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Unity to Godot (and back?)

I first got into Unity during my undergrad for a transmedia class project. I led a team of three and handled all the Unity development. That was my introduction to the engine. Later, during an internship, I worked as a Technical Artist supporting art directors with Unity and technical tasks. In my final year, I used Unity to build a 3D visual synthesizer that responded to sound in real time.

Through all this, I developed a varied Unity skillset—coding, 3D modeling, Shader Graph, particles, VFX, and more.

Now, a couple of years later, I’m in a graduate-level Digital Games class, and instead of sticking with Unity, I decided to give Godot a try.

Why the switch? I wanted to make some 2D games, and the buzz around Godot's recent updates caught my attention. It's free, lightweight, and feels faster than Unity, which has started to feel bloated by comparison.

After a few months with Godot, I can confidently say it’s been a great experience. Between online tutorials and vibe coding, I picked up the workflow quickly. Godot’s Scene and Node system also helped me better understand Unity’s Scene and GameObject structure. In a way, learning Godot deepened my grasp of Unity.

I plan to keep using Godot for 2D projects. That said, I still like Unity and even miss it sometimes. I know some people prefer to master one engine, but I enjoy using the right tool for the job. It gives me a broader perspective and a more versatile skillset.

If I want to build quick 2D games, I’ll use Godot. For certain projects, Unity still makes sense. If I want high-end visuals, I’ll explore Unreal. And maybe one day, I’ll even build my own engine.

At the end of the day, whatever I’m creating—solo or with a team—I’ll use whatever tool gets the job done.

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