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    <conference>
        <title>GodotCon Boston 2026</title>
        <acronym>godotcon-boston-2026</acronym>
        <start>2026-07-20</start>
        <end>2026-07-22</end>
        <days>3</days>
        <timeslot_duration>00:05</timeslot_duration>
        <base_url>https://talks.godotengine.org</base_url>
        
        <time_zone_name>America/New_York</time_zone_name>
        
        
        <track name="Talk" slug="12-talk"  color="#1157a5" />
        
        <track name="Workshop" slug="13-workshop"  color="#0f5900" />
        
        <track name="Sponsored" slug="14-sponsored"  color="#98005b" />
        
        <track name="Godot Update" slug="15-godot-update"  color="#db0000" />
        
    </conference>
    <day index='1' date='2026-07-20' start='2026-07-20T04:00:00-04:00' end='2026-07-21T03:59:00-04:00'>
        <room name='Horace Mann' guid='5d348d4b-e932-5630-9d6a-11389662e065'>
            <event guid='e8646a37-09ba-5d5c-8623-eabbbe7dd74c' id='2057' code='N8K33F'>
                <room>Horace Mann</room>
                <title>Introduction to 3D in Godot</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T09:00:00-04:00</date>
                <start>09:00</start>
                <duration>02:15</duration>
                <abstract>Intimidated by the move from 2D to 3D in Godot? Learn enough 3D basics to get you started. This workshop will cover:
- Prototyping simple environment assets like platforms with StaticBody3Ds and MeshInstance3Ds
- Setting up 3D collision
- Creating a placeholder player with CharacterBody3D
- Making a simple environment with instances of the prototypes
- Adding basic lighting, a World Environment &amp; Camera3D
- Setting up your player to move in your 3D location using the built-in movement script</abstract>
                <slug>godotcon-boston-2026-2057-introduction-to-3d-in-godot</slug>
                <track></track>
                
                <persons>
                    <person id='421'>Erin Uptegrove</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/N8K33F/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/N8K33F/feedback/</feedback_url>
            </event>
            <event guid='d89d01b9-8dcc-5407-83ac-d0509d22d424' id='1995' code='PRJRH8'>
                <room>Horace Mann</room>
                <title>Your Game is a Lemon - JUICE IT!</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T11:30:00-04:00</date>
                <start>11:30</start>
                <duration>01:00</duration>
                <abstract>What makes a game feel _punchy_? What makes it feel _slick_? What makes it _feel_ like anything at all? 

**Game Feel** and **Game Juice** are 2 critical concepts that let you take your project from a sterile interactive mechanics simulator to a **game that people want to play**.

In this workshop we will:
- Review a few key ideas around **Game Feel** and **Game Juice**
- Improve the feel and juice of a sample project as a group with hands-on coding time
- Learn which tools in Godot can help you achieve which types of effects easily (hint: its a lot of tweens!)

Let&apos;s get _juicy_.</abstract>
                <slug>godotcon-boston-2026-1995-your-game-is-a-lemon-juice-it</slug>
                <track></track>
                
                <persons>
                    <person id='378'>Eric Peterson</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/PRJRH8/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/PRJRH8/feedback/</feedback_url>
            </event>
            <event guid='a1201351-b82b-5a0f-9e15-17e4db9f0878' id='2059' code='JBQVKV'>
                <room>Horace Mann</room>
                <title>The &quot;Why&quot; of 3D Level Design</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T15:00:00-04:00</date>
                <start>15:00</start>
                <duration>02:15</duration>
                <abstract>In this workshop we will talk about an overarching structure to critically analyze and block out semi-linear 3D levels in Godot. We will start with discussing the processes used in the Theater and Entertainment industry to design sets and experiences, and how those ideas can transfer directly to game design. After explaining each step we will analyze some sections of levels in popular video games and discuss how each element in the scene is used to push towards a goal, how it fits within the limitations of the game, and how it conveys the feel of the game. Afterwards, we will block out a level together inside of a Godot sample project to showcase how the process can work, and participants will be encouraged to give input or follow along in their own project.

Download the [Workshop Project](https://github.com/ComfyMitten/godot-3d-level-design-playground)
View the [Slideshow](https://docs.google.com/presentation/d/1x2HOfwwt3ZU_L6zZ5iV-jnMGvNSwuxDrL1XSzSCHsdc/edit?usp=sharing)</abstract>
                <slug>godotcon-boston-2026-2059-the-why-of-3d-level-design</slug>
                <track></track>
                
                <persons>
                    <person id='433'>Cole Szeszulski</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/JBQVKV/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/JBQVKV/feedback/</feedback_url>
            </event>
            
        </room>
        <room name='Deborah Sampson' guid='a8e7b146-a771-563e-b42e-374e91ac34e3'>
            <event guid='d3039816-f5ce-5a3d-8f89-89bc1ef6077c' id='2040' code='XSNCTY'>
                <room>Deborah Sampson</room>
                <title>Intro to GDExtensions</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T09:00:00-04:00</date>
                <start>09:00</start>
                <duration>02:15</duration>
                <abstract>Learn how to build your own Godot plugin using C++ and GDScript. See how easy it is to create simple methods with primative input and outputs. Create custom nodes with additional logic. See how to migrate large chunks of GDscript to C++ and call it from your game with a single method.

In this workshop you will be building locally for your device but additional information will be provided to show how to build for all platforms. We will also talk about how to probably sign the generated files for Apple Platforms and how to do so via GitHub Actions.</abstract>
                <slug>godotcon-boston-2026-2040-intro-to-gdextensions</slug>
                <track></track>
                
                <persons>
                    <person id='416'>Scott Doxey</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/XSNCTY/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/XSNCTY/feedback/</feedback_url>
            </event>
            <event guid='0ccd109b-8a8d-59f3-b242-02d37b79cdab' id='2038' code='XL9RS3'>
                <room>Deborah Sampson</room>
                <title>Making better tools with UndoRedo</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T11:30:00-04:00</date>
                <start>11:30</start>
                <duration>01:00</duration>
                <abstract>Godot&apos;s custom @tool scripts and addons are a great way to augment your development flow in the editor, but there&apos;s a dark underbelly to this side of scripting that you might not have considered: the UndoRedo system. It is a key piece that you need to utilize well in order to manage your modified data reliably and to provide a good editor experience for your tool users. If you&apos;ve ever run into issues with desynced or invalid game state after an undo or redo, this workshop is for you!

In this workshop, I will go over the purpose of the UndoRedo class &amp; EditorUndoRedoManager singleton, how to take advantage of them for general tool &amp; addon use cases, and even how to perform some editor sorcery thanks to the power of **MERGE MODES**. I will share some of my experiences working with it through our team&apos;s efforts on TurnTide Tales, and how I&apos;ve managed to navigate around some truly nasty pitfalls that are easily overlooked. My goal is that by the end of this talk, you will be better informed in how to design editor-adjacent code that behaves well with the `ctrl+z` undo, `ctrl+shift+z` / `ctrl+y` redo actions that developers intuitively rely on all the time!

Download the UndoRedo Tooling Demo project [here](https://github.com/ComfyMitten/godot-undo-redo-tooling-demo).

See the slideshow presentation [here](https://docs.google.com/presentation/d/1lVisIp2zbogi_WBQwEFYggS4I-govbDpZ7WJgWN01yg/edit?usp=sharing).

Try out the UndoRedo Service addon [here](https://github.com/ComfyMitten/undo-redo-service).</abstract>
                <slug>godotcon-boston-2026-2038-making-better-tools-with-undoredo</slug>
                <track></track>
                
                <persons>
                    <person id='414'>Samuel Kison</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links>
                    <link href="https://docs.google.com/presentation/d/19Ti5P1J3-0Ki2ouYEQ3sTGKKASKebZ6cwrU1d2x1gFg/edit?usp=sharing">Slideshow rough draft</link>
                </links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/XL9RS3/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/XL9RS3/feedback/</feedback_url>
            </event>
            <event guid='f97c35ca-01c1-50f0-bb39-86b2c66728ec' id='2041' code='9CDJGE'>
                <room>Deborah Sampson</room>
                <title>Learn how to build a rhythm game in Godot!</title>
                <subtitle></subtitle>
                <type>Workshop</type>
                <date>2026-07-20T15:00:00-04:00</date>
                <start>15:00</start>
                <duration>02:15</duration>
                <abstract>Using a plugin that handles most of the complicated logic for you, you will create a three lane rhythm game similar to guitar hero or rock band. The game will be playable via a keyboard or controller. 

We will be using a precharted song, but we will also discuss how to chart your own.</abstract>
                <slug>godotcon-boston-2026-2041-learn-how-to-build-a-rhythm-game-in-godot</slug>
                <track></track>
                
                <persons>
                    <person id='416'>Scott Doxey</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/9CDJGE/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/9CDJGE/feedback/</feedback_url>
            </event>
            
        </room>
        
    </day>
    <day index='2' date='2026-07-21' start='2026-07-21T04:00:00-04:00' end='2026-07-22T03:59:00-04:00'>
        <room name='Horace Mann' guid='5d348d4b-e932-5630-9d6a-11389662e065'>
            <event guid='67678453-4727-5fe8-9e99-4a054325f423' id='2064' code='EJH7AL'>
                <room>Horace Mann</room>
                <title>Opening Keynote w/ HP van Braam</title>
                <subtitle></subtitle>
                <type>Keynote</type>
                <date>2026-07-21T09:00:00-04:00</date>
                <start>09:00</start>
                <duration>00:45</duration>
                <abstract>Opening Keynote with HP</abstract>
                <slug>godotcon-boston-2026-2064-opening-keynote-w-hp-van-braam</slug>
                <track></track>
                
                <persons>
                    <person id='434'>HP van Braam</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/EJH7AL/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/EJH7AL/feedback/</feedback_url>
            </event>
            <event guid='a3c6a3db-f658-5088-b157-d0338d83574c' id='2046' code='QEJ7MK'>
                <room>Horace Mann</room>
                <title>Next Chapter: What Comes After a Year of Shipping Godot on iPad, iPhone and Mac</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-21T10:00:00-04:00</date>
                <start>10:00</start>
                <duration>00:50</duration>
                <abstract>No plan survives an encounter with real users and in this talk we will discuss the adjustments we made to Xogot in response to both direct feedback and the humbling reality of crash telemetry.
After a while, we were very happy with the results, but the ecosystem was growing, and with it came the need to expand our support for Godot beyond editing games on iPad.   So we went back to our opinionated roots on API bindings and took on the challenge of bringing a rich and comprehensive set of Apple APIs to Godot, helping game developers monetize their work and create deeply integrated experiences.
But having APIs is only half the battle, and so we set out to bring joy and delight to game developers interested in targeting Apple platforms.  In this talk, we will discuss how we married our love for Apple platforms, Godot, and modern user interfaces into the new version of Xogot.</abstract>
                <slug>godotcon-boston-2026-2046-next-chapter-what-comes-after-a-year-of-shipping-godot-on-ipad-iphone-and-mac</slug>
                <track></track>
                
                <persons>
                    <person id='427'>Miguel de Icaza</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/QEJ7MK/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/QEJ7MK/feedback/</feedback_url>
            </event>
            <event guid='6d67061f-44ec-52b8-89f0-c28090b538e6' id='1987' code='3E7SH8'>
                <room>Horace Mann</room>
                <title>UI &amp; UX Challenges in Godot</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-21T11:15:00-04:00</date>
                <start>11:15</start>
                <duration>00:50</duration>
                <abstract>Experienced UI/UX Designer and Solo Developer Rawb Herb discusses specific examples of developing UI and UX for his indie game, &#8220;The Tennis Academy&#8221;. He&#8217;ll explain the design process and implementation of HUDs, menus, maps, save files, skill trees, and dialogue UI, citing challenges that have plagued him during the past 3 years of development. This will be an intermediate-level talk where questions are welcome!</abstract>
                <slug>godotcon-boston-2026-1987-ui-ux-challenges-in-godot</slug>
                <track></track>
                
                <persons>
                    <person id='371'>Rawb Herb</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/3E7SH8/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/3E7SH8/feedback/</feedback_url>
            </event>
            <event guid='8c7486f7-27e6-521c-abe0-662e2b17d679' id='2060' code='M7GQBE'>
                <room>Horace Mann</room>
                <title>Lightning Talks!</title>
                <subtitle></subtitle>
                <type>Talk: Lightning</type>
                <date>2026-07-21T13:00:00-04:00</date>
                <start>13:00</start>
                <duration>00:45</duration>
                <abstract>**Mindful Game Dev: Building Better Games Without Burnout**
*Sonal Kalra*

Game development is creative, technical, and deeply rewarding but it can also be mentally demanding, especially for indie developers, open-source contributors, and small teams working with limited time and resources. This lightning talk introduces practical mindfulness tools that Godot creators can use to manage stress, improve focus, and sustain creativity throughout the development process.

Attendees will learn simple techniques such as mindful pauses, breathwork, and intention-setting that can be used before coding, debugging, playtesting, or collaborating with a team. The session will connect mindfulness to real developer challenges like creative blocks, decision fatigue, perfectionism, and burnout, offering practical ways to stay grounded while building meaningful games.

**EZPZ Lemon Squeezy - Embedding Lua for in-game and inspector scripting!**
*Tom Schultz*

Have you ever wanted an in-game scripting language in Godot? Have you thought about having code snippets in a node&apos;s inspector? In this talk we&apos;ll take a look at just how easy it is to embed Lua into your game!

**Godot in the Classroom**
*Erin Uptegrove*

Sharing my journey as an art teacher going from Blender&apos;s BGE to Unity to Godot in the high school setting and why Godot is the better choice today.</abstract>
                <slug>godotcon-boston-2026-2060-lightning-talks</slug>
                <track></track>
                
                <persons>
                    <person id='355'>Sonal Kalra</person><person id='405'>Tom Schultz</person><person id='421'>Erin Uptegrove</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/M7GQBE/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/M7GQBE/feedback/</feedback_url>
            </event>
            <event guid='2b832146-a0bf-5c59-97f6-d87f9a528fde' id='2025' code='YHRHSN'>
                <room>Horace Mann</room>
                <title>How to make a VR game entirely in VR! (No PC required)</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-21T14:00:00-04:00</date>
                <start>14:00</start>
                <duration>00:50</duration>
                <abstract>Did you know that the Godot editor can run on standalone VR headsets like the Meta Quest 2/3, Pico 4 or Samsung Galaxy XR?

**This can allow you to build a game entirely in VR, without using a desktop or laptop computer at all!**

In this talk, David Snopek and Logan Lang of Godot&apos;s XR team, will:

- Tell the story of &quot;Expedition to Blobotopia&quot;, a VR game which they built in one week for the Godot Wild Jam #81, working entirely on Meta Quest 3 headsets
- Explain the advantages doing gamedev in the headset
- Share tips and tricks for how you can do it too
- Demonstrate the newly released GABE, which allows running full Android Gradle builds on the headset
- Give a live demo of the editor running on headset!

Come discover a new way to add VR directly into your game development workflow :-)</abstract>
                <slug>godotcon-boston-2026-2025-how-to-make-a-vr-game-entirely-in-vr-no-pc-required</slug>
                <track></track>
                
                <persons>
                    <person id='404'>David Snopek</person><person id='430'>Logan Lang</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/YHRHSN/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/YHRHSN/feedback/</feedback_url>
            </event>
            <event guid='79c694fe-e455-520d-ad4b-d0cbd3025fad' id='2054' code='LVZVP3'>
                <room>Horace Mann</room>
                <title>What&apos;s New in Android</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T15:15:00-04:00</date>
                <start>15:15</start>
                <duration>00:25</duration>
                <abstract>Discover what&apos;s new in Android in 2026 for Godot developers!

This talk will provide updates, new development, and new features to the Godot Android Platform since 2025. 

The talk will also cover the growth of the Godot Android editor since 2025, and will provide a quick look at its 2026 development roadmap.</abstract>
                <slug>godotcon-boston-2026-2054-what-s-new-in-android</slug>
                <track></track>
                
                <persons>
                    <person id='428'>Fredia L Huya-Kouadio</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/LVZVP3/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/LVZVP3/feedback/</feedback_url>
            </event>
            <event guid='6795d469-4c48-55ab-8698-2e009222c1af' id='375' code='KS9XRD'>
                <room>Horace Mann</room>
                <title>Making Gameplay Moments Stick</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T15:45:00-04:00</date>
                <start>15:45</start>
                <duration>00:25</duration>
                <abstract>Why do certain gameplay moments stick with players, get shared, and define a game? In this talk, I break down how we designed standout moments in A Game About Feeding A Black Hole through pacing, anticipation, novelty, clarity, and payoff. Using examples from the game, I&#8217;ll show how memorable moments can be deliberately designed and not left to chance.</abstract>
                <slug>godotcon-boston-2026-375-making-gameplay-moments-stick</slug>
                <track></track>
                
                <persons>
                    <person id='341'>Cory Darby</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/KS9XRD/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/KS9XRD/feedback/</feedback_url>
            </event>
            <event guid='6f34cbb5-1691-59a5-8562-c754361e16a5' id='2065' code='VLXPBF'>
                <room>Horace Mann</room>
                <title>How to be a good Godot citizen</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-21T16:30:00-04:00</date>
                <start>16:30</start>
                <duration>00:50</duration>
                <abstract>How can you help the Godot engine get even better?</abstract>
                <slug>godotcon-boston-2026-2065-how-to-be-a-good-godot-citizen</slug>
                <track></track>
                
                <persons>
                    <person id='434'>HP van Braam</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/VLXPBF/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/VLXPBF/feedback/</feedback_url>
            </event>
            
        </room>
        <room name='Deborah Sampson' guid='a8e7b146-a771-563e-b42e-374e91ac34e3'>
            <event guid='635057da-3711-5b85-b1fd-caa69059e917' id='2000' code='CATTRE'>
                <room>Deborah Sampson</room>
                <title>5 reasons you might want to compile your own version of Godot</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T10:00:00-04:00</date>
                <start>10:00</start>
                <duration>00:25</duration>
                <abstract>In this talk, we&apos;ll go over reasons why you might want to leave the official builds behind and compile your own version of Godot. We&apos;ll also cover a few challenges you may face and ways around them.

No C++ knowledge required.</abstract>
                <slug>godotcon-boston-2026-2000-5-reasons-you-might-want-to-compile-your-own-version-of-godot</slug>
                <track></track>
                
                <persons>
                    <person id='382'>Chris Ridenour</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/CATTRE/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/CATTRE/feedback/</feedback_url>
            </event>
            <event guid='fe8c6c7f-2e37-5149-8bc1-43309fdd1883' id='1978' code='MHEDJL'>
                <room>Deborah Sampson</room>
                <title>Tips &amp; Tricks from 9 years of making games in Godot</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T10:30:00-04:00</date>
                <start>10:30</start>
                <duration>00:25</duration>
                <abstract>I&apos;ve made a lot of games in Godot such as Endoparasitic and Wrought Flesh. I have a lot of tricks I&apos;ve built up over the years I use in my games, such pseudo-3d effects with CanvasLayers, drop shadows using CanvasGroups, and shader tricks with SubViewports.</abstract>
                <slug>godotcon-boston-2026-1978-tips-tricks-from-9-years-of-making-games-in-godot</slug>
                <track></track>
                
                <persons>
                    <person id='365'>Miziziziz</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/MHEDJL/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/MHEDJL/feedback/</feedback_url>
            </event>
            <event guid='a4bf7788-d960-5022-8921-8a574c1574a1' id='2050' code='CT739D'>
                <room>Deborah Sampson</room>
                <title>Godot WebGPU (Shiny Gen Engine)</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T11:15:00-04:00</date>
                <start>11:15</start>
                <duration>00:25</duration>
                <abstract>Godot 4&#8217;s full RenderingDevice pipeline, including compute shaders and storage buffers,has historically been out of reach in the browser because WebGL cannot express the APIsit needs. This talk covers an experimental WebGPU backend for Godot implemented as aRenderingDeviceDriver, the same abstraction targeted by Godot&#8217;s Vulkan, Metal, and D3D12backends, allowing the existing Forward Mobile and Forward+ renderers to run in Chrome,Firefox, and Safari with minimal changes to the core renderer.

I&#8217;ll walk through the key engineering challenges behind the project: translating SPIR-Vshaders to WGSL, reducing the cost of thousands of WASM-to-JS-to-GPU calls per frame,and adapting Godot&#8217;s rendering assumptions to WebGPU&#8217;s stricter model without push constants,subpasses, or explicit barriers. The result is currently around 4x faster than Godot&#8217;sWebGL pipeline, about 70% as fast as native in tested scenarios, and can run the Forward+ global-illumination stack in the browser.

The project was also built with AI assistance. I&#8217;ll discuss how that changed the development process: where it helped accelerate exploration and implementation, where human judgment was still essential, and what the experience taught me about working inside Godot&#8217;s rendering architecture.

In 25 minutes, this will be a technical tour of what was built, why WebGPU matters for Godot developers, and what lessons from the project may apply to future engine work.</abstract>
                <slug>godotcon-boston-2026-2050-godot-webgpu-shiny-gen-engine</slug>
                <track></track>
                
                <persons>
                    <person id='423'>David Walter</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/CT739D/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/CT739D/feedback/</feedback_url>
            </event>
            <event guid='55fe6971-cddf-5d06-af39-35bd1002c81f' id='1973' code='D9Q9R8'>
                <room>Deborah Sampson</room>
                <title>Async Godot or: How I Learned to Stop Worrying and Love Coroutines</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T11:45:00-04:00</date>
                <start>11:45</start>
                <duration>00:25</duration>
                <abstract>I&apos;ve been working on a multiplayer autobattler and have been using await heavily. I learned some cool tricks, some bugs, and some rpc patterns the community might be interested in.

I have a small BufferedSignal class, a DummySignal class, a PeerWaiter class, and a quick way to programmatically add and remove signals. I don&apos;t use all of them, but I&apos;d like to share them with the community.</abstract>
                <slug>godotcon-boston-2026-1973-async-godot-or-how-i-learned-to-stop-worrying-and-love-coroutines</slug>
                <track></track>
                
                <persons>
                    <person id='360'>Benjamin Botwin</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/D9Q9R8/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/D9Q9R8/feedback/</feedback_url>
            </event>
            <event guid='cd5e26f2-bc90-5fe0-8939-199bf9b30274' id='1982' code='KX7RNS'>
                <room>Deborah Sampson</room>
                <title>Making Games Multiplayer</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T14:00:00-04:00</date>
                <start>14:00</start>
                <duration>00:25</duration>
                <abstract>I have made eight different Godot multiplayer games in various genres, my biggest being SurfsUp on Steam reaching over 150,000+ lifetime players! I previously open sourced a &quot;multiplayer tutorial&quot; for my game &quot;Cooties&quot; to help teach people how *I do multiplayer.*

I always planned to record a YouTube video of a high level overview of the Cooties projects with a talk detailing what Multiplayer is and how to set it up for your project. The difficulties it creates, and the reward of playing your game with alongside someone else.

I wrote a script to record, but never found the time to sit down and do so. I&apos;d like the opportunity to present this as a talk at GodotCon instead!

Example Script: https://affine.arneman.me/workspace/84a5a565-4f2d-4838-a8c4-b76adcf3b73a/oJuPY_kAqX
Itch.io Game Page: https://bearlikelion.itch.io/cooties
Cooties Source Code: https://github.com/bearlikelion/cooties</abstract>
                <slug>godotcon-boston-2026-1982-making-games-multiplayer</slug>
                <track></track>
                
                <persons>
                    <person id='368'>Mark Arneman</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links>
                    <link href="https://affine.arneman.me/workspace/84a5a565-4f2d-4838-a8c4-b76adcf3b73a/oJuPY_kAqX">Early Presentation Script</link>
                
                    <link href="https://github.com/bearlikelion/cooties">Cooties Multiplayer Tutorial Source Code</link>
                </links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/KX7RNS/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/KX7RNS/feedback/</feedback_url>
            </event>
            <event guid='9340420b-b009-5d49-ba2e-a4189eac728d' id='2003' code='8VVJPV'>
                <room>Deborah Sampson</room>
                <title>Leading Jam Teams Online</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T14:30:00-04:00</date>
                <start>14:30</start>
                <duration>00:25</duration>
                <abstract>Game jams are intense! Forming and leading a team of people you may have never met before can be especially intimidating and challenging. In this talk, I go through my own personal experience leading 10+ different teams to submitting game jam entries.
I intend to cover topics like:
- Preparing before the jam
- Recruiting to the jam team
- Setting up lines of communication
- Collaboratively designing a game
- Managing development of the game
My goal with the talk is to inspire others to lead jam teams, or have a better idea of what to look for in a leader of one.</abstract>
                <slug>godotcon-boston-2026-2003-leading-jam-teams-online</slug>
                <track></track>
                
                <persons>
                    <person id='369'>Marek Belski</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/8VVJPV/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/8VVJPV/feedback/</feedback_url>
            </event>
            <event guid='7ebed617-0513-548d-854f-f992464b609f' id='2048' code='JXHEZE'>
                <room>Deborah Sampson</room>
                <title>Beginning Your Game Dev Journey with Backstitch</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-21T15:15:00-04:00</date>
                <start>15:15</start>
                <duration>00:50</duration>
                <abstract>This talk explores a simpler, more straightforward method of collaborative game development for those unfamiliar with version control and Git. We will dive into Backstitch, a new version control tool that brings live version control directly into Godot and examine what has mattered most to the beginning game developers who have piloted the software through Endless Access&#8217;s learning programs and game jams.</abstract>
                <slug>godotcon-boston-2026-2048-beginning-your-game-dev-journey-with-backstitch</slug>
                <track></track>
                
                <persons>
                    <person id='420'>Justin Borque</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/JXHEZE/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/JXHEZE/feedback/</feedback_url>
            </event>
            <event guid='b2191e23-7235-5766-9bc3-0d0334b82bf7' id='2021' code='PA73E3'>
                <room>Deborah Sampson</room>
                <title>Beyond Audio Playback: Building Interactive Audio Systems in Godot</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-21T16:30:00-04:00</date>
                <start>16:30</start>
                <duration>00:25</duration>
                <abstract>Game audio is often treated as simple playback: trigger a sound, loop music, adjust volume, and move on. But interactive games can go much further. Sound can respond to player input, gameplay state, animation, physics, environment, and musical structure in real time.

This talk explores how to build interactive audio systems in Godot through a practical demonstration of sound that changes dynamically in response to gameplay. The demo will highlight several approaches to interactive audio, including procedural synthesis, plugin-based effects, and adaptive audio behavior.

Behind the demo is a collection of open-source Godot extensions: godot-csound for real-time synthesis, godot-lv2-host and godot-vst3-host for hosting audio plugins, and godot-distrho for using Godot itself as a framework for building audio plugins.

Attendees will come away with a broader view of what audio in Godot can be: not just static assets triggered by gameplay, but living systems that react, transform, and become part of the player experience.</abstract>
                <slug>godotcon-boston-2026-2021-beyond-audio-playback-building-interactive-audio-systems-in-godot</slug>
                <track></track>
                
                <persons>
                    <person id='401'>Werner Mendizabal</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/PA73E3/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/PA73E3/feedback/</feedback_url>
            </event>
            
        </room>
        
    </day>
    <day index='3' date='2026-07-22' start='2026-07-22T04:00:00-04:00' end='2026-07-23T03:59:00-04:00'>
        <room name='Horace Mann' guid='5d348d4b-e932-5630-9d6a-11389662e065'>
            <event guid='254820a9-20c9-5180-aa67-3ca6a06bdc4c' id='2018' code='NTDLE8'>
                <room>Horace Mann</room>
                <title>Beyond the game - developing the end-to-end stack, made easy with Aspire</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T09:00:00-04:00</date>
                <start>09:00</start>
                <duration>00:50</duration>
                <abstract>As a game dev, you dont just create characters, stories, and worlds. You also have to stitch together and test a full game&apos;s infra - leaderboard APIs, real-time multiplayer, cloud saves, and countless other services. There are great options from the community to use, but the local dev loop is still messy. Running the full &quot;stack&quot; to debug against locally is basically impossible.

Aspire (aspire.dev) changes that. It&#8217;s a dev-first toolkit that spins up your entire app - games, admin portals, backends, and dependencies - with a built in dashboard for local logs, health checks, and traces. Use C# or TypeScript - not YAML!! - to define your app and then simply &#8220;aspire run&#8221; to start everything from your game&apos;s UI to a local database container.

Join Maddy, Aspire PM from Microsoft, to learn how this open-source project has grown into one of the most powerful tools for full-stack game devs.</abstract>
                <slug>godotcon-boston-2026-2018-beyond-the-game-developing-the-end-to-end-stack-made-easy-with-aspire</slug>
                <track></track>
                
                <persons>
                    <person id='398'>Maddy Montaquila</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/NTDLE8/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/NTDLE8/feedback/</feedback_url>
            </event>
            <event guid='77097866-2fc0-50b6-8b1b-6a68f6d256ba' id='1985' code='HSBK39'>
                <room>Horace Mann</room>
                <title>Godot Rendering Team Update</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T10:25:00-04:00</date>
                <start>10:25</start>
                <duration>00:50</duration>
                <abstract>I will provide an update on what major changes have happened within the renderer over the last two years with a focus on technical hurdles that we have overcome and the major limitations that we are now seeing. 

I will also provide a brief look at the future of Godot&apos;s renderer including what to expect in terms of new high end features and the long term vision for the renderer.</abstract>
                <slug>godotcon-boston-2026-1985-godot-rendering-team-update</slug>
                <track></track>
                
                <persons>
                    <person id='370'>Clay John</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/HSBK39/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/HSBK39/feedback/</feedback_url>
            </event>
            <event guid='918a180c-8f2c-5292-a941-b097cf5cffef' id='2063' code='RNZK3K'>
                <room>Horace Mann</room>
                <title>Considering Consoles</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T11:30:00-04:00</date>
                <start>11:30</start>
                <duration>00:50</duration>
                <abstract>I port games to consoles. Make my job easier.</abstract>
                <slug>godotcon-boston-2026-2063-considering-consoles</slug>
                <track></track>
                
                <persons>
                    <person id='339'>Chad Stewart</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/RNZK3K/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/RNZK3K/feedback/</feedback_url>
            </event>
            <event guid='11875d3e-b1ed-58e7-b311-81ff6de5d6e0' id='2061' code='MKPACT'>
                <room>Horace Mann</room>
                <title>Lightning Talks!!</title>
                <subtitle></subtitle>
                <type>Talk: Lightning</type>
                <date>2026-07-22T13:15:00-04:00</date>
                <start>13:15</start>
                <duration>00:45</duration>
                <abstract>**Editor Tools the Easy Way**
*Julian Heuser*

Editor plugins can be powerful, but is the  extra work up front worth it? Are there easier ways to customize the editor for your game? In this talk, I show how I used editor plugins to write dialogue for Year Unknown, and my approach for an in-development OS simulator.

**Toolbelt from 30+ Game Jams**
*Marek Belski*

It&apos;s easy to get overwhelmed by all the options available in the Godot Asset Library. In this talk, I go over the tools I&apos;ve turned to the most across more than 30 game jams (and other Godot projects). I&apos;ll do some quick comparisons of plugins that fill similar roles, and explain decisions behind choices for projects.
I intend to cover some common needs like:
- Dialog systems
- Behavior trees
- FPS controllers
- Metroidvania systems
- Menu templates
- Accessibility options
My goal with this talk is alleviate the analysis paralysis when it comes to picking plugins, and giving newer developers the confidence to use tools developed by other members of the community.

**Fix Your F&amp;$king 3D Camera!**
*Miles Mazzotta*

Even the best games (made in Godot or otherwise) can struggle to provide a low-latency 3D camera. Particularly in Godot games, I&apos;ve often time seen everything from prototype projects to high quality released video games include 3D cameras that cause camera inputs or motions to be delayed or choppy.

This talk aims to share some general &quot;best practices&quot; for creating a first-person camera (as often times this is where camera input latency is most noticeable), that instantly reacts to mouse and controller inputs while properly interpolating its position.</abstract>
                <slug>godotcon-boston-2026-2061-lightning-talks</slug>
                <track></track>
                
                <persons>
                    <person id='358'>Julian Heuser</person><person id='383'>Miles Mazzotta</person><person id='369'>Marek Belski</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/MKPACT/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/MKPACT/feedback/</feedback_url>
            </event>
            <event guid='ac299f74-70db-5744-adc7-b3867f0c7703' id='2055' code='FW3RXE'>
                <room>Horace Mann</room>
                <title>Getting started with cross-platform XR development</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T14:20:00-04:00</date>
                <start>14:20</start>
                <duration>00:50</duration>
                <abstract>This talk will walk attendees through the process of creating an XR game that can run on all modern XR platforms (Android XR, Meta Horizon OS, Pico OS) and leverage capabilities unique to each platform.

Attendees will also be walked through the process of porting an existing &apos;flat&apos; 3D game to an immersive or volumetric game running on an XR device.</abstract>
                <slug>godotcon-boston-2026-2055-getting-started-with-cross-platform-xr-development</slug>
                <track></track>
                
                <persons>
                    <person id='428'>Fredia L Huya-Kouadio</person><person id='404'>David Snopek</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/FW3RXE/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/FW3RXE/feedback/</feedback_url>
            </event>
            <event guid='80c208e7-e947-5b30-8783-bd4049411dcd' id='2026' code='Z3N97Z'>
                <room>Horace Mann</room>
                <title>State of the Conference</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-22T15:30:00-04:00</date>
                <start>15:30</start>
                <duration>00:25</duration>
                <abstract>In this session, the GodotCon Boston organizers (SceneTree) will talk about where the conference is at, our goals for the future, collect feedback, and answer questions. Come hang with us and help shape the future of US Godot conferences!</abstract>
                <slug>godotcon-boston-2026-2026-state-of-the-conference</slug>
                <track></track>
                
                <persons>
                    <person id='405'>Tom Schultz</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/Z3N97Z/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/Z3N97Z/feedback/</feedback_url>
            </event>
            
        </room>
        <room name='Deborah Sampson' guid='a8e7b146-a771-563e-b42e-374e91ac34e3'>
            <event guid='47bfa74e-38a0-53c7-8e92-a0b55be7d4d1' id='2052' code='TDJU8V'>
                <room>Deborah Sampson</room>
                <title>Where Every Millisecond Counts: Optimizing Godot for Low-Spec Devices</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T09:00:00-04:00</date>
                <start>09:00</start>
                <duration>00:50</duration>
                <abstract>Low-spec targets like mobile and standalone VR leave little room for waste. This session covers two things: the engine-level optimizations W4 Games contributed upstream that make all Godot games faster, and the techniques developers can apply in their own projects without modifying Godot&apos;s source. Much of this work was originally funded by commercial engagements and is now upstream for everyone.</abstract>
                <slug>godotcon-boston-2026-2052-where-every-millisecond-counts-optimizing-godot-for-low-spec-devices</slug>
                <track></track>
                
                <persons>
                    <person id='370'>Clay John</person><person id='425'>Pablo Selener</person><person id='404'>David Snopek</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/TDJU8V/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/TDJU8V/feedback/</feedback_url>
            </event>
            <event guid='65f7a139-daac-557b-9bbe-c49c10168c60' id='2062' code='E8KRGB'>
                <room>Deborah Sampson</room>
                <title>Community Postmortems</title>
                <subtitle></subtitle>
                <type>Talk: Long</type>
                <date>2026-07-22T10:05:00-04:00</date>
                <start>10:05</start>
                <duration>01:10</duration>
                <abstract>This session brings two postmortems on projects by members of the Godot community!

Dice Gun Commando, Josh Anthony - This project was started in March 2026, and released a public demo on April 16th, 2026. I&apos;ll dive into how I accomplished that effort, and give my thoughts on how to get something released quickly.

syzygy.systems, Zane Walter - Zane and Same set out to make one game a month for a year. They&#8217;re back 18 months later with thoughts on how it all went.

A Game About Feeding A Black Hole, Cory Darby - What does it actually take to build a commercially successful indie game? In this talk, I&#8217;ll break down three key lessons from co-creating A Game About Feeding A Black Hole, a game that sold over 250,000 copies. I&#8217;ll cover why developers should start with what already sells, how I build around three core pillars, and why early validation and aggressive scope control matter more than big ideas.</abstract>
                <slug>godotcon-boston-2026-2062-community-postmortems</slug>
                <track></track>
                
                <persons>
                    <person id='340'>Josh Anthony</person><person id='341'>Cory Darby</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/E8KRGB/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/E8KRGB/feedback/</feedback_url>
            </event>
            <event guid='54833d86-be85-5988-a558-14c23e7fcbaf' id='1992' code='DKZUGA'>
                <room>Deborah Sampson</room>
                <title>You can make a 3D action game with Blender</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-22T11:30:00-04:00</date>
                <start>11:30</start>
                <duration>00:25</duration>
                <abstract>Making action games with Blender and Godot is simpler than you think. Godot has a lot of powerful capabilities for working in 3D out of the box.
Topics covered:
- basic 3d project setup
- armature based animations
- hitboxes and hurtboxes
- animation trees</abstract>
                <slug>godotcon-boston-2026-1992-you-can-make-a-3d-action-game-with-blender</slug>
                <track></track>
                
                <persons>
                    <person id='375'>Sam Szuflita</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/DKZUGA/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/DKZUGA/feedback/</feedback_url>
            </event>
            <event guid='08402c81-39b6-5970-a30a-b2b8a775f81e' id='2058' code='RAY8MH'>
                <room>Deborah Sampson</room>
                <title>Kill Your Servers: Advanced Techniques for Serverless Multiplayer</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-22T12:00:00-04:00</date>
                <start>12:00</start>
                <duration>00:25</duration>
                <abstract>Dedicated servers are widely considered the gold standard for multiplayer games, and titles that use them dominate the Steam charts. Competitive shooters swear by them, sometimes running just 16 players per bare-metal machine, incurring huge hosting costs, and still requiring client-side anti-cheat.

Developing and orchestrating dedicated servers is enormously time-consuming, yet the resulting multiplayer quality is often lackluster. So should you blindly follow the footsteps of others, or could there be a better model for your game?

This talk explores:
- The single most important concept for any multiplayer game: time synchronization
- How to build a cheat-proof shooter without a dedicated server
- How to build a physics-based game without a central authoritative physics simulation
- How to match the exact gameplay quality of a dedicated server without running one</abstract>
                <slug>godotcon-boston-2026-2058-kill-your-servers-advanced-techniques-for-serverless-multiplayer</slug>
                <track></track>
                
                <persons>
                    <person id='432'>Luke Stampfli</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/RAY8MH/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/RAY8MH/feedback/</feedback_url>
            </event>
            <event guid='2517e4ba-0670-5233-8f58-7bba62225b66' id='2011' code='K7FT7F'>
                <room>Deborah Sampson</room>
                <title>Video Game Victims Of Cinematography</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-22T14:20:00-04:00</date>
                <start>14:20</start>
                <duration>00:25</duration>
                <abstract>Sometimes inspiration from other mediums can poison your brain so let&apos;s learn how to avoid that with some real examples of video games that are worse for no reason.</abstract>
                <slug>godotcon-boston-2026-2011-video-game-victims-of-cinematography</slug>
                <track></track>
                
                <persons>
                    <person id='392'>Acerola</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/K7FT7F/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/K7FT7F/feedback/</feedback_url>
            </event>
            <event guid='79670600-6be4-5a39-bfdf-aa770e6b8b54' id='2066' code='LAWV9M'>
                <room>Deborah Sampson</room>
                <title>Extending Godot with Plugins</title>
                <subtitle></subtitle>
                <type>Talk: Short</type>
                <date>2026-07-22T14:50:00-04:00</date>
                <start>14:50</start>
                <duration>00:25</duration>
                <abstract>I landed a PR against Godot last year, and I published a plugin earlier this yet. In this session I will contrast the two talk about the benefits of both methods; how both processes work and anecdotal advice about both.</abstract>
                <slug>godotcon-boston-2026-2066-extending-godot-with-plugins</slug>
                <track></track>
                
                <persons>
                    <person id='435'>Aleks Litynski</person>
                </persons>
                <language>en</language>
                
                <recording>
                    <license></license>
                    <optout>false</optout>
                </recording>
                <links></links>
                <attachments></attachments>

                <url>https://talks.godotengine.org/godotcon-boston-2026/talk/LAWV9M/</url>
                <feedback_url>https://talks.godotengine.org/godotcon-boston-2026/talk/LAWV9M/feedback/</feedback_url>
            </event>
            
        </room>
        
    </day>
    
</schedule>
