Inacio Schweller
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.
Session
At GodotCon Amsterdam 2026, "Game Programming Patterns for Godot" started with a tiny Reddit find, a cached getter and grew into a tour of underexplored patterns for real Godot projects. Then the video went online, and the comment section did what comment sections do: it argued, it questioned, and it asked for more.
This sequel answers back. We'll address the most common (and most spicy) objections from the community head-on, with code, and then go further: new patterns that didn't fit in the first talk, each demonstrated in a real, shipping Godot project.
The talk has three acts:
Act I: A New Hope, Recapped. A fast, visual recap of the first talk's core idea.
Act II: The Comments Strike Back. The top community objections and questions from the YouTube release, each answered with working code
Act III: Return of the Patterns. Three patterns that didn't make the first talk, each shown in the context of my own released game, Tiny Drift:
- State machines beyond the basics: pushdown automata for input and UI flows that plain enum-based FSMs handle poorly.
- MVVM for game UI: separating game state from UI scenes using observable custom Resources; why this is underexplored in Godot and what it buys you in practice.
- The Repository pattern with custom Resources: abstracting save data and content databases behind a data-source interface, and where the classic IRepository approach breaks down in GDScript.