GodotCon Amsterdam 2026

Procedural Pixel Art: Retro VFX with Shaders
04-23, 09:25–10:15 (Europe/Amsterdam), Theatre 1

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.

In 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.

I’ll 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.

Key topics include:
* UVs & Noise: Using UV manipulation and noise to create organic movement.
* Feedback Loops: Leveraging Godot’s SubViewport to create iterative rendering effects.
* Retro Constraints: Techniques for color limiting and quantization for authentic retro pixel art.
* Optimization: Best practices for keeping these effects performant on the GPU.

Attendees will leave with a new perspective on procedural animation and concrete techniques to make their pixel art worlds feel alive, reactive.

See also:

https://bsky.app/profile/nojoule.com
https://nojoule.com

I’m 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.