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UID:pretalx-godotcon-ams-2026-NSNXFT@talks.godotengine.org
DTSTART;TZID=CET:20260423T092500
DTEND;TZID=CET:20260423T101500
DESCRIPTION:Pixel art often relies on static sprites or labor-intensive fra
 me-by-frame animation. But what happens when you need it to burn\, freeze\
 , or glitch dynamically based on game state? Hand-animating a "burning" ef
 fect for fifty different weapon sprites is a production nightmare.Writing 
 a shader that does it for you is not.\n\nIn this talk\, we will explore an
  easy approach to "reverse-engineering" visual effects using shaders withi
 n Godot 4. Instead of relying on generative AI or endless sprite sheets\, 
 we will build handcrafted algorithms that maintain stylistic consistency.\
 n\nI’ll show you real examples from my *Pixel UI VFX* library\, demonstr
 ating how to achieve complex visual ideas through simple trial and error\,
  rather than vast mathematical logic.\n\n**Key topics include:**\n*   **UV
 s & Noise:** Using UV manipulation and noise to create organic movement.\n
 *   **Feedback Loops:** Leveraging Godot’s `SubViewport` to create itera
 tive rendering effects.\n*   **Retro Constraints:** Techniques for color l
 imiting and quantization for authentic retro pixel art.\n*   **Optimizatio
 n:** Best practices for keeping these effects performant on the GPU.\n\nAt
 tendees will leave with a new perspective on procedural animation and conc
 rete techniques to make their pixel art worlds feel alive\, reactive.
DTSTAMP:20260502T154100Z
LOCATION:Theatre 1
SUMMARY:Procedural Pixel Art: Retro VFX with Shaders - Julian Rogawski (Noj
 oule)
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/NSNXFT/
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