Unite 2017 Europe

October 3 - 5 — Austin, Texas

Участвуйте, общайтесь и обучайтесь на конференции Unite в Остине в 2017 году

3 - 5 октября, Остин, шт. Техас

Присоединяйтесь к нам на ежегодной Европейской конференции разработчиков для движка Unity - лидирующей на рынке платформы для создания видеоигр, моделей и другого интерактивного 3D, 2D и VR/AR контента.

Художники, разработчики, учителя, авторы фильмов, исследователи, сценаристы - все, кто работает с Unity, получат ценное обучение и вдохновение на конференции Unite в Остине. Конференция пройдет в Конференц-центре, расположенном в центре Остина, штат Техас. Открытие выставки будет проведено с 12:00 по 17:00 3-го октября. Церемония открытия конференции пройдет в 18:00 , после чего два полных дня 4-го и 5-го октября будут проходить выступления на конференции и выставка.

Thank you for coming!

Thank you to all who attended Unite Austin, we hope you enjoyed yourself!  Stay tuned to our YouTube channel and Unity website for all the event session recordings.  We'll see you in 2018!

Не пропустите дебют прямой трансляции
конференции Unite Остин!

Впервые наше сообщество сможет испытать настоящее волнение и вдохновение от Unite — В ПРЯМОЙ ТРАНСЛЯЦИИ, как это происходит! Мы будем транслироваться непосредственно из студии прямого эфира Unity, расположенного в социальном центре выставочного зала. Если вы посетите Unite, остановитесь, чтобы посмотреть нашу передачу во время прямой трансляции.

У нас в очереди на выступление есть очень интересные специальные гости, поэтому мы ожидаем узнать от них все последние новости и анонсы, идеи разработчиков, предстоящие функции Unity и многое другое!

Когда: 4 октября, 11:00 - 13:00 ЦВ
5 октября, 11:00 - 13:00 ЦВ
Где: YouTube и Facebook Live
Программа прямой трансляции

Что будет происходить на конференции Unite в Остине

Конференция Unite в Лос-Анджелесе предлагает три для обучения и общения, в том числе продвинутые практические занятия, технические сессии, демонстрация продукции «Разработано на Unity», предварительный просмотр предстоящих технологий Unity и, конечно же, невероятная вечеринка!

Это отличное место для общения со своими коллегами, участия в команде Unity и знакомства со всем новейшим и самым лучшим, что может предложить Unity.

Конференц-центр в Остине

Впервые Unite отправляется в столицу штата Техас и в Конференц-центр Остина! Расположенный в самом центре города, конференц-центр Остина находится в нескольких шагах от отелей с фирменным брендом, захватывающей ночной жизнью, удивительными ресторанами и единственными в своем роде магазинами. Близость места ко всему, что делает Остин уникальным, гарантирует его как идеальное место для проведения конференции Unite 2017.

Уникальный Остин

Известный как мировая столица живой музыки, Остин принимает у себя несколько всемирно известных музыкальных фестивалей, например SXSW и Austin City Limits. В городе также есть несколько удивительных технологических компаний, многие из которых являются партнерами Unity. Этот отличительный город может похвастаться яркой ночной жизнью, ресторанами мирового класса и сильным сообществом разработчиков; просто очень подходящее место для Unite!

Посмотрите все, что может предложить Остин

Discover Austin

Проживание

Всего в нескольких шагах от конференц-центра и ниже него расположены гостиницы, которые являются отличным выбором для пребывания на конференции Unite Остин! Все они предлагают скидки на на свои тарифы участникам Unity, поэтому заказывайте прямо сейчас, чтобы обеспечить свое место!

Hyatt Place

Отель Hyatt Place Austin Downtown находится в центре Остина, в нескольких минутах ходьбы от башни банка Фрост и Музея мексиканского искусства. Этот отель также находится в непосредственной близости от бейсбольного стадиона Longhorn.

Наслаждайтесь рекреационными удобствами, такими как крытый бассейн и круглосуточный фитнес-центр. В этом отеле предоставляется бесплатный беспроводной доступ в Интернет и услуги туристам по бронированию экскурсий и билетов. Почувствуйте себя как дома в одном из номеров с кондиционером, холодильником и телевизором с плоским экраном. Для вашего развлечения предусмотрены превосходные телевизионные каналы и док-станции MP3, а беспроводной доступ к Интернет предоставляется бесплатно. В ванных комнатах есть совмещенные душ и ванна, а также дизайнерские туалетные принадлежности и фен. Дополнительные удобства включают телефоны, а также сейфы и рабочие столы.

Регистрация прибытия 3:00PM
Регистрация отбытия 12:00PM
WiFi Бесплатно
Цена Блок Unity уже продан.
Свяжитесь с отелем напрямую, чтобы узнать текущие тарифы и наличие мест:
(512) 476-4440

Residence Inn by Marriott

Отель Residence Inn состоит из номеров в стиле апартамента, номера в которых имеют на 50% больше пространства, чем традиционные гостиничные номера. Ваше пребывание включает бесплатный горячий завтрак, бесплатный собственный Wi-Fi, фитнес-центр и крытый бассейн с подогревом.

Во всех номерах есть кабельное/спутниковое телевидение, мини-кухня с посудомоечной машиной, микроволновой печью, плитой и холодильником. В ванной комнате есть фен, душ или ванна. Предоставляются бесплатные туалетные принадлежности.

Регистрация прибытия 4:00PM
Регистрация отбытия 11:00AM
WiFi Бесплатно
Цена Блок Unity уже продан.
Свяжитесь с отелем напрямую, чтобы узнать текущие тарифы и наличие мест:
(512) 236-8008

Hampton Inn & Suites

Этот 16-этажный отель находится в одном квартале от Конференц-центра Остина и в нескольких минутах ходьбы от развлекательного района "Шестая улица". В каждом номере есть большой рабочий стол с эргономичным письменным столом, сейф и бесплатный Wi-Fi, а в отеле предоставляется бесплатный горячий завтрак, бассейн на крыше и фитнес-центр.

Регистрация прибытия 3:00PM
Регистрация отбытия 12:00PM
WiFi Бесплатно
Цена Блок Unity уже продан.
Свяжитесь с отелем напрямую, чтобы узнать текущие тарифы и наличие мест:
(512) 472-1500

Hilton Austin

Hilton Austin находится рядом с конференц-центром и от него можно быстро добраться до эксклюзивных магазинов, ресторанов и развлекательных концертных залов на 6-й улице и в окрестностях. С 31 этажа открывается прекрасный вид на Капитолий штата Техас и озеро Леди Берд.

В каждом номере есть телевизор с плоским экраном с кабельными каналами и фильмами с оплатой за просмотр, видеоигры, каналы премиум-класса, кофемашина и кровати Hilton Serenity с пуховыми одеялами и подушками без аллергенов, простынями и пододеяльниками с плотностью ткани 250 единиц,

Регистрация прибытия 3:00PM
Регистрация отбытия 12:00PM
WiFi Бесплатно
Цена Блок Unity уже продан.
Свяжитесь с отелем напрямую, чтобы узнать текущие тарифы и наличие мест:
(512) 482-8000
7:30 AM - 8:30 PM

Registration Open

Grab your ticket before the crowds!

4:00 PM - 5:00 PM

Pre-Keynote Reception

Mix and mingle prior to the start of the Opening Keynote

12:00 PM - 5:00 PM

Expo Hall Sneak Peek

Expo Sneak Peek! Visit sponsor booths, get your hands on the latest Made With Unity experiences, see the Unity Art Gallery, meet with Unity staff experts, and so much more!

6:00 PM - 7:15 PM

Opening Keynote

Join us for the Opening Keynote, kicking off an amazing conference! Doors close promptly at 6:00pm and there will be no late entry, so arrive early! 

Joachim Ante - Unity Technologies
Neill Blomkamp - Oats Studios
Clive Downie - Unity Technologies
Lucas Meijer - Unity Technologies
Adam Myhill - Unity Technologies
Isabelle Riva - Unity Technolgies
Rus Scammell - Unity Technologies
Sarah Stumbo - Unity Technologies
Brad Weiers - Unity Technologies

7:15 PM - 8:15 PM

Welcome Reception

Join us for drinks and snacks while you get to know your fellow attendees! 

7:45 AM - 7:00 PM

Registration Open

8:45 AM - 9:15 AM

2D World Building in Unity

It's a great time to start making 2D games in Unity. New layout tools have been released that make it a pleasure to design 2D game worlds. In this session we will explore how these tools address common concerns in 2D game development workflows.

Rus Scammell - Unity Technologies

9:15 AM - 9:30 AM

Перерыв

9:30 AM - 10:00 AM

OctaneRender for Unity: A Look at the Future of Real-Time Cinematic Raytracing in Games and Media

Unity just got its first cinematic-quality integrated render engine, delivering the promise of path-traced photorealism through Octane for Unity. Join OTOY Co-Founder and CEO Jules Urbach as he walks through all the latest features of Octane for Unity 2017.2 and beyond. Jules will do a deep dive on key new features such as GPU light mapping and game mode support, and provide insight into exciting future additions like Open Shader Language and light field baking and streaming. Previewed at SIGGRAPH 2017 and launched at Unite Austin, OctaneRender for Unity is now available in paid tiers that unlock access to multiple GPUs and Octane's rich ecosystem of plugins to software like C4D, Houdini, and Nuke. OctaneRender Cloud is also now available for users looking to harness the power of cloud rendering directly from Unity. Take advantage of this unique moment to get a glimpse of the future, and learn more about what you can do today!

Jules Urbach - Otoy

10:00 AM - 10:15 AM

Перерыв

10:15 AM - 11:15 AM

Creative scripting of Timeline: Bridging gameplay and storytelling in an RTS game

When Timeline gets mentioned, we usually think of it as a linear storytelling tool. But it can be so much more! With a little bit of creativity (and scripting) we can plug it into the game's systems, listen to the player's input, or create branching narrative. During this session, we will go over a few practical use cases of scripting the Timeline in an RTS game to make it interact with gameplay, creating useful tools that other roles in the team can use. Programmers will get an understanding of how to script the Timeline, but artists and designers will also find inspiration on how to use this seemingly linear tool in unexpected ways.

Ciro Continisio - Unity Technologies

11:15 AM - 11:30 AM

Перерыв

11:30 AM - 12:00 PM

Racing ahead with Unity 2017 – Antigraviator by Cybernetic Walrus

Hear how the five person team from Cybernetic Walrus developed their desktop and Xbox racing game Antigraviator using Unity 2017. Discover how the artists and designers used Timeline and Cinemachine to level up game play and camera work, how the team used Unity Collaborate to improve productivity, and how Unity Analytics helps them to tune their content and plan future levels.

Mike Coeck - Cybernetic Walrus
Szabolcs Csizmadia - Cybernetic Walrus

1:45 PM - 2:15 PM

Get Paid on Mobile

The mobile games space can be a battlefield. Do you charge a premium for your game, or got the route of the freemium model using in-app purchases and advertising? In this session, experts from the monetization product team will walk through philosophies along with technical demonstrations how developers can create, apply these tactics to different game categories, and how Unity’s open auction ads platform delivers the most money for publishers. Discover how Unity helps you enable success by providing the tools, specifically IAP & Ads, to build, implement, and make money across the mobile ecosystem.

Stephen Sullivan - Unity Technologies
Felix The - Unity Technologies

2:15 PM - 2:45 PM

Expansive Storyworlds: The Evolution of Entertainment

In today’s ever evolving media landscape, content creators need to rethink the way they shape and deliver entertainment.

In a world where Hollywood blockbusters have been replaced by behemoth Franchises, success is now contingent on growing a dedicated fan base and finding new and interesting ways to keep communities engaged.


Contemporary audiences demand deeper, more meaningful experiences. Find out how Reflector Entertainment is harnessing the power of multiple media platforms to build complex Storyworlds that drive participation, loyalty and interaction. Universes that can be accessed and explored through multiple points of entry to reach a broad audience and develop a meaningful dialogue with them.

Alexandre Amancio - Reflector Entertainment Ltd.

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 4:00 PM

Cinemachine for games and interactive: 1st person, 2D, 3rd person and beyond

This talk will demonstrate gameplay camera abilities in Cinemachine as well as introduce a number of brand new features. You'll see the new POV camera, 2D features, camera mixer and collision systems plus improvements and examples of free-look orbit, linking cameras to animations, state machine setups with trigger volumes and more. If your project has a camera in it, you'll want to attend this to see how code-free, instant iteration cameras can elevate your project.

Adam Myhill - Unity Technologies

4:00 PM - 4:15 PM

Перерыв

4:15 PM - 4:45 PM

Build the multiplatform games of your dreams with UWP

The Universal Windows Platform (or UWP) was created so that developers of all types could build their software for every platform that Microsoft creates. The great news is that this means that game developers can use one common codebase and create games for Windows 10, Xbox One, and mixed reality (including HoloLens)! Features like Xbox Live Creators Program, Game Mode, and Mixer add additional rich features that can take your game to the next level. Dream up great ideas, and build them with Unity and UWP, so that people can play them on the platform of their choice. This talk will give you the insight into how UWP has evolved and how it all helps you build great games.

Andrew Parsons - Microsoft

4:45 PM - 5:00 PM

Перерыв

5:00 PM - 6:00 PM

Neill Blomkamp's Short Film: Screening & Behind the Scenes Q&A

Screening of Oscar-nominated Neill Blomkamp’s first short film made in Unity. See the film running in editor and ask Blomkamp and Oats VFX Supervisor Chris Harvey about how they leveraged Unity to achieve photorealistic CG characters, environments and clothing.

Neill Blomkamp - Oats Studios
Chris Harvey -

8:45 AM - 9:15 AM

Streamlining Game Development With Unity Teams

Create together, faster. In this session, you'll learn about Unity Teams features, Collaborate and Cloud Build, so you can improve your team's workflow and empowerment. You’ll get an end-to-end demo so you'll be able to quickly setup and implement these features into your own workflow. Already use Collaborate and Cloud Build? Get a preview of what’s coming soon.

Brendan Fosberry - Unity Technologies
Rohit Garg - Unity Technologies

9:15 AM - 9:30 AM

Перерыв

9:30 AM - 10:00 AM

Facebook + Unity: Optimized for Growth

A technical deep-dive into the benefits of the Facebook SDK for Unity - which enables developers to easily create personalized, social gaming experiences across multiple platforms. In this session, attendees will learn about future enhancements to the SDK that will enable even more immersive game experiences and unlock the power of gaming communities. Developer best practices for Facebook Gameroom - including recent success stories - will also be shared.

Alex Hopmann - Facebook

10:00 AM - 10:15 AM

Перерыв

10:15 AM - 11:15 AM

Advanced Rendering in Unity: Dynamic Resolution and HDR

Give your game the smooth framerate and vibrant, deep colors it deserves with dynamic resolution and high-dynamic range (HDR) support.

Kevin Cogger, from the Microsoft Xbox team, joins Charles (Unity Enterprise Support) on-stage to talk about the newest Microsoft code contributions to bring leading-edge rendering techniques to Unity. We'll highlight details on their internal implementations, and how your game title can use these advanced features to enhance the player experience. Lastly, we'll share plans to bring these features broadly to other platforms.

Kevin Cogger - Microsoft
Charles Sanglimsuwan - Unity Technologies

11:15 AM - 11:30 AM

Перерыв

11:30 AM - 12:00 PM

Gnation: empowering game industry revolution

Blockchain is one of the most promising technologies we have today. It's very unique in many ways, it's at the same time overhyped and underestimated. Incredible amount of people get to know about it every day as it has a potential to change many aspects of our life. Sergey will talk about the opportunities blockchain gives us in general and some insights of implementation of blockchain, smart contracts and digital assets in gaming industry and the options GNation is exploring with Unity.

Sergey Sholom - GNATION

12:00 PM - 12:30 PM

Mission Critical! Capturing Art Direction

Post processing effects are essential for establishing mood, telling a story, and bringing game worlds to life. In this session, we'll use the Unity Post Processing Stack for capturing art direction and creating a sense of place. Learn the principles and applications of the Unity Post Processing Stack. In this session, game artists will learn how to improve render quality and capture art direction with post processing effects.

Michael Baker - University of Texas

1:45 PM - 2:15 PM

Creating content the VR way

This talk will cover VR content creation applications that are Made With Unity such as Tiltbrush, AnimVR and Blocks. These applications open endless possibilities to artists and illustrators who wish to bring their creations to life in 3D. These 3D masterpieces can then be brought into Unity as Assets for developers to produce games with. They then can be manipulated with Unity's own EditorVR so the artist/designer has complete control over everything in the scene. The session will cover the tools to create content and the pipleines to bring this content into Unity aswell as using EditorVR.

Josh Naylor - Unity Technologies

2:15 PM - 2:45 PM

Easiest way to distribute VR from Unity

This session will describe the service called STYLY in which developer can learn the easiest way to distribute VR from Unity such as post processing to multi device adaptation and multi OS movie supports. STYLY is the web editor and user-friendly. It does not require any coding as STYLY is drag and drop service which can operate from any simple machine of MAC or Windows. The developer can distribute the VR within 3mins publically and share the VR space with other developers/creatives. User can import contents from different 10 platforms such as Maya 3D, youtube, Instagram, SoundCloud, etc. STYLY also provide the post effect without any coding by the simple click. It is ultimate service for the unity users to develop VR space easily and quickly.

Akihiro Fuji - Pyschic VR Lab
Nausharwan Mir - Psychic VR Lab Co., Ltd.

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 3:30 PM

App Development with Unity

This session covers the primary differences in development practices between games and traditional app development. Attendees will learn some of the challenges, solutions, and best practices used in building ABCmouse - Early Learning Academy for mobile platforms in Unity. Some of the topics covered include: usage of UGUI, consuming web services, and modular software design principles.

Ray Barrera - Age of Learning
Peter Trennum - Age of Learning

3:30 PM - 4:00 PM

Unity – the AEC Workhorse

Unity is not just for gamers! See how one of the largest industries in the world is embracing Unity as its Real Time workhorse. Learn all the ways Unity is being used for architecture, engineering, construction and beyond leveraging the power of Virtual and Augmented Reality to achieve better outcomes for clients and industry professionals alike.

Sanjay Mistry - VIMAec

4:00 PM - 4:15 PM

Перерыв

4:15 PM - 4:45 PM

Unity For Film: A Walkthrough

Ever consider turning your game into a short film? Whether you're an aspiring filmmaker or want to make your next trailer, come learn how to create cinematic sequences from scratch in Unity. This demo session will include detailed overviews of the most important Unity tools and features for this workflow, such as Cinemachine, Timeline, Animation System, Post-Processing Stack, and more!

Mathieu Muller - Unity Technologies

4:45 PM - 5:00 PM

Перерыв

5:00 PM - 5:30 PM

Unity for Nintendo Platforms

Come learn about Unity on Nintendo's platforms! The presentation gives the current state of Unity's tools for Nintendo's platforms and the process for publishing games on Nintendo eShop.

Justin Price - Nintendo Technology Development
Kirk Scott - Nintendo of America

5:30 PM - 5:45 PM

Перерыв

5:45 PM - 6:45 PM

Asset Management Details That You Won't Find in the Manual

In this session we'll look at little-known Unity Editor features that every tool and Asset Store developer should know to make the best possible content for their users. From project structure that helps improve compile times, to a deep discussion of the importance of meta files and GUIDs, attendees will learn things that even Unity engineers may be surprised to discover!

Eric Robinson - Sonic Bloom, LLC

8:45 AM - 9:15 AM

Google Blocks: 3D assets for the rest of us

Google Blocks (made with Unity) aims to make 3D content creation accessible to everyone, in addition to providing a large collection of 3D assets for any developers to use.

Ian MacGillivray - Google
Bruno Oliveira - Google

9:15 AM - 9:30 AM

Перерыв

9:30 AM - 10:00 AM

VR in Education: Making Immersive Learning Practical

Many people are excited about VR in education - the benefits seem obvious. But how do we cross the gap from conceptualization to practical, regular implementation in the classroom? Why should teachers and schools introduce VR in the first place? Let’s have a realistic conversation about what VR can contribute to the classroom today, and how we can collaborate with educators and students and build communities to make immersive learning a reality.

Bruce Wooden - Veative Labs

10:00 AM - 10:15 AM

Перерыв

10:15 AM - 11:15 AM

A Look Ahead: Resource Manager, Addressable Assets and Live Preview

The Build Pipeline team will preview new features that make working with dynamically loaded content simple and efficient, while drastically reducing programming time required to solve common problems around asset bundle building and loading. Also included is a demonstration of new workflows for fast on-device iteration and live preview of content changes (“Hot Reload”).

Paul Burslem - Unity Technologies
Stephen Palmer - Unity Technologies
Joseph Scheinberg - Unity Technologies

11:15 AM - 11:30 AM

Перерыв

11:30 AM - 12:30 PM

Rick and Morty: Virtual Rick-ality' Postmortem: VR Lessons *burrrp* Learned

Hear Owlchemy Labs break down the successes, failures, and lessons learned during the development of 'Rick and Morty: Virtual Rick-ality', developed by the creators of 'Job Simulator' and published by Adult Swim Games. Feast your eyes on tons of early development videos, failed prototype interactions, and learn of the horrors of building portals, interacting with characters in room-scale, zone-based teleportation, and managing performance.

Devin Reimer - Owlchemy Labs
Alex Schwartz - Owlchemy Labs

1:45 PM - 2:45 PM

So you think you can Augment Reality?

This session will show attendees how to leverage ARKit and ARCore via Unity to create awesome experiences in AR. Starting with a gentle introduction to Apple's ARKit and Google's ARCore frameworks and their latest features, we will then progress to show how to use the Unity plugins for these frameworks, along with the Unity ARKit Remote to accelerate your productivity with creating AR experiences. By the end of the talk, you will be armed with the knowledge and resources to put your own ideas onto a device to augment the world around you.

Jimmy Alamparambil - Unity Technologies
Tim Mowrer - Unity Technologies

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 4:00 PM

Game Architecture with Scriptable Objects

Scriptable Objects are an immensely powerful yet often underutilized feature of Unity. Learn how to get the most out of this versatile data structure and build more extensible systems and data patterns. At Schell Games, we have used the Scriptable Object for everything from a hierarchical state machine, to an event system, to a method of cross scene communication. Come hear about our specific examples that push this data type to the limit. In learning about our Scriptable Object usage, you will get some extra knowledge on Unity's serialization mechanics and a ton of editor scripting tips and examples.

Ryan Hipple - Schell Games

4:00 PM - 4:15 PM

Перерыв

4:15 PM - 4:45 PM

10 Tips to Maximise Your Game Revenue in SEA

Introducing the mobile game business in SEA Market and providing pointers to app developers on how to maximise their game revenue in the SEA region. We've also integrated with Unity editor to enable developers to conveniently pack their build which is fully supported with local third party payment in SEA. Integrate with us and our team of experienced marketing personnel will assist you in preparing the most cost-effective marketing campaign for SEA region.

Jonathon Sze - Cloudmoolah

4:45 PM - 5:00 PM

Перерыв

5:00 PM - 5:30 PM

Your Best Gaming Moments Captured!

This session will provide a brief overview of what the NVIDIA Geforce Shadowplay Highlights feature is and why it matters for game developers and gamers. It will also cover how it can be integrated into the game development process.

Shaveen Kumar - NVIDIA

5:30 PM - 5:45 PM

Перерыв

5:45 PM - 6:45 PM

Combining Unity and Tango/ARKit to create a unique AR experience for the City of Austin

This session will cover the entire product lifecycle and technical challenges in developing the Invest Austin AR app for the City of Austin.From the app store description:"In the future, what will Austin, Texas look like? Will you be part of that future? With this application, investors will be able to see what opportunities are presently available in the City of Austin. They can also gain a sneak-peek into the city's future, as it extends Austin's current landscape with project developers' visions of the future using state of the art, *in-context AR." This session will include how a non-gaming agency bid for and won the contract for an AR app (which the City only submitted to Austin based game shops during a Pokemon Go craze), why we chose Tango as a platform, how we architected the app, and overcame the challenges of creating a mobile-first non-gaming UI and implementing Tango in large outdoor areas to snap the 3D models in to their geographic environmental context, allowing a full 6DoF as one explores Austin's urban landscape. Our session will be unique as one of the AR models is geographically located right outside the Austin Convention Center. Depending on the size of the audience, we will be able to walk them outside and show them the CapMetro Downtown station in AR right outside the Austin Convention Center doors.

Andrew Bell - FiveOut

8:45 AM - 9:15 AM

Anticipating New Platforms: Porting TumbleSeed to Nintendo Switch

Team TumbleSeed was able to target Nintendo Switch as a launch platform after originally planning to release only on Steam and PS4. In this session they will share their methods of optimization, insight to code architecture, and pitfalls to avoid during the porting process that will benefit any developers looking to move forward with a simultaneous, multi-platform release.

David Laskey - Team TumbleSeed

9:15 AM - 9:30 AM

Перерыв

9:30 AM - 10:00 AM

Stuck in the Repo with You: Binaries to the Left of you, DevOps to the Right

Stuck in the Repo with You, Binaries to the Left of You, DevOps to the Right Games are shifting from 2D with limited resolution to fully immersive VR experiences that require massive amounts of detail and infinite depth. This explosion of binary assets and their size, along with globally flung teams of project members has created a very complex development landscape. Growing repository sizes mean:-Greater storage requirements.-Longer build times.-Increased wait times for users who need the latest updates.How do you deliver increased build times and shorter wait times to globally distributed teams, all the while keeping project data in a single, secure datastore?During this session, Perforce Senior Solutions Engineer Terry Williams will relay how Perforce gaming customers are leveraging Helix version control to -Access large, binary files from remote locations.-Deliver awesome games without breaking repositories.-Maintain full traceability of game assets through delivery.

Terry Williams - Perforce Software

10:00 AM - 10:15 AM

Перерыв

10:15 AM - 10:45 AM

Scaling CPU Systems Dynamically: The Best Experience for the Most Players

Low, medium, and high. Standard fare for GPU settings, but why not CPU? Today the power of the CPU on your end user's machine can vary wildly. Typically, developers will define their CPU min-spec, implement the simulation and gameplay systems using that performance target, and call it a day. This leaves the many potentially available cores built-in to modern mainstream CPUs sitting idle on the sideline. In this talk, we'll teach you which systems in Unity are implemented to be CPU scalable and how to easily determine the power of the CPU in your scripts when enabling and configuraing those systems. Giving your players the best experience possible on all levels of hardware is the ultimate goal, and now it's easier than ever.

Cristiano Ferreira - Intel Corporation

11:30 AM - 12:30 PM

Disruptive Virtual Cinematography on a Budget

Leading edge techniques for virtual cinematography made the news recently with the "Lion King" remake. In this informative session, you'll learn how to perform real-time capture and compositing without a big budget. Virtual and mixed reality production - integrating real-world subjects with CG, VR and AR worlds - have progressed rapidly since the launch of the latest VR/AR hardware and enables you to easily create content that would have been impossible last year. And with some of the features in Unity 2017, such as Cinemachine, the Post Processing 2.0 Stack and XR Toolkit, the process is becoming easier than ever before. Among other things, we'll demonstrate how to use MixCast technology along with the Post Processing Stack to enhance the visual output of your mixed reality content. If you want to stay on the forefront of indie virtual cinematography, you won't want to miss this session.

Ben Sheftel - Blueprint Reality Inc.
Tarrnie Williams - Blueprint Reality Inc

12:30 PM - 12:45 PM

Перерыв

12:45 PM - 1:15 PM

Unity Labs Behavioral AI Research

Recent advances in the fields of autonomous robotics and machine learning open exciting perspectives for applying AI to multiple aspects of game development. Unity Labs AI research is committed to bring this revolution to Unity users. In this talk, we focus on behavioral AI, which aims at creating trustable NPCs, compelling environment and storylines, as well as challenging AI opponents. We explain the foundations of our approach and demonstrate our first prototype planner for general behavior in Unity.

Nicolas Meuleau - Unity Technologies

1:15 PM - 1:45 PM

Перерыв

1:45 PM - 2:45 PM

Experimenting in Creativity

How Wieden and Kennedy use Unity to design experiences that people will care about - regardless of the idea, process, or output.

Ryan Kee - W+K Lodge

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 3:30 PM

Next-gen VR avatar control in Unity

As hardware continues to advance, opportunities exist to create more realistic player avatars in Virtual Reality. Body Tracking, Eye Tracking, Facial Tracking hardware accessories all exist today and can be used to improve your experience, both at design time and run time. Learn about what's available today and how to best to make use of it - what makes the largest impact, and ways to fallback gracefully when less hardware is available.

AR Schleicher - Trion Worlds

3:30 PM - 4:00 PM

Bringing International Space Station Science Down to Earth

The Space Station Research Explorer is a mobile application that conveys information about the International Space Station and the over 1100 experiments that have been conducted using the facility. This session will cover the development of the application and how using Unity decreased production time and increased capability resulting in an award winning product.

Sharon Goza - NASA Johnson Space Center

4:00 PM - 4:15 PM

Перерыв

4:15 PM - 4:45 PM

Get to Know the Asset Store: Accelerate Your Development and Earn Income

The Asset Store is your #1 partner. Used by thousands of indie developers as well as large studios, the tools the store has available will help you get your projects delivered faster, with fewer problems, than doing it yourself. Come learn about how the Asset Store makes programming, world building, and shader customization easy. Learn how you can sell content and tools you create on the Asset Store for additional income to finance your projects.

Andrew Slater - Unity Technologies

4:45 PM - 5:00 PM

Перерыв

5:00 PM - 5:30 PM

ARCore: Augmented Reality at Android Scale

ARCore is Google's new Android SDK that brings Augmented Reality capabilities to millions of mobile devices. In this talk, we will introduce the main concepts of ARCore, how to make the most of the ARCore SDK for Unity, and how to overcome common developer challenges when building smartphone AR applications.

Geoff Landskov - Google

5:30 PM - 5:45 PM

Перерыв

5:45 PM - 6:45 PM

Weird Tech - Working with Novel Hardware

Have you ever wondered how to get started developing for an unusual platform? Or perhaps you already develop for an interesting platform and want to hear different perspectives from other developers? Technology has so much to offer, but to really take advantage of it you have to be prepared to keep up with the constantly changing environment that comes with being on the "cutting edge" of tech. This panel will cover advice and tips for developing on a wide range of hardware beyond PC. The speakers have experience in AR/VR, motion tracking, eye tracking, holographic technology, and more! Hear their stories of successes and failures when they first started developing on a new platform.

Adam Creighton - Panic Button Games
Andrew Eiche - Owlchemy Labs
MJ Johns - Astire Games
Steve Lukas - Across Realities
Tristan Moore - Broken Window Studios

8:45 AM - 9:15 AM

Game design with haptics: Taking the gaming experience to the next level of immersion

In the gaming universe, a fully immersive, multi-sensory experience is the ultimate goal. Game design has progressed to the level where audio, controllers and visual design can create human like interactions in the digital world. The next step for the gaming industry is to advance touch feedback experiences beyond the limits of traditional rumble. In this session, Matt Tullis, Director of Business Development and William Rihn, Interaction Design Architect at Immersion, the leading expert in haptic technology development, will walk the audience through a new haptic design tool built for the Unity platform that simplifies the task of designing and multi-layer high quality tactile effects throughout a game for advanced HD haptics gaming platforms. This session is a must-attend for game developers and designers looking to up their skillset for the designing the next wave of advanced gaming experiences.

William Rihn - Immersion
Matt Tullis - Immersion

9:15 AM - 9:30 AM

Перерыв

9:30 AM - 10:00 AM

Enriching the driving experience through 360 degree VR / Car Configurator and AR information visualization using Unity 3D

Customers today are becoming digital-savvy. Personalized experience, customizable products and better service are critical today for marketers across industries to drive sales. Augmented and Virtual reality technologies are replacing the conventional marketing experiences with an interactive one. Having applied Augmented and Virtual Reality across industries and verticals, Tata Elxsi has attained a leadership position in the usage of these futuristic technologies. In this talk, we will focus on the trends in AR / VR, How AR/VR can be used across industries using Unity 3D. We will also present the Oculus and HoloLens based immersive AR/VR experiences we developed for Tata Motors - a global automotive giant, to showcase their newly launched vehicles Tata Racemo (India’s first connected sports car), Tata Tigor (India’s first styleback) and Tata Nexon (Sporty compact SUV)at the Geneva Motor Show 2017. The session will also highlight how by applying these futuristic technologies using Unity 3D we helped Tata Motors to take car-buying experience to a new dimension.

Srinivas Rao - Tata Elxsi

10:00 AM - 10:15 AM

Перерыв

10:15 AM - 10:45 AM

Monetize Your AR Titles: Creating Compelling Augmented Reality Experiences

Want to understand how to monetize your augmented reality titles? Join David Gene Oh, the Head of Developer Relations at Meta, for a comprehensive presentation of how to design compelling AR experiences. Informed by Meta's years of neuroscience research, David will discuss how developers can benefit financially by creating enterprise-focused AR solutions that will delight users. At Meta, David works closely with developers and designers to create groundbreaking apps for the next computing platform. David is passionate about the AR and VR space, having led developer relations and sales for Leap Motion, a hand tracking hardware company.

David Oh - Meta, Co.

10:45 AM - 11:00 AM

Перерыв

11:00 AM - 11:30 AM

Future of Broadcast industry with VR & Business Transformation Journey

Traditionally Broadcasters have been investing on heavy weight off the shelve COTS products to meet their Graphics requirements to improve customer experience, engagement, localisation and monetisation solution. These COTs products have been embedding age old VR techniques to meet to their client requirements but have limitations in catering to the growing demands in digitised world. Broadcasters are on to the path of rapid digitisation. One of the important components to look at in the course is Virtual Reality. VR provides scope for augmenting real world content experience and viewer engagement on digital platforms. The power of VR need not be looked only from the perspective of viewer. VR has a scope to bring operational efficiency and bring down the Opex and Capex costs as well.

Raman Abral - Tech Mahindra

11:30 AM - 11:45 AM

Перерыв

11:45 AM - 12:15 PM

Top 5 things to consider when moving development to the cloud.

Budgets, competition and efficiency are all pushing Unity development teams to the cloud. While the pressure is real, so is the pressure to secure your code while maintaining performance. In this session, Assembla CTO, Jacek Materna will make the case for moving your teams to the cloud, without compromise. Attendees will learn about fully utilizing cloud technology while resting assured that their source code is secure. Learn how you can maintain collaboration, take advantage of the flexibility of the cloud, integrate with a number of cloud-based services all while providing what you need to protect your game IP

Jacek Materna - Assembla

12:15 PM - 12:30 PM

Перерыв

12:30 PM - 1:00 PM

Photon vs UNet: Battle of the giants. Multiplayer architectures explained.

Developing multiplayer games is extremely challenging. While game design aspects do change a lot, it is the design and implementation of the multiplayer architecture that separates the best from the rest. In this talk, we'll discuss important trade offs such as server vs client authority, local determinism vs state serialisation, rollbacks, and other known and proven mechanisms. We'll also show which of these are implemented by some of the most popular network middleware.

Christof Wegmann - Exit Games // Photon

2:00 PM - 3:00 PM

Using the New Asset Bundle Browser and Graph Tool

The new Asset Bundle Browser and the Asset Graph Tool provide powerful new workflows for building and troubleshooting asset bundle layouts, helping you achieve improved loading efficiency while saving valuable development time. Learn from the developers how to get the most out of these new tools to increase productivity when using the Asset Bundle system in current versions of Unity.

Hiroki Omae - Unity Technologies
Bill Ramsour - Unity Technologies

10:00 AM - 6:00 PM

Expo Hall Open

Visit sponsor booths, get your hands on the latest Made With Unity experiences, see the Unity Art Gallery, meet with Unity staff experts, and so much more!

12:30 PM - 1:30 PM

Lunch

8:00 PM - 11:59 PM

Unite Party!

Don't miss out on the amazing Unity Party, located at:

Fair Market
1100 E 5th St, Austin, TX 78702

The party runs from 8pm to 1am and will include food, adult beverages and more! 

12:00 PM - 2:30 PM

Women and Gaming Lunch & Learning Session

Leadership Skills for people managers and individual contributors.
Successful teams and companies need leadership from every seat at the table. This will allow for the best ideas/innovations/solutions. We’ll spend time at the Women an Gaming lunch on both the ideal mindset to drive successful teams as well as skills to do so. The content is designed for both people managers and individual contributors so all welcome!
And—There will be time for networking and Q&A.

The session will be facilitated by Elizabeth Brown –Unity’s Chief People Officer, Yvonne Ingalls—Unity Talent Development Consultant and John Riccitiello—Unity CEO

Elizabeth Brown - Unity Technologies
Yvonne Ingalls - Unity Technologies Consultant
John Riccitiello - Unity Technologies

9:00 AM - 9:30 AM

Building Narrative Tools for Oxenfree and Beyond

Night School Studio began with one goal in mind: letting players interact with narrative in new ways. Our first step was to create editor tools in Unity that empowered writers and designers to create organic and dynamic narrative scenes without the need for programming skills or external programs. Learn about the inspirations for the tool set, how the engineering team approached the task, what went right and wrong, and how the tools are evolving for future Night School projects. Also get a peek under the hood of Oxenfree, Night School's debut game from 2016.

Bryant Cannon - Night School Studio

9:30 AM - 9:45 AM

Перерыв

9:45 AM - 10:45 AM

XR Graphics Overview and Best Practices

We'll be going over the following topics: 1. Current state of XR Graphics 2. Single-Pass Rendering Techniques 3. Best practices

Scott Bassett - Unity Technologies
Rob Srinivasiah - Unity Technologies

10:45 AM - 11:00 AM

Перерыв

11:00 AM - 12:00 PM

High performance C# scripting with the C# job system and the entity component system

Introduction to the C# Job system and a deep dive into the new Entity component system. This talk covers the continued development on delivering high performance C# scripts in Unity.

Joachim Ante - Unity Technologies

1:30 PM - 2:00 PM

Massive Battle in Spellsouls Universe With Upcoming Unity Technologies

New and exciting technologies are coming to Unity in the form of Job System, C# Compute Compiler and a new Entity-Component System. Join Nordeus engineers as they give a walkthrough of how they created the epic battle from the keynote and find out what’s it like working with these new systems first hand.

Tomislav Rakic - Nordeus
Srdja Stetic-Kozic - Nordeus

2:00 PM - 2:15 PM

Перерыв

2:15 PM - 2:45 PM

Trivia! Unity by The Numbers

The gaming industry is constantly evolving. Do you know what's average session length of a typical mobile VR game is? Which genre in the US has the highest Monthly Average Revenue per paying user? Which device retains player the best in action games? Come to our session to learn these interesting insights and win exclusive gifts from Unity!

Chuka Ikokwu - Unity Technologies
Ulf Johansson - Unity Technologies

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 4:00 PM

S.O.L.I.D. Unity

SOLID, a collection of 5 programming principles, allows you to build larger applications, while keeping the code maintainable, flexible, and in general, with fewer bugs. The business world has enjoyed this in many languages for many years, but may seem impossible in Unity. This session will walk you through what each of the five principals mean, examples, and most importantly, how to apply them in your own Unity coding. There are also two great features you will learn as part of SOLID. First, we use DLL's instead of Scripts (optional), allowing us to add Unit Tests via MSTest or NUnit. Normally, this is impossible because of Unity's object duality (.NET/C++) throwing errors outside of Unity, but you'll learn how to get around that. Second, we implement a Dependency Injection system, similar to Ninject, but designed for Unity, without requiring the designers to understand DI programming.

Dan Sagmiller - Productive Edge

9:00 AM - 9:30 AM

Introduction to Vuforia AR Integration in Unity 2017.2

The Vuforia Augmented Reality platform is delivered with Unity 2017.2. In this session, developers will be introduced to AR, techniquesand the workflows required to make it all happen. Using Vuforia and Unity, we will create a new AR experience that enables developers to put virtual content onto objects. Developers will gain an understanding of the workflow to create AR experiences for iOS, Androidand UWP will also discuss what developers should expect from AR in the near future as more AR devices become available.

Vinny DaSilva - Vuforia

9:30 AM - 9:45 AM

Перерыв

9:45 AM - 10:45 AM

Insights to Action: Standard Events and Remote Settings

What does data mean to you? It's not just about numbers. It's about actions. Unity Analytics presents a deep dive on two new features. (1) Standard Events takes the guesswork out of tracking key game events and add deep analytics to your game insanely simple. (2) Remote Setting provides game developers the ability to change behaviors and configurations of their games without deployment.

Mark Choi - Unity Technologies
Marc Tanenbaum - Unity Technologies

10:45 AM - 11:00 AM

Перерыв

11:00 AM - 11:30 AM

Usability Reasoning For XR Interaction

How can we reason about the quality & usability of an interaction model or tool in XR contexts? By taking some principles from the world of physical product design & applying them to the virtual objects & systems we create, we can have a simple, yet useful way of talking about quality & usability in XR design. This talk aims to give anyone involved in XR development & design a simple set of questions & strategies derived from these principles that they can use to help design thoughtful tools & interactions.

Stella Cannefax - Unity Technologies

11:30 AM - 12:00 PM

An open auction in a mobile ads world

In advertising, we’re constantly trying to improve transaction standards in order to deliver more revenue for the developer to help them enable their success. To do that we’ve brought to the table an open auction system to our advertising platform. Join this session to learn how mobile F2P developers will earn more revenue by not using mediation and instead using our fair and unbiased auction system that boils down to one simple concept - the highest advertising bid wins. Developers will not only hear how it’s done, but they’ll see an actual example of an auction on stage.

Brian Brownie - Unity Technologies

1:30 PM - 2:00 PM

Protecting your mobile games from security threats

Cheating in the gaming world is proliferating. It would badly impact the revenue, gamer loyalty, resources, and brand. In this session, participants will learn about the threat landscape of games made with Unity and how to protect mobile games from cheating attacks and hacks.

Ami Kobayashi - DNP HyperTech., Ltd.

2:00 PM - 2:15 PM

Перерыв

2:15 PM - 2:45 PM

Building Believable Characters in VR

Creating non player characters in VR is an enormous challenge. There are a number of design and technical factors to consider when having characters in VR that players interact with. Hear how Owlchemy Labs brought Rick and Morty: Virtual Rick-ality to life in VR. This talk will cover how to account for player movement and affordance when placing characters in the scene. It will also show how to account for interaction directly with the characters and proper reactions from the characters. Additionally, it will discuss specific technical considerations for creating a working animation pipeline that supports this kind of character.

Andrew Eiche - Owlchemy Labs

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 4:00 PM

Bringing Modern .NET to Unity

An in-depth discussion of how modern .NET technologies are being integrated in Unity. User focused features will be covered, followed by detailed explanations of the underlying technology and implications.

Jonathan Chambers - Unity Technologies

9:00 AM - 9:30 AM

Creating A World Scale AR Experience Using Geospatial Data

Augmented Reality in mobile is here! However, in order to go beyond the room sized applications we need context of the world around us. Using location data and Unity's AR capabilities, we can create AR experiences that finally allow you to explore the entire world in AR. In this talk we will walk through a demo that allows you to plan a trip and navigate to your destination all in AR.

David Rhodes - Mapbox
Siyu Song - Mapbox

9:30 AM - 9:45 AM

Перерыв

9:45 AM - 10:45 AM

The Walking Dead: March to War - Rendering 10,000 Objects on Low-End Mobile Devices

The Walking Dead: March To War from Disruptor Beam launched this summer for iOS and Android devices. Like the Robert Kirkman comics on which it is based, the game is set in the Washington DC area, which posed a unique challenge for Disruptor Beam - how to create an extremely large and very dense game map that players can explore as they defeat walkers and compete with other players. The solution? Stream the entire game to the user via Asset Bundles on low end mobile devices. In a given frame, thousands of static meshes are drawn along with hundreds of dynamic NPCs, with a dynamic day night cycle, shadows, and multiple light sources. In this talk, Jason Booth, Disruptor Beam's Graphics and Client Architect, will discuss how the team rendered over 10,000 objects for low-end mobile devices using Unity.

Jason Booth - Disruptor Beam

10:45 AM - 11:00 AM

Перерыв

11:00 AM - 12:00 PM

This talk will make you love WebGL!

Learn how to do WebGL the right way from a veteran game programmer turned web developer. The benefits are huge. By exporting a level or demo of your game to WebGL, you have a zero-friction direct-to-gamer solution that has almost zero turnaround time to deployment.

Learn the nuts and bolts of how to do a proper WebGL export. Learn how to create a great looking responsive HTML5 template, and understand common technical issues with WebGL. Find out how to release a game like a professional using an AWS or Google Cloud web server with a custom domain, HTTP2, HTTPS and a CDN for lightning fast content delivery.

We'll also cover how to communicate between Javascript and the Unity canvas and how to communicate with serverless backend functions (Amazon Lambda or Google Firebase Cloud Functions). Armed with that knowledge you will be able to hit any API that the web has to offer, like Google Maps, Twitter, or Bing image search!

Rocco Balsamo - Simmer.io

1:30 PM - 2:00 PM

What’s coming to Vuforia AR in Unity: Vuforia Ground Plane, ARkit, ARCore and more

In this session, we will preview Vuforia Ground Plane, a new cutting-edge feature of Vuforia 7 (coming soon) for creating AR experiences that realistically interact with your environment. Expect to see new workflows, sample-code, and new ways of creating cross-platform AR experiences easily and quickly with Vuforia. We’ll also discuss how Vuforia enables developers to leverage enabling technologies like ARKit and ARCore to enhance AR experiences for objects and environments.

Vinny DaSilva - Vuforia

2:00 PM - 2:15 PM

Перерыв

2:15 PM - 2:45 PM

Know Your Limits – Understanding GPU Budgets in Mobile Game Development

Achieving optimal game performance on mobile is a constant struggle. With the enthusiasm of creating a new game, indie studios often overlook the hardware capabilities of targeted devices; only to then discover performance problems just before the game's release, leading to painful decisions on how to offset it - usually by reducing the great rendering effects and graphics quality. Yet the key to developing well performing real-time graphics applications is to know the limitations of your system and work within those limits. In this talk, Arm will explain how to calculate an appropriate GPU performance budget for your target devices using the Arm Mali performance tools in order to see what you can afford with your rendering in terms of GPU processing cycles. Skullfish Studios will then provide a practical example of how they implemented those techniques to achieve optimal performance in their new VR game - Lila's Tale.

Rafael Ferrari - Skullfish Studios
Roberto Lopez Mendez - ARM

2:45 PM - 3:00 PM

Перерыв

3:00 PM - 4:00 PM

The AAA Graphics of Spellsouls – Our Journey to 60FPS on Mobile

As mobile hardware advances, creating AAA console quality visuals is no longer out of reach. Join Nordeus engineers as they retell the steps of their challenging journey to reach that level of graphical quality on their new mobile game, Spellsouls: Duel of Legends. We'll share how to create a PBR-like shader that runs on mobile, scale the game across a wide range of devices (low-end toasters included), and various optimizations necessary to reach silky-smooth 60FPS.

Joseph Oros - Nordeus
Srdja Stetic-Kozic - Nordeus

9:00 AM - 9:30 AM

Testing For Sanity: Using Unity TestRunner and Unity Analytics

Test-Driven Game Development can be daunting. This instructional timeline of test-driven development over the life cycle of a game demonstrates how easy it is to use Unity's integrated test framework to keep yourself sane during the rollercoaster ride that is game development.

Hollie Figueroa - Unity Technologies

9:30 AM - 9:45 AM

Перерыв

9:45 AM - 10:45 AM

Creating a VR Storybook Look for Rainbow Crow

This two-part session will begin with the team behind the award-winning animated VR narratives “Invasion!” and “Asteroids!” sharing creative and technical insights in creating a unique VR storybook experience for the studio’s latest project. "Rainbow Crow”, inspired by a Native American myth, has been showcased at the Tribeca, Cannes, and Annecy film festivals. This presentation will be followed by a fireside chat with Timoni West, Head of Authoring Tools at Unity Labs.

Nathaniel Dirksen - Baobab

10:45 AM - 11:00 AM

Перерыв

11:00 AM - 11:30 AM

Developing a scalable render farm using Unity

Want to learn about a scalable render farm that generates 2 million renders a day? Get the technical details that power Glu Mobile's Design Home game.

Martin Robaszewski - Crowdstar/Glu Mobile

11:30 AM - 12:00 PM

PSVR 12 months after launch!! Lessons learned and Best Practices

Will cover VR best practices, common mistakes VR developers are making and what we look for during the submission process.

Ram Madhavan - Sony Interactive Entertainment

1:30 PM - 2:00 PM

Grow your career and build your team with Unity Connect

Take the next step. Find out how you can leverage Unity Connect and Unity Certification to grow your Unity expertise and take your career to the next level.

Carl Callewaert - Unity Technologies
Anne Evans - Unity Technologies

2:00 PM - 2:15 PM

Перерыв

2:15 PM - 2:45 PM

Latest Samsung VR Technologies and how you can benefit from the Samsung Developer Ecosystem

This session will cover various topics focusing on the latest VR innovations enabled by Samsung, such as Samsung Gear VR, WebVR, Samsung Internet, SamsungVR and others. You will also learn how Mobile/VR developers can benefit from various content promotion programs offered by Samsung as part of its Developer Program. We will also provide an opportunity for the audience to ask questions on all topics covered during the presentation.

Paul Kim - Samsung
Henry Komsky - Samsung Electronics America

10:00 AM - 3:00 PM

Expo Hall Open

Visit sponsor booths, get your hands on the latest Made With Unity experiences, see the Unity Art Gallery, meet with Unity staff experts, and so much more!

12:00 PM - 1:30 PM

Lunch

Встретиться с докладчиками

Neill  Blomkamp, Director, Oats Studios

Neill Blomkamp

Director

Oats Studios

Joachim  Ante, CTO and Co-founder, Unity Technologies

Joachim Ante

CTO and Co-founder

Unity Technologies

Clive  Downie, Chief Marketing Officer, Unity Technologies

Clive Downie

Chief Marketing Officer

Unity Technologies

Adam  Myhill, Head of Cinematics, Unity Technologies

Adam Myhill

Head of Cinematics

Unity Technologies

Спасибо нашим спонсорам

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