2026-04-23 –, Theatre 1
Everyone's curious whether Godot can ship commercial VR. Flammable Penguins
did it — Augmental Puzzles launched on Meta Quest and Steam, with a PSVR2
port in progress. This talk is the honest technical postmortem of what that
took, from an indie studio building its own tech stack on an engine where
the platform holders assume you don't exist.
Claire walks through the real engineering: why Godot's default 3d text rendering
had to be ripped out and replaced with a custom Fast Text, how
undocumented vendor APIs broke a working build overnight, the architecture
decisions around GDExtension versus engine modification, and what actually
changes when you take a Quest VR project to PlayStation hardware. Expect
profiling data, code war stories, and practical advice for anyone considering
Godot for VR — whether you're shipping tomorrow or just
weighing your options.
Technical Director at Flammable Penguins Games, shipping since PS2 days.
Previously 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.
Always a gamedev and a queer creative based in London with her lovely wife and cats.