W4 Games at AWE USA 2026: Godot, Open Standards, and XR

May 27, 2026 by
W4 Games

AWE USA 2026 is June 15–18 in Long Beach, and W4 Games will be there. If you're building XR applications and thinking seriously about your engine stack, this one's worth your time.

The Session

Our XR senior engineer, David Snopek, is leading a roundtable alongside Fredia Huya-Kouadio, a Godot Maintainer on the XR team and Android team lead.

Roundtable: Open Standards — Godot Game Engine 

The conversation will cover how Godot's built-in support for open standards (OpenXR, WebXR, and glTF) gives developers a path to building interoperable XR experiences that they actually own and control. David and Fredia will draw on real-world Godot XR applications, both commercial and community-driven. Attendees are encouraged to bring questions about building XR with open source tools.

Why Godot for XR

Godot's OpenXR implementation is production-ready and actively maintained. It targets Meta Quest, Android XR, Pico, Steam VR, and other runtimes through a single codebase. WebXR support means the same project can ship to browser-based XR with the same codebase. And because Godot is fully Open Source, studios aren't at the mercy of a vendor's roadmap when they need to extend or optimize for a specific platform.

W4 Games exists to make that ecosystem commercially reliable, through engine support contracts, platform enablement, and professional services for studios and technology companies building on Godot.

Come Find Us

David and Fredia will be at the roundtable on June 17, but W4 will be on-site throughout AWE. If you're evaluating Godot for an XR project, looking for engine support, or just want to talk about what's possible with open standards in XR, we'd love to connect.

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