Games we’ve shipped

Selected projects we’ve engineered on Godot — spanning real-time creation platforms, multiplayer game development, engine-level C++ contracting, and VR healthcare applications. A small sample of years of shipped work.

Godot Engine Multiplayer VR C++

Selected projects we’ve engineered

Production Godot work across years of client engagements — multiplayer platforms, engine-level C++, VR applications. A selection. Walkthrough videos coming — placeholders for now.

Real-Time Platform Multiplayer

The Mirror

An open-source real-time creation platform — a Godot-based alternative to Roblox and UEFN where users build and play multiplayer worlds. Our team engineered the application layer (C++, GDScript, Python), backend servers, game networking, CI/CD, unit testing infrastructure, UI, and Google Cloud deployment.

Client: The Mirror Inc. · ~3-year engagement
Godot Engine Open Source

Godot FBX Importer

Godot 3.2.4 shipped a new FBX importer — not the Assimp version from Godot 3.2, but a completely new open-source FBX library built specifically for Godot. We engineered it. The video tests the results with models from two popular sources: animated Mixamo characters and a scene from SketchFab.

Shipped in Godot 3.2.4 · Open source
VR Healthcare

Good Thoughts Health

A VR telemedicine application built from scratch — not a game in the traditional sense, but engineered with the same real-time toolchain. Game-engine-grade rendering and interaction wrapped around a clinical use case, demonstrating how game tech crosses into regulated industries.

Client: Good Thoughts Health · Built from zero

A Godot game development studio, not just Godot users

Most studios hire from Godot’s user base. We hire from its commit history.

We’ve shipped code into the Godot Engine itself — including the FBX importer and the unit testing infrastructure that ships with the engine today. When GDScript isn’t enough, our team drops into C++ at engine level for custom modules, performance work, and platform ports. That’s the same depth the projects above were built on.

For the full breakdown of our game engineering capabilities — multiplayer netcode, asset pipelines, audio engineering, engine-level C++ contracts — see the Game Engines sector page.

Read deeper: Building Multiplayer Architecture in Godot · Godot vs Unreal vs Unity in 2026 · All case studies.

Code we’ve shipped into Godot Engine itself

Most Godot studios use the engine. We’ve shipped code into it. Below is publicly verifiable contribution work to github.com/godotengine/godot.

FBX Importer for Godot

We built the FBX import system that ships with Godot Engine. FBX is the standard interchange format from Maya, 3ds Max, and Blender — the importer is what makes Godot viable for studios shipping with industry-standard 3D asset pipelines. Without working FBX support, a studio coming from Unity or Unreal hits a wall on day one. We removed that wall.

Unit Testing Infrastructure

We added the unit testing infrastructure to Godot Engine. Engine projects without test coverage break at scale; the test framework we contributed is what every Godot module now uses for regression protection. It’s the difference between a hobby engine and an engine you can run a studio on.

Yggdrasil Multiplayer Library

A networking library for Godot that we maintain — github.com/RevoluPowered/yggdrasil-multiplayer-peer-godot. Used in production for real-time multiplayer in Godot games. Handles authoritative server topology, peer-to-peer fallback, and the messy bits of synchronisation that studios usually have to build twice.

libopenmpt Audio Plugin

We maintain the Godot audio plugin for libopenmpt — the library powering tracker music playback inside Godot games. Tracker formats (MOD, IT, XM, S3M) are how a generation of indie titles ship soundtracks at a tenth of the file size of streamed audio. github.com/RevoluPowered/godot-libopenmpt.

What we use to ship Godot games

The languages, tools, and infrastructure behind our game engineering. Pragmatic choices, not religious ones.

Languages: C++ (engine-level work, custom modules, native bindings), GDScript (gameplay scripting, editor plugins), Python (build tooling, asset pipelines, automation), GLSL (custom shaders), and C# when a project demands it.

Infrastructure: Google Cloud and AWS for game server orchestration, Kubernetes for scaled deployments, GitHub Actions and GitLab CI for build pipelines, Docker for reproducible builds.

3D asset pipelines: FBX (we wrote the Godot importer), glTF, Blender integration, animation retargeting, custom Python tooling for content workflows.

Multiplayer: our Yggdrasil networking library, authoritative servers, lobby and matchmaking, peer-to-peer with NAT traversal, replication, lag compensation, anti-cheat hooks.

Shipping a Godot game that needs engine-level engineering?

Tell us about your project, your stack, and your bottleneck. We respond within 24 hours — usually with sharp questions and a discovery call offer.

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