Coming soon: Godot Open World case study

  1. Realistic and Large: Realism is very easy to achieve in a small scale, and large scale projects are evry easy to achieve with simplified style. But can you ship a large environment with a consistently realistic style. I’m looking for immersive audio, realistic effects light high and dampness on terrain shaders, optimized systems for rendering lively environments.
  2. Supports Gameplay: A pretty environment on it’s own is just a diorama. I need to see that we can support a variety of mechanics. I’ll be testing dialogue and character interactions, as well as vehicle interactions and control.
  3. Custom tooling and solutions: Other engines have existing plugin marketplaces for unique features, as well as supporting your own custom tools. Godot functions with a different architecture, so what existing plugins do they have, and how hard is it to create your own tools.
  4. Standard workflows: How well does Godot fit a generic existing game development workflows. Looking at version control, asset import and round trip.
  5. Development ecosystem: Studios need an engine to mesh well with other tools. And that ecosystem needs to be diverse enough to fill all the roles needed for a quality game. I’ll be testing Godot with a variety of other software to verify it’s compatibility and how easy each workflow is. I will verify both industry standard software, and open source alternatives where these differ.

Matt Murch

Technical & 3D artist. Working on games in Unity and Blender. CEO/Founder @ Double M Digital Inc. Making the new game Chicken Nuggets! Always open to neat 3D/VR/Real-time contracts and opportunities!