JetBrains GameDev Day 2025
as the organisers put it
JetBrains GameDev Day 2025 is a free live virtual event dedicated to game development, covering Unity, Unreal Engine, and Godot.
who it's for
Unity developers, Unreal Engine developers, Godot developers, build and release engineers, platform and cloud engineers, network and multiplayer engineers, technical producers and team leads
topics
mobile accessibility testing and guidelines; 64-byte cache line data layout optimizations; Unreal Mass Entity performance; web game build and streaming optimizations; Unity Addressables and split PCK bundles; Brotli compression for game builds; Godot integration with PlayFab and Steam; Azure Functions for transaction backend; AI-assisted CI/CD for mobile games; RenderDoc frame capture and shader debugging in Rider; Netcode for Entities client prediction and rollback; Terraform/Packer/Ansible studio infrastructure modules
| title | author | length |
|---|---|---|
| Building Accessible Mobile Games and Native App Games for Accessibility | Gian Wild | 01h 09m |
Argues that WCAG2.1 is insufficient for phones, points to a Creative Commons Mobile Site Testing Guidelines that list concrete tests: TalkBack and VoiceOver… | ||
| Beyond OOP: A Journey From Cache Misses to MASS Hits | Konrad Słoń | 41m |
Shows that poor object layout causes frequent 64-byte cache line misses and that reorganizing data into contiguous arrays yields orders-of-magnitude speedups… | ||
| Optimising for the Web | Dom Harris | 47m |
Aim for something visible within 1 second because beyond ~3 seconds bounce spikes and Google data shows 5s raises bounce probability dramatically (roughly… | ||
| Building a Cross-Platform In-Game Store With Godot and PlayFab | Johannes Ebner | 01h 11m |
Builds a working cross‑platform in‑game store that uses Godot + PlayFab + Steam, with purchases initiated by the client, validated via Steam web API, and… | ||
| AI Infrastructure as Part of CI/CD for Mobile Game Development | Ilya Bogin | 56m |
Mobile-game CI/CD at Player handles C++ engines with ~2 million lines and ~500 developers, ~100M MAU, and six‑week releases, so long builds and store reviews… | ||
| The State of Game Development With JetBrains | Matt Ellis | 24m |
Rider now captures frames with RenderDoc and steps through Unity shader code, shows pixel values and hits shader breakpoints, and surfaces Unity profiler… | ||
| Introduction to Netcode for Entities | Johnny Thompson | 01h 09m |
Overview of Unity Netcode for Entities: server‑authoritative ECS networking with full client prediction with simulated rollback, interpolation, RPCs, ghosts… | ||
| Power-Up Your Team: Soft Skills That Level Up Game Dev Collaboration | Sheena Yap Chan | 33m |
Claims that soft skills cut rework, prevent crunch, and boost creative risk-taking with measurable practices: a seven‑pillar Visible framework (Voice… | ||
| Deploying Your Studio With the Cloud Game Development Toolkit | Gabriel Batista, Henry Kiem | 01h 01m |
A modular open‑source toolkit provides ready Terraform modules plus Packer and Ansible assets to deploy Perforce, TeamCity, Unity license servers and Unreal… | ||
| JetBrains GameDev Day 2025 | Gian Wild, Konrad Słoń, Dom Harris, Johannes Ebner, Ilya Bogin, Matt Ellis, Johnny Thompson, Sheena Yap Chan, Gabriel Batista, Henry Kiem | 08h 44m |
Cloud Game Development Toolkit packages ready Terraform modules for Perforce + TeamCity modules, Unity caching and license servers, and VDI builders, with… | ||
| nothing matches | ||