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Adam Scott

Adam is a former lawyer turned game development Swiss-army-knife, with expertise in programming, drawing, video production, music composition, sound editing and game design. Since 2022, he has turned his focus to Godot, where, amongst other things, he wrangles lots of people for lots of meetings, especially since his inclusion within the Godot production team. Adam's adventures in Godot have taken him to GDQuest, where he is helping to optimise the Godot editor for the web for a new online exercise platform. If you see Adam at GodotCon, don't forget to ask about cyclic references in GDScript.

  • How a C/C++ noob ported DOOM to run in Godot using GDExtension
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Clay John

Clay John is the lead of the Godot rendering team. Along with other rendering contributors he ensures that the renderers in Godot continue to improve and meet the needs of Godot users.

  • The Future of Rendering in Godot
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Emilio Coppola

Prior to working with Godot, he had experience as a web and game developer. In order to support the Godot community, he began creating educational content on YouTube. He also developed a popular plugin and became involved in the management of the Godot website and communication channels. Currently, he is working full-time to support the growth and success of Godot as it faces new challenges.

  • Fireside Chat
  • Opening Remarks
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Fabio Alessandrelli
  • Introduction to Godot multiplayer and the W4 Cloud
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Fernando Spina

Game Designer, Project manager and educator, with over 15 years of experience in videogames, now working in W4 Games as game designer and project manager of the Demo Team, a group that produces free, open source games to showcase W4G products.

  • Looking good!: Achieving the best graphical quality in Godot
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Fernando "Vela" Cosentino

Electronic Engineer by profession, weekend game developer as hobby. Game jams aficionado (a regular at Godot Wild Jam), uses Godot since 2.1 and in love ever since. Nonbinary (bigender) person, is glad to be called by any pronouns (most often uses "he"). Finds, however, to be a bit odd to talk about himself in the third person.

  • (Simplified) Flight Simulation Library
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George Marques

George Marques is a software developer currently working for the Godot Engine, mainly as the GDScript maintainer and part of the GDExtension and core teams. He's been contributing to Godot since 2015 and is currently part of the Godot Foundation board.

  • GDScript: Past, Present, and Future
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Gilles Roudière
  • Mastering the 4.x TileMaps
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GP Garcia

I am a software / hardware engineer who dabbles in video games, art, farming, and cooking. I love weird projects, squiggly animations, and anything chocolate.

  • Powering your Godot Game with Steam
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Harsha Padmanabha
  • Building Automotive HMI with Godot & RenderCore
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HP van Braam

HP van Braam is a seasoned member of the Godot community and a passionate advocate for open-source game development. Since 2017, HP has been actively contributing to the Godot project, eventually founding two successful Godot-related businesses, Prehensile Tales b.v and Ramatak Inc. In addition to their professional work, HP is also a member of the Godot Code of Conduct team and strongly believes in the importance of Godot in education, as many people start learning to program through game development.

  • About Ramatak
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Ivan Bushmin

Indie game developer from Munich.

Created mobile games in 2013-2016, then took a long break, and came back on track in 2023 by falling in love with Godot.

I make small games packed with surprises and interesting mechanics.

Author of Fox Tower, Robot Detour, and more. nozomu57.itch.io

  • Bending wires: Deconstruction of Robot Detour's main mechanic
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Jaanus Jaggo

I'm an Estonian indie game developer and game development teacher. Since 2020 I have been developing my game BLASTRONAUT in the Godot engine and will continue using Godot in my upcoming projects.

  • The Making of Abandoned Spaceship Demo Scene
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Jared McCluskey

Jared built an online business in Second Life in 2007 after saving up enough money from mowing lawns to buy a gaming laptop. He doesn’t have a computer science degree, but from learning how to code making video games in DarkBASIC and SL, he's written code for SpaceX, taught software development at the University of Denver as an adjunct, and served in lead engineer roles for numerous startups. He leads The Mirror's team of ~10 as Founder/CEO/CTO, backed by world-class investors like Founders Fund, Konvoy, and Abstract.

  • Next-Gen Multiplayer Game Development with The Mirror
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JLS Gangwisch

JLS Gangwisch works with the interaction of digital and physical media focusing on the human figure, identity, and empathy. With a professional background in film and video production, their most recent work experiments with volumetric capture, extended realities, and networked cinematics.

JLS Gangwisch has pursued and earned academic degrees in film, television and digital art from the University of New Orleans, Falmouth University (UK), and UMBC respectively. In the summer of 2018 they co-founded the new media arts collective strikeWare, collaborating with artists Chris Kojzar and Mollye Bendell to create interactive installations that explore both individual and political conditioning. Jeffrey currently serves as an Assistant Professor of Foundations at the Hartford Art School, University of Hartford in Connecticut, USA.

  • Volumetric Video in Godot: The Making of Strange Light, an Extended-Reality Experience
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Johannes Ebner

Johannes is a Gaming Solution architect who helps game developers & publishers of all sizes to build multiplayer games and online services for games.

He has 20 years of experience in the IT industry, including 15 in the games industry - many of which he built games himself and led game dev teams.

Johannes has been involved in a wide range of projects, from small web applications to large scale cloud services and Massively Multiplayer Online games and has consulted many publishers and game studios from indie to AAA on how to build online services and multiplayer infrastructures.

Johannes is also the maintainer of godot-playfab, the integration of Azure PlayFab for the Godot Engine, an active Godot community member and has spoken at various conferences like the Sharkmob DevDays (invitational), Nordic Game and Microsoft’s GDC event.

  • Integrate PlayFab using godot-playfab
  • Opening Remarks
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Krystof Klestil

Been making games since 2018, picked up Godot in 2019. Co-founded Mad Cookies Studios, released a game and working on a new one. Highly passionate about game-dev, self motivating, suspiciously optimistic.

  • Fireside Chat
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Lisandro "NoidEXE" Lorea

Lisandro has been working in the videogames and animation industry since 2011 and professionally with Godot since 2017. A generalist, he has been working in areas like cutout animation and rigging, game art and game design, although gameplay programming and prototyping is what he enjoys the most. Part of the W4 Games demo team since 2022.

  • Looking good!: Achieving the best graphical quality in Godot
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Mateo Robayo Rodríguez

I'm an indie game developer from Colombia, who loves creating games that make people laugh and evoke tenderness, with a touch of dark humor. I fell in love with Godot in 2018 after interviewing Juan Linietsky on Juegos Indies, a game development channel I hosted with some friends. Since then, I haven't stopped using the engine, and now I'm working on two projects:

Popochiu: a plugin to make point n' click games with a workflow similar to the one used in Adventure Game Studio and PowerQuest, and Vultures - Scavengers of Death: a classic survival-horror with turn-based roguelike mechanics inspired by the 90s Resident Evil series.

I want to share with the world the unique way in which Latin American games are created.

  • Make point n' click games the easy way with Popochiu
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Miguel de Icaza
  • Swift Godot: Fixing the Multi-million dollar mistake
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Miguel Gonzalez Sanchez

In 2009, 'bitbrain' began his game-making journey with Java. By 2020, he had transitioned to the Godot Engine and decided to share his experiences. He started a YouTube channel, focusing on the development of his new RPG project, "cave", and the challenges and successes he encountered.

While 'bitbrain' is passionate about game development, he's also keen on teaching. His channel features easy-to-follow Godot tutorials, helping newcomers get a grasp of the engine. In the vast realm of game development, he continues to learn, share, and connect with a community of fellow enthusiasts.

  • Super-charging content production with Godot addons
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Miskatonic Studio

A small, indie gamedev studio, passionate about Godot Engine. Maintainer of Godot Open Adventure Template (GOAT) and Godot Array Modifier, developer of Intrepid and Arboretum.

  • The journey to Godot 4: what can you expect?
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Neil Holmes

Neil is an industry veteran with more than 30 years’ experience in videogame development. As a programmer, producer and technical manager he has helped develop a diverse range of titles from F2P mobile hits to AAA console games. In his current role as a Senior Developer Partner Manager for ID@Xbox Neil assists developers from across Europe to bring their games to Xbox Consoles, Xbox Cloud Gaming, Game Pass and the Microsoft Store.

  • How to publish your game on Xbox
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Panagiotis Tsiapkolis

PhD student working on stylized rendering and artistic control. Hobby gamedev since 2010, pro since 2020. Started stylized rendering in 2016. I use Godot for my projects since 2016, and have released an open source framework for fighting games known as Castagne.

  • From watercolors to mechs: Stylized rendering and asset pipelines in Godot
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Paul Schrum

Dr. Paul Schrum is a Visiting Scholar at North Carolina State University in Raleigh, NC, USA in the Center for Geospatial Analytics. He is highly proficient in C#, and object oriented programming, and specializes in computational geometry. Starting his career in 1987 as a civil engineer in roadway design, he eventually came to earn a Master of Geographic Information Systems Technology from NC State (2019) and a Ph D in Forestry and Environmental Resources (minor in GIS) in 2023. Dr. Schrum has a keen interest in computational geometry and in developing excellent tools for scientists and engineers.

Dr. Schrum's scientific papers may be found at Research Gate.

  • Godot GIS - We Ain't Playin'
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Raffaele Picca

I make games 💙

  • Viewports: An Overview
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Rémi Verschelde

Rémi Verschelde is a long-time free and open source software advocate, who came to the Godot project in 2015 with experience as a maintainer for the Mageia Linux distribution, and various open source games. He helped organize the contribution infrastructure and workflow (issue triage, PR review, release management, documentation, communication, etc.). Since 2018, he works full time as Project Manager & Maintainer of the Godot project. He is now also Co-Founder & COO of W4 Games, a company which develops products and services to strengthen the Godot ecosystem.

  • Fireside Chat
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Sander Vanhove

After making countless solo and jam projects, Sander became the Lead Developer and Technical Artist at Studio Tolima, currently working on their debut game Koira.

You can still find him creating little game experiments and shaders in his free time for fun.

  • In-house editor plugins and tooling
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Senad Hrnjadovic

Founded in 2018 by CEO Senad Hrnjadovic, SenAm Games is an independent game development studio based in Munich, Germany, with a network of diverse and experienced freelance collaborators spread across the globe.

  • Running an indie game dev studio based on Godot: the good, the bad and the ugly
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Wojtek Pe

Wojtek Pe is a senior engineer and VFX artist at The Mirror and runs his own Youtube and Twitter channels where he pushes Godot's graphics to its limits. Follow him at https://www.youtube.com/@wojtek_pe and https://twitter.com/wojtekpil

  • Next-Gen Multiplayer Game Development with The Mirror