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BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-9S7E3J@talks.godotengine.org
DTSTART;TZID=EST:20250505T090000
DTEND;TZID=EST:20250505T111500
DESCRIPTION:This workshop will teach participants how to reliably use small
  and open language models as components in larger procedural generation pi
 pelines and game systems. Participants will use few shot learning and func
 tion calling to let language models generate resources and interact with g
 ame state at runtime\, and learn how to use Godot's resource system and si
 gnaling system effectively for these use cases.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Markov Chain with a Shotgun: Open Language Models in Godot - Simon
URL:https://talks.godotengine.org/godotcon-us-2025/talk/9S7E3J/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-KMS9DA@talks.godotengine.org
DTSTART;TZID=EST:20250505T113000
DTEND;TZID=EST:20250505T143000
DESCRIPTION:Learn how to write a plugin for Godot using C++\, build for dis
 tribution as a GDExtension\, write unit tests and setup test and build aut
 omations via GitHub Actions.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Building a Godot Plugin with GDExtension - Scott Doxey
URL:https://talks.godotengine.org/godotcon-us-2025/talk/KMS9DA/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-RUXBCQ@talks.godotengine.org
DTSTART;TZID=EST:20250505T113000
DTEND;TZID=EST:20250505T143000
DESCRIPTION:In this talk\, we will discuss how developers can achieve an an
 ime/toon style look for their 3D Godot games\, similar to the style of Gui
 lty Gear games. We will discuss various theories\, techniques and concepts
  that are used to achieve the artistic look while working in the confines 
 of 3D graphics. We will start by using Blender to discuss the main points 
 in which 3D modeling this style would differ from traditional styles\, the
 n we will work our way into the Godot Engine to configure the shaders\, ou
 tlines and lighting. The goal of this talk is to apply the principles used
  in the industry to create anime style characters in the Godot Engine.\n\n
 Below are some of the main talking points\, subject to change:\n- Why the 
 Anime style?\n- Differences between traditional 3D models and stylized/ani
 me 3D models\n- What defines the anime style?\n- Different types of anime 
 style (comparing Guilty Gear to Genshin)\n- Topology and Poly Count consid
 erations\n- Normal Editing\n- UV Mapping and Texturing\n- Building the Too
 n Shader\n- The Outlines\n- Vertex Colors for more control\n- Rig Consider
 ations\n- Demonstration in Blender\n- Exporting/Importing to Godot\n- Rebu
 ilding the Toon Shader in Godot\n- Jiggle Physics \n- Demonstration in God
 ot\n- Tips and Tools\n- Creator Shout-Outs\n- Q/A
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Preparing Anime-Style 3D Characters for Godot Using Blender - Jesse
  (CoderNunk)
URL:https://talks.godotengine.org/godotcon-us-2025/talk/RUXBCQ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-RZJZZD@talks.godotengine.org
DTSTART;TZID=EST:20250505T144500
DTEND;TZID=EST:20250505T170000
DESCRIPTION:Build the basic components needed for a peer to peer multiplaye
 r game.\n- Creating a server and connecting to other computers\n- Leveragi
 ng the MultiplayerSpawner\, MultiplayerSynchronizer nodes\n- How to use RP
 C functions\n- Managing data\n- Tips for optimization
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Multiplayer Basics in Godot - Travis Hunter
URL:https://talks.godotengine.org/godotcon-us-2025/talk/RZJZZD/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-UB7SSS@talks.godotengine.org
DTSTART;TZID=EST:20250505T144500
DTEND;TZID=EST:20250505T170000
DESCRIPTION:Using the inkgd plugin\, this workshop will walk through the fo
 undational steps for integrating branching narratives for solo developers 
 using Godot. Pairing lightweight tooling with robust variable handling\, t
 his workshop is for designers and developers who want to elevate their nar
 ratives with meaningful choices and dynamic storytelling.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Narrative Design for Solo Devs - Nicholas O'Brien
URL:https://talks.godotengine.org/godotcon-us-2025/talk/UB7SSS/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-KYP98P@talks.godotengine.org
DTSTART;TZID=EST:20250506T090000
DTEND;TZID=EST:20250506T094500
DESCRIPTION:Emilio Coppola\, head of the Godot Foundation\, kicks off the c
 onference with opening remarks.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Opening Keynote w/ Emilio Coppola: Head of the Godot Foundation - E
 mi
URL:https://talks.godotengine.org/godotcon-us-2025/talk/KYP98P/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-UCLFXR@talks.godotengine.org
DTSTART;TZID=EST:20250506T100000
DTEND;TZID=EST:20250506T110000
DESCRIPTION:The Web platform has grown a lot since the days of Flash\, if y
 ou're old enough!\n\nThis talk intends to give viewers an overview of the 
 Web platform (including a small history lesson!) and how Godot uses the We
 b technologies in order to push the envelope.\n\nIt will also address the 
 current state of the engine for the platform\, and tackle what's next for 
 the project.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:State of Godot and the Web - Adam Scott
URL:https://talks.godotengine.org/godotcon-us-2025/talk/UCLFXR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-9M3NZE@talks.godotengine.org
DTSTART;TZID=EST:20250506T100000
DTEND;TZID=EST:20250506T102500
DESCRIPTION:Modern game devs dont just bring models and environments to lif
 e - they orchestrate APIs\, databases\, and countless cloud-native service
 s. But the local dev loop is messy.\n\nAspire changes that. It’s a dev-f
 irst toolkit that spins up your entire app - frontend\, backends\, and dep
 endencies - with a built in dashboard for local logs\, health checks\, and
  traces. \n\nNo replatforming\, no YAML\, and no cloud required. Use C# to
  define your app and then simply “aspire run” to start everything from
  your code to your custom container images.
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Introducing Aspire - Local dev for your full stack made easy - Madd
 y Montaquila
URL:https://talks.godotengine.org/godotcon-us-2025/talk/9M3NZE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-AMFMX8@talks.godotengine.org
DTSTART;TZID=EST:20250506T103000
DTEND;TZID=EST:20250506T105500
DESCRIPTION:HolyOS is my attempt at building a fake but functional **'90s-s
 tyle OS** in Godot. I’ll show how I used **Control nodes** to create an 
 instant messaging client\, an email client\, and a file explorer. I will a
 lso show the pipeline for the **custom theme and animated cursor**. To wra
 p up\, I’ll discuss other quirks of making a fake OS feel real\, as well
  as unresolved issues like drag-and-drop previews.\n\nHolyOS is the fake o
 perating system used in _In Good Faith_ (Steam)
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:HolyOS - making a fake operating system in Godot - Davide Di Staso
URL:https://talks.godotengine.org/godotcon-us-2025/talk/AMFMX8/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-8ELTUC@talks.godotengine.org
DTSTART;TZID=EST:20250506T111500
DTEND;TZID=EST:20250506T114000
DESCRIPTION:It can be tough to bring together teammates from multiple disci
 plines\, but Godot has lots of features to make it easier! Sarah and Casey
  will discuss their experience collaborating with no-code designers\, arti
 sts\, and writers on Merchants of Rosewall\, and share some tips on how to
  leverage Godot to help no-code teammates work in the engine.
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Cross-Disciplinary Collaboration in Godot - Casey Dahlgren\, Sarah 
 Nuse
URL:https://talks.godotengine.org/godotcon-us-2025/talk/8ELTUC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-PPHRFN@talks.godotengine.org
DTSTART;TZID=EST:20250506T111500
DTEND;TZID=EST:20250506T121500
DESCRIPTION:Game-making is more than just a skill—it’s a gateway to dig
 ital literacy\, creative expression\, and career opportunities. In this se
 ssion\, we explore how learners transition from **consumers** of games to 
 **creators**\, **contributors**\, and ultimately\, **career-ready game mak
 ers**.\n\nWe’ll also showcase *Threadbare*\, a **community-driven game**
  that integrates storytelling with cultural and language education\, demon
 strating how learners can shape game narratives with their personal experi
 ences\, folklore\, and heritage. By the end of the session\, participants 
 will gain practical insights into game development and understand how they
  can use these skills to empower learners in their own communities.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:The Player to Contributor Pathway - Heather Drolet\, Justin Borque
URL:https://talks.godotengine.org/godotcon-us-2025/talk/PPHRFN/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-PBTWB9@talks.godotengine.org
DTSTART;TZID=EST:20250506T114500
DTEND;TZID=EST:20250506T121000
DESCRIPTION:We built MSEP.one (https://msep.one) a complex nanotechnology d
 esign utility using Godot. This talk will dive into the reasons\, pros and
  cons of using Godot in this way. (It is mostly pro).
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Building cross-platform non-game applications with Godot - HP van B
 raam
URL:https://talks.godotengine.org/godotcon-us-2025/talk/PBTWB9/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-XCGSSH@talks.godotengine.org
DTSTART;TZID=EST:20250506T131500
DTEND;TZID=EST:20250506T141500
DESCRIPTION:Operation Outbreak (OO) is an innovative platform for science e
 ducation that uses a mobile app to spread a “digital” virus among part
 icipants’ phones via Bluetooth. This enables immersive real-life outbrea
 k simulations that have been tested in hundreds of schools in the US and a
 broad. You can learn more about OO by checking this website: https://opera
 tionoutbreak.org/\nIn this talk\, we will describe the prototype of a Godo
 t-based port of the Operation Outbreak educational game. We started workin
 g on this prototype back in December of 2024\, based on an initial explora
 tion by a graduate intern in the Colubri lab\, which were continued by two
  skilled Godot developers that joined the team after reading a posting abo
 ut the project on the Godot forum. The prototype successfully implemented 
 all the basic functionality of the real-life Operation Outbreak simulation
 s\, including contact detection\, disease transmission\, illness progressi
 on\, resource management\, etc. Furthermore\, the Godot-based OO game reus
 es all the existing OO backend infrastructure\, which makes it possible to
  read the same parameters that drive the phone-based simulations\, store t
 he resulting data in the same databases\, and explore the data interactive
 ly with the web-based Outbreak Visualizer tool.\nWe are currently designin
 g plans to pilot this prototype at schools in the US and abroad\, to evalu
 ate the engagement of students with this new educational game and collect 
 their feedback. Based on the success of these plans in the coming months\,
  we may be able to report preliminary results and insights during the talk
 .
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Making Operation Outbreak\, an immersive educational experience on 
 infectious disease\, into a Godot game - Andres Colubri\, Harmony Honey Mo
 nroe
URL:https://talks.godotengine.org/godotcon-us-2025/talk/XCGSSH/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-KDZBDH@talks.godotengine.org
DTSTART;TZID=EST:20250506T131500
DTEND;TZID=EST:20250506T134000
DESCRIPTION:In this session\, I will share the current state of Xogot\, our
  iOS-native of the Godot engine and editor to the iPad. We’ll explore ho
 w Xogot offers game developers on iPad a unique way to build with Godot  
 — from touch-first 2D and 3D scene editing to game development on-the-go
 .\n\nWe’ll discuss why Xogot is exciting for current Godot users looking
  for flexibility\, and how it opens the door for a new generation of devel
 opers by making game creation more accessible\, portable\, and intuitive t
 han ever. Whether you're a seasoned Godot developer or introducing someone
  to game development for the first time\, Xogot reimagines where and how y
 ou can build games.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Xogot - Miguel de Icaza
URL:https://talks.godotengine.org/godotcon-us-2025/talk/KDZBDH/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-R9CSPE@talks.godotengine.org
DTSTART;TZID=EST:20250506T134500
DTEND;TZID=EST:20250506T141000
DESCRIPTION:This talk will discuss the work on Embeddable Godot to augment 
 any existing non-Godot application with Godot content\, how to drive Godot
  from your app\, and how to blend these two worlds together.\n\nThe talk w
 ill focus on Apple platforms\, using SwiftGodotKit\, we will explore how t
 o augment an existing iOS\, Mac\, Vision or tvOS app with Godot - and if y
 ou have an existing Godot app\, how you can augment it by calling Apple-na
 tive APIs via the SwiftGodot API.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Embedding Godot: spicing up your app with SwiftGodotKit and more - 
 Miguel de Icaza
URL:https://talks.godotengine.org/godotcon-us-2025/talk/R9CSPE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-7NYVL9@talks.godotengine.org
DTSTART;TZID=EST:20250506T143000
DTEND;TZID=EST:20250506T145500
DESCRIPTION:Very quickly into the development of a game\, any developer wil
 l find themselves thinking about how to best "hook everything up". Either 
 from character to object\, character to character or character to UI. \n\n
 You can do this by directly referencing your object or calling get_parent 
 18 times but eventually you're going to start regretting that decision. Th
 ings moving\, references breaking\, scenes having more and more dependenci
 es. Don't worry - the Event Bus pattern has you covered!\n\nEvery game can
  and likely will benefit from some use of the Event Bus pattern. This talk
  aims to introduce you to the pattern\, why its valuable and how to approa
 ch a few different implementations in Godot!
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Events Are The Way To Go(dot) - Eric Peterson
URL:https://talks.godotengine.org/godotcon-us-2025/talk/7NYVL9/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-MPXGGE@talks.godotengine.org
DTSTART;TZID=EST:20250506T143000
DTEND;TZID=EST:20250506T153000
DESCRIPTION:Discover what's new in XR and Android in 2025 for Godot develop
 ers!\n\nWe'll provide updates\, new development and features in Godot XR s
 ince 2024\, and dive in depth through live demos.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:What’s new in XR & Android (2025) - David Snopek\, Fredia L Huya-
 Kouadio\, Logan Lang
URL:https://talks.godotengine.org/godotcon-us-2025/talk/MPXGGE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-ZDP7XM@talks.godotengine.org
DTSTART;TZID=EST:20250506T150000
DTEND;TZID=EST:20250506T152500
DESCRIPTION:I've been working on an unusual project with Godot recently\, a
 nd I thought it might make for a potentially interesting talk. I'm working
  on a mixed-reality livestreaming setup in Godot\, blending together the 
 live feed of my camera with a 3D scene matched to the perspective of the c
 amera.\n\nThe project is still pretty early\, but I could already easily 
 fill a lightning or short talk with all the strange things I've done to ac
 hieve this so far\; plus\, I expect to have it a lot more fleshed out in 
 the month or so.\n\nI've attached an image of one of the effects I've been
  working on that I think is interesting\; there's a transparent quad behin
 d me in my real world-space\, clipping into a physical table in the backgr
 ound\, with accurate(ish) depth of field blur.\n\nimage: https://cdn.badco
 p.live/2025/03/image%20%281%29.png\n\nin the (near) future\, the idea is t
 hat these quads will be displaying different windows from my computer\, an
 d shuffling around depending on what program I have foregrounded
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Using Godot for mixed-reality livestreaming - badcop
URL:https://talks.godotengine.org/godotcon-us-2025/talk/ZDP7XM/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-FYE3UE@talks.godotengine.org
DTSTART;TZID=EST:20250506T154500
DTEND;TZID=EST:20250506T164500
DESCRIPTION:Godot has two major languages it supports for scripting: GDScri
 pt and C#. But what if you wanted to write your Godot scripts in a differe
 nt language? With the new GDExtension system in Godot 4+\, we now have the
  ability add other languages. This talk will take you through the process 
 of binding a language to Godot\, using examples from Godot Dart. It will t
 ake you through some of the inner workings of GDExtensions\, the pitfalls 
 of using GDExtension to add a Script Language\, and various ways for new l
 anguages to interact with core Godot features\, addons\, and other extensi
 ons.
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Adding new Script Languages to Godot - Jeff Ward
URL:https://talks.godotengine.org/godotcon-us-2025/talk/FYE3UE/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-BHCUN9@talks.godotengine.org
DTSTART;TZID=EST:20250506T154500
DTEND;TZID=EST:20250506T164500
DESCRIPTION:Getting your game onto Steam used to be a thousand mile journey
 \, but nowadays all it takes is $100. That said\, if you lack the marketin
 g prowess to stand out\, you'll be left floundering. Ideally\, you want to
  bring your community to Steam\, rather than build it there\, so where do 
 you build it? If you're just starting your game development journey with G
 odot\, this talk will introduce you to building a home for your game and y
 our studio at itch.io. This includes building and uploading your Godot pro
 ject\, the basics of page design\, the tools for building a community\, im
 portant site features\, and a broad understanding of what itch.io is and h
 ow it can help you grow as a Godot developer.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Scratching the itch.io – Godot Game Distribution Strategies - Dan
 ny Silvers
URL:https://talks.godotengine.org/godotcon-us-2025/talk/BHCUN9/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-U7EAPK@talks.godotengine.org
DTSTART;TZID=EST:20250506T170000
DTEND;TZID=EST:20250506T180000
DESCRIPTION:Rawb\, an experienced Art Director and Solo Dev\, teaches you b
 eginner principles for designing appealing and accessible UI\, as well as 
 the nodes and code (C#) commonly used to implement it in the Godot engine.
  We’ll discuss step-by-step how to plan\, mock-up\, code\, and animate c
 ommon UI elements such as menus\, HUDs\, and cursors\, in this interactive
  crash course.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Improving Your UI in Godot - Rawb Herb
URL:https://talks.godotengine.org/godotcon-us-2025/talk/U7EAPK/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-XBJFYV@talks.godotengine.org
DTSTART;TZID=EST:20250507T090000
DTEND;TZID=EST:20250507T100000
DESCRIPTION:LibGodot will be one of the major features of Godot 4.5. Our PR
  has already been submitted and reviewed by multiple Godot Maintainers. It
  is scheduled to be merged early in the Godot 4.5 development cycle.\n\nLi
 bGodot is the short name of multiple new Godot Engine features:\n- Build G
 odot Engine as a shared or static library\n- This library can be embedded 
 into a host application written in any language that supports the GDExtens
 ion API.\n- It is already being used in production with C++\, TypeScript\,
  and Swift. We are already working on other language support with our clie
 nts\, which will be demonstrated during the talk.\n- LibGodot also enables
  embedding the Godot UI into the host application. UI embedding for iOS an
 d Mac Catalyst is already available\, and support for other platforms (Mac
 OS\, Windows\, Linux\, and Android) is already in progress and is planned 
 to be included in Godot 4.5 and will be demonstrated during the talk.\n\nI
 n the talk\, I will describe the features of LibGodot\, its use cases both
  in Game and Application development\, and show live demonstrations of som
 e of them\, including:\n- LibGodot allows enhancing mobile apps with inter
 active 2D and 3D content\n- LibGodot will enable .NET developers to start 
 up Godot from their .NET application so they can use standard .NET tools f
 or development\n- LibGodot can be used to provide complex 3D graphics capa
 bilities in Qt apps\n- LibGodot can be used from Python scripts and enable
  complex automation workflows
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:LibGodot - Embed Godot Engine Everywhere - Gergely Kis
URL:https://talks.godotengine.org/godotcon-us-2025/talk/XBJFYV/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-MDQQJH@talks.godotengine.org
DTSTART;TZID=EST:20250507T090000
DTEND;TZID=EST:20250507T092500
DESCRIPTION:Whether you want to develop entirely on your phone or mix it in
 to your development pipeline\, I've got tips\, tricks\, and thoughts on mo
 bile Godot development. Told through the lens of the development of three 
 games\, I will share the things phone work is best suited to tackle as wel
 l as certain concessions you need to make in order to create your game.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:I Make Games On My Phone (And They Actually Work) - Chad Stewart
URL:https://talks.godotengine.org/godotcon-us-2025/talk/MDQQJH/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-UAQ7H9@talks.godotengine.org
DTSTART;TZID=EST:20250507T093000
DTEND;TZID=EST:20250507T095500
DESCRIPTION:Compositor effects are a relatively new feature in Godot that e
 xposes the stages of the Godot rendering pipeline to execute arbitrary gra
 phics code at any desired stage. Acerola will go over the basics of compos
 itor effects\, example implementations\, and the doors they open up for fu
 ture high fidelity graphics techniques in Godot.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Compositor Effects And You: Unlocking Godot's Potential For Advance
 d Graphics Techniques - Acerola
URL:https://talks.godotengine.org/godotcon-us-2025/talk/UAQ7H9/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-QXD8TR@talks.godotengine.org
DTSTART;TZID=EST:20250507T101500
DTEND;TZID=EST:20250507T104000
DESCRIPTION:This is a quick overview of some of the art processes we used t
 o create the visual style for a 3D cell shaded 80's anime rogue like draft
 ing game. Some things we'll cover.\n-Visual shader editor for VFX\, Enviro
 nment and cell shading\n-Modular characters from blender\n-Reducing frame 
 rate per asset intentionally to create that 2d Look
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Making Stylized 3D Games In Godot - Shane Denhardt\, Kiril Pashev
URL:https://talks.godotengine.org/godotcon-us-2025/talk/QXD8TR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-PRGKDG@talks.godotengine.org
DTSTART;TZID=EST:20250507T101500
DTEND;TZID=EST:20250507T110500
DESCRIPTION:Have you ever wished there was a time where you could ask the m
 aintainers of Godot your burning questions? \n\nLucky for you\, this is it
 ! Folks from the Godot Foundation will be here taking questions from the a
 udience in a riveting tell all session for the ages.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:I Work For Godot\, AMA - Emi\, David Snopek\, Adam Scott\, HP van B
 raam\, Ariel Manzur
URL:https://talks.godotengine.org/godotcon-us-2025/talk/PRGKDG/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-KQGHCN@talks.godotengine.org
DTSTART;TZID=EST:20250507T104500
DTEND;TZID=EST:20250507T111000
DESCRIPTION:This presentation provides a comprehensive overview of profilin
 g Godot Engine games using Arm Performance Studio. We start with a simple 
 benchmark and show how to ready your Android device for profiling it\, and
  then make use of Streamline and Performance Advisor to identify opportuni
 ties for improvements. Analysis is then made easier through the use of the
  Arm Performance Studio Integration\, where you can add custom markers\, c
 hannels\, counters\, and activity maps to track in-game events and metrics
 .
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Profiling Godot Engine Games on Android with Arm Performance Studio
  - Ian Bolton
URL:https://talks.godotengine.org/godotcon-us-2025/talk/KQGHCN/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-XMBFFK@talks.godotengine.org
DTSTART;TZID=EST:20250507T113000
DTEND;TZID=EST:20250507T123000
DESCRIPTION:The age-old wisdom for adding multiplayer to a complex single p
 layer game is: Don't.\n\nThis talk will cover how we added mixed local and
  online multiplayer to an existing codebase of tens of thousands of lines 
 of GDScript and how you can think about systems in your game to do the sam
 e.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Keeper to Keepers: Adding Multiplayer to Dome Keeper - Chris Rideno
 ur
URL:https://talks.godotengine.org/godotcon-us-2025/talk/XMBFFK/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-WCK7TK@talks.godotengine.org
DTSTART;TZID=EST:20250507T113000
DTEND;TZID=EST:20250507T123000
DESCRIPTION:TDD and game creation don't always go hand in hand\, but when t
 hey do it can make iterating on your game faster with less bugs.  Regardle
 ss of your experience with TDD\, programming or game development there wil
 l be something in this talk for you.  We'll cover the basics of TDD\, disc
 uss the obvious aspects of a game to write tests for\, and more involved e
 xamples of integration testing.\n\nExamples will all be using Godot/GDScri
 pt/GUT (since I'm the author of the latter and that's what it works with)\
 , but most of the talk will apply to any testing framework\, language or e
 ngine.
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Unit Testing Games - TDD/Godot/GUT - Butch Wesley
URL:https://talks.godotengine.org/godotcon-us-2025/talk/WCK7TK/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-UA37CQ@talks.godotengine.org
DTSTART;TZID=EST:20250507T133000
DTEND;TZID=EST:20250507T135500
DESCRIPTION:Hi\, I've released several Godot shaders\, and am currently rel
 easing some planet shaders as open source.\n\nIn this talk\, I'll make the
  case for using shaders as a canvas for expressing art from code. I'll bre
 ak down how you can layer simple techniques to make amazing images and sce
 nes iteratively. I'll reference the CSS art community (like https://a.sing
 lediv.com/). I'll advocate for the limiting the use of AI in shaders to di
 scover what you don't know.\n\nAs a conclusion\, I'll show that those of u
 s who may struggle to draw may find an artistic expression through code.\n
 \nI'm an experienced conference speaker (in the open source\, open standar
 ds\, and javascript communities)\, so I know how quickly 25 minutes can go
 . My talk will be polished with good slides\, and well practiced. I'll hav
 e additional materials for viewers to explore.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Shader Art: Write Code to Make Something Beautiful - Nathan Fritz
URL:https://talks.godotengine.org/godotcon-us-2025/talk/UA37CQ/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-JCDV3A@talks.godotengine.org
DTSTART;TZID=EST:20250507T133000
DTEND;TZID=EST:20250507T143000
DESCRIPTION:## 3D Tiles For Godot\n### Summary\nThe Battle Road Digital tea
 m partnered up with Cesium to integrate the 3D tiles ecosystem to Godot\, 
 bringing this open-source standard to the most popular and fastest growing
  open-source engine. This easy-to-use plug-in presents a huge opportunity 
 for the community to effortlessly create experiences based in the real-wor
 ld and to stream tiled\, LODed 3D data. In addition\, the Godot community 
 will be able contribute to this constantly evolving standard.\n### Focus\n
 This talk will focus on the work done to integrate Cesium as a plugin for 
 Godot\, the challenges we encountered\, and the solutions we developed. We
  will also share how we believe these learnings can influence the developm
 ent of the engine to better accommodate data- and processing-intensive app
 lications moving forward.\n### Technologies\n- GDExtension\n- Godot Engine
  submodules\n- C++ bindings\n- Cesium Native (3D tiles)\n- glTF\n\n**Speak
 ers:** Leónidas Neftalí González & Andrés Botero
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Introducing 3D Tiles For Godot - Leonidas Neftali Gonzalez Campos\,
  Eric Edelman
URL:https://talks.godotengine.org/godotcon-us-2025/talk/JCDV3A/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-LERNUR@talks.godotengine.org
DTSTART;TZID=EST:20250507T140000
DTEND;TZID=EST:20250507T142500
DESCRIPTION:Game developers often seek innovative ways to showcase their wo
 rk\, share experiences\, and connect with their audience. I'll share my in
 sights over 2+ years of building a Youtube channel including how YouTube c
 an serve as a powerful platform for game developers to build an engaged co
 mmunity and market their games. We’ll discuss practical steps for launch
 ing a channel—from content strategy and branding to choosing the right e
 quipment and production techniques. We will also cover methods for growing
  a loyal subscriber base through engaging storytelling\, consistent postin
 g\, and responsive community management.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:The Youtube Crash Course for Game Devs - StayAtHomeDev
URL:https://talks.godotengine.org/godotcon-us-2025/talk/LERNUR/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-9AEXCB@talks.godotengine.org
DTSTART;TZID=EST:20250507T144500
DTEND;TZID=EST:20250507T154500
DESCRIPTION:Multiplayer games bring players together\, but building robust 
 multiplayer systems can be challenging. Godot provides the tools for local
  networking and peer-to-peer connections\, but scaling beyond these setups
  often requires additional frameworks. In this talk\, we’ll explore the 
 full spectrum of multiplayer development in Godot: from local peer-to-peer
  setups to advanced solutions like hole punching with WebSockets and hoste
 d\, autoscaling servers using Agones on Kubernetes. Whether you’re build
 ing a small co-op game or a global multiplayer experience\, this talk will
  equip you with the knowledge to succeed.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Leveling Up Multiplayer in Godot: From Local Networking to Scalable
  Solutions - James Clancey
URL:https://talks.godotengine.org/godotcon-us-2025/talk/9AEXCB/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-YTZCCX@talks.godotengine.org
DTSTART;TZID=EST:20250507T144500
DTEND;TZID=EST:20250507T151000
DESCRIPTION:Come meet some of your favorite Godot creators. But be cool abo
 ut it!
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Content Creator Meet and Greet - StayAtHomeDev\, Acerola
URL:https://talks.godotengine.org/godotcon-us-2025/talk/YTZCCX/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-MPC3BC@talks.godotengine.org
DTSTART;TZID=EST:20250507T151500
DTEND;TZID=EST:20250507T154000
DESCRIPTION:Chickensoft provides open-source tooling to help C# developers 
 build great game architecture from the ground up. In this talk\, we discus
 s why software architecture is important\, challenges developers can face 
 making architectural decisions in games\, and how Chickensoft tools are de
 signed to help overcome those challenges.
DTSTAMP:20260616T160407Z
LOCATION:Deborah Sampson
SUMMARY:Enjoyable Game Architecture with Godot & C# - Mark Wilson
URL:https://talks.godotengine.org/godotcon-us-2025/talk/MPC3BC/
END:VEVENT
BEGIN:VEVENT
UID:pretalx-godotcon-us-2025-8T7GDX@talks.godotengine.org
DTSTART;TZID=EST:20250507T160000
DTEND;TZID=EST:20250507T171000
DESCRIPTION:## Log.gd\, a Godot pretty-printer\n\nLog.gd is a drop-in `prin
 t(...)` replacement that formats and colorizes Godot data structures. It i
 s focused on readable output and ergonomic call-sites.\n\nWe'll look at ho
 w this addon was implemented (spoiler alert\, we wrap `print_rich()`\, bra
 nch on the passed object type\, and recurse!).\n\nWe'll see some of Log's 
 features\, including colors\, supported data structures\, spaces between a
 rguments\, not printing a million-billion items in your lists\, and prepen
 d the module and line-number in the output.\n\nWe'll look at some limitati
 ons\, such as term-colors and the lack of a call-stack in production build
 s and threads.\n\nWe'll dream about future work and hope to inspire fancy 
 versions of Godot's built-in print functions.\n\nFor the sticklers out the
 re\, I'll also mention that yes\, you should be using the debugger\, not p
 rint statements\, to debug your code. But\, you'll see that you still want
  a nice looking log when you run your game.\n\nYou can find more on Log.gd
  here: https://russmatney.github.io/log.gd/\n\n## Going Mobile with Godot\
 n\nHalf of all gaming revenue is on mobile\, but most Godot developers do 
 not target mobile.  This lightning talk will make the case that Godot deve
 lopers should consider targeting mobile gamers\, and will provide guidance
  on simple steps you can take to enable gamers on iOS and Android to enjoy
  your games.\n\n## Lessons from 25+ Game Jams with Godot\n\nI go over less
 ons learned from participating in 25+ jams with Godot\, primarily for the 
 Godot Wild Jam. \nhttps://itch.io/c/3319934/game-jam-titles\n\nThis will b
 riefly touch on scoping\, designing\, development\, production\, motivatio
 n management\, and team management.\n\n\n## Time Management in Game Develo
 pment\n\nProgramming\, game design\, art\, sound\, marketing - the list co
 uld go on and on. Game developers are responsible for so many aspects when
  it comes to releasing a commercial game. Add in a full-time job\, kids\, 
 or other life responsibilities\, and it can be incredibly difficult to fin
 d balance.\n\nThis talk will provide time management best practices for ba
 lancing it all while lowering stress and getting that game released on tim
 e!\n\n\n## Synths and Sound Design in Godot with Csound\n\nWhat if you cou
 ld design and control custom synthesizers directly within Godot? godot-cso
 und enables real-time sound synthesis\, allowing developers to create proc
 edural audio systems tailored to their games.\n\nIn this talk\, we’ll co
 ver the technical process of writing synthesizers in Godot using godot-cso
 und\, from generating basic waveforms to designing more complex\, interact
 ive synths. We’ll explore how to send parameters from Godot to Csound\, 
 implement real-time control for dynamic sound variation\, and optimize per
 formance for game-ready audio synthesis.\n\nBest of all\, godot-csound is 
 free and open source\, making it accessible for developers\, composers\, a
 nd audio enthusiasts alike. Whether you're building a dynamic soundtrack\,
  interactive sound effects\, or experimental audio systems\, this session 
 will serve as an introduction to creating custom synthesizers inside Godot
 .\n\n\n## Custom Resources for global state management\n\nCustom resources
  offer a way to store global state in a way that is convenient and debugga
 ble. This state can be accessed and manipulated by any node\, regardless o
 f their place in the hierarchy\, leading to better separation between Node
 s and state.\n\n\n## Bringing the Arcade to the Museum with Godot\n\nInter
 ested in making physical games with Godot? In this lightning talk\, Tyler 
 and Annalivia discuss making SUPER ULTRA RACING XTREME\, an arcade racing 
 table\, for the San Fransisco Museum of Modern Art. We'll break down the t
 echnical setup of the arcade table and its Godot integration\, as well as 
 the challenges of developing games for institutions and permanent display.
DTSTAMP:20260616T160407Z
LOCATION:Horace Mann
SUMMARY:Lightning Talks! - Joseph Hill\, Marek Belski\, Matthew Ponder\, An
 nalivia Martin-Straw\, Sam Szuflita\, Werner Mendizabal\, Russell Matney\,
  Tyler "ambiguousname" Knowlton
URL:https://talks.godotengine.org/godotcon-us-2025/talk/8T7GDX/
END:VEVENT
END:VCALENDAR
