05-07, 16:00–17:10 (EST5EDT), Horace Mann
Log.gd, a Godot pretty-printer
Log.gd is a drop-in print(...)
replacement that formats and colorizes Godot data structures. It is focused on readable output and ergonomic call-sites.
We'll look at how this addon was implemented (spoiler alert, we wrap print_rich()
, branch on the passed object type, and recurse!).
We'll see some of Log's features, including colors, supported data structures, spaces between arguments, not printing a million-billion items in your lists, and prepend the module and line-number in the output.
We'll look at some limitations, such as term-colors and the lack of a call-stack in production builds and threads.
We'll dream about future work and hope to inspire fancy versions of Godot's built-in print functions.
For the sticklers out there, I'll also mention that yes, you should be using the debugger, not print statements, to debug your code. But, you'll see that you still want a nice looking log when you run your game.
You can find more on Log.gd here: https://russmatney.github.io/log.gd/
Going Mobile with Godot
Half of all gaming revenue is on mobile, but most Godot developers do not target mobile. This lightning talk will make the case that Godot developers 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.
Lessons from 25+ Game Jams with Godot
I go over lessons learned from participating in 25+ jams with Godot, primarily for the Godot Wild Jam.
https://itch.io/c/3319934/game-jam-titles
This will briefly touch on scoping, designing, development, production, motivation management, and team management.
Time Management in Game Development
Programming, game design, art, sound, marketing - the list could 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 find balance.
This talk will provide time management best practices for balancing it all while lowering stress and getting that game released on time!
Synths and Sound Design in Godot with Csound
What if you could design and control custom synthesizers directly within Godot? godot-csound enables real-time sound synthesis, allowing developers to create procedural audio systems tailored to their games.
In this talk, we’ll cover the technical process of writing synthesizers in Godot using godot-csound, from generating basic waveforms to designing more complex, interactive synths. We’ll explore how to send parameters from Godot to Csound, implement real-time control for dynamic sound variation, and optimize performance for game-ready audio synthesis.
Best of all, godot-csound is free and open source, making it accessible for developers, composers, and 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.
Custom Resources for global state management
Custom resources offer a way to store global state in a way that is convenient and debuggable. This state can be accessed and manipulated by any node, regardless of their place in the hierarchy, leading to better separation between Nodes and state.
Bringing the Arcade to the Museum with Godot
Interested 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 technical setup of the arcade table and its Godot integration, as well as the challenges of developing games for institutions and permanent display.
Log.gd, a Godot pretty-printer
DevLogs/Portfolio: https://russmatney.com
Mastodon: https://mastodon.gamedev.place/@russmatney
Bluesky: https://bsky.app/profile/russmatney.bsky.social
Youtube: https://www.youtube.com/@russmatney
Steam games: https://store.steampowered.com/search/?developer=Russell%20Matney
Itch games: https://russmatney.itch.io/
Going Mobile with Godot
https://xogot.com
https://bsky.app/profile/josephhill.bsky.social
https://hachyderm.io/@josephhill
https://www.linkedin.com/in/hilljoseph/
Lessons from 25+ Game Jams with Godot
https://maaack.itch.io/
https://www.youtube.com/@marekbelski
Time Management in Game Development
https://store.steampowered.com/app/3180520/Bubble_Battle/
Synths and Sound Design in Godot with Csound
https://github.com/nonameentername
Custom Resources for global state management
https://szunami.com/portfolio
Bringing the Arcade to the Museum with Godot
https://ambiguous.name/
https://annalivia.xyz/
All
Godot Version –3, 4
Joseph helped start BoGo, the Boston Godot Developer group. By day, he works with Swift and Godot with Miguel de Icaza at Xibbon. Previously, he helped Miguel found Xamarin to bring C# to mobile and helped C#-enable many game engines along the way. Beyond Godot, Joseph helped launch and grow several local user groups in Boston and around the world.
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 20 Godot Wild Jams and have released a suite of plugins on the Godot Asset Library.
I'm a full-time data analyst and independent game developer currently working on Bubble Battle, which is a retro online multiplayer game releasing in March 2025. I'm here to share time management best practices so game developers can find balance between their game development process and other life responsibilities.
annalivia martin-straw is an artist and game developer.
I'm a game designer based in Cambridge, MA. I regularly attend the Boston Godot meetups!
Werner Mendizabal is a game developer and the creator of godot-csound, an open-source project that brings real-time sound synthesis to Godot. Passionate about game development and open-source software.
After a decade of software engineering (web+data eng), I switched to full-time game dev in 2022.
I launched my first 3 steam games in 2024, 2 of which are open-source Godot games. I have more releases planned, but am also looking for more stable studio work, especially with Godot - feel free to reach out!
Tyler is the co-creator of SUPER ULTRA RACING XTREME, an arcade table built with Godot that exhibited at the San Francisco Museum of Modern Art. He is pursuing a Master's in Scientific Computing and Applied Mathematics at the University of California, Santa Cruz.
You can find more of his work online at https://ambiguous.name/