Take a peek at the slide from the second installment of our 2020 roadmap: Live Games.
Watch the presentation on YouTube: https://www.youtube.com/watch?v=w6sn8bJiZ2g
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/2wV3SwD
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
When it comes to emerging technology, Forrester found that “94% of those who have implemented real-time 3D are expanding their investment.”
Wonder why? Learn more in this webinar featuring guest speaker Paul Miller, a principal analyst at Forrester. He covers the key findings of a commissioned study conducted by Forrester Consulting on behalf of Unity, published in March 2020.
Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
Not all gameplay needs to happen immediately. In fact, there are many cases in which deferring commands may offer a better outcome – improved user experience, performance, etc. These slides explore thinking about where deferred commands are needed and provides examples on how to take full advantage of the Entity Command Buffer.
Speaker: Elora Krzanich – Unity
Watch the session on YouTube: https://youtu.be/SecJibpoTYw
Take a peek at the slide from the first installment of our 2020 roadmap: Core Engine & Creator Tools.
Watch the presentation (hosted by Will Goldstone, Product Manager) on YouTube: https://www.youtube.com/watch?v=dDjsS4NPqFU
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/CreateRoadmapQA
Refresh what you know about AssetDatabase.Refresh()- Unite Copenhagen 2019Unity Technologies
The AssetDatabase has been rewritten. The more you know about how this API works, the stronger your code will be. This information can guide your decision-making for your own Asset Management strategies. For example, you do not need to reimport assets when you jump between platforms. In this session, you'll gain a deeper understanding of importing modified assets and tracking dependencies to improve your workflow and iteration time significantly.
Speaker: Javier Abud Chavez- Unity
Watch the session on Youtube: https://youtu.be/S2P9n5U9xVw
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
When it comes to emerging technology, Forrester found that “94% of those who have implemented real-time 3D are expanding their investment.”
Wonder why? Learn more in this webinar featuring guest speaker Paul Miller, a principal analyst at Forrester. He covers the key findings of a commissioned study conducted by Forrester Consulting on behalf of Unity, published in March 2020.
Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
Not all gameplay needs to happen immediately. In fact, there are many cases in which deferring commands may offer a better outcome – improved user experience, performance, etc. These slides explore thinking about where deferred commands are needed and provides examples on how to take full advantage of the Entity Command Buffer.
Speaker: Elora Krzanich – Unity
Watch the session on YouTube: https://youtu.be/SecJibpoTYw
Take a peek at the slide from the first installment of our 2020 roadmap: Core Engine & Creator Tools.
Watch the presentation (hosted by Will Goldstone, Product Manager) on YouTube: https://www.youtube.com/watch?v=dDjsS4NPqFU
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/CreateRoadmapQA
Refresh what you know about AssetDatabase.Refresh()- Unite Copenhagen 2019Unity Technologies
The AssetDatabase has been rewritten. The more you know about how this API works, the stronger your code will be. This information can guide your decision-making for your own Asset Management strategies. For example, you do not need to reimport assets when you jump between platforms. In this session, you'll gain a deeper understanding of importing modified assets and tracking dependencies to improve your workflow and iteration time significantly.
Speaker: Javier Abud Chavez- Unity
Watch the session on Youtube: https://youtu.be/S2P9n5U9xVw
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
With Shader Graph in Unity 2018, creating powerful and beautiful shaders has never been easier. But with great power, comes great responsibility. This intermediate-level session will explore best practices for rendering performance and shader creation workflow. We'll cover what happens under the hood, share tips to avoid common pitfalls, and highlight what to look for as Shader Graph readies for prime-time release in the near future.
Charles Sanglimsuwan - Unity Technologies
Game engines have long been in the forefront of taking advantage of the ever increasing parallel compute power of both CPUs and GPUs. This talk is about how the parallel compute is utilized in practice on multiple platforms today in the Frostbite game engine and how we think the parallel programming models, hardware and software in the industry should look like in the next 5 years to help us make the best games possible
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Speed up your asset imports for big projects - Unite Copenhagen 2019Unity Technologies
The release of the new Asset Database provides a solid foundation for further speeding up asset imports. In these slides, you'll learn about the improvements in the way Unity handles very large projects. You'll also discover some of the upcoming features directed towards making the asset pipeline more extensible and ensuring project stability.
Speaker:
Jonas Drewsen - Unity
Watch the session on YouTube: https://youtu.be/VF-Qe-0zXlc
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Streamlined landscape creation with new Terrain Tools- Unite Copenhagen 2019Unity Technologies
Creating landscapes for interactive experiences can be difficult, but Unity's new Terrain Tools are designed to streamline that process. This video covers Terrain improvements in Unity 2019, including a demo of the Terrain Tools package and a sneak peek of new features coming in the next update.
Speaker:
Alexandre Kikuchi - Unity
Video available here: https://youtu.be/zr2B6aNyy_A
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Learn how to do stylized shading with Shader Graph – Unite Copenhagen 2019Unity Technologies
In this session at Unite Copenhagen, attendees learned how to write a custom lighting shader for a stylized look that can easily be shared across multiple assets. There was also a demo of the workflow for creating and maintaining custom HLSL inside the Unity Shader Graph, and an exploration of new Shader Graph features such as keywords.
Speaker: Ciro Continisio – Unity
Watch the session on YouTube: https://youtu.be/DOLE4nrK97g
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
New Addressable Asset System for Speed and PerformanceUnity Technologies
The new Addressable Asset system makes it much easier to manage your game assets and project workflow, and it gives you better options to optimize performance. In this session, you’ll learn how the new system works, and explore some common and challenging use cases.
Presenters: Stephen Palmer, Bill Ramsour (Unity Technologies)
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
Almost everything you see on the screen is created by Shader. The only reason that you don't have to deal with shaders when beginning with game development is: the game engine or the graphic library handle it automatically for you to render objects in a default way. Sooner or later, you would want to control the shader yourself. And this series (Unity Shader Graph) is made for that purpose: Help you understand the shader.
In this presentation, we're gonna figure out what a shader is and do some experiments with a completed shader called [URP/Lit].
Megacity on mobile: How we optimized it with Adaptive PerformanceUnity Technologies
Have you seen our Megacity demo? With 4.5M mesh renderers, 200K unique objects per building, 100K audio sources, and 5K dynamic vehicles, running it on mobile was a major challenge. Unity's David Berger reveals how the new Adaptive Performance feature, developed in partnership with Samsung, ensured a smoother mobile experience and greatly improved battery life.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
Game engines have long been in the forefront of taking advantage of the ever
increasing parallel compute power of both CPUs and GPUs. This talk is about how the
parallel compute is utilized in practice on multiple platforms today in the Frostbite game
engine and how we think the parallel programming models, hardware and software in
the industry should look like in the next 5 years to help us make the best games possible.
Speed up your asset imports for big projects - Unite Copenhagen 2019Unity Technologies
The release of the new Asset Database provides a solid foundation for further speeding up asset imports. In these slides, you'll learn about the improvements in the way Unity handles very large projects. You'll also discover some of the upcoming features directed towards making the asset pipeline more extensible and ensuring project stability.
Speaker:
Jonas Drewsen - Unity
Watch the session on YouTube: https://youtu.be/VF-Qe-0zXlc
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Streamlined landscape creation with new Terrain Tools- Unite Copenhagen 2019Unity Technologies
Creating landscapes for interactive experiences can be difficult, but Unity's new Terrain Tools are designed to streamline that process. This video covers Terrain improvements in Unity 2019, including a demo of the Terrain Tools package and a sneak peek of new features coming in the next update.
Speaker:
Alexandre Kikuchi - Unity
Video available here: https://youtu.be/zr2B6aNyy_A
Cross-scene references: A shock to the system - Unite Copenhagen 2019Unity Technologies
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. You'll learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker:
William Armstrong - Unity
Learn how to do stylized shading with Shader Graph – Unite Copenhagen 2019Unity Technologies
In this session at Unite Copenhagen, attendees learned how to write a custom lighting shader for a stylized look that can easily be shared across multiple assets. There was also a demo of the workflow for creating and maintaining custom HLSL inside the Unity Shader Graph, and an exploration of new Shader Graph features such as keywords.
Speaker: Ciro Continisio – Unity
Watch the session on YouTube: https://youtu.be/DOLE4nrK97g
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
New Addressable Asset System for Speed and PerformanceUnity Technologies
The new Addressable Asset system makes it much easier to manage your game assets and project workflow, and it gives you better options to optimize performance. In this session, you’ll learn how the new system works, and explore some common and challenging use cases.
Presenters: Stephen Palmer, Bill Ramsour (Unity Technologies)
Overview of the basics of modules, plug-ins and projects in UE4, and a deep dive into integrating third-party dependencies. Presented at MIGS 2016 in Montreal.
Almost everything you see on the screen is created by Shader. The only reason that you don't have to deal with shaders when beginning with game development is: the game engine or the graphic library handle it automatically for you to render objects in a default way. Sooner or later, you would want to control the shader yourself. And this series (Unity Shader Graph) is made for that purpose: Help you understand the shader.
In this presentation, we're gonna figure out what a shader is and do some experiments with a completed shader called [URP/Lit].
Megacity on mobile: How we optimized it with Adaptive PerformanceUnity Technologies
Have you seen our Megacity demo? With 4.5M mesh renderers, 200K unique objects per building, 100K audio sources, and 5K dynamic vehicles, running it on mobile was a major challenge. Unity's David Berger reveals how the new Adaptive Performance feature, developed in partnership with Samsung, ensured a smoother mobile experience and greatly improved battery life.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
A behind-the-scenes look into the latest renderer technology powering the critically acclaimed DOOM. The lecture will cover how technology was designed for balancing a good visual quality and performance ratio. Numerous topics will be covered, among them details about the lighting solution, techniques for decoupling costs frequency and GCN specific approaches.
A Complete Guide to Game Testing - Its Types and Processes.pdfkalichargn70th171
Video games are more popular than ever today. These flood our newsfeeds, drive social interactions and give us boatloads of fun for hours. There is a myriad of game genres to choose from, whether these are point-and-click adventures, simulations, virtual reality games, and many more. Especially with the COVID-19 pandemic, the number of users of these games has exponentially increased. According to Statista, the number of gamers increased to 201.9 million in 2020 from 188.2 million digital gamers in 2019. It is further projected to rise to 213.3 gamers by 2025.
A Big (Query) Frog in a Small Pond, Jakub Motyl, BuffPanelData Science Club
How does one process 200GB of streaming raw data, daily? Where dedicated servers and home-made solutions fail, BigQuery comes out the victor. We will talk about the big data architecture with over 110 million players total on record, how we managed to implement it, and how is it possible that we keep daily operational costs under $50.
In the beginning we will explain what kinds of data sources a top-selling game has to integrate and analyze and how to pre-process the data to avoid ramping up costs in disaster scenarios. Part of the talk is also dedicated to all the components that are involved in the many transformations the data undergoes and we will show you how the output from the entire pipeline looks.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
Unity's R&D roadmap for future features and enhancements in the upcoming 2018.3 release and in the upcoming 2019 cycle. Get up to speed on the latest developments in ECS, the improved prefabs workflows, terrain editor, VFX editor, connected games, and much more.
The developers love them, the clients are asking about them and the App's World is
constantly pitting these two development technologies against each other.
Which one should you choose above the other? We bring you two interesting knock out rounds between the two most talked about technologies for app development.
As a developer or a client, how would you go about picking the best technology for your project? Find out all the answers in Affle's POV on 'HTML5 V/S UNITY'
Mobile Game Proposal PowerPoint Presentation SlidesSlideTeam
Transforming an idea into a quality gaming experience is a means to touch numberless lives. Mobile gaming especially has emerged as a market of immense potential. Therefore, SlideTeam developers dedicate their latest offering to iOS, windows, and android mobile game developers. Mobile Game Proposal PowerPoint Presentation Slides is a solicited business proposal deck replete with cutting-edge graphics and compelling content. The cover letter is packed with awesomeness to stimulate your client’s interest in your services. Cover letters are the essence of responsive business proposals. Therefore, our research and design team have gathered and compiled PPT slideshow according to the smartphone gaming industry specifics. Employ our PowerPoint template deck to outline the project context and objectives for the mobile game proposal. This highlights your interpretation of your client’s requirements, such as integrating ads for revenue generation. The next important step is to walk your client through your mobile gaming development process. Elaborate on the various development stages like pre-production, release, post-production, and so on. This PPT theme helps you in presenting the timeframe of mobile gaming app development. With the help of our PowerPoint presentation, gaming service providers can also pitch additional services. Most mobile game designers provide other tech services. These may include artificial intelligence, software development, and technical SEO. Further, you can break down your pricing model based on the various development stages. Showcase your client’s investment during pre-production, production, alpha/beta polish, release, and post-production stages. Use this mobile game business proposal PPT format to elucidate your edge over competitors. Build credibility as service providers by showcasing awards and recognition for past achievements. Acquaint your clients with the key gaming application development team members along with their roles. Ending business proposals on a high note demands expertise. This PowerPoint layout ends with client testimonials and case study. Your clients gain insightful info about your organization via such slides. So, hit the download button and get personalizing. https://bit.ly/3oO72Zk
Rival Peak: Post Mortem of a multi studio collaboration that ended with 100 m...DevGAMM Conference
Rival Peak was a Massive Interactive Live Event (MILE) that was a collaboration between Genvid Technologies, Facebook, Pipework Studios and DJ2 Entertainment. Christopher will talk about the lessons learned from the three week long event that saw 200 million engagements and 100 million minutes viewed and what it means for game developers.
Neev has an in-house expert UI design team which gives an edge over other players in the industry. Neev has experience developing Software Development Kits (SDKs) for mobile games and has developed gaming apps and SDKs for companies in different parts of the globe.
Some of our work includes:
- Building a Custom SDK on iOS for Social Gaming, with Customizable Leaderboards by Location
- An Exciting 3D Gaming Application for iPhone/iPad
- An Android-based SDK for Game Developers to Enable Social Gaming
- A ‘Top-of-the-Charts’ Car Parking Game Based on Android and iOS
Using synthetic data for computer vision model trainingUnity Technologies
During this webinar Unity’s computer vision team provides an overview of computer vision, walks through current real-world data workflows, and explains why companies are moving toward synthetically generated data as an alternate data source for model training.
Watch the webinar: https://resources.unity.com/ai-ml/cv-webinar-dec-2021
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Autodesk and Unity announced a collaboration last year to streamline workflows and enable seamless development across the AEC design, build and operate lifecycles. This fall, Unity Reflect launches, giving designers, architects, and engineers the ability to seamlessly federate their Revit models for real-time 3D.
Andrew Sullivan - Digital Delivery Manager, SHoP Architects will provide an overview of how they are using the product to enable real-time decision making, reduce the time between revisions and meetings, and ultimately improve design review and construction planning processes.
Recording available here: https://youtu.be/qe0yxHA0fHI
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...Unity Technologies
Daimler Protics implemented mixed and augmented reality on mobile devices and used the Microsoft HoloLens for automotive production, training, and marketing. Discover the challenges Daimler Protics faced and the Unity solutions that eased the mixed reality implementation.
Speakers:
Daniel Keßelheim - Daimler Protics
Sebastian Rigling - Daimler Protics
Session available here: https://youtu.be/fTc1c8iTGqU
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...Unity Technologies
Hear from Volvo's lead Unity developer, Timmy Ghiurau, about how he broke new ground by bringing technology forged in gaming into one of the leading brands in the automotive industry. Timmy will share how he used his gaming background to inspire people across his large organization to adopt Unity and embrace real-time 3D as a way of working.
Timmy Ghiurau - Volvo
Session available here: https://youtu.be/CD4Go3Uv5Uc
QA your code: The new Unity Test Framework – Unite Copenhagen 2019Unity Technologies
Are you involved in testing or QA on projects in Unity? In these slides, you'll get an overview of the state of Unity for all things testing-related, and have the opportunity to share your stories of success, failure, pain, and glory. Learn from your fellow developers and give feedback on how Unity could help you hold your projects to a higher standard of quality. You will also get an introduction to the newest features in the Test Framework.
Speakers:
Christian Warnecke - Unity
Richard Fine - Unity
Watch the session on YouTube: https://youtu.be/wTiF2D0_vKA
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Unity Technologies
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral across the industrial sector. In this webinar, first shown on Engineering.com, leaders from Unity and Unit040, provider of digital twin platform Prespective, share how digital twins add value at all stages of the project and product lifecycle, from the early stages of design to predictive maintenance using IoT data.
Watch the webinar here: create.unity3d.com/real-time-3d-and-digital-twins
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Unity Technologies
Major automotive brands like Volkswagen are leveraging the power of virtual reality to create immersive training programs that can be delivered across multiple global locations at the same time. Learn how to scale the production and distribution of real-time VR training in enterprise.
Speakers:
Thomas Wimmer - Innoactive
Andreea Raducan - Innoactive
Watch the session on YouTube: https://youtu.be/5DNFUTfyOEc
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...Unity Technologies
Augmented reality (AR), virtual reality (VR), and mixed reality (MR) – collectively known as XR – are making inroads in the automotive industry. Join this session led by Visionaries 777, which works with major auto brands like INFINITI, to learn about the range of immersive experiences you can build with Unity to create a better customer experience that results in more engagement and sales.
Speakers:
David Castañeda - Visionaries 777
Frantz Lasorne - Visionaries 777
Session available here: https://youtu.be/WJpeWHGXyms
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
Get a complete walkthrough of the end-to-end animation workflow of the Sherman project. Learn how to use Unity for creating CG animation and take a deep dive into the real-time fur system in Unity.
Speaker:
Mike Wuetherick - Unity
Watch the session on YouTube: https://youtu.be/fFfWxErJMkY
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In these slides, you'll explore what next-generation VR can mean for your VR experiences. Learn about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker:
Mikko Strandborg - Varjo
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
VR allows for an entirely new level of immersion, leading to more thrilling and engaging content to be delivered and is growing rapidly. Despite this, VR, especially on mobile, currently contains a number of limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. To achieve the true potential of VR, these limitations must be either solved or mitigated. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In these slides, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker:
Ryan O'Shea - ARM
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019Unity Technologies
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral revisualization tools across the industrial sector. Learn how Unit040, a company specializing in visualization and simulation, creates digital twins that combine real-time 3D technology with BIM, CAD and CAE systems to add value at all stages of the building and product lifecycle, from the early design phase to predictive maintenance using Internet of Things (IoT) data.
Speakers:
Pieter Weterings - Unit040
Guido van Gageldonk - Unit040
Watch the session on YouTube: https://youtu.be/j4i14p89h_s
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Unity Technologies
The AR Foundation toolkit has been critical for Krikey to build compelling AR games that function cross-platform, at scale. Krikey, an AR mobile gaming application, used dynamic ground plane detection and camera translation to enable users to play 3D games that interact with the real world. These slides cover some of the best practices Krikey developed while using AR Foundation.
Speakers:
Ketaki Shriram - Krikey
Jhanvi Shriram - Krikey
Watch the session on YouTube: https://youtu.be/5MKRuJEA1hI
Visualizing the engineering project lifecycle - Unite CopenhagenUnity Technologies
From design to operations, visualization is a powerful tool to drive informed decision-making on major projects. Point clouds, virtual reality and mobile apps are combining to enable better outcomes throughout the engineering industry. Join this session led by Aurecon to learn how Unity can empower engineers to increase efficiency and realize value through every stage of the project lifecycle.
Speaker: Michael Gardiner - Aurecon
Session available here: https://youtu.be/dixtTbGcCFg
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
2. 2020 Roadmap: Live Games 2
2020 Roadmap: Core Engine & Creator
Tools
The model for shipping games has evolved
3. 2020 Roadmap: Live Games 3
70%+
Players drop off after 1 day*
*Unity Analytics 2020
4. 2020 Roadmap: Live Games
Our principles
4
1 —
Solves real
customer
challenges
2 —
Accessible to
every developer,
regardless of
whether you build
on Unity
3 —
Improve
player
engagement
4 —
Simple to use, out
of the box
2020 Roadmap: Core Engine & Creator
Tools
6. 2020 Roadmap: Live Games 6
P R O B L E M
Most games struggle with retention and obtaining
value from their players long term
2020 Roadmap: Core Engine & Creator
Tools
deltaDNA
7. 2020 Roadmap: Live Games 7
S O L U T I O N
Actionable insights to retain players and maximize
revenue
2020 Roadmap: Core Engine & Creator
Tools
deltaDNA
8. 2020 Roadmap: Live Games
What is deltaDNA?
8
Customer
segmentation
Analytics MessagingA/B testing
deltaDNA
9. 2020 Roadmap: Live Games
End-to-end player management platform
Fully GDPR- and COPPA-compliant
9
deltaDNA
10. 2020 Roadmap: Live Games
Why deltaDNA
10
Robust CRM and campaign
management tools for your
cross-channel campaigns
Easy-to-use, out-of-the-box
solution designed specifically
for games
Deep game analytics to
understand your entire player
lifecycle
1 — 2 — 3 —
deltaDNA
11. 2020 Roadmap: Live Games 11
Greener Grass
increases revenue by
58% using deltaDNA
C U S T O M E R H I G H L I G H T
deltaDNA
12. 2020 Roadmap: Live Games 12
C U S T O M E R H I G H L I G H T
— Significantly increased first purchases
(+40%) and revenue (+58%)
— Increased average revenue per daily
active user (ARPDAU) by 65%
— Did not negatively impact player
retention, level starts, or rewarded
video views
Using A/B testing with deltaDNA, Greener
Grass was able to measure conversion and
retention differences between showing no
interstitials and showing interstitials after an
introductory period.
Concerned about how interstitial ads
would impact their game
ResultsSolutionChallenge
deltaDNA
13. 2020 Roadmap: Live Games
Highlights
13
Released
deltaDNA’s powerful messaging, analytics, and
player management features give each customer
the best possible experience and let them
develop long-term relationships
In development
Predictive Segments alpha: Intelligent
segmentation via machine learning
2020 Roadmap: Core Engine & Creator
Tools
deltaDNA
14. 2020 Roadmap: Live Games 14
deltaDNA
deltadna.com
Try it for 30 days.
unity.com/predictivesegments
Sign up for the alpha.
deltaDNA
16. 2020 Roadmap: Live Games 16
P R O B L E M
Experimentation is manual, and most studios don’t
have access to machine learning or data science
2020 Roadmap: Core Engine & Creator
Tools
GameTune
17. 2020 Roadmap: Live Games 17
S O L U T I O N
Unity’s machine learning adjusts your game in
real-time to deliver optimal player experience
2020 Roadmap: Core Engine & Creator
Tools
GameTune
18. 2020 Roadmap: Live Games
More than segmentation
18
Every player gets the same
user experience
Segmented user experience Each player gets a different
experience
– Short tutorial
– Long tutorial
– Difficulty 1
– Difficulty 3
GameTune
19. 2020 Roadmap: Live Games
Machine learning optimization
Retention
Optimization target
Easy
Alternative 3
Tailored in real-time for each individual player
Hard
Alternative 1
Medium
Alternative 2
Hard
Player 1
Medium
Player 2
Hard
Player 3
GameTune
20. 2020 Roadmap: Live Games
Highlights
20
Released
Fully self-serve set-up
In development
Improvements to machine learning with
reinforcement learning
Templates for use cases, such as ad frequency
or IAP offers
2020 Roadmap: Core Engine & Creator
Tools
GameTune
21. 2020 Roadmap: Live Games 21
GameTune improved
revenue per download
by over 8% for
Idle Farming Empire
C U S T O M E R H I G H L I G H T
GameTune
22. 2020 Roadmap: Live Games 22
C U S T O M E R H I G H L I G H T
— Increased D3 retention by over 3% and
D7 retention by over 5%
— Increased revenue per download by
over 8%
— Learned which updates don’t have an
impact on their game
Futureplay implemented 4 different tests in
their game: tutorial progression speed, first
crop, bundle offer, and prestige.
Futureplay needs to add new features
to the game so they can improve D7
retention.
They can only select a few tests to run
at a time, as each test is manual and
requires weeks to implement and
analyze.
ResultsSolutionChallenge
GameTune
23. 2020 Roadmap: Live Games 23
GameTune
unity.com/gametune
Sign up for the GameTune beta.
deltaDNA
25. 2020 Roadmap: Live Games 25
P R O B L E M
No comprehensive, reliable solution for content
management and delivery.
2020 Roadmap: Core Engine & Creator
Tools
CloudContentDelivery
26. 2020 Roadmap: Live Games 26
S O L U T I O N
Unity’s Cloud Content Delivery is an engine-
agnostic, convenient, and cost-effective
end-to-end content management and delivery
solution.
2020 Roadmap: Core Engine & Creator
Tools
CloudContentDelivery
27. 2020 Roadmap: Live Games
More than a CDN
27
Cloud Content Delivery
– CDN
– Players
Solution for management and
delivery of 2D/3D content
Global delivery of content to users
Engine-agnostic solution with
integration benefits for Unity users
Reliable, fully managed solution
CloudContentDelivery
28. 2020 Roadmap: Live Games
Why Unity’s Cloud Content Delivery
28
Faster time to market Convenient Reliable and fully monitored
Cost-effective Empowering
CloudContentDelivery
29. 2020 Roadmap: Live Games
Need Feature
Non-technical content release workflow
● Logical grouping of content into buckets with separate permission schemas
● Per-file revision and per-bucket release numbering
● Promote content releases from bucket-to-bucket instantly
● Create and set custom pointers to a release (“badging”)
● Managed via Developer Dashboard, or custom application with fully documented API
Solution that will work with my existing
Unity project(s) and doesn’t require a
time-consuming custom integration
● Directly integrated with Addressables system for end-to-end Unity runtime content
management
● Developer Dashboard integration provides convenient interfaces for all users
● Build and publish directly from Unity Cloud Build
Low-latency, global delivery of content to
users
● Regional client API request caching for consistent, fast response times
● Last-mile delivery backed by global CDN leader Akamai
Key Features
29
CloudContentDelivery
30. 2020 Roadmap: Live Games
Highlights
30
Prerelease
GA scheduled for 2020 mid-Q2. Will launch
with full management, delivery, and
support capabilities.
In development
We are focused on supporting advanced
features such as differential patching,
persistent data streams, and spatial data
queries.
2020 Roadmap: Core Engine & Creator
Tools
CloudContentDelivery
31. 2020 Roadmap: Live Games 31
Cloud Content Delivery
unity.com/ccd-signup
Sign up for the Cloud Content Delivery pilot
program.
CloudContentDelivery
33. 2020 Roadmap: Live Games
Summary
33
1 —
Deep analytics
and CRM
2 —
Easy content
management and
delivery
3 —
Machine
learning
expertise
2020 Roadmap: Core Engine & Creator
Tools
34. 2020 Roadmap: Live Games
Get in touch
34
— 30-day trial for deltaDNA: deltadna.com
— Sign up for Predictive Segments alpha: unity.com/predictivesegments
— Sign up for GameTune beta: unity.com/gametune
— Sign up for Cloud Content Delivery: unity.com/ccd-signup
2020 Roadmap: Core Engine & Creator
Tools