Marek Belski
Coming from a background in software engineering in the Bay Area. I started at a game publisher, moved to the edu-tech space, and then a couple of years ago, made the switch to game dev full-time. I've since participated in over 30 game jams and have released a suite of plugins on the Godot Asset Library.
Sessions
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.
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's easy to get overwhelmed by all the options available in the Godot Asset Library. In this talk, I go over the tools I've turned to the most across more than 30 game jams (and other Godot projects). I'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&$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'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 "best practices" 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.