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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:

 
Day 1: Wednesday, October 10
  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
 
 
Day 2: Thursday, October 11
  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
 
 
Day 3: Friday, October 12
  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:

Opening Keynote
Speakers: David Helgason, Joachim Ante, Nicholas Francis

Both OTEE and Unity sprung from the minds of a few unique and creative individuals. The opening keynote presentation will allow everyone hear some words of wisdom and inspiration from the company founders as they welcome everyone to the first ever Unity developer conference.
 
   
Closing Keynote
Speakers: David Helgason, Sam Kalman

Without a doubt the conference will inspire everyone and fill our minds with new ideas as to what's truly possible using Unity. The closing keynote will offer some final thoughts as well as include some fun and exciting information that is as of yet unannounced, it's not to be missed!
 
   
Road Map Presentation
Speaker: Joachim Ante

Both Unity and the Unity Web Player are growing rapidly in terms of their functional capabilities as well as their adoption as a premiere game development platform for the desktop, the web and for gaming devices and consoles. The road map presentation will offer attendees a chance to view the future of that platform as seen through the eyes of OTEE's chief technical officer.
 
 

Technical Sessions

Here is some additional information about the technical sessions that will be offered at the conference:

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.
 
   
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.
 
   
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.
 
   
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.
 
   
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.
 
   
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.
 
   
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.
 
   
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!