Published on December 1, 2016 by Unity

This talk focuses on one Technical Artist’s quest to automate himself out of a job. From a more extendable version of the Standard Shader to a robust and future-proof asset processor, the team at Schell Games has built tools that are used across several simultaneous projects, ranging from Mobile to VR. Joseph Pasek – Schell Games

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8 Comments on "Unite 2016 – The Quest to do Nothing: Automating Tools Development"

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Chris Y
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Chris Y
1 year 5 months ago

Thanks for sharing!

AbdelGhafour Mohie El-Deen
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AbdelGhafour Mohie El-Deen
1 year 5 months ago

I hope people who know they are gonna speak publicly in events like this to take courses or practice first, this guy is very nervous and he is making me nervous.

hadron89
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hadron89
1 year 5 months ago

+AbdelGhafour Mohie El-Deen Oeh so clever! Saying the same thing I did about the thing you said which is also the same :O

AbdelGhafour Mohie El-Deen
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AbdelGhafour Mohie El-Deen
1 year 5 months ago

+hadron89 You are an irrelevant human being right now.

hadron89
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hadron89
1 year 5 months ago

+AbdelGhafour Mohie El-Deen I'm sure the rest of us think the same about you.

AbdelGhafour Mohie El-Deen
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AbdelGhafour Mohie El-Deen
1 year 5 months ago

+Megatree Games I really don't care what you think.

hadron89
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hadron89
1 year 5 months ago

Megatree Games fuckin' a!

Jason W
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Jason W
1 year 5 months ago

Unity will keep getting better as time progresses. Good work.

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