Top expert inCross-Platform Game Development and Engine Technologies
Juan Linietsky is a Lead Software Engineer with 12 years of experience, best known as the lead developer of the Godot Engine and a core contributor to its engine, exporters, docs, and demo projects. Based in Valencia, Spain, he blends low-level engine work—like enhancing Variant types and adding static method support—with practical tooling and pipeline improvements such as a refined Collada exporter for Blender. He writes clear technical documentation and creates demo projects that bridge engine internals with real-world 2D/3D examples, showing a rare mix of systems design, tooling, and developer advocacy. Colleagues rely on him for deep knowledge of graphics, animation, physics and networking within open-source game engines, and for shipping robust features that improve both authoring workflows and runtime capabilities.
"Better" Collada exporter for Blender, orignally developed by the Godot Engine community
Role in this project:
Full-stack Developer
Contributions:27 commits, 1 PR, 1 push in 4 years 3 months
Contributions summary:Juan primarily contributed to the Collada exporter for Blender, making improvements across various areas. Their work involved fixing bugs, adding new features like blend shape and tangent exports, and refactoring the exporter to utilize the mesh loops API. They also integrated support for animation optimization and added options for triangulation and mesh modifications, improving the overall functionality of the exporter. Significant changes were made to the exporter's normal map handling.
Full-stack Developer (with a strong focus on 2D and 3D game development using Godot Engine)
Contributions:160 commits, 1 PR, 32 pushes in 5 years 3 months
Contributions summary:Juan contributed significantly to the Godot Engine demo projects, implementing new features and fixing bugs across various 2D and 3D game projects. The contributions include the addition of 2D and 3D physics elements, such as KinematicBody, and implementing various features for light, and normal mapping. The user also focused on porting demos to new platforms and features in the engine. In addition, the user has also contributed in the networking side.
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Juan Linietsky - Lead Software Engineer at Godot Engine