In this session, we’ll take a look at how to configure typical Unity and Unreal Engine build pipelines, including executing tests, building games for various platforms, and deploying to staging environments.
In this session, we’ll take a look at how to configure typical Unity and Unreal Engine build pipelines, including executing tests, building games for various platforms, and deploying to staging environments.
This presentation will reveal some insights on the structure of JetBrains Rider in the context of Unreal Engine support and its internal and external dependencies, including other tools by JetBrains, Microsoft, Apple, and Unreal Engine itself.
This presentation will reveal some insights on the structure of JetBrains Rider in the context of Unreal Engine support and its internal and external dependencies, including other tools by JetBrains, Microsoft, Apple, and Unreal Engine itself.
This session provides an easy-to-follow introduction to creating a scalable and cloud-native mobile game CI/CD environment using CircleCI, GameCI, and Unity.
This session provides an easy-to-follow introduction to creating a scalable and cloud-native mobile game CI/CD environment using CircleCI, GameCI, and Unity.
In this talk, we’ll discuss the primary methods of organizing layouts in uGUI and consider the state-based UI development in Unity. We'll touch on the issues of reducing the amount of view code, generating APIs, and producing documentation for prefabs.
In this talk, we’ll discuss the primary methods of organizing layouts in uGUI and consider the state-based UI development in Unity. We'll touch on the issues of reducing the amount of view code, generating APIs, and producing documentation for prefabs.
Join Ants for a hands-on presentation where we’ll dive into editor tool development in Unity. In this session, we’ll explore the power of extending the Unity Editor to create custom tools, automate repetitive tasks, and optimize your game development workflow.
Join Ants for a hands-on presentation where we’ll dive into editor tool development in Unity. In this session, we’ll explore the power of extending the Unity Editor to create custom tools, automate repetitive tasks, and optimize your game development workflow.
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages.
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages.
In this session, we’ll show you how to leverage godot-playfab, the Godot/GSDScript SDK Johannes maintains, so you can make the most of it in your Godot game!
In this session, we’ll show you how to leverage godot-playfab, the Godot/GSDScript SDK Johannes maintains, so you can make the most of it in your Godot game!
This session will show game developers how to set up a game dev pipeline using Perforce, Unreal Engine, and Jetbrains tools such as Rider and TeamCity to create, build, and release a video game.
This session will show game developers how to set up a game dev pipeline using Perforce, Unreal Engine, and Jetbrains tools such as Rider and TeamCity to create, build, and release a video game.
This talk will give an introduction to developing games and applications using Unity's Data-Oriented Technology Stack (DOTS). We’ll also showcase some of the primary use cases for developing with a data-oriented approach and the benefits it will bring to these applications.
This talk will give an introduction to developing games and applications using Unity's Data-Oriented Technology Stack (DOTS). We’ll also showcase some of the primary use cases for developing with a data-oriented approach and the benefits it will bring to these applications.
In this talk, we’ll present and review the solution developed by Sprocket Games to build a modern multiplatform Unreal project in AWS, leveraging Epic’s BuildGraph system and TeamCity’s Kotlin DSL.
In this talk, we’ll present and review the solution developed by Sprocket Games to build a modern multiplatform Unreal project in AWS, leveraging Epic’s BuildGraph system and TeamCity’s Kotlin DSL.
Learn about Unity’s support for Apple Vision Pro. How to leverage existing tools, packages, and features to start building today. The session will cover PolySpatial, the new Unity technology used for building shared and mixed-reality applications for Apple Vision Pro.
Learn about Unity’s support for Apple Vision Pro. How to leverage existing tools, packages, and features to start building today. The session will cover PolySpatial, the new Unity technology used for building shared and mixed-reality applications for Apple Vision Pro.
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