interview
Forehead Chip: A solo dev's love letter to 80s sci-fi movies
Jared speaks with Cargary based solo dev Dave Kerr on his recent retro-inspired run and gun release Forehead Chip.
interview
Jared speaks with Cargary based solo dev Dave Kerr on his recent retro-inspired run and gun release Forehead Chip.
interview
I recently had the chance to chat with indie developer Tomasz Kaye about his recent Godot project Axe Ghost - an unforgiving turn-based spatial battle against an advancing monster horde.
interview
Jared speaks with Joon of Bagel Seed Studios to learn about Wavewright - a modular music sandbox inspired by analogue modular synths.
Earlier in the year members of the Godot community met up in Boston to share best practices and tips for working with the Godot Engine. A playlist of the majority of talks is now available on the Godot Engine official YouTube channel. Here are 5 talks I've watched
The Godot event ecosystem continues to go from strength to strength. A new industry-focused Godot conference has been announced in the form of GodotFest.
In this week's article, I wanted to highlight 5 plugins I've been using in my projects that have massively helped in terms of improving my workflow and allowing me to more seamlessly work with 3rd party tools directly in Godot.
Jared speaks with Adriaan de Jongh, a Dutch game designer with 11 releases under his belt. Adriaan candidly discusses his experiences working with Godot for his latest release Rift Raff.
Jared speaks with Cargary based solo dev Dave Kerr on his recent retro-inspired run and gun release Forehead Chip.
I recently had the chance to chat with indie developer Tomasz Kaye about his recent Godot project Axe Ghost - an unforgiving turn-based spatial battle against an advancing monster horde.
Jared speaks with Joon of Bagel Seed Studios to learn about Wavewright - a modular music sandbox inspired by analogue modular synths.
Jared speaks with Adriaan de Jongh, a Dutch game designer with 11 releases under his belt. Adriaan candidly discusses his experiences working with Godot for his latest release Rift Raff.
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It's been 1 week since I first reached out to the community about The State of Godot and I'm massively grateful to the feedback from the community. In this post, I'll breakdown the results from our first batch of respondents and share some thoughts
Sadly not, the "built it and they'll come" mindset is a myth, especially when it comes to building projects in Godot. When building projects its very easy to get tunnel vision and solely focus on making your game the best it can be, but it is just one piece of the puzzle.
Jared speaks with 3 different developers, each with different methods to make Godot their full time income.
Can you really make a living with Godot, or is it an uphill battle?