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Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.
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Is Godot a Good Game Engine?

Is Godot a Good Game Engine?
Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.

Godot is a free, open-source game engine that’s commonly used for retro and indie game projects across all genres and platforms. Godot is considered an excellent choice for beginners, hobbyists, solo devs, and small teams because of its intuitive language and streamlined UI and workflow. The light weight and low system requirements of Godot further lower the barrier of entry for aspiring game makers.

Godot is capable of stylized and lower-poly 3D, but isn’t as suitable for the kind of high-end, photorealistic 3D environments that Unity and Unreal are known for. Godot’s asset store and third-party libraries are not as extensive as those for other, more premium engines, and the engine runs into problems when rendering large, detailed 3D environments. Read on to learn more about the pros, cons, and applications of the Godot game engine.

Is Godot a good game engine?

Yes, Godot is an excellent game engine for beginners, hobbyists, solo developers, small indie teams, and developers who want an open-source engine that supports custom tools and workflows. The Godot engine is ideally suited to 2D projects of all genres, but also capable of low-poly or stylized 3D games. Many mobile developers prefer Godot for its simple export pipeline to iOS and Android.

Backpack Battles is an indie 2D auto-battler built in Godot

Godot works for beginners and hobbyists for several reasons. The engine’s GDScript is a Python-like language that’s considered intuitive and easy to learn for beginners. Godot’s simple workflow and intuitive architecture mean learners and solo devs are able to manage the production of an entire project without outside help. Smaller indie teams working with Godot, similarly, don’t require the same depth of expertise across different areas as teams working with Unreal or Unity to get polished results.

Godot's workflow is ideal for creating 2D environments and sprites

Godot has an excellent reputation for creating all kinds of 2D games because it was built from the ground up with a dedicated 2D renderer, physics system, and 2D specific tilemap and animation systems.  Many engines (like Unreal and Unity) render a kind of fake 2D in what is, in reality, an unseen 3D environment. That said, Godot (and in particular Godot 4) is capable of low-poly or heavily stylized 3D games. It can’t compete with Unreal or Unity for creating the highest-fidelity 3D assets and environments with realistic lighting effects, but Godot’s flexibility makes it an excellent choice for indie, retro-inspired, and cel-shaded 3D projects.

What are the pros and cons of the Godot engine?

The pros of the Godot engine are its cost (free), customizability, 2D capabilities, extensive documentation, and simple UI and workflow. Godot’s cons are its limitations for large, graphically detailed 3D projects, smaller asset store, performance issues in some cases, limited console support, and lack of third-party libraries.

Godot's accessibility makes it a great engine for indie studios and new devs

The pros and cons of Godot are listed more extensively below.

Pros of Godot

  • Totally free and open source
  • Creators retain ownership of games made
  • Purpose-built 2D engine (other engines can do 2D but it’s an afterthought)
  • Scene and node architecture is modular and logical
  • GDScript is intuitive and easy to understand (similar to Python)
  • Customizable tools and workflows
  • Great community and documentation
  • Cross-platform capability
  • UI, tools, and animation suite are simple and effective
Godot's UI and workflow are easy to learn and intuitive to use

Cons of Godot

  • Limited 3D capabilities (Godot 4 has improved, but still not the best choice)
  • Smaller asset store and general ecosystem than Unity or Unreal
  • Limited console support, officially (Godot can export to console but a third-party service is required)
  • Performance issues for larger open worlds, complex shaders, or physics-heavy games
  • GDScript is slower than C# or C++ and has fewer third-party libraries
  • More devs know Unity and Unreal – staffing on Godot projects is challenging
  • Fewer high-end tools
Godot is capable of stylized 3D like in Cassette Beasts

Is the Godot engine easy?

Yes, Godot is one of the easier game engines because of its intuitive language, clear, organized UI, built-in tutorials, excellent documentation and community, and quick testing and prototyping capabilities. Godot’s language, GDScript, is an uncluttered, readable language that’s similar to Python, making it a relatively easy script to learn. Its UI, editor, and general workflow are accessible to beginners and allow for quick prototyping, testing, and reloading and changing – valuable tools for learners. The engine’s stability, flexibility to deliver 2D or 3D, and relatively low system requirements make it an easy game engine to run on a range of systems.

What language does Godot engine use?

Godot engine uses the programming language GDScript, a Python-like language that’s intuitive and tightly integrated with the engine. Godot also supports C# via .NET and C++ via GDNative or GDExtension. C# is faster than GDScript for heavy logic and comes with typing and performance benefits. C++ allows developers to extend the functionality of Godot for maximum performance.

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        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan