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.
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.
Core • #core
|Data Structures||Juan Linietsky (@reduz), @lawnjelly|
|Threading||Pedro J. Estébanez (@RandomShaper)|
|Input||Eric M (@EricEzaM), Gilles Roudière (@groud), Pedro J. Estébanez (RandomShaper), Rémi Verschelde (@akien-mga)|
GUI Nodes • #gui
Everything that inherits Control (everything under
and can be used to build Graphical User Interfaces (both game UI and editor tools).
|Text||Paul Batty (@Paulb23), Pāvels Nadtočajevs (@bruvzg)|
Editor • #editor
All things related to the editor, both tools and usability (
Eric M (@EricEzaM), Gilles Roudière (@groud), Hendrik Brucker (@Geometror), Hugo Locurcio (@Calinou), Michael Alexsander (@YeldhamDev), Paul Batty (@Paulb23), Tomasz Chabora (@KoBeWi), Yuri Sizov (@YuriSizov)
|2D||Gilles Roudière (@groud), Michael Alexsander (@YeldhamDev), Tomasz Chabora (@KoBeWi)|
|3D||Hugo Locurcio (@Calinou), Joan Fons Sanchez (@JFonS)|
|Debugger||Fabio Alessandrelli (@Faless), George Marques (@vnen)|
|Script editor||Paul Batty (@Paulb23), Michael Alexsander (@YeldhamDev)|
Scripting • #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.
|GDExtension (#gdextension)||Bastiaan Olij (@BastiaanOlij), Fabio Alessandrelli (@Faless), George Marques (@vnen), Gilles Roudière (@groud), Juan Linietsky (@reduz), Pāvels Nadtočajevs (@bruvzg)|
|GDScript (#gdscript)||George Marques (@vnen)|
|Mono / C#||Ignacio Roldán Etcheverry (@neikeq), Aaron Franke (@aaronfranke), Raul Santos (@raulsntos)|
|VisualScript||K. S. Ernest Lee (@fire)|
Buildsystem • #buildsystem
Tools and scripts that we use to compile and maintain Godot, both for development purpose (SCons, CI) and releases (official build containers).
Platforms • #platforms
|Android (#android)||Fredia Huya-Kouadio (@m4gr3d)|
|HTML5||Fabio Alessandrelli (@Faless)|
|iOS||Pāvels Nadtočajevs (@bruvzg), Sergey Minakov (@naithar)|
|Linux / BSD||Fabio Alessandrelli (@Faless), Hein-Pieter van Braam (@hpvb), Pāvels Nadtočajevs (@bruvzg), Rémi Verschelde (@akien-mga)|
|macOS||Pāvels Nadtočajevs (@bruvzg)|
|UWP||George Marques (@vnen)|
|Windows||Pāvels Nadtočajevs (@bruvzg), Max Hilbrunner (@mhilbrunner)|
Specialized subsystems with their dedicated teams and communication channels.
Animation • #animation
Nodes and features for 2D and 3D animation and IK workflows.
Audio • #audio
All audio-related features, from low-level AudioServer and drivers to high-level nodes and effects.
Import • #asset-pipeline
Asset import pipeline for 2D (textures) and 3D (scenes, models, animations, etc.).
Networking • #networking
Networked multiplayer, RPCs and replication, HTTP/TCP/UDP/DNS, WebSockets, ENet, encryption.
Physics • #physics
Physics servers and their implementation in 2D and 3D.
Rendering • #rendering
Rendering server and RenderingDevice implementations (Vulkan, OpenGL), as well as the actual rendering techniques implemented using those graphics APIs.
|Shaders||Yuri Rubinsky (@Chaosus), Clay John (@clayjohn)|
|Tech Art||Clay John (@clayjohn), Hugo Locurcio (@Calinou), Ilaria Cislaghi (@QbieShay), Yuri Rubinsky (@Chaosus)|
XR • #xr
Augmented (AR) and virtual reality (VR).
|WebXR||David Snopek (@dsnopek)|
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.
Communication • #communication
Coordination and collaboration around the official communication of the Godot project (blog, videos, website, social media, etc.).
This team was newly created and we're still finding our bearings.
Demos • #demo-content
Maintainance and creation of official demo projects in godot-demo-projects.
Documentation • #documentation
Maintainance and writing of the official documentation at godot-docs.
Production • #devel
The production team helps coordinate the engine development with the various teams.
Translation • #translation
Internationalization and localization team - building the infrastructure to make it possible to translate Godot and its documentation.
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.