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Who Made Quest for Bread? One Person, in Godot

Kenny Park built Quest for Bread alone in Godot — combat, dialogue parser, models, audio. His portfolio describes four areas and four bosses designed.

August 23, 2026 5 min read
A single lit desk with two monitors — one showing a 3D wireframe model, one a node graph — a drawing tablet and headphones, with code, mesh, brush and waveform icons above it and an empty chair.

Most of what this wiki knows about the game comes from the store page. This page comes from somewhere else: the developer’s own portfolio, where he writes about the project as work rather than as marketing. It is the single most specific public source about how the game is built — and it answers two questions the store page never does.

1
Developer
4
Game areas designed
4
Bosses designed
~2
Hours of content

What one person actually had to build

The portfolio splits the work into four disciplines. Read together, they show how wide the job got for one person — systems, design, art and audio all landed on the same desk.

PROGRAMMING
  • Developed the core gameplay systems: combat, platforming, dialogue, cutscenes, save/load.
  • A custom dialogue file format and parser, wired to a flag database so lines can change based on what you have already done.
  • A reusable finite state machine shared by the player, NPCs and enemies.
DESIGN
  • Tuned combat and movement to be “satisfying while also easy to learn” — which matches what demo players reported back.
  • Environments, mechanics and scenarios for four unique game areas.
  • Four distinct bosses, each designed around the player’s acrobatic moveset.
  • Studied the established character lore so the writing and animation would read as authentic.
ART
  • Characters, enemies and environments modelled in Blender.
  • Environments built mostly from triplanar textures — a technique that avoids hand-unwrapping every surface.
  • Post-processing passes, plus the storefront art for Steam and itch.io.
AUDIO & PROCESS
  • Audio processed and synthesised in Reaper.
  • “Several rounds of playtests” — and, in his words, learning which feedback to act on.

The toolchain

GodotBlenderIllustratorFigmaNotionReaper

The engine is Godot. That answers a question people ask about indie 3D platformers and rarely get a straight answer to. It is confirmed twice over: the portfolio lists it under Tools Used, and a Godot-education channel featured the game as a Godot project back in 2023 — three years before release, which also tells you how long this has been in the open.

Where he came from

The public career facts, from his own site: he started with Game Maker in 2009, published a first game in 2016, studied game design at Purdue and worked there as a Unity programmer through college, graduating in 2023. Quest for Bread is the project he kept going after that.

What this does not tell us

The portfolio describes the shape of the work, not its contents. It says four bosses were designed; it does not name them, and it does not say four ship. It says four areas were designed; it does not say what they are. Anyone listing those before 27 August is guessing.

Sources: the developer’s own project page and his About page, read 23 August 2026 · the Steam store page · Academia Godot’s 2023 feature. Quotes in bold are the developer’s own wording.

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