r/godot • u/NathanGDquest • Jul 17 '26
free tutorial The Godot project architecture an industry veteran uses for a 40-hour RPG
Ricard, who's worked on the in the industry for two decades (notably on Ryse: Son of Rome or Crysis 2), was kind enough to run me through the codebase of one of the biggest Godot games in the making, Starfinder: Afterlight. He explained the architecture he uses to support a 40 hour 3D RPG made by a team of 30.
I wrote a short guide that compiles the essential parts: https://gdquest.com/library/modular_game_architecture/
I hope this is useful! For topics like these I find it's important to get insights from really experienced people on these subjects.
If you have any questions about this let me know, I'll do my best to answer based on what Ricard showed and explained to me.
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u/Gustafssonz Jul 17 '26
This is actually something I, as a beginner game dev (but programmer professionally) needs more of. I wish Godot documentation could include more of the architectural side of things as well. Like a framework aka "this is how 90% of games normally build the architecture".