Unite 2018 Berlin

June 19 — 21, Berlin

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Unite Berlin: Where creators come together

June 19-21, Berlin

Get the inside track on the latest developments in the content-creation engine used by a community of millions. And see the beautiful and amazing things other creators are doing with 2D, 3D, and VR/AR games and experiences in Unity. Unite Berlin is the place to engage with artists, developers, teachers, filmmakers, researchers, storytellers and other creators like you.

This event is only open to individuals 18 years or older.

New sessions announced

Great start to an amazing lineup! Wherever you need to go to drive success, we'll help you get there. This year's talks will cover mobile and console development, 2D, 3D, VR, AR, Machine Learning, analytics, ads, advancements in graphics and performance, multiplayer solutions, and much more. Plus, if you invite a friend or colleague before May 13, you’ll get 25% off the second ticket with our Bring a Buddy discount.

See the first scheduled sessions

Important Update

Unity is excited to announce that due to popular demand, we will be running speaker sessions starting on June 19th, providing attendees with even more exciting content and learning opportunities.  Sessions will begin the morning of June 19th and will run up to the Opening Keynote, kicking off at 6:00pm local time.  Don't miss out! 

Unite Training Day

On June 19, come join the Unity evangelists for the first ever hands-on Unite Training Day that is focused on creating a 2D game.  Training Day ($200) is not included in your Unite conference ticket and must be purchased as an add on to your conference ticket or as a stand alone ticket.   

Register Here

What’s on at Unite Berlin 2018

Come to Unite Berlin to learn, network and participate in exciting activities, including:

  • Advanced hands-on demo workshops
  • Technical sessions–customized for different levels
  • Previews of upcoming Unity tech
  • Made-with-Unity showcase
  • After-party with yummy food and music

Training Day: June 19, 9:00 am - 5:00 pm

Unite sessions and activities: Tuesday June 19, 9.00 am - 4.00 pm

Unite Keynote and Reception: Tuesday, June 19, 6:00 pm - 7.30 pm (Keynote) 7.30 pm - 9.30 pm (Reception)

Unite sessions and activities: Wednesday, June 20, 9.00 am -7.00 pm

Unite Party:

  • Wednesday, June 20, 8.00 pm - 1.00 am
  • Thursday June 21, 9.00 am - 4.00 pm, event ends

Schedule

3 days packed with high quality content.

Track filter

Clear filter
9:00 AM - 9:30 AM

Auto Summit Kick-Off: Introduction by John Riccitiello

Track: Auto

John Riccitiello - Unity Technologies

9:30 AM - 10:15 AM

Digital Omotenashi: Bringing the Lexus LC500 to Life Through the Magic of Real-Time with Unity

Track: Auto

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.

Joe DeMiero - Team One
Carl Seibert - TiltShift

10:15 AM - 10:45 AM

Break

10:45 AM - 11:15 AM

Unlock Your CAD Data for Real-Time Development

Track: Auto

This 30 minute 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

11:15 AM - 11:45 AM

Unity Next Level Rendering Quality

Track: Auto

In this 30 minute session you will 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

12:30 PM - 1:15 PM

VR Evolution in Automotive – from Marketing Experience to Engineering Holodecks

Track: Auto

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.

Daniel Classen - Lightshape
Robin Wenk - Lightshape

1:15 PM - 1:45 PM

Virtual PBR Materials Workflow for Real-Time Rendering

Track: Auto

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

1:45 PM - 2:15 PM

Break

2:15 PM - 3:00 PM

Creating Powerful Mixed Reality Applications across Auto

Track: Auto

In this session, you’ll 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

3:00 PM - 3:15 PM

Break

3:15 PM - 4:15 PM

Closing the Loop: Unity as a Tool for Vehicle Development

Track: Auto

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.

Florian Uhde - Volkswagen
Roman Wiche - Volkswagen

9:00 AM - 10:00 AM

New Addressable Asset System for Speed and Performance

Track: Core

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.

Stephen Palmer - Unity Technologies
Bill Ramsour - Unity Technologies

10:00 AM - 10:15 AM

Break

10:15 AM - 10:45 AM

Bringing GitHub to Unity

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

10:45 AM - 11:00 AM

Break

11:00 AM - 12:00 PM

Tests of Character: Automated Testing in Unity

Track: Core

Richard will quickly demonstrate basic use of Unity's built-in support tools for writing and executing automated tests. He will then discuss Best Practices around test authoring, go through different test scenarios, and show you how to incorporate tests and test-automation into production. The intended audience for this session is programmers (intermediate-advanced).

Richard Fine - Unity Technologies

1:30 PM - 2:30 PM

Autodesk and Unity: FBX Roundtripping Overview

Track: Film/Cinematic

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

2:30 PM - 2:45 PM

Break

2:45 PM - 3:15 PM

Unity Hub: A Gateway to Managing your Unity Experience

Track: Core

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.

Boris Mongeau - Unity Technologies
Daniel Tutino-Galletti - Unity Technologies

3:15 PM - 3:30 PM

Break

3:30 PM - 4:00 PM

Text Mesh Pro for Runtime

Track: Core

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

9:00 AM - 11:00 AM

ARCore 101: A Hands-on Workshop

Track: AR

Get step-by-step guidance on how to start building mobile AR experiences in ARCore with Unity based on Google's Codelab.

Prerequisites:
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.

Dan Miller - Unity Technologies

11:00 AM - 11:15 AM

Break

11:15 AM - 12:00 PM

Mobile Power Management: Performance Features on Oculus Go

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

12:00 PM - 12:15 PM

Break

12:15 PM - 1:00 PM

Progressive Lightmapper: An Introduction to Lightmapping in Unity

Track: Graphics

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.

Kuba Cupisz - Unity Technologies
Tobias Alexander Franke - Unity Technologies

1:00 PM - 1:15 PM

Break

1:15 PM - 2:00 PM

Worldbuilding in Minutes: Rapid Procedural Terrain & Scene Creation

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

2:00 PM - 2:15 PM

Break

2:15 PM - 3:00 PM

Getting Started with the Lightweight Rendering Pipeline

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

Felipe Lira - Unity Technologies

3:00 PM - 3:15 PM

Break

3:15 PM - 4:00 PM

Memory Profiler: The Tool for Troubleshooting Memory-Related Issues

Track: Core

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

9:00 AM - 9:45 AM

Linear Storytelling with Unity: An Overview

Track: Film/Cinematic

This overview covers 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
Mark Schoennagel - Unity Technologies

11:00 AM - 11:45 AM

Trailer Tricks: Leveraging Cinematic and Artist Tools to Make Killer Game Trailers

Track: Film/Cinematic

Craft high-quality, compelling trailers that show off the best your game has to offer. This session includes intermediate-level skillbuilding around film tools and features that help you craft compelling video capture, as well as best practices from a marketing perspective on how to maximize impact for your video content and position your project to find its best audience.

Natalie Grant - Unity Technologies
Adam Myhill - Unity Technologies

1:00 PM - 1:45 PM

Advanced-Level Timeline and Cinemachine

Track: Film/Cinematic

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.

Ciro Continisio - Unity Technologies
Adam Myhill - Unity Technologies

1:45 PM - 2:00 PM

Break

2:00 PM - 2:45 PM

Book of the Dead: Environmental Design, Tools, and Techniques for Photo-Real Worldbuilding

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 tackle a major feat: building a realistic forest setting with a high level of detail that supports crucial story beats.

Julien Heijmans - Unity Technologies
Silvia Rasheva - Unity Technologies

2:45 PM - 3:00 PM

Break

3:00 PM - 4:00 PM

Exclusive Premiere: Sonder (a Short Film)

Track: Film/Cinematic

Don't miss the Exclusive Premiere of this gorgeous real-time animated film about love and loss. The talented team brings us pne 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!)

Neth Nom - Sonder
Sara K. Sampson - Sonder

6:00 PM - 7:30 PM

Unite Berlin 2018 Opening Keynote

Join us for the Opening Keynote!

9:00 AM - 10:00 AM

Unity in Automotive - The Road Ahead

Track: Auto

In this presentation, Tim and Ed will share their 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
Tim McDonough - Unity Technologies

10:00 AM - 10:30 AM

Unlock your CAD Data for Real-Time Development

Track: Auto

This 30 minute 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

10:30 AM - 10:45 AM

Break

10:45 AM - 11:30 AM

Industrial Mixed Reality: Lessons Learned Developing for Microsoft HoloLens

Track: Auto

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

11:30 AM - 11:45 AM

Break

11:45 AM - 12:15 PM

Intuitive 3D Content Creation

Track: Auto

A short overview of industrial and entertainment design workflows with Gravity Sketch VR and Unity. In this presentation and demonstration, see how users can move seamlessly from a concept sketch to a high-quality NURBS surface model natural and intuitively without breaking the creative flow. 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 a 3D output. 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 -

1:15 PM - 2:00 PM

From CAD to XR: Automated Data Optimization Using Unity and PiXYZ

Track: Auto

In this session, Jens Angerer, the team lead for human-computer interfaces at Audi Production will share:
- How Audi is using XR to develop, build and sell its cars
- The five human desires you need to consider when developing for XR
- Why optimizing CAD data with PiXYZ is crucial for XR Experiences made with Unity

Jens Angerer - Audi Production Lab

2:00 PM - 2:15 PM

Break

2:15 PM - 3:00 PM

Using PiXYZ and Unity to bring CAD Data to Life

Track: Auto

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

3:00 PM - 3:15 PM

Break

3:15 PM - 4:00 PM

Building Environments for Autonomous Vehicle Training

Track: Auto

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.

Jose De Oliveira - Unity Technologies
Miguel Ferreira - CVEDIA

4:00 PM - 4:15 PM

Break

4:15 PM - 5:00 PM

How to Drive VR/AR Use Cases for Enterprises Using the Example of Volkswagen

Track: Auto

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 - Head of Product, Mixed Reality Enterprise Platform

5:00 PM - 5:15 PM

Break

5:15 PM - 6:00 PM

Automotive and Virtual Reality: A Short History and Long Future

Track: Auto

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.

Filippos Arvanitakis - OutHere
Martin Krafft - OutHere

6:00 PM - 6:15 PM

Break

6:15 PM - 6:45 PM

Unity Training Workshops Taster: Introduction to Automotive Design Visualization

Track: Auto

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

6:45 PM - 7:00 PM

Break

7:00 PM - 9:00 PM

AutoTech Happy Hour

Track: Auto

11:00 AM - 11:30 AM

AMC's The Walking Dead: Our World, Using AR to Bring a Major IP to life with Unity

Track: AR

Learn how Next Games worked with AMC to bring their TV show alive for the upcoming location-based AR game, The Walking Dead: Our World. You'll learn how they worked with a major TV franchise, built using AR tools, and captured lifelike animations.

Mikael Achren - Next Games

2:15 PM - 3:15 PM

3D World Building with ProBuilder: Effective Iteration & Workflow Enhancements

Create playable levels quickly using ProBuilder and with precision using ProGrids. Aesthetically enhance your designs using Polybrush. Perform quicker iteration of levels by enhancing workflows (workflows covered include moving assets between 3D software packages and Unity and using ProBuilder with lighting, dynamic objects objects and prefabs).

Liz Mercuri - Unity Technologies

3:15 PM - 3:30 PM

Break

3:30 PM - 4:00 PM

Underworld : Lighting for Stealth Games

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.

Justin Pappas - OtherSide Entertainment

4:00 PM - 4:15 PM

Break

4:15 PM - 4:45 PM

Particle System Updates

Track: Graphics

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

4:45 PM - 5:00 PM

Break

5:00 PM - 6:00 PM

Shader Graph: Create your shaders without code

Track: Graphics

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.

Peter Bay Bastian - Unity Technologies

6:00 PM - 6:15 PM

Break

6:15 PM - 6:45 PM

Attaining Post-Processing Effects on Mid-Range Smartphones

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.

José Emilio Muñoz López - Arm
Đorđe Đurđević - Nordeus

9:00 AM - 9:45 AM

2018 Roadmap

Track: 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.

Andrew Bowell - Unity Technologies
Arisa Scott - Unity Technologies

9:45 AM - 10:00 AM

Break

10:00 AM - 10:45 AM

Book of the Dead: Optimizing Performance for High-End Consoles

Track: Graphics

Book of the Dead is a real-time interactive experience which was built for the PS4 Pro. 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

2:00 PM - 3:00 PM

Substance for Unity Plugin: More Performance, Better Workflow

Track: Core

For the release of Unity 2018.1, Allegorithmic completely rewrote the Substance plugin to offer smoother experiences and much better performance. In this session, they will demo these improvements and show you how Substance for Unity can speed up your texturing process directly from your favorite game engine.

Vincent Gault - Allegorithmic

4:15 PM - 4:45 PM

Package Manager: The Evolution of Unity Project Management

Track: Core

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.

Phil Jean - Unity Technologies
Daniel Tutino-Galletti - Unity Technologies

4:45 PM - 5:00 PM

Break

5:00 PM - 5:45 PM

Improved Prefab Workflow

Track: Core

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

5:45 PM - 6:00 PM

Break

6:00 PM - 7:00 PM

Technical Deep Dive into the New Prefab System

Track: Core

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.

Rune Skovbo Johansen - Unity Technologies
Steen Lund - Unity Technologies

9:00 AM - 10:00 AM

How Mixed Placements Drives More Revenue for Mobile Games

Track: Mobile Business

To maximize player LTV, there's a fine balance between IAP Promotion, Ads, and Cross-Promotion. Learn how Unity provides a combination of mixed placements using machine learning to optimize revenue across the suite.

Stephen Sullivan - Unity Technologies
Felix The - Unity Technologies

10:00 AM - 10:15 AM

Break

10:15 AM - 10:45 AM

Pixonic's receipe for success - how they paired Ads with no cannibalization of IAP

Track: Mobile Business

Hear Pixonic describe how they used Unity to build War Robots, along with their strategy to use video ads without having any impact to their IAP revenue.

Vladimir Krasilnikov - Pixonic

10:45 AM - 11:00 AM

Break

11:00 AM - 12:00 PM

Lift player retention with real-time insights: LiveTune & Tutorial Manager

Track: Mobile Business

Unity Analytics introduces two new features: LiveTune and Tutorial Manager. LiveTune is a Unity service that optimizes app performance settings such as graphics and visual quality settings etc. dynamically for every device. It ensures the best app performance to help you engage your audience and extend their life cycle in your app. Unity Tutorial Manager leverages Unity's vast store of game data to predict how best to optimize your onboarding process for each player, yielding improved Day 1 retention. Come join us to learn how to use these two features to adapt gameplay experiences to increase player retention.

Lauren Feldman - Unity Technologies
Elie Noune - Unity Technologies

12:00 PM - 12:15 PM

Break

12:15 PM - 1:15 PM

New GDPR regulations for EU

Track: Business, Mobile

Learn the in's and out's about how we are aligning with GDPR, as well as the lengths we are taking to ensure the privacy of our audiences.

Ingrid Lestiyo - Unity Technologies

1:15 PM - 1:30 PM

Break

1:30 PM - 2:30 PM

Maximize UA spends with new immersive formats and machine learning

Track: Mobile Business

Once you've built a successful mobile game, you have to acquire fresh players to sustain LTV. Learn how to optimize campaigns with new features including Audience Pinpointer, Playabes, and our new AR Ad format.

Juho Metsovuori - Unity Technologies

2:30 PM - 2:45 PM

Break

2:45 PM - 3:45 PM

Introducing Unity A/B Testing and Tutorial Manager

Track: Analytics

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.

Lauren Feldman - Unity Technologies

3:45 PM - 4:00 PM

Break

4:00 PM - 4:30 PM

Bringing a massive online competitive casual arena game to life

Track: Mobile Business

Learn how Futureplay developed their newest game Battlelands Royale and built it to scale a massive online audience.
Trailer: https://www.youtube.com/watch?time_continue=8&v=24D89PMHr5U

Mika Rahko - Futureplay

4:30 PM - 4:45 PM

Break

4:45 PM - 5:15 PM

The Future of Connected Games: Unity and the Cloud

From connected single-player to real-time multiplayer, are you ready to explore the spectrum of connected games? Join Unity product manager Brandi House to see how you can utilize Unity and the cloud to build and scale games to serve a global audience

Brandi House - Unity Technologies

6:30 PM - 7:00 PM

OpenMatch: Multiplayer Matchmaking with Unity

Matchmaking is an essential component of today’s most popular multiplayer games. Unity is helping lead 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.

Caleb Atwood - Unity Technologies

9:00 AM - 9:45 AM

Real-time ray-tracing techniques for integrating into existing renderers, presented by AMD.

Track: Graphics

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

9:45 AM - 10:00 AM

Break

10:00 AM - 11:00 AM

Unity Training Workshops Taster: Migrating to 2018.1

Track: Core

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

1:00 PM - 1:45 PM

Create High-Quality Visuals with the Post-Processing Stack

Track: Graphics

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.

Matt Dean - Unity Technologies
Thomas Hourdel - Unity Technologies

3:00 PM - 3:45 PM

The Future of Character Animation in Unity: High-Quality Motion Synthesis

Track: AI

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
Nicolas Meuleau - Unity Technologies

5:15 PM - 5:45 PM

Trinity: Next-Level Graphics for Cinematic VR

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

5:45 PM - 6:00 PM

Break

6:00 PM - 7:00 PM

WATCH LIVE! Making a Short Film from Scratch in One Hour or Less!

Track: Film/Cinematic

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

9:45 AM - 10:30 AM

Getting Started with Handheld AR

Track: AR

If you're an aspiring handheld AR-app developer, but not quite sure where to begin, this session is for you. Unity XR Evangelist, John Sietsma, 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.

John Sietsma - Unity Technologies

10:30 AM - 10:45 AM

Break

10:45 AM - 11:30 AM

Secrets to Creating the Best AR Experiences

Track: AR

Go in-depth into the rapidly changing, magical world of AR experiences with Unity’s XR Evangelist, Dan Miller. Learn eye-opening tips and tricks for creating kick-ass AR apps that bring your vision to life. Dan will share some of Unity’s favorite best practices for creating AR apps.

Dan Miller - Unity Technologies

11:30 AM - 11:45 AM

Break

11:45 AM - 12:15 PM

Optimizing AR: extend battery life and avoid overheating

Track: AR

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

1:15 PM - 1:45 PM

Harold Halibut: Deep Dive into the Making Of a Stop-Motion Game

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.

Daniel Beckmann - SlowBros
Onat Hekimoglu - SlowBros
Fabian Preuschoff - SlowBros
Ole Tillmann - SlowBros

1:45 PM - 2:00 PM

Break

2:00 PM - 3:00 PM

Rendering Techniques for Augmented Reality

Track: AR

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.

John Sietsma - Unity Technologies

9:00 AM - 9:30 AM

Better Unity scripting with Rider

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

9:30 AM - 10:00 AM

Break

10:00 AM - 10:45 AM

Scaling CPU Experiences: An Introduction to the Entity Component System

Track: Core

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.

Julian Fischer - Intel
Mike Geig - Unity Technologies

10:45 AM - 11:00 AM

Break

11:00 AM - 11:30 AM

Bringing the Indoor Mapping WRLD 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.

Faizaan Ghauri - WRLD
Oliver Norton - WRLD

1:45 PM - 2:30 PM

Democratize Machine Learning: ML-Agents Explained

Track: 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

2:30 PM - 2:45 PM

Break

2:45 PM - 3:15 PM

2D Rigging and Animation in Unity

Track: 2D

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

11:30 AM - 12:30 PM

ML-Agents Hands-On Lab

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

12:30 PM - 12:45 PM

Break

12:45 PM - 1:45 PM

Magic Leap: Bringing Pixels to the World

Track: 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.

Aleissia Laidacker - Magic Leap
Brian Schwab - Magic Leap

9:00 AM - 9:30 AM

Grow Your Career and Build Your Team with Unity Connect

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.

Carl Callewaert - Unity Technologies
Anne Evans - Unity Technologies

9:30 AM - 9:45 AM

Break

9:45 AM - 10:15 AM

Create Faster with Cache Server V6

Track: Core

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

10:15 AM - 10:30 AM

Break

10:30 AM - 11:00 AM

From Sketch to Sculpture: Real-time NURBS editing in VR

Track: VR

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

11:00 AM - 11:15 AM

Break

11:15 AM - 12:00 PM

Reality As Your Next Build Target: Mobile AR and the Future of Authoring

Track: Labs, XR

This technical presentation will include a never-before-seen preview of groundbreaking XR features and workflows. Come learn how any creator with an iPhone X will soon be able to leverage the built-in camera to animate their characters' faces for use in any project on any platform. Attendees will also get insight into authoring philosophy and the fun, nitty gritty details of developing digital experiences using real-world data from mobile devices, APIs, and even new wearable AR devices

Timoni West - Unity Technologies

12:00 PM - 12:15 PM

Break

12:15 PM - 12:45 PM

Republique: How to make mobile VR look amazing

Track: Mobile

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

12:30 PM - 1:00 PM

Engineering The Best Possible Experience For PlayStation VR

Track: XR

This talk will cover some of the issues to look out for 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

12:45 PM - 12:30 PM

Break

1:45 PM - 2:15 PM

Spaces in Places - Immersive VR experiences for a global audience

Track: VR

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.

Filippos Arvanitakis - OutHere

2:15 PM - 2:30 PM

Break

2:30 PM - 3:00 PM

Six Degrees of Freedom: Develop for Daydream Standalone Headsets

Track: VR

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

9:45 AM - 10:15 AM

Mapbox

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.

Miroslav Lysyuk - Mapbox
Abhishek Tripathi - Mapbox

10:15 AM - 11:15 AM

Hosting AAA Multiplayer Experiences with Multiplay

Track: Multiplayer

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.

Fred Gill - EA
Will Lowther - Unity Technologies

10:30 AM - 11:30 AM

Optimizing Binary Deployment Size

Track: Core

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

11:30 AM - 11:45 AM

Break

11:45 AM - 12:15 PM

3D Visual Search on the Unity Asset Store: Instantly Find 3D Assets and Create Prototypes

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.

Shai Ghelberg - Resonai
Galia Rosen Schwarz - Resonai

1:15 PM - 1:45 PM

Developing Immersive Experiences with ARCore

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

1:45 PM - 2:00 PM

Break

2:00 PM - 2:30 PM

Old Man's Journey: Bringing a pointer based game to Nintendo Switch with a small team

Track: Core

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.

Jan Hackl - Broken Rules
Josef Wiesner - Broken Rules

3:30 PM - 4:00 PM

Developing on the Windows Mixed Reality Platform

Track: XR

Find out the latest for developers in the Windows Mixed Reality platform. Using Unity to build great experiences for Windows Mixed Reality headsets, both AR and fully immersive experiences.

Daniel Gonzales - Microsoft

All aboard! Unite is moving to a new location

The Unite Berlin keynote, conference and exhibition will be held at STATION-Berlin on June 19.21, 2018. Only a few steps away from Potsdamer Platz in the heart of the city lies the historical landmark known as STATION-Berlin.

Structural details, like massive gates where steam locomotives once chugged, give the site a vintage feel. These days, however, it has been reimagined as a modern convention center, which serves as a hub for innovative ideas and creative concepts. The perfect location for Unite Berlin.

Brilliant Berlin

David Bowie called it the greatest cultural extravaganza one could imagine. From historical sites to counter-culture hideaways, Berlin is now also a hotspot for developers and the tech scene. This artsy, vibrant city has something for everyone, and we can’t wait to see you there.

Learn more about Berlin at VisitBerlin

Unite Training Day

June 19, 2018, STATION-Berlin

You’ll explore powerful new tools and workflows using real game assets provided by Pixel Reign Studios. If exploring dungeons for treasure and avoiding spike traps of death sounds fun, or you’re just hungry to learn, then this workshop is for you.

  • Schedule
  • Prerequisites
  • Come prepared

Training Day schedule

08.00 - 09.00: Registration

09.00: Workshop begins

10:30: 15-minute break

12.00: Lunch

15:15: 15-minute break

17:30: Workshop ends

Training Day prerequisites

The participants should have some basic knowledge of Unity.

Users should bring a laptop (sorry, no room for desktops), power cord, and a mouse (it will make using Unity a whole lot easier). Additionally, users should have the latest version of Unity installed and opened at least one time prior to attending.

Come prepared

Have a look at these excellent tutorials and blog posts to make sure you get the most out of the training.

Book a hotel near the venue Accommodation

There are many accommodations to choose from. Search by price, proximity to STATION-Berlin, and room requirements, and find just the right one for you.

Sheraton Berlin Grand Hotel Esplanade - Host Hotel

To get a quote, contact Sheraton Hotel Reservations or telephone +49 (0) 30 25 47 88 25 5 and be sure to mention “Unity Technologies” and Unite Berlin or click here to book online.

What’s it like to attend a Unite event?

Check out these short highlight reels from Unite Europe 2017 and Unite Austin 2017.

Sponsors

Interested in sponsoring Unite Berlin 2018?

Come interact with developers, publishers, training providers and other Unity enthusiasts, and show them all the great tools and technology you have to offer. Learn about the benefits, opportunities and package options for Unite Berlin sponsors.

Visit the Unite Sponsorship Portal

Questions? Please, contact us at uniteberlinsponsors@unity3d.com

Have questions about Unite Berlin?

Contact the Unity Event Team
Unite Berlin 2018 Legal Terms

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