JetBrains GameDev
Day 2023

A full day dedicated to game development, covering Unity, Unreal Engine, and Godot.

October 13, 2023

  • 10:30 - 20:15 EET/EEST

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.

Agenda

October 13, Friday

  • 07:00 - 07:30 UTC
  • 09:00 - 09:30 CET/CEST
  • 03:00 - 03:30 EST/EDT
  • 00:00 - 00:30 PST/PDT
  • 10:00 - 10:30 EET/EEST

Start of the offline part of the event in Limassol, Cyprus

Start of the offline part of the event in Limassol, Cyprus

  • 07:30 - 07:35 UTC
  • 09:30 - 09:35 CET/CEST
  • 03:30 - 03:35 EST/EDT
  • 00:30 - 00:35 PST/PDT
  • 10:30 - 10:35 EET/EEST

Start of the online part of the event

Start of the online part of the event

  • 07:35 - 08:05 UTC
  • 09:35 - 10:05 CET/CEST
  • 03:35 - 04:05 EST/EDT
  • 00:35 - 01:05 PST/PDT
  • 10:35 - 11:05 EET/EEST

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.

Game DevOps: Elevating Your Unity and Unreal Build Pipelines With TeamCity

Intermediate

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.

TeamCityUnreal EngineCI/CD
  • 08:10 - 09:00 UTC
  • 10:10 - 11:00 CET/CEST
  • 04:10 - 05:00 EST/EDT
  • 01:10 - 02:00 PST/PDT
  • 11:10 - 12:00 EET/EEST

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.

Insights on Testing Unreal Engine Support in Tools With Many Dependencies

Intermediate

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.

Unreal EngineRider
  • 09:00 - 09:30 UTC
  • 11:00 - 11:30 CET/CEST
  • 05:00 - 05:30 EST/EDT
  • 02:00 - 02:30 PST/PDT
  • 12:00 - 12:30 EET/EEST

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:

  • Setting up build environments (especially macOS for iOS)
  • Installing the Unity editor
  • Activating the Unity license
  • Preparing the build script

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:

  • Increasing developer productivity and reducing maintenance overheads with scalable, on-demand, pre-configured build environments in the cloud, including M1 Mac.
  • Reducing maintenance overheads by eliminating the need for complex custom build scripts

Scalable and Cloud-Native Mobile Game CI/CD Environment Using Unity

Intermediate

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:

  • Setting up build environments (especially macOS for iOS)
  • Installing the Unity editor
  • Activating the Unity license
  • Preparing the build script

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:

  • Increasing developer productivity and reducing maintenance overheads with scalable, on-demand, pre-configured build environments in the cloud, including M1 Mac.
  • Reducing maintenance overheads by eliminating the need for complex custom build scripts
CI/CDUnity
  • 09:45 - 10:30 UTC
  • 11:45 - 12:30 CET/CEST
  • 05:45 - 06:30 EST/EDT
  • 02:45 - 03:30 PST/PDT
  • 12:45 - 13:30 EET/EEST

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.

How To Stop Writing View-Classes for Unity UI

Advanced

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.

Unity
  • 10:30 - 11:30 UTC
  • 12:30 - 13:30 CET/CEST
  • 06:30 - 07:30 EST/EDT
  • 03:30 - 04:30 PST/PDT
  • 13:30 - 14:30 EET/EEST

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.

Empowering Non-Developers: Creating Editor Tools and Workflow Customizations in Unity

Advanced

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.

Unity
  • 11:45 - 12:30 UTC
  • 13:45 - 14:30 CET/CEST
  • 07:45 - 08:30 EST/EDT
  • 04:45 - 05:30 PST/PDT
  • 14:45 - 15:30 EET/EEST

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.

Top 10 Unity Assets That Every Project Should Use

Intermediate

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.

Unity
  • 12:30 - 13:00 UTC
  • 14:30 - 15:00 CET/CEST
  • 08:30 - 09:00 EST/EDT
  • 05:30 - 06:00 PST/PDT
  • 15:30 - 16:00 EET/EEST

Lunch break

Lunch break

  • 13:00 - 13:45 UTC
  • 15:00 - 15:45 CET/CEST
  • 09:00 - 09:45 EST/EDT
  • 06:00 - 06:45 PST/PDT
  • 16:00 - 16:45 EET/EEST

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!

godot-playfab – A Godot Extension To Easily Integrate PlayFab, a Cloud-Based Backend as a Service

Intermediate

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!

Godot
  • 14:00 - 14:45 UTC
  • 16:00 - 16:45 CET/CEST
  • 10:00 - 10:45 EST/EDT
  • 07:00 - 07:45 PST/PDT
  • 17:00 - 17:45 EET/EEST

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.

How to Apply the Software Engineering Process to the Gamedev Process

Intermediate

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.

PerforceRiderTeamCityUnreal Engine
  • 15:00 - 15:30 UTC
  • 17:00 - 17:30 CET/CEST
  • 11:00 - 11:30 EST/EDT
  • 08:00 - 08:30 PST/PDT
  • 18:00 - 18:30 EET/EEST

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.

Introduction to Data-Oriented Design in Unity

Introductory and overview

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.

Unity's DOTSUnity
  • 15:40 - 16:25 UTC
  • 17:40 - 18:25 CET/CEST
  • 11:40 - 12:25 EST/EDT
  • 08:40 - 09:25 PST/PDT
  • 18:40 - 19:25 EET/EEST

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.

How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game With Kotlin DSL, BuildGraph, and AWS

Intermediate

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.

KotlinPlaytestingUnreal Engine
  • 16:30 - 17:15 UTC
  • 18:30 - 19:15 CET/CEST
  • 12:30 - 13:15 EST/EDT
  • 09:30 - 10:15 PST/PDT
  • 19:30 - 20:15 EET/EEST

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.

Getting Started Developing for Apple Vision Pro with Unity

Introductory and overview

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.

Apple Vision ProUnity
  • 17:15 - 20:00 UTC
  • 19:15 - 22:00 CET/CEST
  • 13:15 - 16:00 EST/EDT
  • 10:15 - 13:00 PST/PDT
  • 20:15 - 23:00 EET/EEST

Afterparty for the offline attendees in Limassol, Cyprus

Afterparty for the offline attendees in Limassol, Cyprus

Speakers

Nemoto Tadashi

Senior Solutions Engineer, CircleCI

Dmitrii Ivashchenko

Lead Software Engineer, MY.GAMES

Ants Aare Alamaa

Senior Unity Developer. 3D Artist. May or may not be a robot.

Johannes Ebner

Gaming Solution Architect, Structed.me

Oleg Kuldyshev

Software QA Engineer, JetBrains

Nicolas Tittley

CTO / Co-founder, Sprocket Games

Oles Dibrivniy

Unity Developer, Keiki, Genesis

Johnny Thompson

Developer and Content Creator, Turbo Makes Games

Ryan L'Italien

Gaming and M&E Evangelist, Perforce

Daniel Gallo

Solutions Engineer, JetBrains

Dan Miller

Senior Software Engineer, Unity

FAQ

Venue

The offline part of the event will take place at Crowne Plaza Limassol in Cyprus.

Address: 2 Promachon Eleftherias, 4103 Limassol, Cyprus

Community partners

This event is supported by

Become a community partner

You’re welcome to join us as a community partner if you lead a user group or represent a company.