A full day dedicated to game development, covering Unity, Unreal Engine, and Godot.
October 13, 2023
We’ve invited eleven experts from various areas to handle talks and discussions and share pro tips on how to craft the best games. We’ll cover aspects of playtesting, CI/CD, Unity's DOTS, and developing for Apple Vision Pro.
In 2023, we’re going hybrid. The whole event will be online, but we’ll also be hosting viewers in Cyprus, so you can join us there to watch the livestream together and discuss topics with other attendees at the afterparty.
Start of the offline part of the event in Limassol, Cyprus
Start of the online part of the event
Daniel Gallo
Game DevOps: Elevating Your Unity and Unreal Build Pipelines With TeamCity
Developers working on Unity and Unreal Engine projects often face challenges when it comes to configuring build pipelines and determining the exact commands to execute. This process can be complex, time-consuming, and error-prone.
TeamCity by JetBrains is a powerful CI/CD solution tailored to the needs of game devs. With native build runners designed for Unity and Unreal Engine, coupled with built-in support for Perforce, TeamCity simplifies and accelerates the process of defining build pipelines for these popular game engines.
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. We’ll also explore some of the built-in productivity-enhancing features offered by TeamCity, including build chains for automatic pipeline optimizations, parallel tests to shorten overall test execution times, and cloud agents to automatically spin-up additional build agents when needed.
Daniel Gallo
Developers working on Unity and Unreal Engine projects often face challenges when it comes to configuring build pipelines and determining the exact commands to execute. This process can be complex, time-consuming, and error-prone.
TeamCity by JetBrains is a powerful CI/CD solution tailored to the needs of game devs. With native build runners designed for Unity and Unreal Engine, coupled with built-in support for Perforce, TeamCity simplifies and accelerates the process of defining build pipelines for these popular game engines.
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. We’ll also explore some of the built-in productivity-enhancing features offered by TeamCity, including build chains for automatic pipeline optimizations, parallel tests to shorten overall test execution times, and cloud agents to automatically spin-up additional build agents when needed.
Oleg Kuldyshev
Insights on Testing Unreal Engine Support in Tools With Many Dependencies
Have you ever had any issues while testing a huge system with many different internal and external dependencies integrated into it? Which methodologies did you use to solve them? In this talk, several examples of various problems caused by a deep level of product integration will be considered, along with examples of how methods of manual testing and automation can solve them. 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.
Have you ever had any issues while testing a huge system with many different internal and external dependencies integrated into it? Which methodologies did you use to solve them? In this talk, several examples of various problems caused by a deep level of product integration will be considered, along with examples of how methods of manual testing and automation can solve them. 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.
Oleg Kuldyshev
Have you ever had any issues while testing a huge system with many different internal and external dependencies integrated into it? Which methodologies did you use to solve them? In this talk, several examples of various problems caused by a deep level of product integration will be considered, along with examples of how methods of manual testing and automation can solve them. 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.
Have you ever had any issues while testing a huge system with many different internal and external dependencies integrated into it? Which methodologies did you use to solve them? In this talk, several examples of various problems caused by a deep level of product integration will be considered, along with examples of how methods of manual testing and automation can solve them. 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.
Nemoto Tadashi
Scalable and Cloud-Native Mobile Game CI/CD Environment Using Unity
Developing continuously high-quality mobile games, with their frequent updates and large user bases, requires the use of good CI/CD (Continuous Integration / Continuous Delivery) tools and practices.
However, the unique and complex requirements of building, testing, and deploying mobile games make configuring mobile CI/CD from scratch a daunting task.
These requirements include:
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 approach will provide you with the following benefits and ultimately enable you to continuously deliver high-quality mobile games by:
Nemoto Tadashi
Developing continuously high-quality mobile games, with their frequent updates and large user bases, requires the use of good CI/CD (Continuous Integration / Continuous Delivery) tools and practices.
However, the unique and complex requirements of building, testing, and deploying mobile games make configuring mobile CI/CD from scratch a daunting task.
These requirements include:
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 approach will provide you with the following benefits and ultimately enable you to continuously deliver high-quality mobile games by:
Dmitrii Ivashchenko
How To Stop Writing View-Classes for Unity UI
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.
Dmitrii Ivashchenko
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.
Ants Aare Alamaa
Empowering Non-Developers: Creating Editor Tools and Workflow Customizations in Unity
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. Whether you’re an aspiring game developer or an experienced professional, this talk will equip you with practical knowledge and techniques to boost the productivity of game designers, artists, and creatives and streamline Unity projects.
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. Whether you’re an aspiring game developer or an experienced professional, this talk will equip you with practical knowledge and techniques to boost the productivity of game designers, artists, and creatives and streamline Unity projects.
Ants Aare Alamaa
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. Whether you’re an aspiring game developer or an experienced professional, this talk will equip you with practical knowledge and techniques to boost the productivity of game designers, artists, and creatives and streamline Unity projects.
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. Whether you’re an aspiring game developer or an experienced professional, this talk will equip you with practical knowledge and techniques to boost the productivity of game designers, artists, and creatives and streamline Unity projects.
Oles Dibrivniy
Top 10 Unity Assets That Every Project Should Use
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages. It uses the example of a real app (Keiki World) that my team and I are working on. These resources benefit both beginners and experienced developers, making the game creation process easier. The list includes assets such as Amplify Shader Editor, Cinemachine, Firebase, DOTween, Dependency Hunter/Finder, Odin Serializer, Procedural UI Image + UI Gradient, and SR-debugger. Each asset is briefly described, and an overview of its features and benefits is provided.
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages. It uses the example of a real app (Keiki World) that my team and I are working on. These resources benefit both beginners and experienced developers, making the game creation process easier. The list includes assets such as Amplify Shader Editor, Cinemachine, Firebase, DOTween, Dependency Hunter/Finder, Odin Serializer, Procedural UI Image + UI Gradient, and SR-debugger. Each asset is briefly described, and an overview of its features and benefits is provided.
Oles Dibrivniy
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages. It uses the example of a real app (Keiki World) that my team and I are working on. These resources benefit both beginners and experienced developers, making the game creation process easier. The list includes assets such as Amplify Shader Editor, Cinemachine, Firebase, DOTween, Dependency Hunter/Finder, Odin Serializer, Procedural UI Image + UI Gradient, and SR-debugger. Each asset is briefly described, and an overview of its features and benefits is provided.
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages. It uses the example of a real app (Keiki World) that my team and I are working on. These resources benefit both beginners and experienced developers, making the game creation process easier. The list includes assets such as Amplify Shader Editor, Cinemachine, Firebase, DOTween, Dependency Hunter/Finder, Odin Serializer, Procedural UI Image + UI Gradient, and SR-debugger. Each asset is briefly described, and an overview of its features and benefits is provided.
Lunch break
Johannes Ebner
godot-playfab – A Godot Extension To Easily Integrate PlayFab, a Cloud-Based Backend as a Service
Today, all games – whether single or multiplayer – need a backend.
But game devs want to build games, not backends (well, with some very rare exceptions).
Enter PlayFab, a free backend-as-a-service solution (up to 100k users). But how do you interact with it in your favorite game engine, Godot, with your favorite scripting language, GDScript?
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!
Johannes Ebner
Today, all games – whether single or multiplayer – need a backend.
But game devs want to build games, not backends (well, with some very rare exceptions).
Enter PlayFab, a free backend-as-a-service solution (up to 100k users). But how do you interact with it in your favorite game engine, Godot, with your favorite scripting language, GDScript?
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!
Ryan L'Italien
How to Apply the Software Engineering Process to the Gamedev Process
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.
Ryan L'Italien
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.
Johnny Thompson
Introduction to Data-Oriented Design in Unity
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.
Johnny Thompson
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.
Nicolas Tittley
How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game With Kotlin DSL, BuildGraph, and AWS
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. 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. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. 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. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Nicolas Tittley
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. 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. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. 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. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
Dan Miller
Getting Started Developing for Apple Vision Pro with Unity
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.
Dan Miller
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.
Afterparty for the offline attendees in Limassol, Cyprus
The offline part of the event will take place at Crowne Plaza Limassol in Cyprus.
Address: 2 Promachon Eleftherias, 4103 Limassol, Cyprus
This event is supported by
You’re welcome to join us as a community partner if you lead a user group or represent a company.