The talk at WebCamp Zagreb 2012 conference (11/24/2012): "Unity - game engine in RIA world"
Prezentacija s WebCampa Zagreb 2012 (24.11.2012): "Unity - game engine u RIA svijetu"
Danko Kozar / Ivan Mandić
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
Before starting Android Game development . What we should know before we jump to mobile game development the smartphone market, app stores market and games market .
The talk at WebCamp Zagreb 2012 conference (11/24/2012): "Unity - game engine in RIA world"
Prezentacija s WebCampa Zagreb 2012 (24.11.2012): "Unity - game engine u RIA svijetu"
Danko Kozar / Ivan Mandić
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
Before starting Android Game development . What we should know before we jump to mobile game development the smartphone market, app stores market and games market .
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Unity 3D is one of the commonly used cross platform engines by developers across the globe. It is applicable for making diverse 3D Games from multiple genres to meet the aspirations of both avid and casual gamers.
The following slides will give you more insights on this. Take a look below.
Android is a mobile operating system (OS) based on the Linux kernel and currently developed by Google. With a user interface based on direct manipulation, Android is designed primarily for touchscreen mobile devices such as smartphones and tablet computers, with specialized user interfaces for televisions (Android TV), cars (Android Auto), and wrist watches (Android Wear). The OS uses touch inputs that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, and a virtual keyboard. Despite being primarily designed for touchscreen input, it also has been used in game consoles, digital cameras, regular PCs (e.g. the HP Slate 21) and other electronics.
Engage and keep your community alive best practises and keys to success - s...Mary Chan
"This is a story of progressive success: launched in 2012, The Sandbox is a world crafting game in 2D with touch controls and access to over 200+ physics elements. It was nominated by Apple for Best Game of 2012 and 2013 and now enjoys over 13M players; 600,000 Facebook fans; and over 1.5M creations shared online. The Sandbox is considered a reference among ""Minecraft-like"" titles on mobile.
In this session, Sebastien will talk about the continuous game development over these 3 years of existence. With the experience of over 35 updates, Sebastien will explore best practices of game updates to keep players hooked, as well as effective community management, helping it become a viral hit!
"
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
This session provides a detailed analysis of next-generation mobile graphics hardware and points out special caveats and opportunities that are specific to mobile. This is followed by an in-depth explanation of advanced rendering techniques that were previously only considered for high-end PCs or dedicated gaming consoles, but which have now been brought over to mobile devices in Unreal Engine 4 - including features such as physically-based rendering, HDR and image-based lighting.
These are the slides from Dames Making Games' "Introduction to Game-Making Tools" workshop. If you want to make a game, there are lots of tools available to help you -- even if you've never made one before, and even if you don't know how to code! This presentation provides an overview of the tools that are most popular with DMG members.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
Unity 3D is one of the commonly used cross platform engines by developers across the globe. It is applicable for making diverse 3D Games from multiple genres to meet the aspirations of both avid and casual gamers.
The following slides will give you more insights on this. Take a look below.
Android is a mobile operating system (OS) based on the Linux kernel and currently developed by Google. With a user interface based on direct manipulation, Android is designed primarily for touchscreen mobile devices such as smartphones and tablet computers, with specialized user interfaces for televisions (Android TV), cars (Android Auto), and wrist watches (Android Wear). The OS uses touch inputs that loosely correspond to real-world actions, like swiping, tapping, pinching, and reverse pinching to manipulate on-screen objects, and a virtual keyboard. Despite being primarily designed for touchscreen input, it also has been used in game consoles, digital cameras, regular PCs (e.g. the HP Slate 21) and other electronics.
Engage and keep your community alive best practises and keys to success - s...Mary Chan
"This is a story of progressive success: launched in 2012, The Sandbox is a world crafting game in 2D with touch controls and access to over 200+ physics elements. It was nominated by Apple for Best Game of 2012 and 2013 and now enjoys over 13M players; 600,000 Facebook fans; and over 1.5M creations shared online. The Sandbox is considered a reference among ""Minecraft-like"" titles on mobile.
In this session, Sebastien will talk about the continuous game development over these 3 years of existence. With the experience of over 35 updates, Sebastien will explore best practices of game updates to keep players hooked, as well as effective community management, helping it become a viral hit!
"
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
This session provides a detailed analysis of next-generation mobile graphics hardware and points out special caveats and opportunities that are specific to mobile. This is followed by an in-depth explanation of advanced rendering techniques that were previously only considered for high-end PCs or dedicated gaming consoles, but which have now been brought over to mobile devices in Unreal Engine 4 - including features such as physically-based rendering, HDR and image-based lighting.
These are the slides from Dames Making Games' "Introduction to Game-Making Tools" workshop. If you want to make a game, there are lots of tools available to help you -- even if you've never made one before, and even if you don't know how to code! This presentation provides an overview of the tools that are most popular with DMG members.
I don't like jumping into an all-day seminar full of jargon and potentially new vocabulary without setting a baseline, so I created this VERY brief overview of VR to kick off the day at the International Documentary Association (IDA) 3-day deep dive into VR for documentary filmmakers in LA.
Detailed overview of VR post-production workflow presented at the International Documentary Association (IDA) 3-day deep dive into VR for documentary filmmakers in LA.
Presented live at FITC Amsterdam 2014 on Feb 24-25, 2014
More details can be found at www.FITC.ca
HelloRun: A Hypnotic 3D Runner Music Game
with Carlos Ulloa
HelloRun is an HTML5 game created by HelloEnjoy designed to take advantage of the latest technologies in modern web browsers.
Designed to be fast paced and unforgiving, it tests the player’s reflexes and concentration as the music dictates the tempo of the game.
This talk gives a deep dive into the story of how the project was made, while highlighting the positives and the creative challenges to make this happen.
Drawing on his experience building interactive 3D pieces, Carlos will detail both the problems faced as well as the unexpected opportunities presented, when designing HelloRun.
Experimenting with Creative Process with Qanta ShimizuFITC
At Party, we believe that through a different creative process, we can achieve something new and innovative.
Qanta will be showing some examples of work they have made during their first year and half, talking about experiments they’ve done, and the process of how it was made.
It’s Not Enough To Be Brilliant – You Have To Be Convincing, Too. with Lanny...FITC
Might van Gogh have kept his ear if he could’ve won over his critics?
Clients and audiences are tough to crack, being able to present your ideas in the right way can make all the difference between winning approvals or doing the walk of shame out of your client’s office. It’s time to discuss the magical arts of how to present your work, win over skeptical clients, and build a lasting relationship (…and keep both ears).
A Journey with Rik Oostenbroek
Presented live at FITC Amsterdam 2014 on Feb 24-25, 2014
More details can be found at www.FITC.ca
Join this young designer as he discusses his own work and journey, both the ups and downs. A young and ambitious artist, just trying to find his way in the industry while sticking to his own vision and ideals.
In this talk, Teehan+Lax developer Ash Furrow will guide designers through the basics of GitHub. He’ll discuss why GitHub is important and teach you the high-level concepts that will get you started with GitHub today.
Presented at FITC Toronto 2014 on April 27-29, 2014
More info at www.FITC.ca
Mistakes, Lessons, and Being Creative
with Yuko Shimizu
We all make mistakes, Yuko Shimizu has made many. But at least she has learned from it and become a better creative professional.
Yuko sat down and made a list of the 20 most important things she learned as a creative professional, which hopefully you can use in your creative career.
Yuko Shimizu
Illustrator, yukoart.com
Yuko Shimizu is an award winning Japanese illustrator based in New York.
You may have seen her work on Pepsi cans, Gap and NIKE T-shirts, VISA billboard, Microsoft and Target ads, as well as covers of DC Comics and pages of New York Times, TIME, New Yorker, GQ and Esquire. However, illustration is actually her second career; after studying marketing and advertising in a university in Japan, Yuko got a position in corporate PR in Tokyo, a job she kept for 11 years. After having an early midlife crisis, she made up her mind to pursue her childhood dream of becoming an artist, and moved to New York to study at School of Visual Arts in 1999. She received MFA in illustration in 2003 and has been illustrating since.
When she is not in her studio, she is teaching the next generation of artists at her alma mater. In 2009, Newsweek Japan chose Yuko as one of the “100 Japanese People The World Respects”.
Presented live at FITC Amsterdam 2014 on Feb 24-25, 2014
More details can be found at www.FITC.ca
Mill+ is the Design and Content creation arm of The Mill. A collection of Designers, Art Directors, Animators and VFX artists who are defining new ways of working with clients.
Carl Addy, creative director of design, will discuss what it means to be a designer at the Mill and how they are combining Design and VFX to tell new stories.
Carl will talk through a broad range of work and styles, from the psychedelic music video and tumblr for We Are Shining, to a photo real CG ape for PETA. He’ll be giving a behind the scenes look at the culture of Mill+, The Mill’s design and origination department.
Developing Interactive 3D Experiences in HTML5 with Carlos UlloaFITC
Save 10% off ANY FITC event with discount code 'slideshare'
See our upcoming events at www.fitc.ca
OVERVIEW
Developing Interactive 3D Experiences in HTML5 with Carlos Ulloa
Modern web browsers are capable of producing some amazing audiovisual candy, through new capabilities like HTML5, fast JavaScript, WebGL and Web Audio API. In this session, Carlos talks in detail about his work developing interactive 3D experiences using these technologies.
He will take an in-depth look at the production of high-end WebGL projects including Lights, HelloRun and Racer-S, to discuss the graphics, audio and input development techniques used.
He shows how to take advantage of the three.js engine to deliver immersive 3D visuals running at high performance on desktop and mobile browsers.
This presentation will also cover music visualization and sound effects, using Web Audio API for sound processing and analysis.
Carlos also discusses the integration of a broad range of input technologies like touch, mouse, keyboard, accelerometer and Leap Motion controller, along with some interesting lessons learned.
Responsive Design Techniques, Tools and Design Strategies with Paul TraniFITC
Responsive design is all the rage right now, which has lead to some interesting approaches, frameworks, and tools. In this session Adobe Evangelist Paul Trani will review these approaches as well as showcase Edge Reflow—Adobe’s solution to responsive web design.
Make Something Ugly: An Experimental Creative Process with Myron CampbellFITC
There is a theory that the most successful and prolific designers are those who implement experimentation and exploration into their design process. It is those designers that end up innovating and making the most memorable of all design. Sagmeister, Josh Davis, Milton Glaser, David Carson to name a few. More and more studios are encouraging this type thing to keep their designers fresh AND keep them happy.
This talk will explore Myron’s personal beliefs on creative process. The importance as a working designer to:
• Maintain a personal practice without limitations be it art / tutorials / tests
• Include an experimental component into your creative process.
• To be ok with taking risks and making something ugly to reach innovation.
• Encourage designers to fail and salvage beauty from mistakes.
OneMethod Digital + Design is an award-winning agency who exists to create brand experiences that surprise, engage and ultimately persuade the intended audience to react with their mind, their heart and for our clients' sake, their wallet. Learn more at onemethod.com/the-skinny-on-onemethod
Innovation, and the skills and activities surrounding this are seen as the holy grail of creating products people love which generate a defensible revenue stream and differentiation from competitors… why is this so hard then? Why do we see companies with significant resources focused on this fail to achieve it? Leveraging his own, and frog’s broad industry experience Justin will present a lens on the challenges faced when looking to shepherd innovation from idea to market in the connected era.
Think about it: creativity is a complex symphony of neurobiology, neurochemistry, and neuroelectricity in the brain. Are you curious as to what’s happening inside your cranium amongst the hemispheres, white matter, and brainwaves when you feel on fire with creativity versus when you don’t? The science of the creative brain completely challenges standard ways to approach concentration, work, order, focus, and productivity. In this session, we’ll take an unconventional journey through story to discover how the brain works best to be creative. Through better understanding key processes, we’ll learn potentially surprising ways to harness your brain’s innate creative powers for increased ideation, innovation, productivity, and getting into flow states to do your work better.
Overview of audio for VR video production. Presented at the International Documentary Association (IDA) 3-day deep dive into VR for documentary filmmakers in LA.
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity’s Scripting API for C# and
incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.
AAA 3D GRAPHICS ON THE WEB WITH REACTJS + BABYLONJS + UNITY3D by Denis Radin ...DevClub_lv
Building photorealistic 3D experiences on the Web is a challenge. Making it with React is even harder but once you got there it pays off in many ways. This talk is about Evolution Gaming approach of working with 3D graphics on the Web using ReactJS with the goal to build the most sophisticated and expensive WebGL application ever created.
JS Fest 2019. Денис Радин. AAA 3D графика в Web с ReactJS, BabylonJS и Unity3DJSFestUA
Создать фотореалистичное 3D приложение для Web не просто. Сделать это с React еще сложнее, но окупается с лихвой если вы все таки справились. Этот доклад о том как Evolution Gaming использует WebGL и ReactJS для создания самого сложного и дорогого WebGL приложения из когда либо разработанных.
Today’s blog post described the several aspects of Nuke software and its utilization effects and magic created in movies.
The blog is initiated by the MAAC Kolkata team to acknowledge the readers about the software Nuke.
Similar to Unity: From Indie Game Start-Up to International Real-Time 3D Tool of Choice (20)
Varun Vachhar
rangle.io
Overview
JavaScript frameworks allow us to build innovative and delightful experiences for our users. A common approach adopted with these modern tools is to combine all required JavaScript into one large bundle. Therefore, causing the loading performance to suffer. Especially on older devices or devices with low memory and processing power.
An alternative approach is to split your code into various smaller chunks which you can then be loaded on demand — allowing you to reduce the load time drastically.
In this session, Varun will demonstrate how you can adopt the practice of code-splitting when building applications with frameworks such as React and Vue.
Objective
Learn how to use code-splitting to improve the loading performance of Javascript heavy applications.
Target Audience
Front-end developers who build JavaScript heavy applications
Assumed Audience Knowledge
Basic understanding of web development and some familiarity with frameworks such as React, Angular or Vue.
Level
Intermediate
Five Things Audience Members Will Learn
What is code-splitting?
Different types of code-splitting
How to split a React or Vue application
How to “lazy-load” parts of the application
Removing duplicate code from chunksa
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Andréa Crofts
League
Overview
Examining our responsibility as creators to design for disconnection.
The “restore connection” alert isn’t just for devices– it applies to people too. And it’s more important now than ever before.
Digital creators, we need to talk. The rise in mental health as a result of situational stress is a prevailing theme in today’s society, and some of the products we’re building are the root cause. But we have the power to change this. As creators of digital products, how might we enable our users to be more present in their lives? How might we invest in features like Instagram’s activity timer, despite the fact that they’re fundamentally counterintuitive to the usage metrics most behemoth tech companies are driving towards?
We have a responsibility as creators of digital products to enable others to disconnect …and re-connect with themselves, physically and mentally. This intersection is an emerging category Andrea likes to call digital health, and it’s something we can create together.
Objective
To share actionable strategies, principles and considerations for designing with digital health top of mind. Andrea will get into some #realtalk about how we can collectively create more balance and presence for the humans using our products.
Target Audience
Designers and digital creators of all kinds – especially those building digital products at scale!
Level
Open to audience members of any skill level (this is a more high-level talk)
Five Things Audience Members Will Learn
Tips and best-in-class examples of designing for digital health
Design guidelines and principles for designing with digital health in mind
Evidence-based practices to ground your future design decisions
Strategies for re-framing the success metrics of digital products
Design ethics resources
Presented at Web Unleashed 2019
More info at www.fitc.ca/webu
Luke DeWitt
REDspace
Overview
JavaScript’s popularity has exploded over the last decade, taking it from a laughable scripting language to one that powers much of the web today. Because it’s so flexible and so easy to learn, it’s extremely popular with new developers looking to cut their teeth in programming. However, these strengths are also weaknesses, as it’s incredibly easy to write bad JavaScript without even knowing it.
A lot of these newer developers jump from “Hello, World!”, to TodoMVC in order to find the library that makes their life easier. By doing this, they skip over some of the important details of not only how JavaScript works, but also how to optimize its performance to ensure the best user experience.
The Chrome profiler is a very handy tool that not a lot of developers have experience with. In this talk, we’ll take a beginner’s look at the profiler tool and examine how to use it to best improve your web application, and identify bottlenecks in your code without having to rely only on console.log statements.
Objective
To help developers understand how to better make use of the JavaScript profiler.
Target Audience
Any JavaScript developers
Assumed Audience Knowledge
Basic JavaScript
Level
Beginner / intermediate
Five Things Audience Members Will Learn
Javascript inner-workings
Profiling concepts
Identifying bottlenecks
Profiling node applications
Tooling
presented at Web Unleashed 2019
For more info see https://fitc.ca/event/webu19/
Kevin Daly RBC Ventures
Every developer has faced the difficult choice of deciding what tech stack they should use for a new project. Should you use the latest tech or something that everyone knows? Which framework is the best for your team? To survive your tech stack, developers must make trade-offs with developing on new tech stacks and the ability to maintain and scale their applications.
In this presentation, you’ll learn how to evaluate your tech stack and understand the pros and cons of using bleeding edge technology. Using his past experiences, Kevin will also share his lessons learned and how his team tackles managing their tech stack today.
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Bushra Mahmood
Unity Technologies
Overview
In this talk, Bushra Mahmood will explain how to articulate and pitch augmented reality as a viable medium to help solve problems. Learn about what makes an AR application come together on both mobile devices and headsets. Uncover different tools and methodologies for problem-solving and making a compelling story.
By properly understanding this technology and its parts, creatives can take an active role in shaping and defining this new space in computing.
Objective
Learn the tools and techniques required to pitch an augmented reality project.
Target Audience
Designers, product managers, product stakeholders.
Assumed Audience Knowledge
An understanding of product design and an awareness of AR
Five Things Audience Members Will Learn
The right language to use when explaining ‘spatial’ design
The different requirements and considerations for scoping an AR project
The tools that are currently available for AR authoring
Insights into what the near and far future will hold for this medium.
An example of an AR application pitch
Start by Understanding the Problem, Not by Delivering the AnswerFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Karri Ojanen
RBC Royal Bank of Canada
Overview
Over the past number of years companies have adopted the idea of customer-centricity. People across functions can fluently talk about the importance of paying special attention to end-user needs and overall customer experience.
But innovation and forward-thinking ideas that connect both customer and business needs can’t simply be squeezed out of brainstorm sessions and sticky notes if the organization doesn’t learn how to effectively look outside of its own silos. In this session, Karri will show how to move from jumping to solutions to driving innovation by understanding the question first.
Target Audience
Designers, researchers, strategists, product managers, and technology leads
Three Things Audience Members Will Learn
Methodologies and tools to form insights out of a holistic understanding of customer challenges
How to synthesize data to form a vision of the better future
How to break the vision into manageable chunks that drive value for the business and the customer at every launch
Cocaine to Carrots: The Art of Telling Someone Else’s StoryFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Alan Williams
Imaginary Forces
Overview
During dailies as an intern at Imaginary Forces, Alan’s director, Karin Fong, would follow her animation feedback with one of the scariest and empowering questions of his career, “what do you think?” Over the last eight years, Alan’s transition from technician to creative director came from a dramatic shift in how he approached and answered that question. By examining larger conceptual principles to practical application in commercial and tv/film design, such as HBO’s Vinyl and Netflix’s Anne with an E, he will share hard-learned lessons that can empower you, whether in Photoshop, behind a camera, or pitching to clients, in developing and selling your creative voice.
Target Audience
Visual communicators eager to become more evocative storytellers
Five Things Audience Members Will Learn
‘Method branding’ in a selfie culture
O.C.D. (observe, collect, dissect) & the imagination
The resuscitating power of rearrangement
Pertinence vs pipeline: the crippling cage of routine
Less pitching, more poetry
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Carl Sziebert
Google
Overview
Innovation is defined as the process of making an idea into a good or service that creates value by meeting a need or solving a problem at scale. This talk explores ways to find inspiration from everyday sources, invest in skills that foster collaboration, and identify opportunities for impact. While leveraging the core principles of and learnings from designing products for real people, Carl will examine a number methods for building creativity and innovation into our everyday work.
Target Audience
For individual contributors looking to cultivate opportunities for impact and find the right time, space, and tools to innovate in our everyday work.
Five Things Audience Members Will Learn
A bottom-up approach to framing innovation within your daily work
Identify and validate opportunities that make an impact
Prioritize, prototype, and build understanding of the problems you are solving
Collaborate locally and globally
Seek, give, and apply feedback often
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Chris Zacharias
imgix
Overview
The average website loads over 1.5MBs of content per page, making over 75 requests. Many popular websites are serving over 5MBs just to load their homepages. And these numbers represent measurements taken AFTER compression is applied. The full weight of many popular websites is pushing 20+ MBs these days. In an era where performance truly matters to the end user experience, web developers need techniques to help curtail this bloat in data down the wire.
No matter how well you optimize, there is no better way to than to delete things you do not need. How does one determine what is essential to the user experience and what is not? One answer Chris posits is to develop a hyper-lightweight version of your website which will provide critical insights into your specific performance priorities. This is a process that he has leveraged on many projects, in particular at YouTube to reduce the size of the video watch page from 1.5MBs to 100KBs. In this talk, Chris will take real-world web pages and show techniques for dramatically reducing their page weight and for identifying areas to optimize, while outlining the key steps to doing this well.
Objective
Learn a process for building a hyper-lightweight version of your website for establishing reasonable performance budgets, grounded in reality, to work from.
Target Audience
Web developers
Assumed Audience Knowledge
HTML, CSS, Javascript, some server-side awareness.
Level
Intermediate
Five Things Audience Members Will Learn
How to analyze a web page for performance issues
A holistic approach to deconstructing an existing website
A clear process for building a hyper-lightweight version of your website
Translating your findings into real performance priorities
Establishing a realistic performance budget
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Michael Fullman
VT Pro Design
Overview
An exploration of the process of creation. We live in a time where technology and inspiration are more readily available and accessible than ever before. That being said we also live in a time that mostly highlights the successes of projects and process. In this particular talk Michael wants to touch on the process of creation with technology at VT Pro, to further explore a full circle approach to inspiration and creation where often times our next project is inspired by something learned in the process of creating something else.
By exploring what went wrong and what went right in a number of different projects he’s created, Michael will touch on points where inspiration can be found in this world of seemingly endless technology; the importance of collaboration; what can be learned from the moments that don’t necessarily go as planned; and how often projects come close to failure than the audience ever knows. Lastly he wants to touch on the process of finding personal inspiration to inspire an audience, and the momentum to push further that comes from their energy.
Objective
Things often don’t go as planned, but often that’s the fun part.
Target Audience
Creative technologists and experience designers
Five Things Audience Members Will Learn
Collaborative process
Giving personality to a piece of technology
How to learn from the unexpected
We all start somewhere (the journey is just as important as the destination)
Everything is possible now
Post-Earth Visions: Designing for Space and the Future HumanFITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Sands Fish
MIT Media Lab
Overview
Today, the environments that humans occupy in space are designed for survival. Humans are carefully shuttled to and from space, and during their relatively short stays, they are provided with minimum supplies to remain alive and able to perform experiments. As we begin to plan less for short visits and more for life in space (such as a six to eight month trip to Mars and beyond) the question becomes: What does human culture look like in space?
This talk will explore how human culture, design, and creativity might evolve as we begin to live in space, and the unique environmental conditions that might guide us in certain directions, just as the environment on Earth has. It will discuss space tourism, living in zero gravity, and some experiments in art and design that hint at future aesthetics.
Objective
Convey what opportunities exist at the outset of a more democratized New Space age, and call out the aesthetics, ethics, and cultural frontiers we find ourselves faced with at the end of the second decade of this century.
Target Audience
Those interested in the future of human life in space
Five Things Audience Members Will Learn
The history of human culture in space
Unique design constraints and considerations when designing for zero gravity
The experience of flying in a zero-g flight
The aesthetics at play in human spacefaring — (what has been)
New forms, new materials, new ideas — (what might be)
The Rise of the Creative Social Influencer (and How to Become One)FITC
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Lindsay Munro
Adobe XD
Overview
Your social network could be more valuable than the work you’re doing today, because it could (and should) lead to the opportunities you get tomorrow. Your next post could result in your next recommendation, job, collaboration, exhibit, and next level experience.
In this session, you’ll learn how to hone and build your online social media presence to attract brands and engage in the modern-day endorsement deal. Get a behind-the-scenes perspective on the things brands look for in creative profiles and the rules of engagement.
Objective
Teach the ins and outs of what it means to be a creative social influencer.
Target Audience
Creatives looking to up level their social media presence and strike brand partnerships.
Things Audience Members Will Learn
How to set yourself up for “success” on social media
The importance of working with the right brands
Figuring out compensation and negotiating contracts
The ins and outs of disclosure and liability
How to not mess it up
Presented at FITC Toronto 2019
More info at www.fitc.ca/toronto
Amelie Rosser
Jam3
Overview
For the past two years Jam3 worked alongside Joy Kogawa and the NFB to create East of the Rockies, an augmented reality storytelling experience.
East of the Rockies is the first interactive AR game of its kind. The story takes users through a piece of Canadian history where Japanese Canadians were forced to leave their homes and live at internment camps during WWII.
This talk will cover the creation of the game: from concept and storyboarding, to the development process in Unity and various challenges and questions to consider from a creator’s perspective.
Objective
To let the audience in on the behind the scenes of developing an AR experience like East of the Rockies.
Target Audience
For those interested in Augmented Reality storytelling and game development.
Five Things Audience Members Will Learn
AR techniques using Unity
Storytelling in AR
Prototyping interactions in AR
Game state management using Unidux
Game optimization techniques in Unity
The Knowledge Society: Three Talks About the Future
Futurism Innovation Science
Isabella Grandic
The Knowledge Society
Overview
Join three incredible, young, and brilliant minds as they present their findings on topics that we’ll all have to deal with in the not so distant future. This series of talks will explore how exponential technologies like synthetic farming, nanotechnology, and quantum computing can be used to solve some of the world’s most difficult problems.
The speakers are all students of The Knowledge Society (TKS), a human accelerator for high school students designed to help them impact billions. TKS encourages students to take risks and think big.
Ayaan Esmail‘s talk will cover creating a proactive healthcare system
World Transformation: The Secret Agenda of Product DesignFITC
R.C. Woodmass
Crescendo
Overview
The reports are in: how we relate to technology directly affects how we relate to other humans, to our environments, and to ourselves. Are we headed for a technological dystopia, where robots are in charge and empathy is just a word for the history books? Not necessarily! Learn how the interfaces we interact with can teach us how to be better communicators, increase our understanding of each other, and how product design might be the key to building a positive future for all.
Objective
Directly address fear and skepticism about technology, inspiring all who design and build tech to think more empathetically when building UX and UI.
Target Audience
Product designers, HR specialists, and anyone skeptical about technology
Three Things Audience Members Will Learn
How to create user interfaces that are flexible enough to include everyone, even if they can’t keep up with all the different identities and new labels that people are using
What is conversation design, and how it has the power to teach people how to communicate
How AI has the potential to be more inclusive than previous data analysis systems, if we leverage its weaknesses to the human advantage
Matt Swoboda
Notch
Overview
The adoption of real-time technologies and workflows for content creation is a seismic shift in the world of video/graphics. It has a fundamental effect on not just on render times but on the entire creative process. In this session hear from someone who has been using realtime graphics for creative work for almost 20 years, and his experiences in applying it to productions such as the Ed Sheeran world tour and Cirque du Soleil.
Objective
Give the audience an overview of what really is capable in a real-time workflow today, and where things are headed.
Target Audience
Anyone who wants to take confident steps in the direction of real-time motion graphics, especially within the live, installation and AR fields.
Five Things Audience Members Will Learn
How does real-time change the creative and production process
Limitations – where does it work, where doesn’t it make sense
What real-time graphics are capable of today
What happens on a rock’n’roll tour bus
What DOESN’T happen on a rock’n’roll tour bus
Hasan Ahmad
Aquent DEV6
Overview
PWAs are a newly emerging delivery format for web, desktop apps. The fact that they can be installed on a client device and behave like natively installed apps means that special care should be taken when designing and building these types of apps, above and beyond a typical browser-only web application. One of the most important (potential) differentiators in the user experience of a PWA app vs a traditional web app is the ability to provide a high-performance UI because of their ability to do things like cache resources offline, including entire pieces of Web UI code, and the use of background services. In this talk we are going to do an exhaustive overview of the entire landscape of building PWAs from a performance-first perspective.
Target Audience
Web development teams
Assumed Audience Knowledge
Web Development fundamentals
Objective
Large enterprise applications
Five Things Audience Members Will Learn
Why PWA’s require performance engineering
What tools are available to measure performance metrics
Offline caching strategies
Host device considerations: desktop and mobile
Taking advantage of background code: Service Workers
Bhavana Srinivas
Netlify
Overview
A new web stack has emerged. A stack powered by modern browsers, API economy and Git based workflows. A stack that is not tied to specific technologies. A stack that takes into account both developer experience while building the application, and user experience when interacting with the application. A stack that delivers better performance, higher security, and lower cost of scaling for web applications.
In this talk, Bhavana will dive more into the architecture and best practices for building performant web applications using the JAMstack
Objective
Educate the audience about the JAMstack and why it powers performant sites
Target Audience
Web stakeholders who want fast, secure and performant websites
Assumed Audience Knowledge
Built a website/interacted with sites
Five Things Audience Members Will Learn
What is the JAMstack
The ecosystem around the JAMstack
How to improve the performance of your site built on the JAMstack
Example sites built on this architecture
Resources and best practices
From Closed to Open: A Journey of Self DiscoveryFITC
Midge “Mantissa” Sinnaeve
Mantissa
Overview
Midge will be speaking about his experience of switching to open source applications for his freelance work. From ditching expensive software subscriptions to going down the linux rabbit hole, he’ll take you along for the ride and show you some cool stuff along the way.
It’s an in-depth look at what happens when your digital tools become an extension of yourself and how that can in turn inspire you to get better as an artist and find your style.
Objective
Taking a critical look at how you work and why.
Target Audience
(Motion) designers, 3D & VFX artists
Four Things Audience Members Will Learn
Open Source Design Tools
Self-criticism
Inspiration
Letting go
Studio Macouno has been realizing post industrial projects for two decades. Though they’re very busy doing things like creating generative shavers for Philips and designing life size 3D printed petition elephants, those are but a fraction of what they would like to do.
In this talk Dolf will explore the projects they just don’t have time for. The things the studio would love to do but can’t do on it’s own. The things that are way out there… Those that don’t seem possible, or are just too much work. The dreams that they think are a bit too much, but they just might do anyway.
Objective
Finding, funding and founding cooperatives for creative futurist projects.
Target Audience
People interested in making things today that seem ideas for tomorrow.
Five Things Audience Members Will Learn
Some about generative design
3d printing
Art
Running projects
And making things happen
3. Development tool for games and realtime interactive
3d
Rapid Iteration
Asset Pipeline
Multi-platform deployment
4. Goo-Ball
QuickTime™ and a
decompressor
are needed to see this picture.
5. Release the tools!
http://unity3d.com/unity/whats-new/unity-1.1
Core workflow
The iPhone Cometh!
Unity 2.1
Undo!
Unity 2.5
Windows editor support
6. Unity 2.6
Indie Version from $300 to Free
The Animation View
Unity 3.0
Unified editor
Unity 3.1
Asset Store
7. Unity 3.X
The 3.X Cycle has had some pretty
huge additions.
Flash Publishing
Pathfinding and avoidance
Google Chrome Native Deployment
Upgraded Occlusion Culling and new LOD
system
“AAA” Push
9. Unity 4.X
Mecanim - Character Animation
Flash (Now much easier)
Linux Standalone
DX11
Skinned Mesh Instancing
Dynamic Fonts on Mobile!
Project Browser Improvements
Realtime Shadows on Mobile
much more
10. QuickTime™ and a
AVC Coding decompressor
are needed to see this picture.
11. Unity 4.X +
2D!
GUI Overhaul
Nintendo WiiU Support
Building on to all of the existing tools, improving
performance, capabilities and ease of use
1967 - General Electric Exoskeleton