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JetBrains GameDev
Day 2025

A day of sessions and discussions on Unity, Unreal Engine, and Godot with the worldwide gamedev community.

October 21, 2025

  • 11:50–20:30 CET/CEST
  • 05:50–14:30 EST/EDT
  • 02:50–11:30 PST/PDT
  • 09:50–18:30 UTC

What is GameDev Day?

JetBrains GameDev Day 2025 is a free, live, virtual event dedicated to everything game development.

Join us on October 21 for a day of talks, demos, and discussions led by experts from across the industry. Whether you’re building with Unity, Unreal Engine, Godot, or your own custom engine, you’ll discover practical tips, best practices, and inspiration to take your projects further.

Agenda

October 21, Tue

  • 11:50–14:05 CET/CEST
  • 05:50–08:05 EST/EDT
  • 02:50–05:05 PST/PDT
  • 09:50–12:05 UTC

Intro

  • 12:05–13:05 CET/CEST
  • 06:05–07:05 EST/EDT
  • 03:05–04:05 PST/PDT
  • 10:05–11:05 UTC

Mobile Accessibility: Building Accessible Mobile Games and Native App Games for Accessibility

Gian Wild

You may be surprised, but people with disabilities play games, too!

You may be tempted to simply follow the Web Content Accessibility Guidelines when building your game, but unfortunately, it doesn't do a great job of making mobile sites (games) and native apps (games) accessible to people with disabilities. This is because, when developing WCAG2, the Working Group did not envision the current world where mobile is almost ubiquitous. For example, on a mobile device, there is no continual access to a keyboard (unless someone is using it as an add-on to the device, or using a Blackberry Classic). WCAG2 requires that all content be accessible to the keyboard interface, but it does not require that all content be accessible to a mouse or to a touchscreen user, which is essential on a mobile device. WCAG2.1 does include some mobile accessibility requirements, but doesn’t go far enough. Gian Wild led the Mobile Site Sub-Committee in developing a set of Mobile Site Testing Guidelines that are available under Creative Commons. These guidelines are meant to be used in conjunction with WCAG2 (and WCAG2.1) to ensure that sites (and games!) are accessible to people with disabilities using mobile and tablet devices.

Accessibility matters because your users are diverse. They may have a disability or simply be distracted by something else while using your mobile app, device, or wearable. Gian talks about the things that are essential to avoid when designing mobile games to ensure that everyone can use them. She talks about specific mobile accessibility features: pinch zoom, native screen readers, haptic keyboard, etc., and system accessibility settings: font size, screen rotation, high contrast, etc.

Key takeaways from this talk

  • Mobile web accessibility is very different from desktop web accessibility.
  • Mobile devices have a huge array of system accessibility features, and these need to be tested.
  • WCAG2.1 does not sufficiently cover mobile web accessibility.

You may be surprised, but people with disabilities play games, too!

You may be tempted to simply follow the Web Content Accessibility Guidelines when building your game, but unfortunately, it doesn't do a great job of making mobile sites (games) and native apps (games) accessible to people with disabilities. This is because, when developing WCAG2, the Working Group did not envision the current world where mobile is almost ubiquitous. For example, on a mobile device, there is no continual access to a keyboard (unless someone is using it as an add-on to the device, or using a Blackberry Classic). WCAG2 requires that all content be accessible to the keyboard interface, but it does not require that all content be accessible to a mouse or to a touchscreen user, which is essential on a mobile device. WCAG2.1 does include some mobile accessibility requirements, but doesn’t go far enough. Gian Wild led the Mobile Site Sub-Committee in developing a set of Mobile Site Testing Guidelines that are available under Creative Commons. These guidelines are meant to be used in conjunction with WCAG2 (and WCAG2.1) to ensure that sites (and games!) are accessible to people with disabilities using mobile and tablet devices.

Accessibility matters because your users are diverse. They may have a disability or simply be distracted by something else while using your mobile app, device, or wearable. Gian talks about the things that are essential to avoid when designing mobile games to ensure that everyone can use them. She talks about specific mobile accessibility features: pinch zoom, native screen readers, haptic keyboard, etc., and system accessibility settings: font size, screen rotation, high contrast, etc.

Key takeaways from this talk

  • Mobile web accessibility is very different from desktop web accessibility.
  • Mobile devices have a huge array of system accessibility features, and these need to be tested.
  • WCAG2.1 does not sufficiently cover mobile web accessibility.
  • 13:15–13:45 CET/CEST
  • 07:15–07:45 EST/EDT
  • 04:15–04:45 PST/PDT
  • 11:15–11:45 UTC

Beyond OOP: A Journey From Cache Misses to MASS Hits

Konrad Słoń

This session explores how memory access patterns, CPU caches, and object layout affect game performance. We’ll break down why traditional object-oriented programming often works against the hardware and how Unreal Engine’s Mass Entity framework offers a modern, data-oriented alternative. We’ll also take a deep dive into topics ranging from cache lines to aligned entities.

Key takeaways from this talk

  • CPUs love contiguous data.
  • Object-Oriented Programming (OOP) often works against the hardware.
  • Data-Oriented Design aligns with how hardware processes information.
  • Mass Entity in Unreal is a practical plugin of data-driven architecture.
  • Shifting your mindset from 'what objects do' to 'how data flows' is essential.
  • Data-Driven Systems are not a trend – they’re a response to modern game demands.

This session explores how memory access patterns, CPU caches, and object layout affect game performance. We’ll break down why traditional object-oriented programming often works against the hardware and how Unreal Engine’s Mass Entity framework offers a modern, data-oriented alternative. We’ll also take a deep dive into topics ranging from cache lines to aligned entities.

Key takeaways from this talk

  • CPUs love contiguous data.
  • Object-Oriented Programming (OOP) often works against the hardware.
  • Data-Oriented Design aligns with how hardware processes information.
  • Mass Entity in Unreal is a practical plugin of data-driven architecture.
  • Shifting your mindset from 'what objects do' to 'how data flows' is essential.
  • Data-Driven Systems are not a trend – they’re a response to modern game demands.
  • 13:55–14:40 CET/CEST
  • 07:55–08:40 EST/EDT
  • 04:55–05:40 PST/PDT
  • 11:55–12:40 UTC

Optimising for the Web

Dom Harris

A deep dive into web-specific game optimizations, featuring general best practices and tips for both Unity and Godot.

Key takeaways from this talk

  • An understanding of best practices for browser games, a massively under-tapped platform.
  • An understanding of runtime performance vs. build size, where each matters and what you can do about them.
  • How to effectively manage asset loading in both Unity and Godot.

A deep dive into web-specific game optimizations, featuring general best practices and tips for both Unity and Godot.

Key takeaways from this talk

  • An understanding of best practices for browser games, a massively under-tapped platform.
  • An understanding of runtime performance vs. build size, where each matters and what you can do about them.
  • How to effectively manage asset loading in both Unity and Godot.
  • 14:40–15:10 CET/CEST
  • 08:40–09:10 EST/EDT
  • 05:40–06:10 PST/PDT
  • 12:40–13:10 UTC

Lunch Break

  • 15:10–16:10 CET/CEST
  • 09:10–10:10 EST/EDT
  • 06:10–07:10 PST/PDT
  • 13:10–14:10 UTC

Building a Cross-Platform In-Game Store With Godot and PlayFab

Johannes Ebner

Monetization in games is very important for keeping your game alive and players engaged.

At the same time, cross-platform engagement is more important than ever, with players playing the same game on various PC, console, and mobile platforms.

In this talk, we'll use PlayFab and Godot to build a cross-platform in-game store and show how you can integrate with various platforms, such as Steam, to use their payment integration to sell products in-game.

Key takeaways from this talk

Attendees will learn about key technologies for engaging and monetizing players across platforms and implement a cross-platform solution using Godot, PlayFab, and Steam. They will also see how they can manage their projects with Rider, supported by its plugin ecosystem.

Monetization in games is very important for keeping your game alive and players engaged.

At the same time, cross-platform engagement is more important than ever, with players playing the same game on various PC, console, and mobile platforms.

In this talk, we'll use PlayFab and Godot to build a cross-platform in-game store and show how you can integrate with various platforms, such as Steam, to use their payment integration to sell products in-game.

Key takeaways from this talk

Attendees will learn about key technologies for engaging and monetizing players across platforms and implement a cross-platform solution using Godot, PlayFab, and Steam. They will also see how they can manage their projects with Rider, supported by its plugin ecosystem.

  • 16:20–17:05 CET/CEST
  • 10:20–11:05 EST/EDT
  • 07:20–08:05 PST/PDT
  • 14:20–15:05 UTC

AI Infrastructure as Part of CI/CD for Mobile Game Development

Ilya Bogin

This session explores the transformative role of AI in accelerating and automating the CI/CD pipeline for mobile game development. We will delve into how AI infrastructure, from intelligent feedback loops to AI-powered code generation and review, can dramatically enhance efficiency and quality. Discover strategies for leveraging AI to streamline development, reduce human intervention, and move towards a more autonomous, high-velocity development cycle, ultimately speeding up iteration and time-to-market for mobile games.

Key takeaways from this talk

  • Accelerated Feedback Loops: Learn how AI can drastically reduce the time from code commit to actionable insights, enabling faster iteration and bug resolution in mobile game development.
  • AI-Enhanced Productivity: Understand the practical applications of AI in development, including AI-powered knowledge bases and copilots, to empower developers and accelerate code creation.
  • Automated Code Quality: Explore the benefits and implementation of AI-driven code review mechanisms for identifying issues earlier and maintaining high code standards.
  • Towards Autonomous CI/CD: Gain insights into the transition from human-centric to AI-driven processes, which paves the way for more fully automated and efficient mobile game development pipelines.

This session explores the transformative role of AI in accelerating and automating the CI/CD pipeline for mobile game development. We will delve into how AI infrastructure, from intelligent feedback loops to AI-powered code generation and review, can dramatically enhance efficiency and quality. Discover strategies for leveraging AI to streamline development, reduce human intervention, and move towards a more autonomous, high-velocity development cycle, ultimately speeding up iteration and time-to-market for mobile games.

Key takeaways from this talk

  • Accelerated Feedback Loops: Learn how AI can drastically reduce the time from code commit to actionable insights, enabling faster iteration and bug resolution in mobile game development.
  • AI-Enhanced Productivity: Understand the practical applications of AI in development, including AI-powered knowledge bases and copilots, to empower developers and accelerate code creation.
  • Automated Code Quality: Explore the benefits and implementation of AI-driven code review mechanisms for identifying issues earlier and maintaining high code standards.
  • Towards Autonomous CI/CD: Gain insights into the transition from human-centric to AI-driven processes, which paves the way for more fully automated and efficient mobile game development pipelines.
  • 17:10–17:30 CET/CEST
  • 11:10–11:30 EST/EDT
  • 08:10–08:30 PST/PDT
  • 15:10–15:30 UTC

Demo from JetBrains

  • 17:40–18:40 CET/CEST
  • 11:40–12:40 EST/EDT
  • 08:40–09:40 PST/PDT
  • 15:40–16:40 UTC

Introduction to Netcode for Entities

Johnny Thompson

This talk will provide an overview of the features and advantages of Unity's Netcode for Entities framework. This talk will also discuss some considerations to have when evaluating if your team should implement Netcode for Entities in your next project. Some examples and code snippets will be shown as well.

Key takeaways from this talk

Viewers will understand what Unity's Netcode for Entities offers and some of the key advantages it has over other Unity-based netcode solutions.

This talk will provide an overview of the features and advantages of Unity's Netcode for Entities framework. This talk will also discuss some considerations to have when evaluating if your team should implement Netcode for Entities in your next project. Some examples and code snippets will be shown as well.

Key takeaways from this talk

Viewers will understand what Unity's Netcode for Entities offers and some of the key advantages it has over other Unity-based netcode solutions.

  • 18:50–19:20 CET/CEST
  • 12:50–13:20 EST/EDT
  • 09:50–10:20 PST/PDT
  • 16:50–17:20 UTC

Power-Up Your Team: Soft Skills That Level Up Game Dev Collaboration

Sheena Yap Chan

Great games aren’t just coded – they’re crafted through collaboration, trust, and communication across disciplines. In the fast-paced world of game development, teams often focus on engines, pipelines, and mechanics – while soft skills get overlooked. Yet they’re essential for avoiding crunch, resolving creative conflict, and delivering projects on time without burnout.

In this session, Sheena Yap Chan shares how soft skills like confident communication, psychological safety, clear documentation, and self-leadership help teams work better together – from prototyping to launch. Whether you’re a developer, designer, producer, or narrative lead, you’ll learn practical tools to manage feedback, advocate for your role, and build a team culture where creativity can thrive.

This talk will leave attendees with the human-side tactics to complement their technical toolkit – and help them build stronger games by building stronger teams.

Key takeaways from this talk

  • Apply communication techniques to improve feedback loops, retros, and team syncs across roles.
  • Use self-leadership strategies to reduce burnout and advocate for clarity and boundaries during crunch periods.
  • Foster a psychologically safe environment where cross-disciplinary collaboration leads to better creative outcomes.

Great games aren’t just coded – they’re crafted through collaboration, trust, and communication across disciplines. In the fast-paced world of game development, teams often focus on engines, pipelines, and mechanics – while soft skills get overlooked. Yet they’re essential for avoiding crunch, resolving creative conflict, and delivering projects on time without burnout.

In this session, Sheena Yap Chan shares how soft skills like confident communication, psychological safety, clear documentation, and self-leadership help teams work better together – from prototyping to launch. Whether you’re a developer, designer, producer, or narrative lead, you’ll learn practical tools to manage feedback, advocate for your role, and build a team culture where creativity can thrive.

This talk will leave attendees with the human-side tactics to complement their technical toolkit – and help them build stronger games by building stronger teams.

Key takeaways from this talk

  • Apply communication techniques to improve feedback loops, retros, and team syncs across roles.
  • Use self-leadership strategies to reduce burnout and advocate for clarity and boundaries during crunch periods.
  • Foster a psychologically safe environment where cross-disciplinary collaboration leads to better creative outcomes.
  • 19:30–20:30 CET/CEST
  • 13:30–14:30 EST/EDT
  • 10:30–11:30 PST/PDT
  • 17:30–18:30 UTC

Deploying Your Studio With the Cloud Game Development Toolkit

Gabriel Batista, Henry Kiem

In this session, Gabriel Batista, an AWS Solutions Architect focused on games, will walk attendees through the Cloud Game Development Toolkit – a collection of open-source, infrastructure-as-code templates and configurations developed by AWS to help game developers deploy common game development workloads and tools on AWS. Gabriel will cover the key components of the toolkit, including reusable assets like Packer templates and Terraform modules. He’ll also cover infrastructure like Perforce, Unreal Engine, and TeamCity (among others), as well as sample configurations demonstrating how to use the toolkit to set up robust, scalable game development environments. Attendees will learn how this modular, customizable toolkit can provide a head start for game development on AWS and how they can get involved with the open-source project.

Key takeaways from this talk

  • Understanding the modular structure and components of the Cloud Game Development Toolkit (assets, modules, samples).
  • Awareness of the toolkit's pre-built Terraform modules for deploying common game dev infrastructure like Perforce, Unreal Engine, and TeamCity (Among others).
  • Insight into how the toolkit's best-practice configurations can provide a head start for setting up robust game dev environments on AWS.
  • Knowledge of how to customize and extend the open-source toolkit to fit a studio's specific needs.
  • Learn about the benefits of the toolkit's community-driven approach and how to get involved as a contributor.

In this session, Gabriel Batista, an AWS Solutions Architect focused on games, will walk attendees through the Cloud Game Development Toolkit – a collection of open-source, infrastructure-as-code templates and configurations developed by AWS to help game developers deploy common game development workloads and tools on AWS. Gabriel will cover the key components of the toolkit, including reusable assets like Packer templates and Terraform modules. He’ll also cover infrastructure like Perforce, Unreal Engine, and TeamCity (among others), as well as sample configurations demonstrating how to use the toolkit to set up robust, scalable game development environments. Attendees will learn how this modular, customizable toolkit can provide a head start for game development on AWS and how they can get involved with the open-source project.

Key takeaways from this talk

  • Understanding the modular structure and components of the Cloud Game Development Toolkit (assets, modules, samples).
  • Awareness of the toolkit's pre-built Terraform modules for deploying common game dev infrastructure like Perforce, Unreal Engine, and TeamCity (Among others).
  • Insight into how the toolkit's best-practice configurations can provide a head start for setting up robust game dev environments on AWS.
  • Knowledge of how to customize and extend the open-source toolkit to fit a studio's specific needs.
  • Learn about the benefits of the toolkit's community-driven approach and how to get involved as a contributor.

Speakers

Dom Harris

Web Games Advocate, CrazyGames

Sheena Yap Chan

Keynote Speaker and Wall Street Journal Bestselling Author on Confidence and Leadership

Johnny Thompson

Developer and Content Creator, Turbo Makes Games

Johannes Ebner

Gaming Solution Architect, Structed.me

Gabriel Batista

Solutions Architect, AWS for Games

Henry Kiem

Solutions Architect, AWS for Games

Gian Wild

Konrad Słoń

Senior Gameplay Programmer, Fool's Theory

Ilya Bogin

Technical Producer, Playrix

Watch Parties

This year, we’re supporting local watch parties. Meet up with fellow game developers in your city, co-watch the livestream, discuss sessions together, and get featured on the global broadcast.

Want to host a watch party?

FAQ

Is JetBrains GameDev Day 2025 free to attend?

Yes! It's a 100% free online event on October 21.

Do I have to attend all the sessions?

Not at all. You can tune in whenever you like, whether for one specific talk or the entire event.

Will the sessions be recorded?

Yes. All of the sessions will be recorded and published on YouTube, so you can catch up on anything you missed. While you’re waiting, you can check out the recordings from Gamedev Days 2024.

How can I join the sessions?

You can watch the livestream on YouTube from home. We will be using YouTube as our streaming platform, so all you’ll need is a device that can stream videos from YouTube.

What are Watch Parties?

Watch parties are local meetups held on the same day as the main event. They allow you to enjoy the livestream with your local gamedev community, meet other developers in person, and share the GameDev Day experience together.

Can I ask questions during the event?

Absolutely! Use the YouTube chat to ask questions during sessions – our speakers will answer as many as possible. You can also connect with them afterward on X or through their personal blogs.

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