Hello!
This time, I’ve attended the GodotCon in Amsterdam.


It was a conference packed with agenda, 2 days, held in a cinema.
Day 1
The first day’s schedule is available here: https://conference.godotengine.org/2026/schedule/#2026-04-23. The talks I’ve seen I share below, chronologically as they occured. There should be recording of those available, I suspect on the link presentation pages as well.
Morning sessions:
- Opening by Emilio Coppola. Short, not without technical issues. Lots of apprecation to the sponsors, organizers, and visitors.
- Procedural Pixel Art: Retro VFX with Shaders by Julian Rogawski (Nojoule) – I felt it was a bit less technical than I’d like to see. The talk focused on showing the couple of shaders done by the presenter, and went through the stages of using more and more in the pipeline for an effect. The presented was is available under https://nojoule.itch.io/pixel-art-shaders.

- You don’t hate your audience enough: Learnings in player-hostile design by Snek. Curious talk about how to make games more annoying or cumbersome to play. No forgiveness, abuse the player. Turns out, some people are looking for just this kind of game. It felt a bit political, though.

- How W4 makes Godot fit for Enterprise, and better for everyone by Nicola Farronato and Rémi Verschelde, sponsored talk – quite interesting. They mentioned how they work, and how W4, that has core foundation members in its ranks, improves the engine by merging paid for requests upstream. Roughly: a company pays them do develop a feature, that if useful for everyone, they will back port. Good to know!

- Getting Started with Editor Tools by Adriaan de Jongh and Franz LaZerte. Cool talk about how to make your life easier in the Godot Editor by quick to make editor improvements. Tools, better “reparent”, some resource display. That should be worth trying in every mid-large project that has custom resources or workflows.

Lunch break! Look at that.

Afternoon sessions:
- Lighting talks
- Help Godot contributors help you by Adriaan de Jongh. Another talk by Adriaan. This time, on how to work with the Godot Foundation as a contributor or a user, to help them help you. Better pull requests, better reports, reviews. How a newbie can help!
- How to make a light show; with Godot! by Juna Oliver. A young person’s story of using Godot for a school group. Quite positive! They’ve also shared numbers of tips for other Godoteers.
- Do Game Jams! by Cypriana Przybyla. A bit of a walkthrough game jams project by the presenter, sharing what they learnt in the process.
- Seamful Design in Godot: Working with Friction and Imperfection by Thijs van Loenhout. A take on seamlessness vs seamfullness. Should we know of the tech and challenges “under the hood”, or stick to immersion?
- Changing the Mood: Better Atmosphere for Godot Games by Raffaele Picca. This one was from a perspective of an artist, on how potentially simple things affect the scene, based on some examples. Worth seeing for a non-artist, to understand them better.

- netcode, netfox, and net-you by Tamas Galffy. Chill and humours presenter. Shared info on his project, better server/client Godot implementation building on top of the original. His library also provides as lot of cool tooling to make things easier (e.g. network speed modification for testing!). It’s available on GitHub: https://github.com/foxssake/netfox.
- Rokojori Action Library – Next Level Signals for Effects and Logic by Josef Rissling (Rokojori). That was so far the most technical presentation. It introduced an alternative to signals and events (EventBus model) with Actions. Actions can be chained, can be conditional – for example, “PlaySound” or “KillCharacter” or “ShowVFX”. Very cool, and might work great for some!


Bonus talk: Blender Singularity short film screening! We’re lucky it was a cinema, great fit.
Demos
There was a whole showcase/exhibition area dedicated to demos and connecting people. I’ve played a couple of demos, and took stickers/cards with me.

- Tiles of War – strategy, tile-based game. Similar a bit to older RTS with units representing set of armies. The game was cute, pixel-art style, and the computer player I fared against beat me square 🙂 There is a demo on Steam. Friendly developers, interested in feedback.
- Focogos – (the green sticker) a 3d horror game, from what I could understand. Tough start with complex platforming. The game was visually interesting, giving an unnerving “climing the mountain” vibe.
The goodies
A t-shirt and a pin, I could not say no to buying. Also, several stickers and notes. Now, with the t-shirt from Munich, for the next conference I have two t-shirts, one for each day.

