GDC 2014

GDC 2014 Session Scheduler

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Unity Technologies Developer Day (Presented by Unity Technologies)

Joachim Ante  |  CTO, Unity Technologies
Gabriele Farina  |  Developer, Unity Technologies
Ralph Hauwert  |  Senior Developer, Unity Technologies
David Helgason  |  CEO, Unity Technologies
Todd Hooper  |  VP Online Services, Unity Technologies
Veli-Pekka Kokkonen  |  Tools Programmer, Unity Technologies
Robert Lanciault  |  Lead Developer Animation, Unity Technologies
Sampo Lappalainen  |  Super Programmer, Umbra Software
Jesper Mortensen  |  Graphics Engineer, Unity
Aras Pranckevisius  |  Graphics Programmer, Unity Technologies
Thomas Puha  |  Director of Developer Relations, Umbra Software
Rune Skovbo Johansen  |  Developer, Unity Technologies

Location: Room 2002, West Hall

Format: Sponsored Dev Day
Track: Visual ArtsProgramming
Vault Recording: Not Recorded

Book your space at Unity Dev Day at GDC to hear about your latest opportunities with the Unity engine. Learn how to develop with Unity with greater confidence and efficiency. Some of our top developers ' including a co-developer of our much-anticipated new GUI system, and our Academy award winning Mecanim developer ' will be giving sessions that will help you gain a creative edge in your games and interactive content development.


David Helgason and Joachim Ante will give opening welcome to the Unity Developer Day.

Unity Cloud
Launching your mobile game with Unity Cloud - why we built it, why it's great for devs, and how to get going.

Physically Based Shading in Unity
Physically based approach and energy-conserving shading model enable artists to create high-quality materials in a time efficient manner without extensive tweaking and worry about wide range of possible lighting environments. In this talk we will discuss implementation details of Physically Based Shading in Unity.

Unity: Common 2D Issues and How to Solve Them
Our users have been making 2D games for many years on multiple different platforms. In Unity 4.3 we released native support for Sprites and related 2D workflows. In this session we are going to take a look on the most common issues our users have while making 2D games and some clever ways to overcome those difficulties.

12:30-1:00pm Break

Deploying Unity to the Web, Now and Future
In this talk we will go in depth on how to deploy Unity to the web using future deployment options using unity, and will discuss the technology and in-depth technical details to publish to the web using the unity engine and editor. We will provide a sneak peek to some yet unannounced deployment technology and provide more information on Unity'"s future regarding online deployment of game content.

Advanced Lighting Techniques in Unity
The Unity rendering pipeline is powerful yet flexible. It scales well from mobile games all the way up to cutting edge PC and next-gen console titles. To get truly stunning images and to achieve the desired atmosphere in your game it is important to understand how to get the best from the Unity lighting workflow and how to quickly iterate on lighting.
This is an intermediate session which describes the lighting workflow in the Unity editor and players, also covering topics including: global illumination, physically based shaders and advanced lighting on mobile platforms.

Take a Tour of the New GUI System In Unity
The session ranges from introductory topics such as "Creating your first new Unity GUI" through to more advanced topics such as "Extending the component library". There will be time for QA during the session.

To Mecanim and Beyond!
The session, presented by one of the Mecanim founders, will cover advanced Mecanim features and techniques. State Machine Behavior, State Machine to State Machine transition, Direct Blend Tree, Root Motion and Pivot authoring and Animate all with Mecanim (bend shapes, material and 2d). All this integrated in a fun demo!

How To Boost Rendering Performance and Frame Rate in your Games with Umbra 3 Occlusion Culling
Unity 4.3 includes a plethora of improvements. One of the completely re-implemented subsystems is occlusion culling developed by Umbra Software. Not only has the interface been simplified and the culling runtime itself revamped, a number of new features have also been added. Occlusion culling refers to eliminating all objects that are hidden behind other objects. This means that resources will not be wasted on hidden stuff, resulting in faster and better-looking games running at a high frame rate.
The talk will concentrate on giving an overview how the Umbra system works, how to get the best results and what kind of parameters you should use in your game to achieve the best possible rendering performance.

5:30-6:00pm Closing Remarks