/jammers, how to get involved in your first jams and how to get the most out of participating.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "SL9QTQ", "name": "Cypriana Przybyla", "avatar": "https://talks.godotengine.org/media/avatars/image_2026-04-17_232255322_HLyahPt.png", "biography": "Hi! I'm Cypri [she/her], a game developer from Scotland! I enjoy UI programming, game design and tech art. I love engaging with the game dev community, especially locally where I am known for doing way too many game jams in my free time!", "public_name": "Cypriana Przybyla", "guid": "e3c2344f-6888-506f-9450-88b69bedc2af", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/SL9QTQ/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3JUZ38/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3JUZ38/", "attachments": []}, {"guid": "0f5ea92e-8fbc-5d3a-adf0-622fdb5d990f", "code": "SPN8KQ", "id": 328, "logo": null, "date": "2026-04-23T13:15:00+02:00", "start": "13:15", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-328-seamful-design-in-godot-working-with-friction-and-imperfection", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/SPN8KQ/", "title": "Seamful Design in Godot: Working with Friction and Imperfection", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "Contemporary design often strives for seamlessness: flowing, immersive experiences in which the underlying technology disappears from view. In constrast, seamful design embraces complexity and friction to expose the boundaries and inner workings of the technology we engage with.\r\n\r\nThis 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, experimental games in Godot, I will reflect on how keeping seams visible can shift the relation between player, maker and game, and open up alternative approaches to game design.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "UX9VDH", "name": "Thijs van Loenhout", "avatar": "https://talks.godotengine.org/media/avatars/thijs_flower_photo_cropped_zsSM94s.jpg", "biography": "I am a game maker and artist based in the Netherlands. My work explores games as a material and expressive medium, often through small, poetic and experimental projects. Alongside my practice, I have taught prototyping and developed workshops focused on alternative approaches to design and technology.", "public_name": "Thijs van Loenhout", "guid": "73ffea35-d860-58dc-a4f5-116a6c49b967", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/UX9VDH/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/SPN8KQ/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/SPN8KQ/", "attachments": [{"title": "Talk Slides", "url": "/media/godotcon-ams-2026/submissions/SPN8KQ/resources/seamful_design_in_godot_compressed_Cr8vqs2.pdf", "type": "related"}]}, {"guid": "e3198a61-f1cc-527b-a9dd-835f7be137de", "code": "FKW3EB", "id": 281, "logo": null, "date": "2026-04-23T13:45:00+02:00", "start": "13:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-281-changing-the-mood-better-atmosphere-for-godot-games", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FKW3EB/", "title": "Changing the Mood: Better Atmosphere for Godot Games", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "A game\u2019s mood can shift dramatically with just a few smart visual changes. In this talk, I\u2019ll explore simple, effective ways to improve the atmosphere and add supporting systems in Godot that can change the tone of a scene quickly and convincingly.\r\n\r\nI\u2019ll cover practical techniques such as time-of-day setups, weather states, palette swaps, and other lightweight methods for altering visuals and perception without over-engineering the solution. Drawing from real examples in PVKK and multiple game jam projects, I\u2019ll show how these systems can be built in a way that is modular, easy to control, and adaptable to different art styles and project scopes.\r\n\r\nWhether you\u2019re building a polished commercial project or a fast prototype, these techniques can help you add depth, variation, and emotional impact with minimal complexity. The goal is to give attendees approachable tools and ideas they can immediately apply in their own Godot projects.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "3DMHLA", "name": "Raffaele Picca", "avatar": "https://talks.godotengine.org/media/avatars/raffa_2GUNazO.jpg", "biography": "Raffaele Picca is a multidisciplinary game developer, artist, and creative director from Augsburg, Germany. He develops games at Bippinbits, where he works on projects including Dome Keeper and PVKK, and is also the solo developer behind the atmospheric horror game Engraving. He previously released Beat Invaders, a Godot-made action roguelite shoot", "public_name": "Raffaele Picca", "guid": "774ccc2b-798b-51db-a982-5506f66de594", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/3DMHLA/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FKW3EB/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FKW3EB/", "attachments": []}, {"guid": "d8368b61-8055-5741-ba0d-0f1c208a7717", "code": "JSCM7T", "id": 291, "logo": null, "date": "2026-04-23T14:25:00+02:00", "start": "14:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-291-never-done-an-evolving-blender-workflow-for-building-rpgs", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JSCM7T/", "title": "Never Done: An Evolving Blender Workflow for Building RPGs", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "This talk traces the evolution of a Blender-to-Godot workflow for building RPGs: what worked, what didn't, and where we are now. Drawing on the Blender-Godot Pipeline and Blender Studio's DOGWALK, the workflow grew from a one-way export into something reciprocal; Godot project data extracted and mirrored into Blender, enabling direct configuration of scene instances (door states, trap connections, loot tables) in the viewport.\r\n\r\nWe'll cover the full workflow: asset & scene authoring, synchronization, and the bi-directional data pipeline. The system keeps adapting as the project's needs change, and we'll get into the edge cases that forced redesigns, the synchronization pitfalls, and the tradeoffs still being negotiated.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "SWQZFU", "name": "David M. Lary", "avatar": "https://talks.godotengine.org/media/avatars/output_FuDlGOU.jpg", "biography": "David M. Lary is seasoned software engineer with over 25 years of professional experience in systems programming, kernel development, and tooling. His relationship with technology has always been rooted in game development, starting with MUD coding in the mid-1990s and evolving into 3D with Godot & Blender in 2022.", "public_name": "David M. Lary", "guid": "4c906ca8-bead-5e0a-8a61-4c632299f0f1", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/SWQZFU/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JSCM7T/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JSCM7T/", "attachments": []}, {"guid": "b762897e-3419-56ae-baf4-708c04943f08", "code": "ZE3Q9U", "id": 325, "logo": null, "date": "2026-04-23T15:05:00+02:00", "start": "15:05", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-325-lods-demystified", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/", "title": "LODs demystified", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "About Godot's LOD and HLOD capabilities; talk is beginner friendly but also contains items that should be interesting to veteran users.\r\n\r\n- LOD and HLOD basics and pitfalls (of which there are quite a few)\r\n- How to improve cross fades beyond the default offered methods\r\n- Shadow issues stemming from cross-fade use and their workarounds \r\n- Godot's default spherical approximation LOD selection method (visualized, and its implications for wide-screen supporting games, among others)\r\n- The infamously vague (yet well behaved and useful) ArrayMesh add_surface LOD argument (going onto rendering server culler's edge-length).\r\n- Alternative LOD Selection methods in existence (visualized, and demo with custom Godot build supporting them)\r\n- The \"Threshold pixels\" project settings and per item/viewport LOD biases\r\n\r\nThis talk is a good background primer for my other talk: \"The long road to a million trees\"", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "QUGVD8", "name": "Bart Wilmink", "avatar": "https://talks.godotengine.org/media/avatars/Screenshot_2026-03-23_150028_VejeTAS.png", "biography": "History as business analyst, development manager and product owner, on a foundation of a strong technical background. Long time ago (android 1.6 era) once wrote a OpenGL renderer from scratch for a Android game. Now into Godot; making subsystems for rendering, NPC vision/hearing/situational awareness, enhanced 3D audio, etc.", "public_name": "Bart Wilmink", "guid": "0fde8346-d12f-5ae4-b64a-cf4872d59b8b", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/QUGVD8/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/ZE3Q9U/", "attachments": [{"title": "LOD selection and edge_length visualization", "url": "/media/godotcon-ams-2026/submissions/ZE3Q9U/resources/lod_selection_4YHQQs3.jpg", "type": "related"}, {"title": "Spherical selection mode", "url": "/media/godotcon-ams-2026/submissions/ZE3Q9U/resources/spherical_MdTG0qG.jpg", "type": "related"}, {"title": "Planar selection mode", "url": "/media/godotcon-ams-2026/submissions/ZE3Q9U/resources/planar_JC2zrJb.jpg", "type": "related"}, {"title": "Projected selection mode", "url": "/media/godotcon-ams-2026/submissions/ZE3Q9U/resources/projected_area_hyWS1GH.jpg", "type": "related"}]}, {"guid": "f9edf52c-e770-5c6a-a4d8-e9ad936a5cf1", "code": "TFYX3F", "id": 302, "logo": null, "date": "2026-04-23T15:45:00+02:00", "start": "15:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-302-beyond-git-real-time-version-control-for-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TFYX3F/", "title": "Beyond Git: Real-Time Version Control for Godot", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Are you an artist who struggles with Git merge conflicts, and broken Godot scenes?\r\n\r\nOr perhaps you're a programmer who keeps handling your team's Git problems, instead of writing code?\r\n\r\nMaybe you teach Godot to students, and half your time is spent fixing Git mistakes?\r\n\r\nGame development includes a diversity of roles, and not everyone can be expected to learn or teach Git. Its learning curve is way too steep, and less-technical participants can end up locked out of Godot entirely. Plus, Git was built for code -- games are a lot more than code!\r\n\r\nEnter Backstitch. Our open-source Godot plugin allows for real-time collaboration, similar to a Google Doc. You can...\r\n\r\n- See a history of changes, including visual diffs\r\n- Revert to previous versions\r\n- Create and merge branches\r\n\r\n... all without leaving the editor. Most importantly, you're *never* stuck with a broken scene. Everyone's changes are intelligently merged together, automatically.\r\n\r\nBackstitch is great for game jams, or remote, asynchronous work. It is also excellent for classrooms! The plugin grew out of a collaboration with the Endless Foundation, who teach game development with Godot, and needed a better solution for students than Git.\r\n\r\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 access to version control!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "MVMPRK", "name": "Lilith Duncan", "avatar": "https://talks.godotengine.org/media/avatars/profile_2025_n5Ql2Y8.png", "biography": "Hi! I'm Lilith. I'm a game developer, specializing in weird, narrative experiences that never seem to leave my hard drive.\r\n\r\nI also engineer software. Right now, I work at Ink & Switch, where we're creating Backstitch, a real-time version control plugin for Godot.", "public_name": "Lilith Duncan", "guid": "7679f383-4946-562a-9673-738a7d6104b3", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/MVMPRK/"}, {"code": "NCLXQ8", "name": "Nikita Zatkovich", "avatar": null, "biography": null, "public_name": "Nikita Zatkovich", "guid": "aff61015-b731-53a5-8151-5b47faa26dbe", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/NCLXQ8/"}], "links": [{"title": "Backstitch", "url": "https://backstitch.dev", "type": "related"}, {"title": "Backstitch GitHub", "url": "https://github.com/inkandswitch/backstitch", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TFYX3F/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TFYX3F/", "attachments": []}, {"guid": "6a18414e-da9b-55c0-aab3-22eab6327a5d", "code": "XE93AD", "id": 293, "logo": null, "date": "2026-04-23T16:25:00+02:00", "start": "16:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-293-rokojori-action-library-next-level-signals-for-effects-and-logic", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XE93AD/", "title": "Rokojori Action Library - Next Level Signals for Effects and Logic", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "The [Rokojori Action Library](https://rokojori.com/en/labs/rokojori-action-library/overview) main feature and its ground concept are actions which use a modified concept of the command pattern. The actions pattern creates a glue for all disciplines of game development and centralizes the work on the Godot Editor. \r\n\r\nThe slides, projects and more can be also found on [Rokojori's blog](https://rokojori.com/en/news/blogs/godot-con-2026/overview) \r\n\r\n\r\nThe talk explains the origin of the pattern from melting VFX chains and input commands during the development of Dash Cup Kickers and outlines how the simple actions elaborated to handle more complex scenarios like character controller interactions, behaviour and callback serialization and networking features.\r\n\r\nAdditionally it shows in-depth specific workflows for real-time editing VFX chains in the Godot Editor", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "VGGQDX", "name": "Rokojori", "avatar": "https://talks.godotengine.org/media/avatars/rokojori-pixel-art-logo-clear_gW4p0ze.png", "biography": "Rokojori (Josef Rissling) is an app & game developer, working in various fields from daw/dsp development, 3D editors, web, education and games. In 2022,  he released the game \"Dash Cup Kickers\" and develops the Godot addon \"Rokojori Action Library\". He hosts a website for godot and game dev tutorials and is part of the Godot User Group Berlin.", "public_name": "Rokojori", "guid": "54e2820d-8771-5877-ac4c-93cae7aa1c81", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/VGGQDX/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XE93AD/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/XE93AD/", "attachments": []}]}}, {"index": 2, "date": "2026-04-24", "day_start": "2026-04-24T04:00:00+02:00", "day_end": "2026-04-25T03:59:00+02:00", "rooms": {"Theatre 1": [{"guid": "e1d437a1-9984-5805-854f-9099e669180b", "code": "TPMYXN", "id": 330, "logo": null, "date": "2026-04-24T08:45:00+02:00", "start": "08:45", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-330-from-desktop-dreams-to-mobile-reality-making-godot-games-perform", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TPMYXN/", "title": "From Desktop Dreams to Mobile Reality: Making Godot Games Perform", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Mobile is the largest gaming platform in the world, but many Godot projects still treat it as an afterthought. The result is great ideas that struggle to run where most players actually are. \r\n\r\nThis talk reframes mobile as a first-class target, not a late-stage port. We will explore what truly sets mobile hardware apart, from bandwidth limits to frame pacing, and why assumptions carried over from desktop development often lead to costly performance mistakes. \r\n\r\nThrough practical, Godot-focused examples, we will break down how frames are really built on mobile devices, and how small decisions such as lighting setups, post-processing effects, and UI structure can quietly make or break performance. You will learn how to move beyond guesswork by profiling on real hardware, using in-game metrics alongside powerful free tools like Frame Advisor and Streamline to uncover what is actually happening under the hood. \r\n\r\nWe will also cover how to scale across device tiers, measure performance as features evolve, and focus optimisation efforts where they have the greatest impact. \r\n\r\nWhether you are targeting mobile from day one or bringing an existing project across, this session will equip you with the mindset, tools, and practical strategies to make your Godot games run smoothly where it matters most.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "TS37VJ", "name": "Ian Bolton", "avatar": "https://talks.godotengine.org/media/avatars/IanHeadshot_2QvQhFn.jpg", "biography": "Ian has over twenty years of commercial software development experience, specialising in performance optimisation for desktop/server and designing and building games for mobile. As part of the Developer Relations team at Arm, he collaborates with game studios and game engine developers to support and enhance their experiences on Arm platforms.", "public_name": "Ian Bolton", "guid": "6ad769ca-11df-50fc-8de5-266870c8db34", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/TS37VJ/"}, {"code": "R3PTYH", "name": "Emily Jane Williamson", "avatar": "https://talks.godotengine.org/media/avatars/EmilyJaneImage_Ii0GS1w.jpg", "biography": "Emily-Jane Williamson is a SWE Intern at Arm, completing her industrial placement year as part of a BSc in Software Engineering.", "public_name": "Emily Jane Williamson", "guid": "cbedcf3f-ebe5-5504-b1b3-bb03a4b21175", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/R3PTYH/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TPMYXN/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TPMYXN/", "attachments": [{"title": "Zine", "url": "/media/godotcon-ams-2026/submissions/TPMYXN/resources/ZineDesktopDreamsToMobileReality_F1uZqaU.png", "type": "related"}, {"title": "Slides", "url": "/media/godotcon-ams-2026/submissions/TPMYXN/resources/Slides-FromDesktopDreamsToMobileReality_RA81YZ8.pdf", "type": "related"}]}, {"guid": "e81a403d-873b-5e25-b80a-1de778de6862", "code": "9SZBU3", "id": 360, "logo": null, "date": "2026-04-24T09:25:00+02:00", "start": "09:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-360-nvidia-pathtracing-q-a", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9SZBU3/", "title": "NVIDIA: Pathtracing Q&A", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "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!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "WYVJJH", "name": "Leroy Sikkes", "avatar": "https://talks.godotengine.org/media/avatars/leroy_avatar_PQLczAM.jpeg", "biography": "Senior Developer Technology Engineer @ NVIDIA Switzerland. Focused on path tracing and performance optimization.", "public_name": "Leroy Sikkes", "guid": "e631e4b8-af35-5087-96a0-5cfb0322f97b", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/WYVJJH/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9SZBU3/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9SZBU3/", "attachments": []}, {"guid": "daef09be-4dc5-5c15-ba73-12389f5f619d", "code": "3YXU8Z", "id": 312, "logo": null, "date": "2026-04-24T10:25:00+02:00", "start": "10:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-312-qa-and-automation-make-a-better-game-and-save-time-money-doing-it", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3YXU8Z/", "title": "QA and Automation: Make a Better Game and Save Time+Money Doing It", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "Alternative title: Automating QA with Godot: Stop Firefighting and Start Preventing Bugs\r\n\r\nThis is an **introductory** talk for developers 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 techniques 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:\r\n\r\nThe first 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 go **faster** by re-doing less work. We also talk about how to use **continuous improvement** to make the development process easier over time, reducing friction and speeding production up\r\n\r\nThe second part is were **automated 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. Since unit tests aren't everything, we go over **4 types of tests** not commonly mentioned that are very valuable for video game testing (**performance** tests, **screenshot** tests, **smoke** tests and **static analysis**)\r\n\r\nThe third part focuses on **Continuous Integration** (CI) environments: **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 annotated sample configuration file for anyone watching the recording). We also explain how **Godot has a big advantage** on CI builds and test execution over other game engines", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "BLHAJN", "name": "Nepo", "avatar": "https://talks.godotengine.org/media/avatars/plant_J1dWFUd.jpg", "biography": "Nepo worked in QA for non-games software for 8 years before studying game design and founding [Nokorpo](https://nokorpo.com), a small outsourcing studio (3 people) focused on Godot and open source tools. They've shared their knowledge in Spanish indie dev fairs Guadalindie and BCN Game Fest and they help organize the meetup Barcelona Game Creators.", "public_name": "Nepo", "guid": "a3225f7d-0757-5888-8c77-4a003eb67549", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/BLHAJN/"}], "links": [{"title": "Companion blog post with slides, code samples and other relevant links", "url": "https://nokorpo.com/blog/2026/04/21/qa-for-indies-companion", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3YXU8Z/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/3YXU8Z/", "attachments": []}, {"guid": "afa0d2ae-96ac-50e3-80f3-b8e1968e9b35", "code": "FXZN3W", "id": 322, "logo": null, "date": "2026-04-24T11:25:00+02:00", "start": "11:25", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-322-porting-without-the-pain-setting-your-godot-game-up-for-success", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FXZN3W/", "title": "Porting Without the Pain: Setting Your Godot Game Up for Success", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Porting your game to other platforms shouldn't mean rebuilding it from scratch. In this session, we will explore how to architect your Godot 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 seamless experience.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "STVV7D", "name": "Rory Thomson", "avatar": "https://talks.godotengine.org/media/avatars/Media_4_OISxwCS.jpg", "biography": "Rory is a Co-founder and the Director of Engineering at Pocket Sized Hands in Dundee, Scotland. Pocket Sized Hands is a studio specializing in co-development and porting services with a passionate, talented and dedicated team with extensive experience across Console, Mobile, and PC.", "public_name": "Rory Thomson", "guid": "abfa4c87-b8a7-5e01-9060-7c3279eb934c", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/STVV7D/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FXZN3W/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FXZN3W/", "attachments": []}, {"guid": "10738b10-1fba-54cf-af15-5287ccc88317", "code": "AFMSMD", "id": 370, "logo": null, "date": "2026-04-24T12:05:00+02:00", "start": "12:05", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-370-playing-pvkk", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/AFMSMD/", "title": "Playing PVKK", "subtitle": "", "track": null, "type": "Live Gameplay", "language": "en", "abstract": "Playing PLANETENVERTEIDIGUNGSKANNONENKOMMANDANT on the big screen", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "FRYLEW", "name": "Luca", "avatar": null, "biography": null, "public_name": "Luca", "guid": "bd0375fb-cb31-59e7-baad-448cd8a634d7", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/FRYLEW/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/AFMSMD/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/AFMSMD/", "attachments": []}, {"guid": "d886b511-b044-5ad2-a301-e891b753c732", "code": "DQXZZC", "id": 349, "logo": null, "date": "2026-04-24T12:45:00+02:00", "start": "12:45", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-349-libgodot-embed-godot-everywhere-with-godot-4-6-and-beyond", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DQXZZC/", "title": "LibGodot - Embed Godot Everywhere with Godot 4.6 and Beyond", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "The initial version of LibGodot was one of the major features of Godot 4.6. But the coolest features are just now in the process of being merged.\r\n\r\nBuilding on the core library build features that were merged in Godot 4.6, the current LibGodot patches add:\r\n- Restart support, so Godot can be stopped and restarted with a new configuration without exiting the application. \r\n- Embedding the Godot UI into the host application on every platform: MacOS, iOS (including Mac Catalyst), Windows, Linux, and Android. \r\n\r\nLibGodot is already being used in production with multiple languages like C++, TypeScript, Java/Kotlin, and Swift.\r\n\r\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 demonstrations of some of them, including:\r\n- LibGodot allows enhancing mobile apps with interactive 2D and 3D content\r\n- LibGodot will enable .NET developers to start up Godot from their .NET application so they can use standard .NET tools for development\r\n- LibGodot can be used to provide complex 3D graphics capabilities in Qt apps\r\n- LibGodot can be used from Python scripts and enable complex automation workflows", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "JSRKQK", "name": "Gergely Kis", "avatar": "https://talks.godotengine.org/media/avatars/Gergely_xviSdl9.png", "biography": "I am the Co-Founder and CTO of Migeran with over 22 years of experience as a Software Engineer, Software Architect, and CTO. We founded Migeran in 2007 together with my wife, Dr. Annam\u00e1ria Mattasits, our CEO. Our first product was acquired by Intel. We are Godot Engine Customization Experts with AR/VR, Automotive, Mobile, and Desktop projects.", "public_name": "Gergely Kis", "guid": "c443c8f6-40ce-5f1d-b21c-1a65ca9ae3d5", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/JSRKQK/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DQXZZC/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DQXZZC/", "attachments": []}, {"guid": "b6ad5556-388f-5481-ae8b-8f002fe83c4a", "code": "8KVVTU", "id": 341, "logo": null, "date": "2026-04-24T13:25:00+02:00", "start": "13:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-341-help-make-godot-better-by-thinking-like-a-godot-developer", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/8KVVTU/", "title": "Help make Godot better by thinking like a Godot Developer", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "The process to decide whether features are added or not to Godot 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 about it, making it more difficult for the Godot project to have more help.\r\nThis talks aims to shed light and present a simplified model of this process that should be easy to understand for everyone.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "8NQG8Y", "name": "Juan Linietsky", "avatar": "https://talks.godotengine.org/media/avatars/juan_HmQ2ced.png", "biography": "Juan is the Godot Engine original creator, together with Ariel Manzur.", "public_name": "Juan Linietsky", "guid": "67efd7a4-0cf8-5178-bc3b-46a60cbfab6e", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/8NQG8Y/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/8KVVTU/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/8KVVTU/", "attachments": []}, {"guid": "db2593b3-681c-5700-8189-ec85ee392311", "code": "WZUAZN", "id": 361, "logo": null, "date": "2026-04-24T14:25:00+02:00", "start": "14:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-361-from-game-to-engine-jetbrains-rider-as-your-one-stop-godot-ide", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WZUAZN/", "title": "From Game to Engine: JetBrains Rider as Your One-Stop Godot IDE", "subtitle": "", "track": "Sponsored Talk", "type": "Long talk", "language": "en", "abstract": "Whether you are scripting gameplay in C# or GDScript, optimising performance with GDExtensions, or contributing to the Godot Engine itself, JetBrains Rider can help you. By supporting the full range of Godot's technology stack, Rider provides a smart, consistent experience whether you are writing high-level logic or low-level engine code.\r\n \r\n In this talk, we\u2019ll 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 ever hit the \"Play\" button.\r\n \r\n We'll also look at how Rider tames the more complex sides of Godot, like GDExtensions and changes to the engine itself. By providing a first-class environment for C++ and CMake, Rider makes working at the engine level as straightforward as working with C# and GDScript. Whether you are building a small indie project or digging into the engine\u2019s core, come see how to sharpen your setup and make your daily development process a whole lot smoother.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "WFXQXW", "name": "Matt Ellis", "avatar": "https://talks.godotengine.org/media/avatars/matt_ellis_v2t5plF.jpg", "biography": "Matt Ellis is a Developer Advocate at JetBrains, working with the .NET, C++ and gamedev tooling in Rider. He spent around 20 years shipping software in various industries before joining JetBrains and now enjoys talking to people about IDEs, speaking at conferences, and having too much fun with syntax trees and source code analysis.", "public_name": "Matt Ellis", "guid": "b28a92ff-a7ae-5a74-b9f8-1fe325568d3b", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/WFXQXW/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WZUAZN/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WZUAZN/", "attachments": []}, {"guid": "97af9931-96a5-5886-8342-b6652b04e603", "code": "WVXKCX", "id": 297, "logo": null, "date": "2026-04-24T15:25:00+02:00", "start": "15:25", "duration": "00:50", "room": "Theatre 1", "slug": "godotcon-ams-2026-297-how-to-get-more-eyes-on-your-game-development-videos-and-tutorials", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WVXKCX/", "title": "How to Get More Eyes on Your Game Development Videos and Tutorials", "subtitle": "", "track": "Community Talk", "type": "Long talk", "language": "en", "abstract": "Over the past 14 years I\u2019ve been making YouTube videos, starting with scrappy Minecraft Let\u2019s Plays that almost nobody watched. Since then I\u2019ve learned a lot through trial and error, with several of my (relatively) recent Godot tutorials now reaching over 100,000 views.\r\n\r\nIn this talk I\u2019ll share some of the things I\u2019ve learned along the way: creating interesting thumbnails and titles, pacing videos to keep viewers engaged, and the process I use to plan and produce my videos. I\u2019ll also talk about topics that come up outside the creation process, such as promoting your work, dealing with negative comments, and keeping the process enjoyable for yourself.\r\n\r\nThis talk is aimed at developers and artists who are curious about creating videos but aren\u2019t sure where to start, as well as those who already make videos and want to take their work to the next level.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "QJQZJL", "name": "Lucy \"Lavend\" Jongebloed", "avatar": "https://talks.godotengine.org/media/avatars/Portrait1_TEHKVI5.png", "biography": "I'm Lucy Jongebloed, also known online as LucyLavend. I'm a game developer and artist who loves making 3D animated tutorials to help people learn game development. I enjoy taking tricky and niche game development concepts and turn them into something easy to understand and fun to watch.", "public_name": "Lucy \"Lavend\" Jongebloed", "guid": "927cc798-132d-5995-9949-13fa638023a7", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/QJQZJL/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WVXKCX/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/WVXKCX/", "attachments": []}, {"guid": "543c9125-3461-5f92-b261-92bee34ee53b", "code": "TDDEAA", "id": 242, "logo": null, "date": "2026-04-24T16:25:00+02:00", "start": "16:25", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-242-taking-code-golf-too-far", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TDDEAA/", "title": "Taking code golf too far", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "As part of a battle video on GamedevTV I was tasked with making a Bullet Hell game with only one script. After some surprising discoveries while testing I found it was possible to make a whole game in Godot with no code at all.\r\nIn this quick talk I will cover some of the powerful resources and cursed techniques that make things as complicated as moving a player character, tracking health via RigidBody simulations and randomizing game state possible all in a project without a single script file. All giving some insight into just how powerful and versatile Godot can be even in extreme circumstances.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "J7LWXS", "name": "Bramwell Williams", "avatar": "https://talks.godotengine.org/media/avatars/cheery-profile-b_uNMZ9Me.png", "biography": "Heya - I'm Bram (He/ Him) and I'm a standard nerd working full time as a tutor making courses about Godot on GamedevTV, Udemy, and Itch as well as the occasional video on YouTube. I'm currently working on my first major release, a survivor-like called Gothic Steel!", "public_name": "Bramwell Williams", "guid": "1defb31a-c8b7-56c2-a6b8-21673da28143", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/J7LWXS/"}], "links": [{"title": "Slides", "url": "https://docs.google.com/presentation/d/1ZCj1IZPnwlH1sUupoCkCY7CBOouqMiJZzGoL80HO5rI/edit?usp=sharing", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TDDEAA/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TDDEAA/", "attachments": []}, {"guid": "5d5dc614-2176-5cdb-ba67-b082e3ed6d80", "code": "BV7FMT", "id": 261, "logo": null, "date": "2026-04-24T17:05:00+02:00", "start": "17:05", "duration": "00:30", "room": "Theatre 1", "slug": "godotcon-ams-2026-261-game-programming-patterns-for-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BV7FMT/", "title": "Game Programming Patterns for Godot", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "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 show up in Godot tutorials. Stuff borrowed from backend engineering, from modern Python, from the corners of Godot that everyone's a bit scared of.\r\n\r\nIn this talk, I'll walk through the ones I keep reaching for now, using code from the wave-based arena racing shmup I'm in the middle of shipping:\r\n- The cached getter from that Reddit post;\r\n- The underused repository pattern;\r\n- The specification pattern;\r\n- A lightweight dependency injection pattern\r\n\r\nExpect code you can use on Monday and a few honest moments about what I'd do differently", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "S8NUVR", "name": "Inacio Schweller", "avatar": "https://talks.godotengine.org/media/avatars/head_shot_c2iGUaJ.png", "biography": "Writer, artist, programmer. I have been working in software engineering at a global scale for the past 15 years. Working on my first commercial title, [Tiny Drift](https://store.steampowered.com/app/4512970/Tiny_Drift/), already available on Steam.", "public_name": "Inacio Schweller", "guid": "a7307ccf-b3e5-5449-8390-9f2a1dac294a", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/S8NUVR/"}], "links": [{"title": "Slides", "url": "https://schweller.github.io/godot-patterns-godotcon-2026/", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BV7FMT/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/BV7FMT/", "attachments": []}, {"guid": "fb162963-48fd-5f55-a51f-2f287d6b7b84", "code": "E3F79U", "id": 366, "logo": null, "date": "2026-04-24T17:45:00+02:00", "start": "17:45", "duration": "00:15", "room": "Theatre 1", "slug": "godotcon-ams-2026-366-closing", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/E3F79U/", "title": "Closing", "subtitle": "", "track": "Community Talk", "type": "Opening/Closing", "language": "en", "abstract": "-", "description": null, "recording_license": "", "do_not_record": false, "persons": [], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/E3F79U/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/E3F79U/", "attachments": []}], "Theatre 2": [{"guid": "d3ad4121-7c88-594c-9510-ddb783c0677f", "code": "DNXAFC", "id": 331, "logo": null, "date": "2026-04-24T08:45:00+02:00", "start": "08:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-331-how-rejecting-the-productivity-mindset-can-make-your-game-stand-out", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DNXAFC/", "title": "How rejecting the productivity mindset can make your game stand out.", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Most memorable games are so because someone originally spent way too much time on something that would feel unimportant to most people during development. Seemingly insignificant details or features in a game might contribute way more than we might think to its overall appeal and success. Explanation and various case studies including the extreme case of my previous Godot-made game Fallacy Quiz.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "7PUWAQ", "name": "Tim Krief", "avatar": "https://talks.godotengine.org/media/avatars/pic_VqnNeNR.jpg", "biography": "Tim Krief is a French indie developer who mainly uses free/libre and open-source software to create his games. He has been developing games for over ten years, participating in game jams with games played over 100,000 times. Creator of the game Fallacy Quiz made using Godot, some of his projects were featured in the Godot Showreels 2020 and 2023.", "public_name": "Tim Krief", "guid": "a2adff88-29cd-5d7e-aa09-24519e2dcdac", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/7PUWAQ/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DNXAFC/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DNXAFC/", "attachments": []}, {"guid": "e3409bfe-0e3b-51ec-92d5-baab46ecad27", "code": "VGASKF", "id": 332, "logo": null, "date": "2026-04-24T09:25:00+02:00", "start": "09:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-332-no-mac-required-shipping-godot-ios-games-from-any-platform-with-github-actions-and-fastlane", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VGASKF/", "title": "No Mac Required. Shipping Godot iOS Games from Any Platform with Github Actions and Fastlane", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "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 macOS runners and Fastlane - from basics such as `project.godot` configuration to code signing with `match`, building with `gym`, and distributing via `pilot`. \r\nThanks to Fastlane's `match`, this workflow should also be valuable for teams who do own a Mac - managing certificates and provisioning profiles across your team becomes painless and consistent.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "RHTGUU", "name": "Micha\u0142 Myczkowski", "avatar": "https://talks.godotengine.org/media/avatars/IMG_7988_svY6zHJ.jpg", "biography": "CS graduate from the University of Wroc\u0142aw (2025) with professional experience in embedded systems simulation (ex Software Engineer at Antmicro). An open source enthusiast, he is currently freelancing and building Chacron1, a small creative studio focused on tooling for game developers and creatives.", "public_name": "Micha\u0142 Myczkowski", "guid": "04f0a4cd-58d1-5a3a-a373-ca3de045d2b8", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/RHTGUU/"}], "links": [{"title": "CHACRON.ONE website", "url": "https://chacron.one", "type": "related"}, {"title": "ShipGodot main page", "url": "https://shipgodot.com", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VGASKF/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/VGASKF/", "attachments": [{"title": "slides", "url": "/media/godotcon-ams-2026/submissions/VGASKF/resources/nomacrequired_FcfVnbU.pdf", "type": "related"}]}, {"guid": "be5323df-df30-5956-9595-a02349e42622", "code": "GAWZDR", "id": 292, "logo": null, "date": "2026-04-24T10:05:00+02:00", "start": "10:05", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-292-godot-at-the-limit-of-grip", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GAWZDR/", "title": "Godot at the limit of grip!", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "In this talk I want to take you on my three year journey building a high-fidelity racing simulation engine in Godot. I\u2019ll show some examples of projects that have been built with this engine, ranging from rally 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 projects had me working with sports car manufacturers at BAC and Donkervoort, building high fidelity models of their cars.\r\n\r\nI\u2019ll explain why Godot is so well suited for this. We\u2019ll explore the architecture of racing simulations and how to hook up Godot to a GDExtension developed in C++. This native component runs a bespoke physics engine based on \u201cProject Chrono\u201d at 1000 Hz. Telemetry drives force feedback for the steering wheel and pedals as well as motion platforms and haptic feedback.  The physics engine is connected to a multiplayer networking solution. Godot, through GDScript, uses this telemetry data to render vehicle dashboard displays.\r\n\r\nWe\u2019ll finish the talk with lessons learned and some suggestions for future developments within the Godot community.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "TYL38B", "name": "Marcel Offermans", "avatar": "https://talks.godotengine.org/media/avatars/marcel_offermans_eHOlePu.jpg", "biography": "Marcel is a seasoned software developer and architect with over 25 years of experience. He was the head of Studio 397 where he developed rFactor 2, and contributed to racing games like Automobilista 1, The Grand Tour Game, NASCAR 21 Ignition and rFactor 1. As the founder of The Last Garage he is now developing a racing simulation platform in Godot.", "public_name": "Marcel Offermans", "guid": "8954a058-b382-588f-b50e-2a4534f4b46f", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/TYL38B/"}], "links": [{"title": "Website", "url": "https://thelastgarage.com/", "type": "related"}, {"title": "MONOsim", "url": "https://www.monosim.com/", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GAWZDR/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/GAWZDR/", "attachments": [{"title": "Slides", "url": "/media/godotcon-ams-2026/submissions/GAWZDR/resources/Godot_at_the_limit_of_grip_jLGR1Dn.pdf", "type": "related"}]}, {"guid": "a71c3653-a8da-5684-93b4-2e3c6b5cb414", "code": "RETWUR", "id": 343, "logo": null, "date": "2026-04-24T10:45:00+02:00", "start": "10:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-343-yaml-resources-scalable-content-management", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RETWUR/", "title": "YAML > Resources: Scalable Content Management", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "I'm sorry, but **Custom Resources are not scalable** on their own, and managing hundreds of Resource objects is risking your sanity. But they also have undeniable strengths.\r\nIn this talk, I'm proposing a **hybrid approach**, merging versatility of YAML with power of Resources. And it comes with extra goodies:\r\n- **safe references** in code and @exported properties (no fragile stringly-typed names!),\r\n- static and dynamic **validation**,\r\n- **hot-reloading** (working in the exported game too, if you are brave enough),\r\n- and an **in-editor overview** to wrap your head around the wonderful content of your game.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "8PJHPM", "name": "Maciej Radzikowski", "avatar": "https://talks.godotengine.org/media/avatars/MaciejRadzikowski_new_color_Zn7P7h9.png", "biography": "After 15 years of software development - programming, teaching, speaking, and blogging - I thought the most exciting parts were behind me. Then I discovered Godot. Now, I'm releasing a game.", "public_name": "Maciej Radzikowski", "guid": "7469da11-6265-5d11-bcc6-0818125fbcfd", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/8PJHPM/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RETWUR/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RETWUR/", "attachments": []}, {"guid": "7fe34974-adfa-5362-9fa4-0dc96249f2e2", "code": "DL7SJJ", "id": 324, "logo": null, "date": "2026-04-24T11:25:00+02:00", "start": "11:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-324-the-long-road-to-a-million-trees", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DL7SJJ/", "title": "The long road to a million trees", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Highlights of getting to render 200-800k trees in-frame at acceptable CPU/GPU cost, (without using cards or manual LODs). Having taken the very basic concept behind the Witcher 4's voxel-based rendering for distant items and combined that with Godot's native LOD capabilities. Covers challenges encountered and next steps remaining. The experimental implementation currently runs with stock Godot, no custom build or native GDExtension required.\r\n\r\n- The advantages compared to cards/manual LOD\r\n- Quantizing to voxels\r\n- Handling multimesh LOD limitations\r\n- How work is offloaded to non-render worker-thread\r\n- Extending protonscatter to connect this custom renderer\r\n- Fast loading/startup of scene with millions of items (MMI buffer streaming)\r\n- Retrospective of project thus far", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "QUGVD8", "name": "Bart Wilmink", "avatar": "https://talks.godotengine.org/media/avatars/Screenshot_2026-03-23_150028_VejeTAS.png", "biography": "History as business analyst, development manager and product owner, on a foundation of a strong technical background. Long time ago (android 1.6 era) once wrote a OpenGL renderer from scratch for a Android game. Now into Godot; making subsystems for rendering, NPC vision/hearing/situational awareness, enhanced 3D audio, etc.", "public_name": "Bart Wilmink", "guid": "0fde8346-d12f-5ae4-b64a-cf4872d59b8b", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/QUGVD8/"}], "links": [{"title": "In editor", "url": "https://www.youtube.com/watch?v=7WPMV2WImQo", "type": "related"}, {"title": "Updated iteration", "url": "https://www.youtube.com/watch?v=9wrF2lCjBFQ", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DL7SJJ/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/DL7SJJ/", "attachments": [{"title": "Evening vista", "url": "/media/godotcon-ams-2026/submissions/DL7SJJ/resources/evening_vista_8BpfxXT.jpg", "type": "related"}, {"title": "Day vista", "url": "/media/godotcon-ams-2026/submissions/DL7SJJ/resources/day_vista_ZlSAvIz.jpg", "type": "related"}, {"title": "Trees only", "url": "/media/godotcon-ams-2026/submissions/DL7SJJ/resources/trees_only_gBJc97g.jpg", "type": "related"}, {"title": "Hillcrest detail", "url": "/media/godotcon-ams-2026/submissions/DL7SJJ/resources/hillcrest_detail_WdIoFMN.jpg", "type": "related"}, {"title": "Morning vista", "url": "/media/godotcon-ams-2026/submissions/DL7SJJ/resources/morning_vista_B0yhFFT.jpg", "type": "related"}]}, {"guid": "9d2ecc12-882b-5000-93fd-8f2de48fd667", "code": "U33TXG", "id": 304, "logo": null, "date": "2026-04-24T12:45:00+02:00", "start": "12:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-304-tiny-games-huge-joy", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/U33TXG/", "title": "Tiny Games, Huge Joy.", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "In this talk I'll go over the experiment I did as part of my Master 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 developer, and the importance of finishing games, by (essentially) participating in 12 games jams. In this talk, I try to go over my motivations, discuss the experience and lessons I've learned, and whether or not I would recommend other game developers to do the same.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "NG39YH", "name": "Mathijs Koning", "avatar": "https://talks.godotengine.org/media/avatars/pasfoto_1EIfR5j.jpg", "biography": "For the last nine years, I've taught at the The Hague University of Applied Sciences, and in the last four years fulfilled the role of course leader for their Game Development program. In 2025, I completed my Masters Degree in Indie Game Development at Falmouth University, in which I used Godot as part of my thesis: making 12 games in 12 weeks.", "public_name": "Mathijs Koning", "guid": "022c0e20-7f54-5910-ab0b-44305a65a3a6", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/NG39YH/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/U33TXG/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/U33TXG/", "attachments": []}, {"guid": "caa0dae5-fb23-56eb-b14c-3bd3564dd109", "code": "PN3QR3", "id": 334, "logo": null, "date": "2026-04-24T13:25:00+02:00", "start": "13:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-334-building-a-beginner-friendly-game-project", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PN3QR3/", "title": "Building a beginner-friendly game project", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Endless Access is a non-profit which teaches learners future-ready skills through contributing to real video games. We are building Threadbare, an open-source 2D action-adventure game, both as an engaging game in its own right and as a venue for learners\u2019 contributions, many of whom have little prior experience with Godot, game-making, and participating in larger projects. This talk discusses some of the game design, technical, artistic, and collaboration flow decisions that have been necessary to meet both goals, what compromises we have made, and some of the perhaps-unexpected upsides of these design choices.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "JXLUR7", "name": "Will Thompson", "avatar": "https://talks.godotengine.org/media/avatars/Will_Thompson_Feb_07_2024_2218-EDIT_JwBiyEh.jpg", "biography": "Will is a principal engineer at Endless Access, and a core developer of Threadbare. He has spent the past decade working at the intersection of open-source technology and digital inclusion, and now builds open-source games using Godot and other tools to support learners and first-time contributors.", "public_name": "Will Thompson", "guid": "d8562e5f-993b-5d44-9034-d0594eecf5f4", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/JXLUR7/"}], "links": [{"title": "Threadbare on GitHub", "url": "https://github.com/endlessm/threadbare", "type": "related"}, {"title": "Slides", "url": "https://willthompson.co.uk/talks/2026-04-godotcon/", "type": "related"}], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PN3QR3/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/PN3QR3/", "attachments": []}, {"guid": "45885d7e-2929-5212-8674-249e4d18fcbc", "code": "JDYVQ3", "id": 243, "logo": null, "date": "2026-04-24T14:05:00+02:00", "start": "14:05", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-243-integrating-vulkan-ray-tracing-in-godot", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JDYVQ3/", "title": "Integrating Vulkan Ray Tracing in Godot", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Godot\u2019s Vulkan renderer already ships with native hardware ray tracing exposed through the low-level RenderingDevice, but getting from \u201cVulkan feature exists\u201d to a Godot-shaped, tool-friendly API took a very specific set of design and plumbing decisions. In this talk I\u2019ll tell that story: how I implemented the Vulkan ray tracing pipeline inside Godot\u2019s rendering HAL and how it fits Godot\u2019s object model.\r\n\r\nWe\u2019ll walk through what was added and why: ray tracing shader stages (raygen, miss, closest hit, any hit, intersection), per-stage source/bytecode submission 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\u2019ll flip to the user side: how these pieces are driven from GDScript via RenderingDevice, how to structure multi-stage shaders for iteration, and how to sequence BLAS/TLAS builds, and ray dispatch.\r\n\r\nAttendees leave with both a practical blueprint for using ray tracing in Godot today and a clear mental model of the engine-side implementation decisions that make it work.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "X8MA3C", "name": "Antonio Caggiano", "avatar": "https://talks.godotengine.org/media/avatars/foto-square-small_xRKLyeM.png", "biography": "Antonio Caggiano is a Senior Software Engineer at LunarG. Since graduating in Computer Science in 2016, he has held graphics roles at Imagination Technologies, Arm, Collabora, and Qualcomm, contributing to multiple open source graphics and driver projects. He is passionate about Computer Graphics and making advanced GPU features approachable.", "public_name": "Antonio Caggiano", "guid": "a3c0b60c-a857-5d92-8b96-f7d44aa1c20b", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/X8MA3C/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JDYVQ3/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/JDYVQ3/", "attachments": [{"title": "Slides", "url": "/media/godotcon-ams-2026/submissions/JDYVQ3/resources/Integrating_Vulkan_Ray_Tracing_in_Godot_BTYULPW.pdf", "type": "related"}]}, {"guid": "b733e5b1-f5da-522f-87f7-fc1f5f3d4ec4", "code": "FTWX79", "id": 287, "logo": null, "date": "2026-04-24T14:45:00+02:00", "start": "14:45", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-287-the-clone-wars-defending-godot-games-from-reupload-scams", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FTWX79/", "title": "The Clone Wars: Defending Godot Games From Reupload Scams", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Godot\u2019s open, lightweight export model is a dangerous superpower. In the last couple of years we\u2019ve seen a steady rise in \u201cclone-and-reupload\u201d scams across indie platforms: games repackaged under new accounts, \u201cupdate\u201d links swapped for malware, and stolen builds used as a trust badge to lure players into downloading the wrong thing.\r\n\r\nYou can\u2019t make decompilation impossible, but you can make it expensive. We will explore methods and best practices to protect your IP from being hijacked by bad actors. Don't let it happen to you!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "KDVCXE", "name": "Yasen Dinkov", "avatar": "https://talks.godotengine.org/media/avatars/tkp9WU0B_400x400_PJfQ7xt.jpg", "biography": "Yasen Dinkov is an engineering leader who\u2019s spent the last decade building production-grade software systems and shipping products in high-compliance environments. He currently works on platform architecture in the logistics sector, where threat modeling, integrity guarantees, and \u201cassume it will be abused\u201d thinking are part of every day.", "public_name": "Yasen Dinkov", "guid": "68d36d82-ee11-56cc-ae7a-215a32aec0b6", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/KDVCXE/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FTWX79/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/FTWX79/", "attachments": [{"title": "Slides", "url": "/media/godotcon-ams-2026/submissions/FTWX79/resources/The_Clone_Wars_l2ttTcs.pdf", "type": "related"}]}, {"guid": "5e5d8946-a98a-5c31-89f7-9676c88b463e", "code": "RXLHDR", "id": 337, "logo": null, "date": "2026-04-24T15:25:00+02:00", "start": "15:25", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-337-1000-rigged-animationplayers-in-3d-impossible", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RXLHDR/", "title": "1000 rigged AnimationPlayers in 3D, impossible?", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "AnimationPlayers rely heavily on the CPU. Having a 100 AnimationPlayers with basic rigging and animations can already lag a lot.\r\nSo how can Godot show complex animations on 1000 characters at the same time, with no lag nor overheating?\r\nThanks to a recently merged pull request and a little extra effort, this becomes a reality.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "KUJYXT", "name": "Bertrand Bordage", "avatar": "https://talks.godotengine.org/media/avatars/1000042227_r6etUPu.jpg", "biography": "Bertrand is a game dev hobbyist since 2003, when he wrote Z80 assembly games on TI-83+ calculators.\r\nHe started Godot in February 2024 and loves pushing it to its limits, often with the help of shaders.\r\nAlso musician & amateur composer, but his day job is writing web apps like https://norishare.com\r\n\r\nSome jam games on https://bertrandbordage.itch.io", "public_name": "Bertrand Bordage", "guid": "a61b0fff-1373-5020-8691-210c8ef945e6", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/KUJYXT/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RXLHDR/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/RXLHDR/", "attachments": []}, {"guid": "1ac43515-15d9-53eb-ad4c-4670cc042496", "code": "9GWSDE", "id": 338, "logo": null, "date": "2026-04-24T15:35:00+02:00", "start": "15:35", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-338-make-your-own-fractal", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9GWSDE/", "title": "Make your own fractal!", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "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 \u00bbcopy and paste\u00ab method, and the chaos game. I have implemented the latter in Godot 4, together with a UI.", "description": null, "recording_license": "", "do_not_record": true, "persons": [{"code": "8VKQJ9", "name": "Marta Imke", "avatar": "https://talks.godotengine.org/media/avatars/fractal5_GIHzjiP.png", "biography": "PhD student in mathematics at the Friedrich-Schiller-Universit\u00e4t Jena, Germany.", "public_name": "Marta Imke", "guid": "5eae81a7-9bdc-54f3-872b-1f31a19f776c", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/8VKQJ9/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9GWSDE/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/9GWSDE/", "attachments": []}, {"guid": "f128f3e6-9065-56ed-b5cb-660da68f0634", "code": "TWKY8T", "id": 326, "logo": null, "date": "2026-04-24T15:45:00+02:00", "start": "15:45", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-326-thinking-out-of-the-box-literally-with-window-nodes", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TWKY8T/", "title": "Thinking out of the box, literally (with window nodes)", "subtitle": "", "track": "Lightning Talk", "type": "Lightning", "language": "en", "abstract": "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 and enemies leaving the bounds of their own games. \r\nI'll show some examples 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!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "UJQMBG", "name": "Nicolas Perez", "avatar": "https://talks.godotengine.org/media/avatars/20241106_135855_fH56cNp.jpg", "biography": "I'm a 25 year old game design student at the HKU, and a game designer / developer making games on my own time too. I like quirky, strange, experimental games, especially ones that involve breaking expectations, meta/deconstructive gameplay, out-of-the-box thinking, all that kind of stuff :)", "public_name": "Nicolas Perez", "guid": "11c5e4d9-c1e8-59b6-b299-07ae7dc91ba3", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/UJQMBG/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TWKY8T/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/TWKY8T/", "attachments": []}, {"guid": "c1c30778-ddcd-59b3-b64a-231a10ced09e", "code": "7WD7VN", "id": 368, "logo": null, "date": "2026-04-24T15:55:00+02:00", "start": "15:55", "duration": "00:10", "room": "Theatre 2", "slug": "godotcon-ams-2026-368-what-one-year-of-shipping-godot-on-ios-taught-us", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/7WD7VN/", "title": "What one year of shipping Godot on iOS taught us", "subtitle": "", "track": "Sponsored Talk", "type": "Lightning", "language": "en", "abstract": "Last year at GodotCon Boston, we launched Xogot. This talk shares what we learned from a year of shipping Godot on iPhone and iPad, with a focus on the insights we gained from telemetry, crash reports, and real-world usage. We will discuss how those lessons helped us improve performance, stability, and the overall experience on Apple devices, and how they are feeding back into the broader Godot ecosystem through upstream PRs and the Godot Apple Plugins, which provide deep integration across macOS, iOS, and visionOS.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "SEDTNK", "name": "Miguel de Icaza", "avatar": "https://talks.godotengine.org/media/avatars/63c31c3a978a6850_qgmnNWz.jpeg", "biography": null, "public_name": "Miguel de Icaza", "guid": "81a92763-d0e7-5c56-98e6-8f169c2a20b8", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/SEDTNK/"}, {"code": "RC8SDC", "name": "Joseph Hill", "avatar": "https://talks.godotengine.org/media/avatars/JosephHill_400x400_PxOiKnj.png_H469fxq.jpeg", "biography": "Joseph helped start BoGo, the Boston Godot Developer group. By day, he works with Swift and Godot with Miguel de Icaza at Xibbon. Previously, he helped Miguel found Xamarin to bring C# to mobile and helped C#-enable many game engines along the way. Beyond Godot, Joseph helped launch and grow several local user groups in Boston and around the world.", "public_name": "Joseph Hill", "guid": "2c9a8d29-7a5e-5791-b3f5-cba2c9adde57", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/RC8SDC/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/7WD7VN/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/7WD7VN/", "attachments": []}, {"guid": "c6966579-45b5-5dbe-8ede-5fe77cd1a65d", "code": "LDSSXA", "id": 348, "logo": null, "date": "2026-04-24T16:25:00+02:00", "start": "16:25", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-348-getting-better-at-grant-writing", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LDSSXA/", "title": "Getting Better at Grant Writing", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "Being able to write a good proposal for a public grant is an important survival skills for indies and small businesses. But why is applying so hard? Having judged over a 100 proposals, I spotted reoccurring issues and frustrations. This talk goes into the details about how to write clear proposals, which details are vital to include (with bonus Godot specific ones) and why seemingly silly criteria are actually really important. Public grants are there to help you, let's make your proposal an easy pick!", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "BXE3N3", "name": "Bertine van H\u00f6vell", "avatar": "https://talks.godotengine.org/media/avatars/bertinevanhovell_KeauiGx.jpg", "biography": "Bertine van H\u00f6vell started making games in 2006 and no one stopped her so far. She develops her own titles as well as doing freelance narrative work for titles such as Stellaris, Old Skies, Hauma and At Eve's Wake. Besides that, she represents indie creators in the Dutch Games Association. In her spare time she co-hosts a monthly horror LARP.", "public_name": "Bertine van H\u00f6vell", "guid": "b062cc1e-50da-5a7b-a12c-9390821823ad", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/BXE3N3/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LDSSXA/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/LDSSXA/", "attachments": []}, {"guid": "7bba9bcd-cc12-5981-b4c4-3ba58a32d552", "code": "L89B3X", "id": 355, "logo": null, "date": "2026-04-24T17:05:00+02:00", "start": "17:05", "duration": "00:30", "room": "Theatre 2", "slug": "godotcon-ams-2026-355-from-model-to-gameplay-in-seconds-setting-up-your-blender-godot-pipeline", "url": "https://talks.godotengine.org/godotcon-ams-2026/talk/L89B3X/", "title": "From model to gameplay in seconds: setting up your Blender-Godot pipeline", "subtitle": "", "track": "Community Talk", "type": "Talk", "language": "en", "abstract": "A good pipeline saves lives - yes, even yours!\r\n\r\nThis talk will go over how you can easily combine BPY (Blender's scripting API) and post_import scripts to automatically set up your 3D assets for gameplay as you import them into Godot, letting you iterate quickly while saving you from tedious busywork & human errors.\r\n\r\nWith a custom pipeline you'll be able to assign scripts, generate the nodes you need, replace markers with gameplay elements and get a working game object or level in Godot right as you press \"Save\" in Blender.\r\n\r\nThis is a beginner-friendly talk: you only need to have a basic knowledge of scripting, Blender & Godot to follow along.", "description": null, "recording_license": "", "do_not_record": false, "persons": [{"code": "LMUAKK", "name": "Marion Allard", "avatar": "https://talks.godotengine.org/media/avatars/IMG_20220822_163827_-_Square_-_small_4lQSVek.jpg", "biography": "Former AAA game dev (Mario + Rabbids: Kingdom Battle, Horizon Forbidden West), now gone indie.\r\nCurrently working on Marsozoic, an alien paleontology game of excavation & deduction.", "public_name": "Marion Allard", "guid": "1d82120d-279c-57f0-9c0e-1505c6b53ad6", "url": "https://talks.godotengine.org/godotcon-ams-2026/speaker/LMUAKK/"}], "links": [], "feedback_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/L89B3X/feedback/", "origin_url": "https://talks.godotengine.org/godotcon-ams-2026/talk/L89B3X/", "attachments": []}]}}]}}}