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Art Direction Crash Course (for non-artists) (godotfest2025)

A talk aimed at non-artists that covers "how to art direct". We will cover basics like lighting, colors and shape language. But also teach how to stylize, what the difference between a moodboard and a reference board is and just general art knowledge that will be helpful for programmers, gamedesigners and leveldesigners.
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/XFVHEE/
Video:godotfest-25-32-eng-Art_Direction_Crash_Course_for_non-artists_hd.mp4
Raytracing is simple for 2D games! (godotfest2025)

2D games often struggle to match the visual appeal of 3D games, since they can't use common lighting techniques. However, these effects can be created with quite simple shaders, and they perform much better than the 3D counterparts.
In this talk, I will share the lighting techniques I have implemented for my game, Blastronaut, including the new 2D ray-traced lighting system for the indoor spaceship environment.
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/NPXZEB/
Video:godotfest-25-4-eng-Raytracing_is_simple_for_2D_games_hd.mp4
Closing Remarks (godotfest2025)

As GodotFest 25 comes to a close, we’ll wrap up the conference with final thoughts, highlights from the past two days, and thank everyone who made this event possible.
We’ll celebrate the amazing talks, workshops, and connections made throughout the conference, recognize our sponsors and volunteers, and look forward to the future of the Godot community. Thank you for being part of GodotFest 25 – see you next time!
Licensed to the public under https://creativecommons.org/licenses/by/4.0/
about this event: https://pretalx.godotfest.com/godotfest-25/talk/YDPCSX/
Video:godotfest-25-99-eng-Closing_Remarks_hd.mp4
New Game+: Adding Backend Features to Your Godot Projects (godotfest2025)

Ready to unlock the next level of your Godot development? Just like New Game+ adds exciting features to enhance replay value, adding backend capabilities transforms your games from single-player experiences into connected, community-driven platforms. In this talk, we'll explore how to level up your Godot projects with robust backend features like real-time multiplayer, analytics, and social systems that keep players engaged and coming back for more. **Why unlock backend features?** Features like guilds, chat, challenges, real-time play, and analytics are the "New Game+" of modern game development—they transform good games into great experiences. This...
Making Audio for a Godot Project in FMOD (godotfest2025)

As the last of the "big 3" engines still lacking an officially-supported FMOD integration plugin, Godot offers a unique working environment for sound designers and composers utilizing FMOD. In this talk, I would like to explore the advantages and disadvantages this presented when making music and SFX as a one-man audio department for the roguelike deckbuilder on a grid - Fogpiercer. This talk is primarily aimed at sound designers and composers looking to work on a Godot project in FMOD. In addition to this, the talk can also be informative for solo devs and programmers,...
Beyond the Loop: A Primer on Interactive Music in Godot (godotfest2025)

Unlock the **secrets of interactive music** in Godot and learn how to bridge the gap between game developers and audio creators. In this session you will discover how to use adaptive scores to transform your _gameplay_, boost the _immersion_, _replayability_, and _emotional impact_ of your project through **adaptive audio**. Covering all the _basic terms and techniques_ you will be equipped with a **practical toolkit** for implementing dynamic music in Godot, from *layering* to crafting *transitions* and driving the music through *game states* with signals and gameplay based parameters. Beyond a technical overview, you will walk...
Tilemaps (godotfest2025)

This talk explores the powerful capabilities and practical challenges of working with Godot’s tilemap system, drawing from real-world experience building an open world game. From optimization techniques that keep large worlds running smoothly to the underutilized Scene Tiles feature, you’ll learn how to leverage tilemaps beyond basic level design. The session covers procedural generation using noise and resources for testing, serialization strategies that make saving and loading efficient, and the evolution of terrain systems from Godot 3.5 to modern approaches. Whether you’re building an expansive open world or a compact puzzle game, understanding when tilemaps...
Mobilizing Godot (godotfest2025)

Many Godot developers push mobile to the end of their roadm - if they consider it at all. The common pattern: build for desktop, ship on Steam or itch, and think about mobile later if the project takes off. In this talk, we’ll explore how and why developers should start thinking about mobile earlier in their process. Mobile represents the largest gaming audience, as well as the majority of revenue in the global games market. But the perceived complexity of mobile platforms has kept many developers away. Touch input, responsive UI, app store requirements, performance...
Making of Cards in Fogpiercer (godotfest2025)

We put in a lot of effort to make the cards in Fogpiercer feel and look awesome, the cards need a lot of information that is then also communicated to the player. In the talk I'll show how we went about implementing both 2D and 3D versions of the cards. There's a lot to consider with cards in games, in a way they're a bit like buttons, buttons with tons of information and requiremnents, they also need animations and juicy visuals that support player fantasy. Fogpiercer uses both 2D and 3D cards, depending on context....
Fireside Chat – Godot’s Next Milestones (godotfest2025)

Godot has grown from a community passion project into a real alternative for professional studios. The 4.x series brought the technical groundwork — a modern renderer, new architecture, and steady performance improvements — that make larger productions viable. Now the next milestones aren’t just in the engine itself but in the surrounding ecosystem: stable integrations, testing and CI pipelines, console support, and long-term maintenance. With studios increasingly open to new tools, Godot’s future depends on pairing its open, creative spirit with the reliability and workflows professionals expect. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event:...