Looking good!: Achieving the best graphical quality in Godot
11-05, 11:30–12:25 (Europe/Berlin), Redmond
Language: English

One of the biggest prejudices amongst the game dev community that has not tried Godot yet is that the engine is “only good for 2D games!”. Every day Godot is improving its capabilities to render 3D environments more and more, and to put these prejudices to the ground, we took three months to try to achieve the best graphical quality we could for our next game.

Come join us in this talk where we talk about what a team of two people, an artist and an engineer, learned from this experience, what’s amazing, what could be improved, and what didn’t work: Godot 4.2 capabilities, importing assets from Blender to Godot, rendering techniques, workflow, topology, material blending, asset management, level of detail and much more.

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.

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.