Console Development Unlocked: Bringing Your Godot Game to PS5, Xbox & Switch
2026-11-03 –, Ballsaal

Bringing a Godot game to consoles involves much more than getting the engine to run on the hardware.

In this talk, I'll walk through what it actually takes to bring a Godot game to PlayStation, Xbox, and Nintendo Switch, from becoming an approved console developer and getting access to development hardware, to choosing a Godot console port, preparing your game, and getting through certification.

We'll look at practical lessons for building a console-ready Godot project, including platform-independent architecture, input and controller handling, save games, performance, loading times, platform services, and certification requirements.

I'll also share real-world experience from console development with Godot, including case studies such as The Dark Queen of Mortholme and Astra Bestiary, and look at other Godot games making their way onto consoles.

The goal is to give you a practical understanding of the entire journey, from having a Godot game on PC to actually shipping it on a console.

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.