~/conference

Unite Now 2020

date:2020-04-14..2020-04-16
location:-- online --
series:Unite Now · one edition

game developers, technical artists, gameplay programmers, graphics programmers, ui programmers, performance engineers, mobile developers

data binding components; MVVM-like UI systems; shader-driven textureless worlds; Perlin noise baking; Gerstner wave water; Visual Effect Graph explosions; ScriptableObject VFX reuse; Addressables per-bundle tracking; ShaderVariantCollections management; incremental GC tuning; CullingGroup offscreen sleeping; pooled visual-effects manager

titleauthorlength
Fruit Ninja 2 Tech Talk: Creating with data-driven componentsAndrew McGill23m
Halfbrick builds a small MVVM-like system that lets artists and designers wire UI to player data without code: DataBinding component uses reflection to target…
Talk on
The Falconeer Tech Talk: Creating with textureless artTomas Sala26m
Claim: a full open world game with no pre-generated textures built in Unity 3D by relying on handcrafted geometry and shader systems. Implementation uses two…
Talk on
Hardspace: Shipbreaker Tech Talk: Explosions with VFX GraphTrevor Ware, David Perdigan17m
Unity Visual Effect Graph drives explosions with exposed parameters and code: Size 1–5 remaps to particle counts per system (example: 200–1,000 particles via a…
Talk on
Little Orpheus Tech Talk: Developing for Apple ArcadeLouis de Wet20m
Little Orpheus targets iOS/tvOS/macOS on Unity 2019.3.11f1 and runs eight episodes split into ~60–70 blocks, optimized to fit a 4 GB App Store limit and avoid…
Talk on
Battletoads Tech Talk: The challenge of 11 game modesChris Rickett24m
Battletoads development explains concrete fixes: implements Depth of Field via a second background camera and render texture so sprites write depth, builds a…
Talk on
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