Ahmed Alfiki "Fiki" is a software engineer, indie game developer, and content creator from Egypt. After discovering game development during university, he turned that passion into a career after graduating in 2022, while continuing to explore new ideas through game jams. Over the past five years, he has completed more than a dozen game jams and shares his passion through Arabic game development content.
Website: fiki.fun
- The 5-Phase Game Jam Framework: Bringing Structure to Chaos
Aida is an architect, having graduated with honours from the School of Architecture of Valencia (ETSAV) in 2012. She earned her Ph.D. in Architecture, awarded Summa Cum Laude, from the School of Architecture of Madrid in 2020 with her thesis on virtual spaces, using video games as a case study. Additionally, she holds a Master of Research (M.Res) in Architecture from the School of Architecture of Madrid (ETSAM, 2014) and a Master in Computer Sciences for Video Games from Complutense University (UCM, 2019).
Currently, she holds a postdoctoral position at HEAD Geneva, teaching spatial and virtual design degree and master subjects. Simultaneously, she is part of the project The future of Humanitarian Design, where she is researching how to use tools for the production of virtual space in humanitarian crises across the world, from an architectural perspective.
Her professional journey encompasses two interconnected paths. On the one hand, she has contributed to architectural practices such as RCR Arquitectes, IDOM-ACXT, and Foster & Partners. She has also collaborated with various video game studios, including C77 Entertainment, the Bafta-winner Herobeat Studios, and Calathea Game Studio. Notably, her work on Inner Ashes, a game addressing Alzheimer’s Disease, earned a PlayStation Talents Award. Also, as a game and level designer she joined Activision-Microsoft, working with the Maps Team at Digital Legends on Call of Duty.
- Developing a humanitarian video game in Godot
Originally from Tasmania, Australia, now living here in Munich, Alec works with both local and international studios on video games and animation, mostly indie but sometimes AAA. As a voice actor/director, he's voiced everything from chickens and cats to gods and monsters to just like... totally normal dudes, and directed/coordinated actors across an even wider range of characters (and languages!). He loves the magic and uniqueness that comes from spontaneous creation, and he tries to both incorporate this into his own work, and encourage others to use it in theirs.
- Putting Voices in Indie Games - A Guide For Indies On A Budget
I'm a designer working on ShipGodot, a plugin for developing iOS games from any platform. I hold a master's degree in Design from the Academy of Art and Design in Wrocław, where I used Godot for my thesis project.
- TestFlight for Godot Developers: Playtesting Games on Apple Platforms
Amir Mujacic is Head of Gaming at Sentry, specializing in game engine SDKs and native debugging tools. He works at the forefront of native and game error monitoring, helping developers navigate the complexities of crash reporting on multiple platforms. Amir is passionate about building robust developer tools that ensure smoother launches and more stable gaming experiences.
- Crashes Don't Care What Language You Wrote Your Game In
André Ewald is an Associate Tech Director and software engineer specializing in game engine development, graphics programming, and platform engineering.
He works at Ubisoft on titles including Skull and Bones, Anno 1800, and Beyond Good and Evil 2, contributing to engine technology and the systems that power large-scale AAA game development.
Alongside his work in the games industry, André founded Rhine Games, an independent game studio where he developed and released VR titles for Steam, Meta Quest and PlayStation VR2 using Unreal Engine.
Driven by a passion for open-source technology, André later shifted his focus to Godot, contributing and driving the development of its MIT-licensed console ports. His work primarily focused on bringing Godot to PlayStation 5, while also contributing to the Xbox One/Xbox Series X|S and Nintendo Switch ports. His interests include engine architecture, rendering, platform abstraction, performance optimization, and making advanced game technology more accessible to developers.
- Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch
Anthony Tešija is a Senior Developer Advocate at Discord, passionate about building games and tools for game developers. He has designed and developed over forty indie games focusing on bright, colorful experiences with innovative twists on local multiplayer and exploration. Beyond traditional games, his work spans installation games and art, along with live visual performance.
- Building Your Discord Server Through Every Stage of Game Development
Hello! I'm a software developer currently working in game development for the upcoming fighting game, Animation VERSUS.
In my free time, I love music production, drawing, and learning new things! Recently I've been doing random software projects like working on open source software and creating my home server in NixOS.
Looking forward to meet you!
- No Big Rewrites! Incrementally Porting GDScript to C++ with GDExtension
Chris Kohler is a game composer and audio designer based in Munich. His first commercial soundtrack was for Mindlock: The Apartment, which went on to receive several awards in different categories and was featured by creators including Gronkh, who described its soundtrack simply as “Geile Mukke” (“Awesome music”). Since then, Chris has contributed music and sound design to a variety of projects, including ASHGARD: Infinity Mask and Atomic Age.
His work across more than 30 released projects focuses on combining handmade sounds with interactive approaches to storytelling. Alongside his work in games, Chris contributes to film and game music productions as an orchestrator and has worked with live orchestras to bring scores from the studio to the stage.
Chris also lectures in game audio at the Technical University of Munich, where he introduces developers to the creative and practical role of sound within the broader game design process.
- Synthesizing a Flamethrower from a Bathroom Sink: DIY Sound Design for Indie Devs
Claire Blackshaw
Technical Director at Flammable Penguins Games
Shipping games since PS2 era, queer creative based in London, her perspective spans from assembly to stage plays. Her career working on platform PS4, PS5 and PSVR1/2 at PlayStation, Climax, and Jagex. At Sony as Senior Online Consultant for Europe, she worked closely with Strategic Content helping indies on console, and her own background includes releasing one of the early titles for XBLA. Currently Technical Director at Flammable Penguins Games, she continues leading technical work, contributing to Godot and started PlayStation Community port of Godot.
Claire was recently featured in Kelly Vero’s book Breaking Through Bytes: Women Shaping the Digital World for her ongoing contributions to the games industry and VR.
- Why You Should Develop and Release on Console First
Claire is a technical artist who worked as Lead programmer on the open-source game Amnios.
Dual wielding educations in Game Design & Graphics and Computer Science, she strives to bridge the artistic and technical. She especially likes to come up with solutions to create compelling visuals with simplified pipelines, adapted to smaller teams. She is also a Godot, FOSS and jam enthusiast.
She is currently working on Fly Fishing, a 3D swinging platformer made in Godot by a two-person team.
- Developing a humanitarian video game in Godot
Clay is a Technical Director at W4 Games where he helps provide best-in-class console ports for Godot and support services for projects in the Godot ecosystem. He has been contributing to Godot since the early days of Godot 3. He is also a board member for the Godot Foundation.
- From Alpha to Z-Test: A trip through Godot's renderer
LSU Graduate Student with Digital Media Arts and Engineering
- Building A Multiplayer Network for Digital Twins in VR/AR
Dr. Johannes Mattmann is the founder and CEO of Andarion Games, a Mainz-based studio specializing in high-fidelity serious games for research and education. With a background in experimental particle physics - including a PhD earned while investigating the Higgs boson at CERN’s ATLAS experiment - he brings a unique, data-driven perspective to complex simulations. Johannes previously co-founded flyingshapes, a VR software company for industrial design. Today, he leverages his expertise in physics and VR to bridge the gap between rigorous scientific research and immersive, entertainment-grade gaming experiences.
- Shipping 3D Cross-Platform on a Shoestring Budget: A Solo Dev's Postmortem
Dr. Tim Nugent is the co-founder of Yarn Spinner, which builds the world's best narrative tools for games at every possible scale. Tim is the co-author of a huge number of books on Unity, Swift, and machine learning, and holds a PhD on information flow in public spaces.
- Waiting for GDScript: Rebuilding a Dialogue Engine Without C#
I am Engineering Director at Photon, team head for multiplayer SDKs like Quantum and Fusion, and currently lead developer of Fusion Godot.
Have 20+ years experience in game development, 10+ years on multiplayer.
Godot is the best thing to happen in games over the last 2 decades, it brought me back the joy in game development.
- Multiplayer Bloopers: Common networking pitfalls explained with painful examples
I'm a 3D artist with a background in game dev, VFX, VR, and freelance work. I'm currently focused on indie game development using open-source tools, helping other indie developers with art, sound, and marketing.
- Ichor Online: Building a Massive Multiplayer Online RPG in Godot
I'm game developer and co-founder of Team Vultures, an indie studio based in Bogotá, Colombia.
I've been building games independently since 2018, working across custom consoles, experimental projects, and board games before co-founding Team Vultures in 2023.
I co-directed development on Vultures - Scavengers of Death, a turn-based tactics and survival horror game built in Godot with a PS1-inspired low-poly style, shipped commercially after several years of production.
- The Price of Rushing Preproduction - Vultures: A "Turn-Based Resident Evil" Postmortem
Writer, artist, programmer. I have been working in software engineering at a global scale for the past 15 years. Working on my first commercial title, Tiny Drift, already available on Steam.
- The Return of Game Programming Patterns for Godot
Jirka is a lead samples developer at Photon Engine, a multiplayer networking solution for Unity, Unreal, Godot and other game engines. He builds example games across genres that show how to approach multiplayer. Before Photon he built multiplayer mobile shooters at Madfinger Games. He is an avid game jammer and keeps a steady stream of side projects going, from games to web apps.
- Multiplayer Bloopers: Common networking pitfalls explained with painful examples
Johannes Ebner is a Co-Founder of GodotFest. He has spent 18 years building multiplayer games and online services, for studios ranging from indie to AAA.
In his day job he is a Senior Production Partner Manager at XBOX, helping publishers and studios bring their games to the XBOX ecosystem. Before that he was a Gaming Solution Architect at Microsoft, where he helped deploy backend infrastructure for more than 30 high-profile games. One of those was Valheim, which he helped go cross-platform with PlayFab and Azure.
He also runs Structed.me, a consultancy that helps studios plan, build and launch games with online components, covering both the technical and commercial sides. He built godot-playfab, a Godot plugin for PlayFab that games such as Dome Keeper use. He started his games career at Travian Games, first as a game programmer and later as technical lead on online multiplayer titles.
In 2023 Johannes hosted GodotCon Munich, which drew 300 attendees plus an online stream. He went on to found GodotFest with Ben Vehling, Kerstin Pfaffinger, Raffaele Picca and Senad Hrnjadovic.
- Keynote: Tools Change, Craft Remains - Reflections on Godot, AI and the Future of Making Games
Coming from a background in Engineering and Computer Science. Kristian has always been fascinated by what happens when Humans meet new technologies.
Kristian is the founder of Kanda, where he is working to reimagine training in Defence and Critical Infrastructure. His focus is on the application of Virtual Reality, but he is equally fascinated by the emerging fields of Artificial Intelligence, Quantum Computing, and Fusion Energy.
Hailing from the dark and unexplored western part of Denmark. Kristian explores the field of Extended Reality with a healthy dose of utilitarian skepticism.
- Using Godot for defence simulators
Leon Klostermann is the founder and developer behind LOOTFALL, a mobile RPG built with Godot. As an indie developer, he has grown the game to the Top 50 iOS RPG charts in multiple countries while building a sustainable business around it. He focuses on game development, technical systems, and building mobile games with Godot.
- Mobile Games Without the Slop
I've been coding games for nearly a decade, across different genres, and they were all multiplayer titles.
My most notable recent work is on the Online Services of ARC Raiders.
- Ichor Online: Building a Massive Multiplayer Online RPG in Godot
Leszek Nowak, a technical artist who trains young creators at Jagiellonian University and co-founder of the studio 0! Crunch Entertainment,
Has already created over 30 titles in his career and is currently working on several commercial projects at once.
He is an enthusiast of unconventional solutions in games and a fan of details that the sane person will overlooks.
- You want to add Shaders to your game? Here is how you start.
Hi! I'm Lilith. I'm a game developer, specializing in weird, narrative experiences that never seem to leave my hard drive.
I also engineer software. Right now, I work at Ink & Switch, where we're creating Backstitch, a real-time version control plugin for Godot.
- Backstitch: Real-Time Version Control for Godot
Composer, sound designer and gameplay audio programmer making adaptive audio systems for indie studios and solo developers. Their work focuses on creating sonic environments that respond dynamically to unique gameplay mechanics, from concept to implementation.
Currently, they are working on a range of projects, including a surrealist puzzle experience in VR, a rhythm-based acrobatics game and a procedural documentary on the colonialist gaze.
Besides game development, Max teaches Digital Literacy to teenagers and kids, using games to introduce students to design and programming logic.
- Let's Hear It! Enabling True Audio Accessibility in Godot
An open-source enthusiast with professional experience in embedded systems simulation. Currently building ShipGodot, a commercial Godot 4 plugin for cross-platform iOS deployment.
Former Software Engineer at Antmicro and CS graduate from the University of Wrocław.
- TestFlight for Godot Developers: Playtesting Games on Apple Platforms
tiger tiger tiger (Moritz Voss) is a long time game developer passionate about open source, diversity, and creative coding.
In over 20 years of professional game dev and tech leadership at Activision-Blizzard-King, 5th Planet Games, Moon Gaming, and HandyGames, they shipped as many commercial games, small and big, for desktop, console, and mobile.
Currently it specializes in .NET and C#; building free and open source libraries for Godot and other engines under the label ⤜outfox⤏
They fell in love with Godot at a Game Jam in 2018, is a (very) low-key contributor to the Engine, and maintains its own fork of the engine, which is a part of 2dog.dev. It also recently contributed WASM support to raylib-cs, check it out and say hello!
- LOVE,DOGS+ROBOTS .NET, C#, and Godot everywhere!
A game engineer based in Malta with a background in Unity, now working primarily in Godot.
- What Our Unity Team Got Wrong (So You Don't Have To)
Paris is the Creative Director of Secret Lab, Tasmania's longest-running game studio, and Yarn Spinner, the wildly popular narrative game development tool, and is best known for working on Night in the Woods, the ABC Play School games (a 60+ year old Australian kids TV show), and more. He has written more than 25 books for "For Dummies" and O'Reilly Media, has a PhD in Computer Science/Human-Computer Interaction, and a History degree.
- Waiting for GDScript: Rebuilding a Dialogue Engine Without C#
René followed his life-long passion in 2022 and started Bippinbits, and indie studio making Dome Keeper and PVKK: Planetenverteidigungskanonenkommandant. Before that he studied computer science and worked many years in IT, developing an substantial aversion to corporate insanity. Bippinbits' approach to making games was shaped by game jams – swift iteration, smart scope, trusting teams, quick validation and a closeness to the players.
- I Don't Know If This Game Is Good
Simon Dalvai is a freelance Software and Game developer based in Bolzano, Italy. He developed several Free and Open Source games since 2018 and his latest game 99Managers Futsal Edition has over 40k downloads on all platforms combined. Free Software is his real passion and he hopes to bring more of that philosophy into the game development world, by inspiring more people to share the source code of their games and tools, just like the Godot Engine does.
- Continuous community driven translations with gettext and Weblate
I make art here: https://www.instagram.com/simonemaendl/
and games with my partner Josef here: https://store.steampowered.com/developer/duandi/
- The basics of Image Composition
Hi! I'm a concept artist and story writer for games and books, primarily using Godot!
When I started to use Godot in 2020, I discovered my love for open-source software and somehow ended up here through dozens of game jams and collaborations with many other wonderful people, even though I originally just wanted to write books. Well, I’m not complaining - I’m happy to be here!
Let's make this world better and happier together, step by step!
- Godot & Accessibility - Creating the Utmost Freedom
I am a graduate student at LSU Digital Media Arts and Engineering.
- Building A Multiplayer Network for Digital Twins in VR/AR
Werner Mendizabal is a full-time game developer, software engineer, artist, and musician building open-source audio tools for Godot. He is the creator of godot-csound, godot-synths, godot-lv2-host, godot-vst3-host, and godot-distrho—projects exploring real-time synthesis, audio plugin integration, and interactive audio for games.
- Small Team, Big Leverage: Using Automation to Build Games Faster
C++ software engineer with long years of writing corporate C++ code, now learning and applying performance oriented practices. Using Godot since 2015. Author of GDstudio, a rework of Godot Editor built for improving gamedev UX, and a personal experiment in the performance oriented practices mentioned before.
- Cracking open Godot Editor: what it taught me about Godot