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October 26, 2015

Starting at 9:00AM

Melbourne

Melbourne Convention and Exhibition Centre

Get your ticket!

Join us for Unite Melbourne

Unite Melbourne takes place on Oct 26, 2015 in the same week as GCAP and PAX Australia.

A value-packed day

Get best practice know-how from Unity’s in-house engineers and your fellow professionals, and talk to us one-on-one about the challenges you face with your Unity project.

Hear the latest about new and upcoming Unity features with a full low down on the Unity Roadmap.

Be inspired by incredible content created by the Unity Community. You’ll see Unity used in ways you never expected!

Get your ticket!

Individual and group tickets are available right now, including joint passes for Unite Melbourne (Oct 26), GCAP (Oct 27 - 28), and PAX Australia (Oct 30 - Nov 1).

Get your ticket!
08:00 - 09:00

Registration

09:00 - 09:30

Opening Performance

World Premiere of Pinoke - a live performance developed in Unity

Deakin Motion.Lab

09:30 - 10:30

Keynote

Carl Callewaert - Unity Technologies
Adam Brennecke - Obsidian
Tony Cocoluzzi - Studio MDHR

10:30 - 11:00

Break

11:00 - 12:00

Unity Google Extreme

Google is working to create a best in breed Unity experience with our platforms and services, including Android TV, Cardboard VR, and Play Games Services. Learn best practices for working with Unity on Google Play, and learn how to avoid some pitfalls that would prevent your game from being featured by our editorial team.

Dan Galpin - Google

12:00 - 1:00

ID@Xbox: Self-Publishing on Xbox One and Windows 10

Jean-Francois Prevost - Microsoft

1:00 - 2:00

Lunch

2:00 - 3:00

Unity for Nintendo Platforms

Ed Valiente - Nintendo Europe
Martin Buchholz - Nintendo Europe

3:00 - 4:00

Wagner, intelligent agents and dancing robots: Deakin Motion.lab, Unity and creative arts research

Deakin Motion.Lab researchers will be presenting on our diverse suite of art and performance research projects, exploring how game engines and gamification thinking inform advances in creative arts and robotics research.
We’ll talk about using humanoid robots and haptic devices in creating performances for both blind and sighted audiences, how we are expanding 3D avatars from virtual game characters in Unity to physical actors (humanoid robots) incorporating motion capture, our investigations in machine learning for interactive performances and how we are pushing the potential for game engines to create live performance including full-scale 3D opera, dance productions, television commercials, film previs and more.

Jordan Beth Vincent - Deakin Motion.Lab
Kim Vincs - Deakin Motion.Lab
John McCormick - Deakin Motion.Lab
Peter Divers - Deakin Motion.Lab

4:00 - 4:30

Break

4:30 - 5:00

Education in Museums with Unity

Gamification in education is an untapped market. The Museum of Applied Arts & Sciences leads the way in creating unique gamified experiences. This talk will look at a variety of case studies of how it has been used including public display, Mars Lab, program development and cross curriculum education. Potential barriers for development will be explored and opportunities revealed.

James Oliver - Museum of Applied Arts & Sciences

5:00 - 5:30

MadeWithUnity Showcase Awards and Conference Closing

Carl Callewaert - Unity Technologies

08:00 - 09:00

Registration

09:00 - 09:30

Opening Performance

World Premiere of Pinoke - a live performance developed in Unity

Deakin Motion.Lab

09:30 - 10:30

Keynote

Carl Callewaert - Unity Technologies
Adam Brennecke - Obsidian
Tony Cocoluzzi - Studio MDHR

10:30 - 11:00

Break

11:00 - 12:00

A Pre-Mortem: beautiful, fast, epic, and amazing (P.S. you have no resources)

Postmortem’s offer valuable insight into the lifecycle and development of a succesfully completed project - but the vast majority of games never get off the launchpad. Instead, this is a pre-mortem; our focus is on the inception of a project and its successful voyage to becoming pitch-ready material. So let’s delve into all the juicy knowledge and methodologies it takes to kick off a successful production!

Joel Styles - Prideful Sloth

12:00 - 1:00

Unity Tips & Tricks - What we learned from making Pillars of Eternity

Adam Bennecke - Obsidian

1:00 - 2:00

Lunch

2:00 - 3:00

Lessons and Challenges in Free Roam VR

We are going to be breaking down and discussing some of the key components and challenges to creating our free roam virtual reality zombie shooter experience. This will include things like user interface design, level design, modelling, camera effects and performance optimisation.

Scott Vandonkelaar - Zero Latency
James De Colling - Zero Latency

3:00 - 4:00

Building 2D Worlds with new 2D features in Unity

A live demo showcasing the exciting new 2D features such as Tile Map and SmartSprite which will empower artists and designers with more fluid workflows, creative freedom and make 2D world building more productive and fun!

Joh Reuben - Unity Technologies

4:00 - 4:30

Break

4:30 - 5:00

Beyond RequireComponent: Dependency Injection in Unity

When we use components in Unity, we either access them with GetComponent or wire them up in the inspector. Beyond RequireComponent, there’s no guarantee these components exist at runtime, and this can lead to long testing cycles in order to determine crashes or bugs caused by missing dependencies.
Dependency injection is a pattern widely used outside of games to ensure that code has all of the dependencies it requires before usage, by defining additional constructor parameters. However, Unity’s architecture prevents us from directly adding constructors with parameters to Mono behaviours, nor does it allow us to override the construction of Mono behaviours due to serialization.
This talk will cover how you can use dependency injection in Unity, it’s benefits, drawbacks and limitations, and how dependency injection could be made easier to use and more flexible if the Unity game engine supported it in it’s architecture.

June Rhodes - Redpoint Software

5:00 - 5:30

MadeWithUnity Showcase Awards and Conference Closing

Carl Callewaert - Unity Technologies

08:00 - 09:00

Registration

09:00 - 09:30

Opening Performance

World Premiere of Pinoke - a live performance developed in Unity

Deakin Motion.Lab

09:30 - 10:30

Keynote

Carl Callewaert - Unity Technologies
Adam Brennecke - Obsidian
Tony Cocoluzzi - Studio MDHR

10:30 - 11:00

Break

11:00 - 12:00

Unity Asset Bundles

This talk aims to introduce Unity 5's new Asset Bundle to developers and go through some use cases in using Asset Bundles.

Leo Yaik - Unity Technologies

12:00 - 1:00

UnityAds: Finding financial success along with your creative success

How opt-in advertising helps mobile user retention. Respecting the mobile gamer and retaining game experience. SDK-less integration in Unity 5.2 Demonstration.

Chester Ng - Unity Technologies
Carl Callewaert - Unity Technologies

1:00 - 2:00

Lunch

2:00 - 2:30

DIY Game Testing: Tips for Testing Your Game When You Can't Get Dedicated Testing.

This session is geared towards small, indie developers with little or no resources for dedicated testing on their game. Although it is far from ideal to test your game without dedicated testing, Edmund will share concepts and lessons from his 12 years in video game QA to help you get your game tested right. This talk will cover basic strategies for testing (i.e. what things to test, when to do testing, where to test, and how to test).

Edmund Shih - Unity Technologies

2:20 - 3:00

IntoWebGL: A postmortem of porting to a post-plugin existence

IntoScience is an interactive educational platform built using Unity. It is used in thousands of schools across Australia and the globe. It recently made the leap to WebGL to continue delivering features to chrome-based users. In porting a huge amount of content to this new technology, you could say we learned a thing or two. Here we share the highs, lows and hot-fixes in moving a massive product to a post-plugin existence.

Ryan Alcock - IntoScience
Rob Lee - IntoScience

3:00 - 3:30

Building enterprise Virtual & Augmented Reality Apps

Understand the market opportunity for AR & VR in business, learn some common use cases and see some working examples. A getting started framework will be provided with walkthroughs.

Ammar Alammar - Salesforce.com

3:30 - 4:00

Postmortem: Making musical toys for kids to play in unconventional ways on mobile devices

Mosster Studio released a series of digital toys for young kids that were made with Unity and explored non conventional ways to use the game engine to create physical interactions with the devices that were running them. We also created some interesting systems to work with dynamic audio and music so the users could directly participate in the creation of songs. Additionally, the look of the toys was created using real handmade paper cutouts that worked great with touch screens to create a tangible experience.
This lecture will go over the creation process of these toys, mainly focusing on the challenges and lessons learned from those three aspects of the development.

Daniel Calvo - Mosster Studio

4:00 - 4:30

Break

4:30 - 5:00

Now Loading: Why Loading Screens Suck and How To Banish Them

Loading screens suck. The good news is that you can use Unity in a way that avoids them! This talk explains the damage that loading screens do to your game experience and offers some solutions to keeping your player in the game world rather than taking them to a loading screen.

Joshua Sanderson - Independent Video Game Programmer

5:00 - 5:30

MadeWithUnity Showcase Awards and Conference Closing

Carl Callewaert - Unity Technologies

08:00 - 09:00

Registration

09:00 - 09:30

Opening Performance

World Premiere of Pinoke - a live performance developed in Unity

Deakin Motion.Lab

09:30 - 10:30

Keynote

Carl Callewaert - Unity Technologies
Adam Brennecke - Obsidian
Tony Cocoluzzi - Studio MDHR

10:30 - 11:00

Break

11:00 - 1:00

Hands-on Workshop: Bringing Multiplayer to Your Unity Games

Making multiplayer games can be difficult. Unity’s new networking system brings the joy back to making networked games by simplifying this process and allowing you to focus on making your game.
In this workshop we will explore and apply the networking components that come with Unity. We will also be looking at Unity’s new integrated Multiplayer services.

Rus Scammell - Unity Technologies

1:00 - 2:00

Lunch

2:00 - 4:00

Hands-on Workshop: Integration of Ads and Analytics and Build with Cloud Build

In the session you begin with the setup to build a game with Cloud Build and then hands on integrate Unity Ads, Reward Ads, Basic and Advanced Analytics.

Carl Callewaert - Unity Technologies

4:00 - 4:30

Break

4:30 - 5:00

Spline-based editing tools for rapid level design in the Unity editor

Ice Caves of Europa is a cave-exploration game which needed a system for designing large levels within the Unity editor. We developed a spline-based editing tool which creates lofted geometry that can be edited in real time within the Unity editor. This talk will explain how this tool was developed, showcase some of its key features, and then go on to talk about the lighting techniques and shaders used to make these levels look like ice caves.

Conor O'Kane - Io Normal
Ed Bassett - Freelance Tools Programmer

5:00 - 5:30

MadeWithUnity Showcase Awards and Conference Closing

Carl Callewaert - Unity Technologies

Here’s where it happens

Unite Australia will take place in the city’s premier venue: the Melbourne Convention and Exhibition Centre (MCEC). Set on the banks of Yarra River right by the city center and just a 20-minute drive from Melbourne airport, MCEC’s state-of-the-art facilities are the best environment we could imagine for a day packed with learning and networking.

There’s a wide variety of hotels right by the venue – see a full list here.

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