Unite 2007 - Agenda
The conference will include a variety of presentations and technical sessions in addition to offering hands-on lab time. Below you will find a daily schedule for the conference as well as extra information about the various presentations, sessions and hands-on lab time.
Daily Schedule
Here is the schedule for each day of the conference:
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Day 1: Wednesday, October 10
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| 09:00 - 09:30 | Registration and attendee arrival | ||
| 09:30 - 10:00 | Opening Keynote | ||
| 10:15 - 11:15 | Performance Optimization | ||
| 11:30 - 12:30 | In-Game GUI Made Easy | ||
| 12:30 - 13:30 | Lunch | ||
| 13:30 - 14:30 | Developing Content for the Web | ||
| 14:45 - 17:00 | Hands-On Lab |
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Day 2: Thursday, October 11
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| 09:00 - 09:30 | Attendee arrival | ||
| 09:30 - 10:00 | Roadmap Presentation | ||
| 10:15 - 11:15 | Making Physics Feel Good | ||
| 11:30 - 12:30 | Shading and Shadows | ||
| 12:30 - 13:30 | Lunch | ||
| 13:30 - 14:30 | Developing Multiplayer Games | ||
| 14:45 - 17:00 | Hands-On Lab |
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Day 3: Friday, October 12
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| 09:00 - 09:30 | Attendee arrival | ||
| 09:30 - 10:00 | Closing Keynote | ||
| 10:15 - 11:15 | Workflow and Asset Pipeline Tips | ||
| 11:30 - 12:30 | Taking Your Games to Market | ||
| 12:30 - 13:30 | Lunch | ||
| 13:30 - 17:00 | Hands-On Lab |
Keynote and Road Map Presentations
Here is some additional information about the Keynote and Roadmap presentations:
Technical Sessions
Here is some additional information about the technical sessions that will be offered at the conference:
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Developing Content for the Web
Speaker: Tom Higgins Creating games and entertainment content for the web imposes a different set of requirements than desktop-based content. This session will discuss various strategies and techniques that developers can employ in order to produce web content using Unity that offers the end-user a great game play experience. |
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Developing Multiplayer Games
Speaker: Lars Kroll With internet connectivity having reached nearly ubiquitous levels the era of multiplayer games has begun in earnest. This session will discuss how developers can utilize the tools provided in Unity to create engaging and robust multiplayer games for the desktop or the web. |
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In-Game GUI Made Easy
Speaker: Nicholas Francis No matter what type of game you want to create, having a slick and easy-to-use graphical user interface (GUI) is an important ingredient for success. This session will discuss how developers can utilize the new in-game GUI development tools found in Unity 2.0 to quickly create effective and engaging user interface elements. |
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Making Physics Feel Good
Speaker: Matthew Wegner The inclusion of the Ageia PhysX engine in Unity allows developers to create a wide range of content, but the physics engine must be used carefully if you want to provide the best end-user experience possible. This session will discuss how developers can incorporate physics into their content so that they can offer users the right balance of "feel" and physical simulation when playing their games. |
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Performance Optimization
Speaker: Joachim Ante Regardless of their tool choice, developers always need to look for ways in which they can optimize their content in order to provide the best performance possible. This session will discuss how developers can achieve maximum efficiency by optimizing their content against the Unity run-time in particular and create content that runs well everywhere. |
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Shading and Shadows
Speaker: Aras Pranckevičius Developers often find themselves having to compromise between making their content look good or perform well. This session will discuss how developers can balance their needs for aesthetic appeal with their needs for maximum performance in order to create games and entertainment content with Unity that can be both beautiful and high-performance. |
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Taking Your Games to Market
Speaker: Tom Higgins An important part of being a successful game developer is knowing how to take your game to market, whether that's through publishers or through online game portals. This session will discuss how to work with existing distribution channels and offer some guidance as to how developers can leverage them to achieve commercial success and wide-spread distribution of their Unity-authored content. |
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Workflow and Asset Pipeline Tips
Speaker: Nicholas Francis Game developers must manage and control the flow of assets from a variety of sources, including other applications as well as other team members. This session will discuss how developers can create an optimized workflow to minimize the amount of hassle and disruption, therefore saving themselves and others both time and energy while creating content with Unity. |
Hands-On Lab
The hands-on lab is a time during which attendees can sit down and receive 1-on-1 assistance from OTEE staff in order to answer any outstanding questions or work on project-specific problems. In addition there will be representatives from shockwave.com and Freeverse there ready to review and critique your games. We will have our own machines there to use, so if you don't have your own laptop then just make sure you bring your project files, game content or simply a head full of questions. The hands-on lab is your chance to sit down with the experts and get over-the-shoulder help and advice so don't miss out!