Acompaña al equipo automotriz de Unity y a diseñadores líderes de la industria, ingenieros, periodistas y otros en la primera Cumbre de tecnología automotriz (AutoTech Summit) en la historia de Unity, a través de más de 15 ponencias y eventos de establecimiento de contactos, para saber de qué manera Unity está ayudando a la industria automotriz. En la cumbre, descubrirás cómo profesionales de todo el ecosistema automotriz están acelerando la innovación mediante el desarrollo, visualización e intercambio de sus diseños y experiencias inmersivas e interactivas en 3D en una serie de aplicaciones.
Este evento está abierto únicamente a mayores de 18 años.
Descubre cómo los pioneros están utilizando las últimas tecnologías en tiempo real, 3D y digitales para revolucionar los procesos de diseño, mejorar la colaboración, acelerar las iteraciones y transformar por completo el marketing y ventas de vehículos. Los puntos destacados de esta cumbre son:
La Cumbre de tecnología automotriz, que forma parte de Unite Berlín, tendrá lugar en STATION-Berlin, a pocos pasos de Potsdamer Platz. Este histórico lugar, que en un principio se construyó para trenes a vapor, es un escenario ideal para descubrir las últimas innovaciones y para afianzar tus conexiones con miembros de la industria.
In this session David Telfer, Joe DeMeiro and Carl Seibert will paint a picture of how a convergence of marketing and technology is changing the world. As part of this discussion, he will cover new technology and market trends, such as a proliferation of touch, omni-channel personalization, cloud services, new devices and media demand, and Machine Learning/AI. He will then highlight how new solutions from Unity can benefit everything from working with design data to dynamic use cases to design and engineering visualization and marketing and advertising.
This presentation will focus on the exciting uses for high resolution CAD data in Unity. Attendees will get an in-depth look at the ease of converting NURBS CAD data into polygons with the PiXYZ to Unity plugin. From there Mark will demonstrate animating the model using Timeline to create a classic “exploded view.” We will also get a preview of the upcoming photo-realistic Unity material library specifically built for the Automotive market.
Mark Schoennagel - Unity Technologies
Learn about the advances being made in Unity’s 2018 roadmap and how to deliver the best possible graphics for automotive applications
Arisa Scott - Unity Technologies
While the first business applications for VR have been focused on marketing experiences, the technology has now begun to deliver benefits for production. In this session, Lighshape will share insights about their pioneer projects “Porsche VR Experience“ and “Audi’s engineering Holodeck.”Together with the "Hochschule Furtwangen,”the company is also currently hosting what is most likely the world‘s first internship in VR, and they will report about their experience working with these connected Holodecks.
This session will look at Physically Based Rendering (PBR) materials, focusing on how to use Substance to create procedural and/or scanned-based materials. It will include the full customer workflow from scanning to using 3D material for real-time and ray-traced imagery to creating VR experiences. Use cases will be drawn from the automotive, high-tech, and fashion-design industries.
Pierre Maheut - Allegorithmic
Learn how Unity’s development environment enables real-time AR/MR/VR solutions for an automotive industry experiencing rapid and exciting advances, such as ride-sharing, electrification, and the rising importance of the passenger's digital experience. You will see a variety of automotive use-cases, from design-team collaboration to in-car HMI (Human Machine Interface) to consumer apps that deliver content to commuters, which is synced to vehicle telematics.
Jason Yim - Trigger Global
This session will give you a high-level overview of how Unity, closely integrated with existing Volkswagen tools, is transforming the work of designers, function developers and testers at Volkswagen's Virtual Engineering Lab (VEL). We will show you three different aspects of how a rapid iteration tool has helped engineers get better results with fast turnaround. You will also see how Volkswagon are using virtual design tools, a natural user interface for simulation tools, and a closed-loop simulation tool through every phase of their development process.
Track: Core, Livestream
The new Addressable Asset system makes it much easier to manage your game assets and project workflow, and it gives you better options to optimize performance. In this session, you’ll learn how the new system works, and explore some common and challenging use cases.
In this talk, we’ll look at GitHub for Unity, a new Unity extension aimed at solving some of the challenges of this version-control system. Come learn howthis solution helps you handle large files, coordinate work on scenes and other hard-to-merge files via File Locking, as well as various source-control workflows and strategies for game development teams.
Andreia Gaita - GitHub
Track: Core, Livestream
Are you involved in testing or QA on projects in Unity? Richard will provide a quick overview of the state of Unity for all things testing-related, and then invites you to share your stories - of success, of failure, of pain and of glory. Learn from your fellow developers and give feedback on how Unity could help you hold your projects to a higher quality standard.
Richard Fine - Unity Technologies
Best Practices aren't static -- as Unity's underlying architecture evolves to support Data-Oriented Design, the old tricks might no longer be the best ways to squeeze performance out of the engine. In this talk, we'll discuss how Unity has changed between Unity 5, Unity 2017 and Unity 2018 and how to take advantage of these changes.
Among other topics, we'll focus on:
* Unity's multithreading system.
* Changes to Transforms.
* Animations & Animators.
Ian Dundore - Unity Technologies
Track: Film/Cinematic, Livestream
The collaborative partnership between Autodesk and Unity has resulted in more connected workflows between Autodesk 3D tools and the Unity Engine. This session will cover an overview of FBX capabilities as well as a deep dive on what new work has been done to improve the user experience.
Benoit Hudson - Imaginary Spaces
Track: Core, Livestream
The Unity Hub is a desktop application that helps your manage you Unity experience and workflows outside of the editor. The first official release (non-preview) makes it easier for you to discover and deploy editor releases and get new projects up and running. This session will cover the current state of the Hub in the 18.2 release and introduce you to the upcoming advanced project-creation flow and services configuration, which will help you manage your Unity experience and workflows more efficiently.
Track: Core, Livestream
TextMesh Pro, which is a replacement for Unity’s existing text components like Text Mesh and UI Text, becomes a default package in 2018.2.
In this session, you will learn how to use it to render text cleanly at any point size and resolution. You will also discover how to get better control of text formatting and layout with features like character, word, line and paragraph spacing, kerning, justified text, links, over 30 Rich Text Tags available, support for mult-font & sprites, custom styles, and more.
Benoit Dupuis - Unity Technologies
Deployment size can be critical to your game’s success, especially on mobile or web platforms. Come learn about new tools in Unity that help you understand your code and data sizes, give you more control over what ends up in your build, and ultimately, can help you reduce the size of your content.
Jonas Echterhoff - Unity Technologies
Track: Mobile, VR
Learn how to leverage Oculus Go’s unique performance improvements: Dynamic frequency and voltage scaling, tiled multi-resolution rendering, and dynamic display frequency switching.
Chris Pruett - Oculus
In 2018.1 we removed the preview label from the Progressive Lightmapper – we’ve made memory improvements, optimizations, and have had customers battle test it. We are now also working on a GPU accelerated version of the lightmapper. In this session, Tobias and Kuba will provide an intro to the basics of lightmapping and address of the most common issues that users struggle with and how to solve them. They will also provide an update on the future roadmap for lightmapping in Unity.
Learn how to quickly build game-ready worlds without needing to code. Veteran developer Adam Goodrich will show you how to create, amplify and then optimize your content to deliver game worlds that not only look beautiful, but also perform well. This session is for Unity artists, programmers and studios who want to see what is possible with the latest cutting-edge procedural content-generation tools.
Adam Goodrich - Procedural Worlds
Track: Graphics, Mobile
Lightweight Render Pipeline (LWRP) is a new rendering pipeline available with Unity that focuses on performance for mobile and VR platforms. In this session, a high-level overview of the technology will be presented. Attendees will learn how to set up and use LWRP in their projects. The presenter will discuss the new development workflow and how the pipeline compares to Unity builtin pipeline both in terms of features and performance. Learn about LWRP development roadmap for Unity 2018 TECH stream and how to customize the pipeline for your own project needs
Although Unity has good performance tools, it has traditionally been lacking in the area of troubleshooting memory-related issues. Finding leaking memory, biggest allocations, or just poking around to see what was happening has not been easy in the past. Come to this session to learn how the Memory Profiler aims to change that.
Greg Wojciechowski - Unity Technologies
This session will give you an overview of the fundamentals across multiple stages of development, such as storyboarding, artist-tool roundtripping, animation sequencing, cinematography, post-processing, and even end-credits.
Arvind Neelakantan - Unity Technologies
This expert session dives deeper into customization, experimentation, and complex use cases leveraging Unity's cinematic and post-processing tools for games and film. Brand new features will also be covered, such as the impulse camera-shake system, the event module, and ClearShot improvements. Note for attendees: strong grasp of C# and/or familiarity with Timeline and Cinemachine recommended.
Track: Cinematic, Film
From asset creation and placement to lighting and rendering, this talk explores how Unity's demo team used techniques like photogrammetry and post-processing volumes to accomplish a major feat: Building a realistic forest setting with a high level of detail that supports crucial story beats.
Julien Heijmans - Unity Technologies
Don't miss the Exclusive Premiere of this gorgeous real-time animated film about love and loss. The talented team brings us one step closer to a future where viewers can no longer distinguish between a film that was made using the traditional production pipeline of Hollywood veterans and one that was created in real time using Unity. Come join writer/director Neth Nom and producer Sara Sampson as they unpack the process they used, the lessons learned, and offer advice for aspiring filmmakers. (This session includes a screening of the unreleased short film, so come early to grab a seat!)
The keynote will include announcements and demos presented by John Riccitiello, Isabelle Riva, Suhail Dutta, Timoni West and more, and news from the creators of GTFO, Oddworld Soulstorm, Shadowgun Legends and Harold Halibut.
We’ll deep dive into our upcoming features, which will help you to achieve beautiful graphics and high-end performance faster than ever before, and give a glimpse of what’s on our roadmap for the Fall and 2019.
Get step-by-step guidance on how to start building mobile AR experiences in ARCore with Unity based on Google's Codelab.
Some previous development experience required
An ARCore-enabled device (If you don't have one, we will have 20 Pixel devices you can use during the session.)
Your own laptop and make sure you have Unity 2017.3 or later installed.
Ed will share his perspective on industry trends and how you can use Unity’s evolving platform to tackle the challenges that are emerging as a result of these trends. They will give their view on how Unity will deliver new capabilities for 3D real-time experiences throughout the product lifecycle – and open up surprising new opportunities for product and service innovation for automotive OEMs and suppliers.
Ed Martin - Unity Technologies
PiXYZ CAD data prep experts will show you how to use PiXYZ products to convert, optimize and conform 3D models coming from the CAD industrial world to Unity. Along the way, they will cover everything from simple use cases to extensive automatic CAD data-prep usage.
Mixed Reality is turning science-fiction movie technology into reality and changing how users interact with computers, even in today's workplace. Rene will demonstrate this by showing some of the industrial and automotive Microsoft HoloLens projects he and his team have worked on since 2015, and share best practices that will help you avoid pitfalls and provide you with inspiration for your next XR projects.
Rene Schulte - Valorem
See how creating high-quality NURBS surfaces can be as natural and intuitive as sculpting in the real world. Gravity Sketch is an intuitive multi-platform 3D creation tool that enables you to immerse yourself in your design and eliminate barriers between your design inspiration and 3D modeling. Learn about the benefits of directly creating models in VR and meet the innovators who are bringing this new technology to the market.
Mike Jelinek - Gravity Sketch
In this session, Jens Angerer, the team lead for human-computer interfaces at Audi Production will share:
Jens Angerer - Audi Production Lab
Come hear how Feynsinn (a sub-brand of EDAG) has been using game-engine technology in various customer projects, covering topics such as the data pipeline from CAD to Game Engine, the extraction and usage of metadata from CAD to Game Engine (e.g. kinematic information), and implementing VR experiences.
Henning Linn - Feynsinn
Learn how CVEDIA uses Unity to create dynamic environments that meet their simulation requirements, and how it enables them to push the limits of what is possible in today's simulation and modelling market. Hear about some of the challenges they have faced along the way, the techniques they developed to overcome them, and see their latest sensor simulations, which are helping to drive the development of ADAS and autonomous vehicle development forward.
Come hear the story of how the Volkswagen group is using VR to make training for 10,000 of their production and logistics employees more accessible and effective. You’ll learn how they are working closely with Innoactive to provide the right platform for the fast adoption of VR/AR in many applications within the Volkswagen Group. You will also see a live demo showing how the Innoactive Hub and the Innoactive SDK allow business experts and developers to plan, build and manage their VR/AR applications.
Torben Volkwein - Innoactive
Martin and Filippos will share some of the insights they gained in creating award-winning immersive experiences for global brands, like Volvo, and give you a peek into the immense potential of using VR to create meaningful brand stories and build relationships between car brands and their customers.
For automotive companies that need to get up to speed fast, this session offers a taste of a new Unity Training Workshop called Introduction to Automotive Design Visualization. In-person training is one of the most effective ways to level up your team and get ahead with Unity. Our Master Trainer will preview the workshop content and expected outcomes, and you'll get details on how you can schedule training for your company.
Anuja Dharkar - Unity Technologies
Rider is a cross platform C# script editor that really understands Unity. Let’s take a look at how it can make you a better, more productive Unity developer - we’ll see how to get started (spoiler: it’s really easy) and how Rider’s deep understanding of your project will help you navigate your codebase quicker, edit and debug your Unity scripts, run your tests and find and fix issues before they cause problems at runtime. This session will give you all the best tips and tricks on using Rider as your favourite new script editor for Unity.
Matt Ellis - JetBrains
Much like the industrial revolution changed manufacturing for every industry around the world, games tech is poised to transform the way we build, design and experience all forms and formats of technology. During this discussion, Unity will be joined onstage by innovators from the worlds of automotive, entertainment, medical, retail, and of course, games to discuss how far games technology is now reaching beyond its core market.
Whether you're promoting a feature in your upcoming Unity game, documenting your Asset Store asset, or submitting a support ticket, you need technical communication skills. Two of Unity's most experienced technical communicators, Siobhan Gibson from the Documentation team and Kerry Turner from the Enterprise Support team, present a masterclass in technical communication.
In this session, you'll learn how to communicate accurately and clearly with your audience. You'll also see examples of the difference great technical communication makes at every stage of your project's development, from communicating with team members to marketing and support.
Developer Camouflaj demonstrates why they were a launch title for Oculus GO, and how they've made their IP work for them for so long.
Ryan Payton - Camouflaj
With the release of Unity 2018.1, we rewrote the Substance plugin from the ground up, offering a smoother experience, and much better performance. In this session, we are going to present the PBR workflow along with the plugin improvements, and show how Substance for Unity speeds up your texturing process directly within your favorite game engine.
Vincent Gault - Allegorithmic
Lighting isn't just about making your project look good, it also can be a key component for successful gameplay. In this session, OtherSide Entertainment will walk you through their approach, both from a technical and gameplay design perspective, for the stealth action of their upcoming RPG, Underworld Ascendant.
In this session, Karl Jones will walk you through the latest features in the Unity Particle System. He will also share optimization best practices and tips and tricks to create convincing effects.
Karl Jones - Unity Technologies
In this demo-session, you will see how the new Shader Graph makes it easy to build shaders without having to hand-write code – even for new users – simply by connecting nodes in a graph network.
Andy Touch - Unity Technologies
The latest advances in mobile hardware performance has brought new capabilities for high-fidelity and compelling games. With the mobile game market’s notable growth worldwide and increasing demand for AAA games; creating performant, visually-stunning content running on most smartphones has never been so important for developers. In this in-depth session, Arm and Nordeus will explain how to profile your game using the Arm tools, alongside identifying and resolving pipeline bottlenecks with targeted optimization (e.g. shaders). Using “Spellsouls: Duel of Legends” as a case study, we will look at how to optimize the rendering pipeline and budget for efficient post-processing effects such as bloom at high FPS.
How do you manage the code behind a Unity application as it grows in size?
Mikael will demonstrate code design techniques that can allow a simple Pong game to scale seamlessly to a multi-year, 15-person project.
Mikael Kalms - Fall Damage
Track: Graphics, Livestream
Book of the Dead is a real-time interactive experience which was built for the PS4 Pro and Xbox One X. In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Robert Thompson - Unity Technologies
Track: Core, Livestream
Join Joachim and Martin in an open chat about our new systems and the changes ahead. This session will also showcase some of the latest additions to the Entity Component System.
Visual Vertical Slices. A powerful concept to sell a videogame that sets the mood, the visual feeling, the atmosphere and the tone of a project. It's like a candy to the viewer, a powerful claim that sells the game. If it's properly planed and done an small team of Artists can achieve espectacular realtime results in just one and half month of work.
The Nautilus Odyssey - Visual Vertical Slice was done in Unity in only 1 and half month in our spare time by a team of two 3D Artists, one Animator and one designer from the scratch. We'll talk about how to create a Virtual Vertical Slice that sells a concept, the narrative, the environmental storytelling, the production plan, the development of assets, the visual rhythm, the art direction... and of course the help and agility to prototype that Unity can bring in such a short amount of time for us, the artists.
Track: Livestream, Roadmap R&D
Our VP of Product, Andrew Bowell, and Product Manager Arisa Scott, will take you through our roadmap for future features and enhancements in our 2018 cycle. From our Next-Level Rendering to C# Job System, Machine Learning, new platforms, and much more. You’ll learn when you can expect new features and functionality to be released and also have the opportunity to ask questions.
This session will detail the key benefits that ProCore brings to level designers and their cross discipline teammates. The benefits discussed are those which can be used, as a level designer, to help communicate your creative intent to the wider team.
These benefits include improving productivity through quick iteration on level block-out and including level detailing using Polybrush. This session's talk will be accompanied by instructional demos, giving attendees the knowledge to apply such practices in their workplace too.
Finally, this session will give hints and tips on improving your iteration speed and productivity when working with ProCore by tuning ProCore preferences to suit you and your team.
VR headsets are evolving quickly have you kept up on how to create rich experiences on this newer technology? Beginner- intermediate developers should attend this session to learn about how to use the Lightweight Render Pipeline to optimize for maximum performance on mobile platforms. Attendees will walk away from this session ready to build an experience for standalone mobile VR headsets like the Oculus Go and how to use 3-DOF controllers for interactions.
Dan Miller - Unity Technologies
Track: Core, Livestream
Package Manager is a core modular system and API that enables dynamic loading and updating of new Unity developed features in your project. This session is for mobile and multiplayer developers looking to explore how the Package Manager system (and new Unity Package format) enables you to create lightweight projects configured with the right tools and assets for your goals.
Track: Core, Livestream
Unity evangelist, Ciro Continisio will explain how improvements to prefab workflows will give you much more flexibility when building projects. Among other things, he will cover editing prefabs in Prefab mode, the ability to nest prefabs, and how to create prefab variants.
Ciro Continisio - Unity Technologies
Track: Core, Livestream
Take a dive deep into the new prefab features with developers Steen Lund and Rune Skovbo Johansen. What's the inside versus outside of a prefab? How does it relate to Prefab mode, overrides, unpacking, and prefab variants? How has the new prefab back-end changed? This session will give you a better understanding of the Prefab system, the pros and cons of various implementation decisions, and some Aha moments working with Prefab nesting.
Track: Business, Mobile
Learn how Unity is complying with GDPR. We'll discuss our current solutions and future plans to enhance privacy features for players.
Ingrid Lestiyo - Unity Technologies
Track: Mobile Business
Maximizing player LTV requires a fine balance between IAP promotions, ads, cross-promotion, and more. In this session, you'll learn how Unity uses machine learning to find what should be shown to each individual player to optimize lifetime value.
Track: Mobile Business
Pixonic explains how they used Unity to build War Robots, and shares their strategy of implementing ads — with no impact on IAP revenue.
Vladimir Krasilnikov - Pixonic
Track: Mobile Business
Improve player retention through some of Unity's newest features: LiveTune and Tutorial Manager. LiveTune optimizes app performance settings dynamically for every device. Unity Tutorial Manager leverages Unity's vast store of game data to predict how best to optimize your onboarding process for each player. Come learn how to use these two features to adapt gameplay experiences and increase player retention.
Track: Mobile Business
Once you've built a successful mobile game, you have to continue to acquire fresh players to sustain LTV. Learn how to get more out of campaigns with new features and creative formats, including Audience Pinpointer, Playables, and AR Ads.
Juho Metsovuori - Unity Technologies
Unity Analytics is announcing the availability of two new features: A/B Testing and Tutorial Manager (currently in beta). A/B Testing provides a new set of tools layered on top of Remote Settings that make it easy to test, measure, and take appropriate actions. Next, Tutorial Manager predicts how best to optimize your onboarding process for each player, improving Day 1 retention. Learn how to get started, best practices, and apply potential applications. A/B Testing and Tutorial Manager are natively integrated with Unity, and requires Unity Analytics.
Track: Mobile Business
Learn how Futureplay developed their newest game Battlelands Royale and built it to scale a massive online audience.
Mika Rahko - Futureplay
From connected single-player to real-time multiplayer, are you ready to explore the spectrum of connected games? Join Google Cloud Platform and Unity product managers, Micah Baker and Brandi House, to see how you can utilize Google and Unity to build and scale games to serve a global audience
Matchmaking is an essential component of today’s most popular multiplayer games. Unity and Google are co-leading a new open-source project designed to tackle this common and challenging aspect of multiplayer game creation. Learn how it works and how you can get involved.
Guillaume is passionate about high-quality real-time rendering with a particular obsession for real-time raytracing. He joined Sony after his MSc in London 5 years ago to help push the limits of the PlayStation®4 hardware. He is now at AMD within the Radeon Pro team furthering his research of Ray tracing techniques.
Guillaume Boisse - AMD
For businesses that need to get up to speed fast, this session gives you a taste of the new Unity Training Workshop "Migrating to the Latest Version of Unity." In-person training is one of the most effective ways to level up your team and get ahead with Unity 2018. Our Master Trainer will preview the workshop content and outcomes, and you'll get details on how you can schedule training for your company.
Michael Warburton - Unity Technologies
We will go over the meaning and value of a visual search engine for assets. Successful search examples, fails, current limitations and future thoughts. How to best integrate the visual search into your workflow, and accelerate prototyping, minimize costs, and increase reuse of existing models.
In today's rapid world of game development, developers and creatives need to quickly adapt to changing requirements and deliver high-quality code and content in limited time. By using Unity, we already gain a lot of agility but we can always be better and faster. In this talk, we'll go over a myriad of tips, techniques, and tools we can use to speed ourselves up to the max! You will be amazed at how much is left on the table when it comes to speed and you will learn arcane techniques that others won't be able to distinguish from magic. Come and learn how to Become a Speed Demon in Unity!
Yilmaz Kiymaz - InnoGames GmbH
The Post-Processing Stack enables artists and designers to apply realistic filters to scenes using professional-grade controls. The artist-friendly interface makes it easy to create and fine-tune high-quality visuals for dramatic and realistic effect. Learn about some of the latest features, including automatic volume blending with a powerful override stack and a flexible framework to write and distribute your own custom effects.
Josh Naylor - Unity Technologies
Meet the master team that brought us one of the best looking mobile games in Unity this year, as they share some tips & tricks on how to optimize for next-gen graphics.
This presentation will introduce a novel, high-quality, real-time motion synthesizer -- a new concept for character animation that allows precise specification of the character movement, constraints and goals, while still leaving full control of look and feel in animators' hands. Attendees will get a showcase of locomotion, parkour, and traversal to demonstrate the general applicability of this system, which enables AAA character motion synthesis in games or projects on any platform.
Michael Buttner - Unity Technologies
Editor scripting is Unitys most advanced dark magic. You can create build scripts, custom inspector windows and your own productivity tools. However, you can also create editor tools that work right in the scene view: Visualizing important design data when you need it, adding handles to create visual editing capabilities and even completly custom level design tools that fit your game. In this talk you will learn how to supercharge your design tools right in the Scene View.
Oliver Eberlei - Holocafé
Track: Cinematic, Film
VR Creator UNLTD share how they achieved photoreal avatars and environments in TRINITY using volumetric capture in a whole new way!
John Hamilton - UNLTD
The popular magic-trick-like performance returns as one of our cinematics specialists proves that you can start completely from scratch (without even a skybox!) and have a functioning linear short in record time -- with all the key elements like fade in/out, cuts, soundtrack, and effects.
Mathieu Muller - Unity Technologies
Wednesday 20th June, 8.00 pm-1.00 am
Club Ritter Butzke
Ritterstraße 26, 10969 Berlin.
You must present your badge to gain entry.
Unity powers one of the largest creative communities in the world, and we fundamentally believe the world is a better place with more creators in it. We are humbled and inspired by the incredible work women in the community and industry have done and continue to do, and so we invite you to come join us on the outside decking for our invite-only Women in Gaming Happy Hour drinks. This event will include a inspirational speaker, food and beverages, and of course opportunities to meet other professionals and grow your network. For those of you using Unity on current projects, Unity staff will also be available to answer questions around technology, business, education, and more.
Doors open for drinks and networking at 6:00pm
There will also be time for mingling over drinks and the event ending at 8:00pm.
We can’t wait to see you there!
5:55pm Check in on the Outside Decking, 1st floor, Next door to Breakout 1
6:00pm Event kicks off (to include beer, wine, snacks)
7:30pm Event concludes
Track: AR, Mobile
ARCore is a technology for building augmented reality apps on Android and Unity is one of the main SDKs ARCore officially supports. In this workshop, we'll build a simple demo of a Slither game using Unity and the ARCore Unity SDK. The demo will guide you to use ARCore’s core concepts of plane finding and motion tracking.
What you'll learn:
- Enabling ARCore through the Player settings
- Adding the ARCore SDK prefabs to the scene
- Scaling objects consistently to look reasonable with respect to the real world
- Using Anchors to place objects at a fixed location relative to the real world
- Using detected planes as the foundation of augmented reality objects
- Using touch and gaze input to interact with the ARCore scene
- This is a step by step tutorial, but being familiar with Unity and C# programming will significantly expedite your progress.
- Please bring your own laptop and set up the ARCore development environment before this workshop by installing Unity 2017.3.0f2 or higher, JDK 8 and the ARCore for Unity SDK.
- To ensure you have set up the environment correctly, we recommend you build the HelloAR Unity sample project following the steps at https://developers.google.cn/ar/develop/unity/quickstart.
- An ARCore-enabled device (If you don't have one, we will have devices available for your use during the session.)
NOTE: In order to ensure he right level of support for all participants, this session is capped at a maximum of 50 attendees.
During Unite Berlin, creators come together from across the world to get the inside track on the latest developments in the content-creation engine used by a community of millions. Unite Berlin is the place to engage with artists, developers, teachers, filmmakers, researchers, storytellers and other creators.
Unity Connect is excited to host the Unity Connect Networking Mixer. Join us on Wednesday, June 20, from 6-8PM at STATION-Berlin. During this event you’ll have an opportunity to grow your professional network, get strategic recruiting tips, and connect with industry leaders.
In addition to a social mixer where you can connect with other game industry professionals, you will also have an opportunity to meet with hiring managers and recruiters from some exciting companies. Take a look at some of the attending companies:
Based on a real world use-case, I am going to walk users through the process of finding out where performance and memory issues are coming from, how to use our tools to track these issues down, and how to make UI that doesn't generate garbage. I will also be talking about the issues of sticking with older version of Unity.
Lots of our clients complain about uGUI generating performance and memory issues when used to display dynamic text in MMOs. I wanted to make sure that the advice I had been giving them was correct, so I made a sample game, and tracked down all the problems they were seeing.
William Armstrong - Unity Technologies
If you're an aspiring handheld AR-app developer, but not quite sure where to begin, this session is for you. Unity XR Evangelist, Dan Miller, will show you how to use our new handheld AR template and Multiplatform AR SDK to build an AR app across ARCore and ARKit devices. We’ll also share best practices and tips to help you feel confident enough to start creating your own handheld AR apps. This session is appropriate for beginners.
Dan Miller - Unity Technologies
Go in-depth into the rapidly changing, magical world of AR experiences. Learn eye-opening tips and tricks for creating kick-ass AR apps that bring your vision to life. Brad and Sarah will share some of Unity’s favorite best practices for creating AR apps.
Two of the biggest hurdles for handheld AR development include device overheating and drained batteries. Attend this session to learn how to leverage simple development techniques and optimal editor settings to maximize battery life and maintain controlled thermal conditions for your Unity AR project. This session is appropriate for all developer levels.
Adam Smith - Unity Technologies
This talk will cover common issues that arise when developing for PlayStation VR. Gleaned from real-life examples of issues that prevented VR titles from passing PlayStation certification, the talk will explore several common scenarios faced by developers and offer high-level technical strategies to mitigate the associated problems.
Lloyd Crawley - Sony Interactive Entertainment
Track: Artist Tools/Graphics
SlowBros talk about the creation of their upcoming game, Harold Halibut, diving into the details of their innovative stop-motion techniques and Unity 2018's latest features.
Have you ever wondered why your virtual and real world objects look disconnected from each other? Are you curious about how to blend virtual and physical spaces to create a seamless experience? This talk will cover advanced techniques using lighting, depth masks, occlusion, shadows and more to create a sense of immersion.
Lukasz Pasek - Unity Technologies
Kerry Turner from Unity's Enterprise Support team shares her performance expertise, drawn from real-world examples.
Learn about commonly applicable best-practice performance optimization techniques to reduce memory usage, improve load times and increase the frame rate of your games.
Kerry Turner - Unity Technologies
Get the latest news about Unity's native 2D rigging and animation system, which is now in public preview as a package. Learn about our development process and how you can influence the evolution of tooling for rigging a sprite for skeletal animation in Unity.
Rus Scammell - Unity Technologies
If you have seen an Entity Component System demo and thought, "how did they do that?" then this talk is for you. Unity's Entity Component System combined with the C# Job System and the Burst Compiler provides an easy and safe way to unlock the power of modern CPUs. Come see first-hand how to implement the Entity Component System and the C# Job System in a project, running on an Intel CPU. You'll leave with a better understanding of the concepts, terminology, application, and massive benefits of these new additions to Unity.
Track: Asset Store, XR
If you are interested in learning how to quickly create simulations, location-based apps, mobile games, and high-quality spatial AR and VR experiences, this session is for you. Come learn about the WRLD platform, which provides a streaming 3D global model based on a real-world coordinate system. With 3D indoor maps now available in the WRLD Unity SDK, you can create innovative Digital Twin and location-based experiences for buildings and their environments, with AR and VR extensions available.
This talk will discuss what the CCD algorithm is, how it works and the scripting required. It will also discuss an adapted CCD algorithm which leads to more realistic movement in humanoids.
The talk will also include some brief details on working with the Animation Jobs system from 2018.2 and using it to implement the algorithm.
James Bouckley - Unity Technologies
Track: Machine Learning
Learn how to train agents with the latest learning methods shipped with ML-Agents. This includes , (1) Imitation Learning: Train agents to mimic human behavior. (2) Multi-agent Reinforcement Learning: Train multiple agents together to fulfill cooperative, competitive, and general tasks. We will use a real demo project to walk you through step by step on how to set up the environment, optimize training methods, and evaluate results.
Vincent-Pierre Berges - Unity Technologies
In case you missed our first session on the 2018 Roadmap, our VP of Product, Andrew Bowell, and Product Manager Stine Kjaerbye, will take you again through our roadmap for future features and enhancements in our 2018 cycle. From our Next-Level Rendering to C# Job System, Machine Learning, new platforms, and much more. You’ll learn when you can expect new features and functionality to be released and also have the opportunity to ask questions.
- Ubisoft Strategic Innovation Lab : mission
- Ubisoft Strategic Innovation Lab : prototyping team intro
- Blockchain introduction from Ubisoft POV
- Presenting our first exploration of a blockchain enabled game : Hashcraft
- Hashcraft is also a procedural world. Procedural generation on a Unity prototype: marching cubes, no texture solution,
- Designing a game for the blockchain with Unity,
Two years old and over eight million monthly active users - not bad for a company in their toddler years! This presentation details the lean approach Fluffy Fairy Games takes with their titles - specifically how to go from zero to 30 Million + installs and full profitability. Subjects covered include; staying lean with Unity, saying "no" to distractions, the ideal MVP, KPIs, weekly update cycles, being player centric, accelerating the critical path, and Live ops.
Track: Livestream, Machine Learning
Recent advances in mathematics, computation, and data are radically redefining what is possible with machine learning (ML). These new techniques have made ML not only more tractable, but broadened the potential uses for it in game production and beyond! In this session, we’ll go over Unity ML-Agents, an open source toolkit that bridges the world of Unity and Machine Learning. We’ll go over how advances in AI, such as reinforcement and imitation learning, can open the door for new ways of game development.
Vincent-Pierre Berges - Unity Technologies
Track: Livestream, XR
What is spatial computing and is it the future of augmented reality? Find out more by attending this in-depth session led by Aleissia Laidacker and Brian Schwab of Magic Leap. You'll hear about the design paradigm shift and a new set of tools you can use to explore and design exciting experiences around characters and environments.
Track: Livestream, XR
Learn about the latest building blocks in Mixed Reality Toolkit – Unity (MRTK) that helps you jumpstart your mixed reality app development for HoloLens and immersive headsets.
Yoon Park - Microsoft
Craft high-quality, compelling trailers that show off the best your game has to offer. In this session, you'll learn intermediate-level film-tool and feature skills, as well as marketing best practices for maximizing the impact for your video content and positioning your project to find its best audience.
Take the next step. Find out how you can leverage Unity Connect to grow your career, earn extra income with your expertise, or find other talented collaboraters to help you realize your ultimate idea. For companies and studios we'll be providing hiring best practices to help you find your next rockstar developer.
Cache Server makes creating with Unity faster by optimizing the asset-import processes either on your local machine or on a dedicated server for teams working on a LAN. In this session, you’ll learn about improvements in the recent Version 6.0 release (and how to implement it), accelerating your team’s workflow.
Stephen Palmer - Unity Technologies
With "QuickShape" we created a multi-user tool for the rapid iteration of sketches and NURBS-based design concepts in VR. Developed by the Virtual Engineering Lab in cooperation with Volkswagen Design, this application takes the current workflow to the next level to make designing cars easier, faster and cheaper.
This talk will focus on the technical challenges and pitfalls we encountered during the project's development.
We will cover our use of compute shaders for real-time mesh computation, various approaches to trimmed surfaces and their pros / cons, and some of the more tricky features of the application like mirroring and multi-user synchronization.
David Kuri - Volkswagen AG
Track: Labs, XR
Unity Labs will be talking about how we’re tackling the challenge of designing tools that let you make apps that truly augmented reality. We’ll delve into the UX and architecture of our latest project, MARS, followed by a Q&A that covers both MARS and the iPhone X facial capture demo highlighted at the keynote.
The talk will cover several innovative XR design techniques in details. It will explain how XR binds together its' ancestors fields like user experience design, interaction design, architecture, psychology and game design. It will show how to use specific AI and computer graphics technologies (like compute shaders) to design VR specific physical simulations, interactions, materials and visual effects. The talk will also briefly describe which tools and techniques to use to make better physical and body interactions, how to master user interfaces, make better spatial sound design and build multiplayer interactions. As well as, how to use diverse and emotional design to make more immersive user experiences.
Vladimir Storm - Cyber Death
In this information-packed session for beginner-intermediate VR creators, the co-founders of the international Outhere agency will showcase VR best practices, tips, and techniques used on projects for major global brands. Come learn how to create your best work, and realize your vision — faster than ever before.
Is your VR app ready for an additional three degrees of freedom? Daydream Standalone headsets, like the Lenovo Mirage Solo, offer users greater comfort in VR, as they are no longer constrained by a simulated neck model. Learn how to adapt or build your VR app, so your users have the best possible "6DoF" experience. With your developer skills, and the guidance we provide you, you'll soon be on your way to creating immersive experiences your users love.
Rus Maxham - Google
Asset Store is a great place to look for 3D models for your game, but since the assets come from creators from all over the world and have been created across years now, it's hard to make consistent, immersive environments using a multitude of asset packs, and these assets are often associated with prototyping, placeholder art and "cheap looks". However, it is possible to utilise asset store assets in a way that they comprise a concise environment without racking up much costs or production time.
Working on Mosh Pit Simulator, I have created most of the game world using the Asset Store assets, and being a solo developer, getting a $5 asset and spending 30 minutes fixing makes way more sense than spending an entire day modelling and texturing everything from scratch. During this talk I will share my experience showing how to make assets play by your rules.
Sos Sosowski - Sos
Small studios need to maximize the performance of each member while utilizing solutions to cover skill gaps. In this talk the three person dev team, Pixel Reign, will discuss strategies used while developing their upcoming title, Robbie Swifthand and the Orb of Mysteries. Topics include identify needs and developing custom tools, integrating new engine features into existing workflows, and achieving cohesive and compelling gameplay with limited resources.
Unity partner, Mapbox will show you how you can use their platform to bring the real world into your game or project. Come to this session to learn how to bring a map into Unity, procedurally spawn real-world elements, and fully customize your environment for a location-aware AR experience.
Acquired by Unity in November 2017, Multiplay is an Enterprise Game Server Hosting Platform made for developers who want to create real-time multiplayer experiences. Learn how games like Titanfall 2 and Gang Beasts use Multiplay today and how you can get started.
In this session, you’ll learn about an AI search engine for the Unity Asset Store, which dramatically reduces the time and effort need to find 3D assets. Come see how this visual search tool uses images, rather than text, to instantly surface relevant content, which you can then preview and use directly in your project.
Track: Mobile AR
In this session,you will learn about Google's recently launched AR platform: How it works, the vast breadth of applications it enables, and how you can get started developing on ARCore.
Matthew Small - Google
During the development of Old Man's Journey for Nintendo Switch we were faced with the challenge of making a cooperative, pointer based game work with the various input scenarious the Switch has to offer. Seeing this flexibility as a strength we wanted to make sure to offer input schemes suited well for handheld, tabletop and TV mode. To combine the input possibilities from the touch screen, gyroscope-pointers and analog sticks we chose to extend Unity's native input event system. That way we can easily distribute the pointer data to every corner of the game without caring who and what device controlls the pointer. We will also elaborate on how Broken Rules managed to bring Old Man’s Journey to the European, the Ameriacan and the Japanese Nintendo Switch eShop simultaneously - within a very tight budget, limited time frame and with a team consisting of only 1 producer and 1 coder.
Bubble Island 2 launched in 2016, breathing new life into a decades old genre using Physics2D. The game is still going strong with over 4 million players until now. Despite a lot of hard challenges, we were happy with how it turned out. Join us for a postmortem talk to learn what went right, wrong, how Physics2D became a blessing and a curse, how we stayed sane (almost) all the way, and why raccoons are simply the best. Period!