Keynote, Road Map and Awards Presentations
We kicked off each day of the conference with a major presentation delivered by Unity Technologies staff.
Opening Keynote
Speakers: Phil Harrison, Joachim Ante, Nicholas Francis, David Helgason
Special guest Phil Harrison, President of Atari, joined the founders to discuss Unity's role in the future of gaming. The founders shared information about the future for Unity while Phil Harrison offered insight and inspiration based his vast experience in the industry.
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Unity Road Map & Wish List
Speakers: Joachim Ante, Nicholas Francis, Aras Pranckevičius
What will the future bring? Following last year's success, this was a chance for attendees to provide input to Unity's future direction.
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Unity Awards
Speaker: Sam Kalman
The Unity Awards entries were demoed, and winners for each category announced. Attendees learned the results of this year's game development contest!
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Technical Sessions
Intense and educational sessions were delivered by our staff and leading members of the Unity community.
An Efficient Production Pipeline
Speaker: Lucas Meijer (ArtPlant)
ArtPlant is the developer behind Funcom's upcoming in-browser MMO. The lead developer got down and dirty with Unity's asset pipeline, and customizations they are doing for this large and involved project.
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Bringing Your Concept to Life
Speakers: Jeroen de Cloe, Mikel Fick
Attendees got the inside on Sticky Studios' development path from initial concept through implementation. They shared their insight on how to efficiently plan and execute on a vision.
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Developing for the iPhone
Speaker: Renaldas Zioma
The iPhone is unique device with incredible potential for great content. Renaldas helped attendees understand iPhone development and its unique possibilities, and to learn techniques to optimize their content for Unity's newest target platform.
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FusionFall Post-Mortem
Speaker: Joachim Ante
This session described the development effort that went into FusionFall, a full-blown in-browser MMO being developed in Unity for Cartoon Networks. It discussed the production, art pipeline, and feature customization, and how a large team was coordinated to create a massive amount of amazing content.
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Getting Published
Speaker: Tom Higgins (moderator)
A panel discussion during which diverse developers and publishers discussed their experiences in publishing content through a variety of distribution channels.
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How to Get Your Bugs Fixed
Speaker: Sam Kalman
What happens after you submit a bug? Where does it go? This session detailed the internal testing pipeline for publicly submitted bugs, along with processes and potential outcomes for each bug. After attending this session, audience members understood how to write bug reports that maximize the likelihood of receiving a fix.
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Make Your Art Look Good
Speakers: Ethan Vosburgh, Renaldas Zioma, Amir Ebrahimi, Aras Pranckevičius
Attendees learned our team's most secret tricks to make their art look better within Unity. What is an effective lighting rig? What are optimal texture sizes? When should you use 'gamma adjustment'? Everyone heard the answers to improve the quality and appearance of their artwork.
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Physics the Right Way
Speaker: Matthew Wegner
This session discussed how Flashbang Studios has mastered the art of using physics in their Unity games, including discussion of specific vehicle implementations.
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Shader Programming Course
Speaker: Amir Ebrahimi, Aras Pranckevičius
The gurus delivered an introductory course in shader programming within Unity. Attendees were encouraged to bring a laptop and work along with the presenters as they were taught how to start from a simple shader and build on that to create something useful. The goal was to help attendees get a feel for shader writing and an understanding of what's possible through the use of custom shaders.
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Techniques for Creating Reusable Code
Speaker: Mike Mittelman
This session discussed some advanced techniques that will allow folks to create more robust and reusable code for use inside of Unity. The session focused on the methods used by Hangout Industries to efficiently manage a complex project.
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Using the Unity Editor APIs
Speaker: Jon Czeck
This session discussed how the folks at Graveck Interactive have made use of Unity's editor APIs to customize the authoring environment to suit their needs and create optimized work-flows.
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Walking and Running on Uneven Terrain
Speaker: Rune Skovbo Johansen
This session presented the free Locomotion System developed by Rune. The session discussed how to let the system solve the complex tasks of blending multiple walk and run cycles and perform dynamic foot placement on uneven terrain while keeping animators and game programmers firmly in control of style and behavior.
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