We’ve invited several experts from various areas for talks and discussions and to share pro tips on how to craft the best games. We’ll cover aspects of CI/CD, Unity's DOTS, scripting in C#, and game development on Godot.
In 2024, we’re again going hybrid. We’ll warm up by having a couple of talks at the in-person events on October 9, while the main, online sessions will be held on October 10.
Do you work on game development in Unreal Engine? Are you looking for a way to boost your game development productivity?
Join us for an insightful webinar exploring how JetBrains Rider and TeamCity enhance Unreal Engine game development. Discover Rider’s innovative IDE features, including its built-in AI Assistant, that streamline Unreal project changes. Then, see TeamCity’s role in testing and building changes to an Unreal project via a dynamic CI/CD build pipeline based on a BuildGraph script.
Do you work on game development in Unreal Engine? Are you looking for a way to boost your game development productivity?
Join us for an insightful webinar exploring how JetBrains Rider and TeamCity enhance Unreal Engine game development. Discover Rider’s innovative IDE features, including its built-in AI Assistant, that streamline Unreal project changes. Then, see TeamCity’s role in testing and building changes to an Unreal project via a dynamic CI/CD build pipeline based on a BuildGraph script.
Do you work on game development in Unreal Engine? Are you looking for a way to boost your game development productivity?
Join us for an insightful webinar exploring how JetBrains Rider and TeamCity enhance Unreal Engine game development. Discover Rider’s innovative IDE features, including its built-in AI Assistant, that streamline Unreal project changes. Then, see TeamCity’s role in testing and building changes to an Unreal project via a dynamic CI/CD build pipeline based on a BuildGraph script.
Do you work on game development in Unreal Engine? Are you looking for a way to boost your game development productivity?
Join us for an insightful webinar exploring how JetBrains Rider and TeamCity enhance Unreal Engine game development. Discover Rider’s innovative IDE features, including its built-in AI Assistant, that streamline Unreal project changes. Then, see TeamCity’s role in testing and building changes to an Unreal project via a dynamic CI/CD build pipeline based on a BuildGraph script.
Find out how we rebuilt the developer experience at Playrix for different teams, why you should do it, how to measure the success, and how not to ruin the whole process.
Find out how we rebuilt the developer experience at Playrix for different teams, why you should do it, how to measure the success, and how not to ruin the whole process.
Find out how we rebuilt the developer experience at Playrix for different teams, why you should do it, how to measure the success, and how not to ruin the whole process.
Find out how we rebuilt the developer experience at Playrix for different teams, why you should do it, how to measure the success, and how not to ruin the whole process.
In this session, industry experts will come together for a roundtable discussion about the latest trends in game development technology. We’ll explore key lessons from recent reports, analyze emerging tools and workflows, and share practical experiences that are influencing the future of game creation. Whether you’re a developer, producer, or tech enthusiast, this session will provide you with perspectives on staying at the forefront of advancements in game technology.
In this session, industry experts will come together for a roundtable discussion about the latest trends in game development technology. We’ll explore key lessons from recent reports, analyze emerging tools and workflows, and share practical experiences that are influencing the future of game creation. Whether you’re a developer, producer, or tech enthusiast, this session will provide you with perspectives on staying at the forefront of advancements in game technology.
In this session, industry experts will come together for a roundtable discussion about the latest trends in game development technology. We’ll explore key lessons from recent reports, analyze emerging tools and workflows, and share practical experiences that are influencing the future of game creation. Whether you’re a developer, producer, or tech enthusiast, this session will provide you with perspectives on staying at the forefront of advancements in game technology.
In this session, industry experts will come together for a roundtable discussion about the latest trends in game development technology. We’ll explore key lessons from recent reports, analyze emerging tools and workflows, and share practical experiences that are influencing the future of game creation. Whether you’re a developer, producer, or tech enthusiast, this session will provide you with perspectives on staying at the forefront of advancements in game technology.
This talk will take the shape of a live demonstration, showcasing how to use the Kotlin programming language as well as the JVM ecosystem alongside the Godot game engine.
It will be split into three parts:
The demonstration will make use of the following project:
https://github.com/utopia-rise/godot-kotlin-jvm
This talk will take the shape of a live demonstration, showcasing how to use the Kotlin programming language as well as the JVM ecosystem alongside the Godot game engine.
It will be split into three parts:
The demonstration will make use of the following project:
https://github.com/utopia-rise/godot-kotlin-jvm
This talk will take the shape of a live demonstration, showcasing how to use the Kotlin programming language as well as the JVM ecosystem alongside the Godot game engine.
It will be split into three parts:
The demonstration will make use of the following project:
https://github.com/utopia-rise/godot-kotlin-jvm
This talk will take the shape of a live demonstration, showcasing how to use the Kotlin programming language as well as the JVM ecosystem alongside the Godot game engine.
It will be split into three parts:
The demonstration will make use of the following project:
https://github.com/utopia-rise/godot-kotlin-jvm
C# is a very popular language, and there are a lot of C# developers out there. There is a constant desire for C# skills to be transferable across game engines, and this is especially true given the recent events surrounding Unity and the increasing popularity of alternative engines targeting the indie dev market.
But how transferable are C# skills from engine to engine? How do you evaluate the viability of the C# support on an engine you don't know? What do AOT, JIT, and Mono mean? If you want to embed C# in your engine, how do you do that?
This talk will answer all these questions and more, covering what you need to know about C# and the .NET ecosystem in the game industry, clarifying the jargon, going over existing engine support, explaining platform constraints and portability, and providing practical examples of how to embed C# in a game engine, as well as providing relevant online resources.
C# is a very popular language, and there are a lot of C# developers out there. There is a constant desire for C# skills to be transferable across game engines, and this is especially true given the recent events surrounding Unity and the increasing popularity of alternative engines targeting the indie dev market.
But how transferable are C# skills from engine to engine? How do you evaluate the viability of the C# support on an engine you don't know? What do AOT, JIT, and Mono mean? If you want to embed C# in your engine, how do you do that?
This talk will answer all these questions and more, covering what you need to know about C# and the .NET ecosystem in the game industry, clarifying the jargon, going over existing engine support, explaining platform constraints and portability, and providing practical examples of how to embed C# in a game engine, as well as providing relevant online resources.
C# is a very popular language, and there are a lot of C# developers out there. There is a constant desire for C# skills to be transferable across game engines, and this is especially true given the recent events surrounding Unity and the increasing popularity of alternative engines targeting the indie dev market.
But how transferable are C# skills from engine to engine? How do you evaluate the viability of the C# support on an engine you don't know? What do AOT, JIT, and Mono mean? If you want to embed C# in your engine, how do you do that?
This talk will answer all these questions and more, covering what you need to know about C# and the .NET ecosystem in the game industry, clarifying the jargon, going over existing engine support, explaining platform constraints and portability, and providing practical examples of how to embed C# in a game engine, as well as providing relevant online resources.
C# is a very popular language, and there are a lot of C# developers out there. There is a constant desire for C# skills to be transferable across game engines, and this is especially true given the recent events surrounding Unity and the increasing popularity of alternative engines targeting the indie dev market.
But how transferable are C# skills from engine to engine? How do you evaluate the viability of the C# support on an engine you don't know? What do AOT, JIT, and Mono mean? If you want to embed C# in your engine, how do you do that?
This talk will answer all these questions and more, covering what you need to know about C# and the .NET ecosystem in the game industry, clarifying the jargon, going over existing engine support, explaining platform constraints and portability, and providing practical examples of how to embed C# in a game engine, as well as providing relevant online resources.
In this talk, we'll cover how Rider helps you identify memory allocations in hot paths, develop shaders, and switch less frequently between Unity Editor and IDEs via integration, highlighting, and fixing problems during code analysis.
In this talk, we'll cover how Rider helps you identify memory allocations in hot paths, develop shaders, and switch less frequently between Unity Editor and IDEs via integration, highlighting, and fixing problems during code analysis.
In this talk, we'll cover how Rider helps you identify memory allocations in hot paths, develop shaders, and switch less frequently between Unity Editor and IDEs via integration, highlighting, and fixing problems during code analysis.
In this talk, we'll cover how Rider helps you identify memory allocations in hot paths, develop shaders, and switch less frequently between Unity Editor and IDEs via integration, highlighting, and fixing problems during code analysis.
Understanding game engines is one of the core competencies of video game development, and what better way to understand how a game engine works than creating one yourself? C# is an incredibly versatile language with an expansive network of libraries allowing you to develop each piece of your engine, backed by professionally developed and commonly used tools from around the world. Rider provides hundreds of debugging tools that allow you to quickly visualize memory usage, code execution patterns, and hot spots in your code, allowing quick optimization of code that is critical to game engines as a whole.
The speaker developed a Pokemon-like game engine from scratch using SDL2 and C# with Rider as the primary game development engine. This engine is highly optimized in its current state and has two completely custom programming languages in it, which have language servers written for Rider so that I can quickly and easily edit my entire project with completion and syntax highlighting in Rider.
This session will cover the importance of optimization in game engines, the concepts behind size compression and custom compilation tools, measuring memory usage, step-by-step code execution, and the value of Rider in the development of my game engine. Whether you’re building a custom engine or working on existing platforms, the aim of this session is to demonstrate how you can quickly and easily leverage these tools in your own development of video games.
Understanding game engines is one of the core competencies of video game development, and what better way to understand how a game engine works than creating one yourself? C# is an incredibly versatile language with an expansive network of libraries allowing you to develop each piece of your engine, backed by professionally developed and commonly used tools from around the world. Rider provides hundreds of debugging tools that allow you to quickly visualize memory usage, code execution patterns, and hot spots in your code, allowing quick optimization of code that is critical to game engines as a whole.
The speaker developed a Pokemon-like game engine from scratch using SDL2 and C# with Rider as the primary game development engine. This engine is highly optimized in its current state and has two completely custom programming languages in it, which have language servers written for Rider so that I can quickly and easily edit my entire project with completion and syntax highlighting in Rider.
This session will cover the importance of optimization in game engines, the concepts behind size compression and custom compilation tools, measuring memory usage, step-by-step code execution, and the value of Rider in the development of my game engine. Whether you’re building a custom engine or working on existing platforms, the aim of this session is to demonstrate how you can quickly and easily leverage these tools in your own development of video games.
Understanding game engines is one of the core competencies of video game development, and what better way to understand how a game engine works than creating one yourself? C# is an incredibly versatile language with an expansive network of libraries allowing you to develop each piece of your engine, backed by professionally developed and commonly used tools from around the world. Rider provides hundreds of debugging tools that allow you to quickly visualize memory usage, code execution patterns, and hot spots in your code, allowing quick optimization of code that is critical to game engines as a whole.
The speaker developed a Pokemon-like game engine from scratch using SDL2 and C# with Rider as the primary game development engine. This engine is highly optimized in its current state and has two completely custom programming languages in it, which have language servers written for Rider so that I can quickly and easily edit my entire project with completion and syntax highlighting in Rider.
This session will cover the importance of optimization in game engines, the concepts behind size compression and custom compilation tools, measuring memory usage, step-by-step code execution, and the value of Rider in the development of my game engine. Whether you’re building a custom engine or working on existing platforms, the aim of this session is to demonstrate how you can quickly and easily leverage these tools in your own development of video games.
Understanding game engines is one of the core competencies of video game development, and what better way to understand how a game engine works than creating one yourself? C# is an incredibly versatile language with an expansive network of libraries allowing you to develop each piece of your engine, backed by professionally developed and commonly used tools from around the world. Rider provides hundreds of debugging tools that allow you to quickly visualize memory usage, code execution patterns, and hot spots in your code, allowing quick optimization of code that is critical to game engines as a whole.
The speaker developed a Pokemon-like game engine from scratch using SDL2 and C# with Rider as the primary game development engine. This engine is highly optimized in its current state and has two completely custom programming languages in it, which have language servers written for Rider so that I can quickly and easily edit my entire project with completion and syntax highlighting in Rider.
This session will cover the importance of optimization in game engines, the concepts behind size compression and custom compilation tools, measuring memory usage, step-by-step code execution, and the value of Rider in the development of my game engine. Whether you’re building a custom engine or working on existing platforms, the aim of this session is to demonstrate how you can quickly and easily leverage these tools in your own development of video games.
This talk will give an overview of Unity's Data-Oriented Technology Stack (DOTS) and the common problems in game development these tools solve. This talk will also demonstrate some interesting use cases of data-oriented design in Unity and some of the upcoming integrations in the Unity engine.
This talk will give an overview of Unity's Data-Oriented Technology Stack (DOTS) and the common problems in game development these tools solve. This talk will also demonstrate some interesting use cases of data-oriented design in Unity and some of the upcoming integrations in the Unity engine.
This talk will give an overview of Unity's Data-Oriented Technology Stack (DOTS) and the common problems in game development these tools solve. This talk will also demonstrate some interesting use cases of data-oriented design in Unity and some of the upcoming integrations in the Unity engine.
This talk will give an overview of Unity's Data-Oriented Technology Stack (DOTS) and the common problems in game development these tools solve. This talk will also demonstrate some interesting use cases of data-oriented design in Unity and some of the upcoming integrations in the Unity engine.
Yes, it is an entirely free, hybrid event. There will be the in-person part on the evening of October 9, with YouTube streams on the JetBrainsTV channel, and October 10 is a full day of online talks.
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.
All the sessions will be recorded and published on YouTube, so you can catch up on anything you missed. While you’re waiting for the first session to begin, we invite you to check out the recordings from last year's GameDev Day 2023.
We will host meetup-like evening events at a couple of our offices, so you can join us to listen to talks, chat with other attendees, and enjoy some food and drinks.
Please note that the number of seats in the Amsterdam and Munich offices is limited.
No. You can join the livestream at any time, and you are welcome to pick specific presentations or join us for all of them.
Yes! We encourage you to ask questions in the YouTube chat during the presentations. We will try to answer your questions as we go along. Also, feel free to contact the speakers on X (formerly Twitter) or through their blogs!
This event is supported by