This pages provides an overview of the various teams working on Godot Engine. If you want to know who works on
what, who to get in contact with on a topic,
which people should review a particular Pull Request or similar - this is a good first stop.
Engine teams are listed by engine area, with a few keywords describing what belongs to that area and a link to the
teams chat channel,
followed by a list of the members of that team (names and GitHub handles). For some larger areas, subteams exist for
parts of that area.
Names in bold with a ⭐ emoji are the main contributors in charge of a given area, who typically lead the team work
and can merge Pull Requests in their area of expertise.
If you want to get in touch, use the link to each team's chat channel on the Godot Engine Contributors chat
after the team's names (see Community).
For general development discussions which may not fit a specific team channel, use the general purpose #devel channel.
For general enquiries, private or security related matters, have a look at the Contact page.
General areas
Categorizing the engine development in discrete teams is not easy! This section includes some broad areas which have
an influence on all engine subsystems,
and where many contributors are active without necessarily being responsible for all the features that their team
encompasses.
Some more specialized teams are then listed in the Systems section.
Low-level Core API: Object, Variant, templates, base nodes like Node, Viewport, etc.
(everything under core
and
scene/main
).
Juan Linietsky (@reduz),
George Marques (@vnen),
HP van Braam (@hpvb),
Pedro J. Estébanez (@RandomShaper)
GUI Nodes • #gui
Everything that inherits Control (everything under scene/gui
)
and can be used to build Graphical User Interfaces (both game UI and editor tools).
Gilles Roudière (@groud),
Hendrik Brucker (@Geometror),
Michael Alexsander (@YeldhamDev),
Pāvels Nadtočajevs (@bruvzg),
Tomasz Chabora (@KoBeWi)
Scripting
Umbrella team for all the scripting languages usable with Godot. Encompasses some shared core components
(Object, ClassDB, MethodBind, ScriptLanguage, etc.)
and language specific implementations in dedicated subteams.
George Marques (@vnen),
Juan Linietsky (@reduz)
GDExtension (#gdextension) | David Snopek (@dsnopek),
Bastiaan Olij (@BastiaanOlij),
Fabio Alessandrelli (@Faless),
George Marques (@vnen),
Gilles Roudière (@groud),
Jan Haller (@Bromeon),
Juan Linietsky (@reduz),
Pāvels Nadtočajevs (@bruvzg) |
---|
GDScript (#gdscript) | George Marques (@vnen),
Adam Scott (@adamscott),
Danil Alexeev (@dalexeev),
Dmitry Maganov (@vonagam),
ocean (they/them) (@anvilfolk) |
---|
.NET (#dotnet) | Raul Santos (@raulsntos),
Paul Joannon (@paulloz) |
---|
Tools and scripts that we use to compile and maintain Godot, both for development purpose (SCons, CI) and
releases (official build containers).
Rémi Verschelde (@akien-mga),
Aaron Franke (@aaronfranke),
Fabio Alessandrelli (@Faless),
HP van Braam (@hpvb),
Hugo Locurcio (@Calinou),
Ignacio Roldán Etcheverry (@neikeq)
Platform specific layers that reside in platform
, with shared
components
(Unix, Win32, Apple, etc.) in drivers
.
Pāvels Nadtočajevs (@bruvzg),
Rémi Verschelde (@akien-mga)
Systems
Specialized subsystems with their dedicated teams and communication channels.
All audio-related features, from low-level AudioServer and drivers to high-level nodes and effects.
Ellen Poe (@ellenhp),
Juan Linietsky (@reduz)
Asset import pipeline for 2D (textures) and 3D (scenes, models, animations, etc.).
Juan Linietsky (@reduz),
Hugo Locurcio (@Calinou),
Joan Fons Sanchez (@JFonS),
K. S. Ernest Lee (@fire),
@lyuma,
Rémi Verschelde (@akien-mga)
Networked multiplayer, RPCs and replication, HTTP/TCP/UDP/DNS, WebSockets, ENet, encryption.
Fabio Alessandrelli (@Faless),
Max Hilbrunner (@mhilbrunner)
Rendering server and RenderingDevice implementations (Vulkan, OpenGL), as well as the actual rendering
techniques implemented using those graphics APIs.
Clay John (@clayjohn),
Bastiaan Olij (@BastiaanOlij),
Hugo Locurcio (@Calinou),
@lawnjelly,
Pedro J. Estébanez (RandomShaper),
Joan Fons Sanchez (@JFonS),
Juan Linietsky (@reduz)
Augmented (AR) and virtual reality (VR).
Bastiaan Olij (@BastiaanOlij),
Fredia Huya-Kouadio (@m4gr3d)
The following teams do not impact the engine code directly, but take care of all other important parts of the Godot
ecosystem such as the documentation, demos, website, etc.
The communication team ensures that our platforms, from the website to our social media, are kept up to date
with current information about the engine and showcase other projects from the community.
Nathalie Galla (@MurderVeggie),
Clay John (@clayjohn),
Emilio Coppola (@coppolaemilio),
Hugo Locurcio (@Calinou)
Rémi Verschelde (@akien-mga)
Internationalization and localization team - building the infrastructure to make it possible to translate
Godot and its documentation.
Rémi Verschelde (@akien-mga),
Haoyu Qiu (@timothyqiu),
Hugo Locurcio (@Calinou)
If you work on Godot translations and contributors for your language have a dedicated communication channel for
coordination, let us know so we can link it here.