9:00 AM - 9:45 AM
Unity in Automotive - The Road Ahead
Track: Auto
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
10:00 AM - 10:30 AM
Advanced CAD Data Prep and Optimization in Unity
Track: Auto
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.
Axel Jacquet - PiXYZ
Geoffrey Subileau - PiXYZ
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
11:45 AM - 12:15 PM
Intuitive 3D Content Creation
Track: Auto
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
1:15 PM - 2:00 PM
The Secret To Creating Great XR Experiences
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
2:15 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
3:15 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
4:15 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 - Innoactive
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
6:15 PM - 7:00 PM
Unity Training for Automotive: How to Up-Skill Your Workforce
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
7:00 PM - 9:00 PM
AutoTech Happy Hour
Track: Auto
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
9:45 AM - 10:45 AM
Are games platforms taking over the world?
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.
Joe DeMiero - Team One
Matthew Gault -
Ryan Payton - Camouflaj
Sara K. Sampson - Sonder
11:45 AM - 12:30 PM
Technical Communication for Unity Developers
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.
Siobhan Gibson - Unity Technologies
Kerry Turner - Unity Technologies
1:00 PM - 1:30 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
2:15 PM - 3:15 PM
Substance for Unity plugin: more performance, better workflow
Track: Core
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
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.
Sam Luangkhot -
Justin Pappas - OtherSide Entertainment
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
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.
Andy Touch - Unity Technologies
6:15 PM - 7:00 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
From Pong to 15-person project
Track: Livestream
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
10:00 AM - 10:45 AM
Book of the Dead: Optimizing Performance for High-End Consoles
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
11:00 AM - 12:00 PM
ECS, C# Job System and Burst Q&A
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.
Joachim Ante - Unity Technologies
Martin Gram - Unity Technologies
12:15 PM - 12:45 PM
Embrace a Visual Vertical Slice and not die trying: The Nautilus Odyssey
Track: Livestream
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.
Dani Candil - THQ Nordic
Elena Candil - THQ Nordic
1:15 PM - 2:00 PM
2018 Roadmap
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.
Andrew Bowell - Unity Technologies
Arisa Scott - Unity Technologies
2:00 PM - 3:00 PM
3D Worldbuilding with ProBuilder: Effective Iteration & Workflow Enhancements
Track: Livestream
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.
Liz Mercuri - Unity Technologies
Jonathon Wilson - Coatsink
3:15 PM - 4:00 PM
Mobile VR, Programming, rendering
Track: Livestream
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
4:15 PM - 4:45 PM
Package Manager: The Evolution of Unity Project Management
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.
Phil
Jean - Unity Technologies
Daniel Tutino-Galletti - Unity Technologies
5:00 PM - 5:45 PM
Improved Prefab Workflow
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
6:00 PM - 7:00 PM
Technical Deep Dive into the New Prefab System
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.
Rune Skovbo Johansen - Unity Technologies
Steen Lund - Unity Technologies
9:00 AM - 9:45 AM
GDPR and Your Game
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
10:00 AM - 11:00 AM
Optimizing Engagement and LTV through Personalization
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.
Nicolas Boulay - Space Ape
Stephen Sullivan - Unity Technologies
Felix
The - Unity Technologies
11:15 AM - 11:45 AM
Pixonic's Recipe for Success - Pairing Ads and IAP
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
12:15 PM - 1:15 PM
Lift Player Retention with Real-Time Insights
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.
Lauren Feldman - Unity Technologies
Elie Noune - Unity Technologies
Ray Wang - LiveTune
1:30 PM - 2:30 PM
Maximize User Acquisition Spend with Immersive Ad Formats and Machine Learning
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
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
Elie Noune - Unity Technologies
Ray Wang - LiveTune
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
4:45 PM - 5:30 PM
The Future of Connected Games: Unity and Google Cloud
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
Micah Baker - Google Cloud
Brandi House - Unity Technologies
5:45 PM - 6:30 PM
The Future of Matchmaking with Unity and Google
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.
Caleb Atwood - Unity Technologies
Joseph Holley - Google Clous
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
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
11:00 AM - 11:45 AM
Visualize This! Integrating Visual Search in your Workflow
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.
Shai Ghelberg - Resonai
Galia Rosen Schwarz - Resonai
12:00 PM - 12:45 PM
Become a Speed Demon: Being Faster at Everything you Do in Unity
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
1:15 PM - 2:00 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.
Josh Naylor - Unity Technologies
2:15 PM - 2:45 PM
Shadowgun Legends : Packing triple A graphics into a mobile package
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.
Marek Rabas - Madfinger Games
Petr Smílek - Madfinger Games
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
4:00 PM - 5:00 PM
Editor Scripting the Scene View
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
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
6:00 PM - 7:00 PM
WATCH LIVE! Making a Short music video with HDRP 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
6:00 PM - 7:30 PM
Women in Games
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!
Event Timing:
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
2:00 PM - 5:00 PM
ARCORE 101: A Hands-on Workshop
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
Prerequisites:
- 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.
Rus Maxham - Google
Stanlo Slasinski - Google
Matthew Small - Google
6:00 PM - 8:00 PM
Unity Connect Networking Mixer
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:
- Wooga: Founded in 2009, Wooga has become one of the most popular developers of casual mobile games in the world. Based in Berlin, employees from more than 40 nations develop high quality puzzle, simulation and hidden object games for a global audience.
- Demodern: We are one of the leading digital agencies in Germany. Since 2008 we have been designing and developing digital communication for all sectors. Our international team of specialists works passionately and collaboratively on digital solutions – from websites, mobile apps, store & event installations down to virtual reality applications. Our goal is to create high-quality, digital communication that makes an impact.
- SegaHardlight: Hardlight is an established SEGA UK games developer focused on ‘Games as a Service’ for Mobile, PC and VR. Founded with the ethos of staying compact, agile and focused - combining talent from a variety of game genres, platforms and backgrounds we are working closely with SEGA publishing on new and existing products and IP.
- Bossa Studios - Bossa Studios is a BAFTA winning independent games developer and publisher based in London. Driven by creativity, charm, and flair, we make games for fun's sake, including the critically-acclaimed Surgeon Simulator and I am Bread.
- InnoGames - InnoGames, based in Hamburg, is one of the leading developers and publishers of online games with more than 200 million registered players around the world. Currently, more than 400 people from 30 nations are working in Hamburg and Düsseldorf.
- Cybernetic Walrus
- Ubisoft Mobile Studios (Paris and Abu Dhabi)
Get your ticket: https://www.eventbrite.com/e/unity-connect-networking-mixer-at-unite-berlin-tickets-46084396671?aff=eac2