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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:20260412T081908Z
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/
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