Sessions

Unite Europe 2016 – Keynote

Unite Europe 2016 – Live Keynote

6 months ago
Unite Europe 2016 keynote – live stream starts May 31st 10:00 CEST. Join us! More info: unite.unity.com/2016/europe
Unite Europe 2016 | Opening Keynote

Unite Europe 2016 | Opening Keynote

6 months ago
For more information & a summary of the keynote, please go to: blogs.unity3d.com/2016/05/31/unite-europe-16-keynote-previews-new-services-tools/
Unite Europe 2016 – Unity Roadmap/Wishlist talk

Unite Europe 2016 – Unity Roadmap/Wishlist talk

6 months ago
The traditional talk about the future of Unity. More specific info on what’s coming up: unity3d.com/unity/roadmap
Unite Europe 2016 Highlights

Unite Europe 2016 Highlights

6 months ago
Unite Europe in Amsterdam was a blast! More than a thousand game developers met to learn, get to know each other and get inspired! More about Unity’s Unite conferences: unite.unity.com/
Unite Europe 2016 – Closing Remarks: A Fireside Chat with David Helgason

Unite Europe 2016 – Closing Remarks: A Fireside Chat with David Helgason

6 months ago
Journalist Will Freeman chats with Unity Founder David Helgason about the earliest days of Unity and what the future holds for the engine and its community,
Unite Europe 2016 –  AAA Scenes into VR – tips and tricks

Unite Europe 2016 – AAA Scenes into VR – tips and tricks

6 months ago
Mathieu Muller and Olly Nicholson (Unity Technologies) on how to get your scene running in VR platforms with a decent framerate, whilst retaining visual fidelity.
Unite Europe 2016 – Editor Scripting for n00bs

Unite Europe 2016 – Editor Scripting for n00bs

6 months ago
Did you know you can create your own editor within the Unity Editor? If you know Unity Editor Scripting you can create any tool you want to speed up your design process. Everyone knows tasks they have to do over and over and over again. Switching build targets, aligning objects or changing back and forth […]
Unite Europe 2016 – The Art of Being More Technical

Unite Europe 2016 – The Art of Being More Technical

6 months ago
Shaders? Scripting? Color Space? Vlad Neykov, Matt Dean and Matt Roper (Unity Technologies) explore the technical side of art. This talk is aimed at artists of all experience levels who would like to broaden their scope and become more versatile. We will demystify some common misconceptions and talk about ways to approach becoming more technical.
Unite Europe 2016 – How To Get The Most From Video Ads: Lessons From Successful Developers

Unite Europe 2016 – How To Get The Most From Video Ads: Lessons From Successful Developers

6 months ago
In this panel, Oscar Clark (Unity Technologies) talks with Jami Laes (Futureplay Games), Saara Bergström (Next Games) and Marek Rabas (Madfinger Games) about lessons learnt when implementing and placing video ads in their games and reward players at the same time.
Unite Europe 2016 – Two Devs, One Deadline, No Coders: How Unity Changed Our Lives

Unite Europe 2016 – Two Devs, One Deadline, No Coders: How Unity Changed Our Lives

6 months ago
Alex Trowers (We Heart Dragons) tells the story of Glyph Quest – a game he made together with Leanne Bayley. The plan was to finish the game before their baby arrives. This talk goes over their game development adventure and gives some tips for what to do and what not to do when releasing an […]
Unite Europe 2016 – X Mercs The Unity 5 Journey

Unite Europe 2016 – X Mercs The Unity 5 Journey

6 months ago
Andrey Ivashentsev (Game Insight) tells about long journey of X-Mercs to Unity 5 and how it affected in-game experience, improved performance and enchanted lighting. He shares unique game features, gameplay evolution and how joint work with Unity Enterprise Support improved game loading time and average FPS rate.
Unite Europe 2016 – Bringing Top Eleven to WebGL

Unite Europe 2016 – Bringing Top Eleven to WebGL

6 months ago
Milos Markovic and Tomislav Rakic (Nordeus) talk about the problems they faced porting Top Eleven, a game played by millions of daily active users, over to Unity-powered WebGL technology. They explain what they did to reduce the application and code size, improve performance, adapt the networking stack, improve the font system, tweak just about everything, […]