Media Summary: Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ... Nicholas Francis co-founded Unity and was CCO at the company for many years, before leaving to start up his own games studio, ... Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind

Unite 2013 Physically Based Ubershading - Detailed Analysis & Overview

Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ... Nicholas Francis co-founded Unity and was CCO at the company for many years, before leaving to start up his own games studio, ... Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind Elliot Mitchell (Vermont Digital Arts / Boston Unity Group) shares his experience with 3D and animation art pipelines as they relate ... Matthew Miner and Brad Keys (Lumos) explain how can game developers keep (most of) the cheaters from ruining online leader ... Alex Schwartz and Devin Reimer of Owlchemy labs on bringing Shoot Many Robots, an AAA 3D game for PS3 and Xbox 360 to ...

This session by Blackbird Interactive covers Unity best practices for design patterns, debugging techniques and project ... Unity's Immediate Mode GUI system is a very powerful tool for both Runtime and Editor UI. This talk relates to IMGUI internals and ... How RUST LTD. designed and built Museum of the Microstar with almost no budget and a team spread across 10 time zones. Sponza Scene Physically Based Arealights with Enlighten realtime GI Karen Collins and Alexander Hodge (Ehtonal) on how to plan, build and sell plugins, using the example of their audio plugin ... Anton Hand (RUST LTD.) talks about currently available approaches for realizing PBR in Unity, content pipelines, texturing, data ...

Photo Gallery

Unite 2013 - Physically-based Ubershading
Unite 2013 - Static Sky: High end shading and lighting
Unite 2014 - Mastering Physically Based Shading
Unite 2013 - Successfully Avoiding Disaster in Your Art Pipeline
Unite 2013 - Keynote
Unite 2013 - Web Security and you! Practical tips to keep cheaters at bay
Unite 2013 - Console to Mobile: Bringing AAA to Mobile
Unite 2013 - Nurturing Large Projects:  How We Structured Hardware: Shipbreakers
Unite 2013 - Wrangling OnGUI
Unite 2013 - Museum of the Microstar Postmortem
Sponza Scene Physically Based Arealights with Enlighten realtime GI
Unite 2013 - Plugin Postmortem
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Unite 2013 - Physically-based Ubershading

Unite 2013 - Physically-based Ubershading

Shading is becoming increasingly more complex as we create more powerful materials and lighting. Rod Lopez from Unity's demo ...

Unite 2013 - Static Sky: High end shading and lighting

Unite 2013 - Static Sky: High end shading and lighting

Nicholas Francis co-founded Unity and was CCO at the company for many years, before leaving to start up his own games studio, ...

Unite 2014 - Mastering Physically Based Shading

Unite 2014 - Mastering Physically Based Shading

Renaldas Zioma and Erland Körner of Unity and Wes McDermott of Allegorithmic explain the principles behind

Unite 2013 - Successfully Avoiding Disaster in Your Art Pipeline

Unite 2013 - Successfully Avoiding Disaster in Your Art Pipeline

Elliot Mitchell (Vermont Digital Arts / Boston Unity Group) shares his experience with 3D and animation art pipelines as they relate ...

Unite 2013 - Keynote

Unite 2013 - Keynote

The keynote address from Unity's premier

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Unite 2013 - Web Security and you! Practical tips to keep cheaters at bay

Unite 2013 - Web Security and you! Practical tips to keep cheaters at bay

Matthew Miner and Brad Keys (Lumos) explain how can game developers keep (most of) the cheaters from ruining online leader ...

Unite 2013 - Console to Mobile: Bringing AAA to Mobile

Unite 2013 - Console to Mobile: Bringing AAA to Mobile

Alex Schwartz and Devin Reimer of Owlchemy labs on bringing Shoot Many Robots, an AAA 3D game for PS3 and Xbox 360 to ...

Unite 2013 - Nurturing Large Projects:  How We Structured Hardware: Shipbreakers

Unite 2013 - Nurturing Large Projects: How We Structured Hardware: Shipbreakers

This session by Blackbird Interactive covers Unity best practices for design patterns, debugging techniques and project ...

Unite 2013 - Wrangling OnGUI

Unite 2013 - Wrangling OnGUI

Unity's Immediate Mode GUI system is a very powerful tool for both Runtime and Editor UI. This talk relates to IMGUI internals and ...

Unite 2013 - Museum of the Microstar Postmortem

Unite 2013 - Museum of the Microstar Postmortem

How RUST LTD. designed and built Museum of the Microstar with almost no budget and a team spread across 10 time zones.

Sponza Scene Physically Based Arealights with Enlighten realtime GI

Sponza Scene Physically Based Arealights with Enlighten realtime GI

Sponza Scene Physically Based Arealights with Enlighten realtime GI

Unite 2013 - Plugin Postmortem

Unite 2013 - Plugin Postmortem

Karen Collins and Alexander Hodge (Ehtonal) on how to plan, build and sell plugins, using the example of their audio plugin ...

Unite 2014 - Best Practices For Physically Based Content Creation

Unite 2014 - Best Practices For Physically Based Content Creation

Anton Hand (RUST LTD.) talks about currently available approaches for realizing PBR in Unity, content pipelines, texturing, data ...