~/conference

Unreal Dev Day Montreal 2017

date:2017-10-09
location:Montreal, Canada
series:Unreal Dev Day Montreal · one edition

technical artists, graphics programmers, performance engineers, environment artists, character artists, cinematic artists, gameplay programmers

UE4 GPU profiling; material instruction budgets; device profiles and QualitySwitch; baked Lightmass workflows; dynamic DFAO and skylight; forward MSAA VR rendering; Substance Painter to UE4 export; material functions tiling library; Sequencer cinematic pipeline; blueprint-driven particle effects

titleauthorlength
UE4 Performance and ProfilingZak Parrish58m
Profiles early and often on target hardware using concrete commands and tools: use r.ScreenPercentage to check GPU vs CPU, run stat SceneRendering and stat…
Talk on
Lighting with Unreal Engine MasterclassJerome Platteaux48m
Unreal Engine lighting workflows compare deferred (default, full feature set) with forward (VR-optimized, uses MSAA) and show concrete tradeoffs: baked…
Talk on
Paragon Character Texturing PipelineHarrison Moore48m
Paragon character texturing uses Substance Painter master file to store masks, patterns and bakes and Unreal's Material Functions as a 400+ tiling-library so…
Talk on
Fortnite Trailer PipelineBrian Pohl01h 00m
A three‑minute cinematic trailer (six sequences, ~130 shots) is produced in ~20 weeks by teams of 5–20 using Unreal as the final‑pixel renderer; production…
Talk on
Creating Complex In-Game EffectsAlan Willard47m
Shows a working Jacob's Ladder built from Blueprints, Cascade particles, spline Materials and Timelines that actually arcs, branches and extinguishes in sync…
Talk on
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