Unreal Fest Europe 2018

Berlin April 24-27 2018

SCHEDULE

Below is a list of the sessions announced for Unreal Fest Europe.

Click on each session to find out more including speaker information.

Icebreaker drinks will be held on Tuesday 24 April, an Unreal Party will be held on the evening of Thursday 26th April and a second keynote will be announced for Friday 27th April.

Welcome from Mike Gamble (Room One & Two)

Mike Gamble, European Territory Manager for Epic Games will open the conference and give a brief introduction before the opening keynote.

15mins

Room One

Mike Gamble

Mike Gamble is European Territory Manager for Epic Games responsible for all developer relations for the Unreal Engine in Europe. He has previously held senior development and publishing positions at Microsoft and THQ.

Opening Keynote: Tim Sweeney (Room One & Two)

Opening keynote from founder and CEO of Epic Games.

45min

Room One

Tim Sweeney

Tim Sweeney is the founder and CEO of Epic Games, the company behind Fortnite and Unreal Engine. He has led Epic through the eras of PC, console and mobile gaming, and is now looking toward the future of augmented reality, mixed reality and cross-platform player experiences.

Coffee Break

15mins

AAA Quality Meets Independent Freedom (Room One)

Taking a look at our character and VFX pipelines, and how limited resources and a powerful subject matter informed some of the technical and artistic choices on Hellblade. We’ll discuss key lessons learned throughout the process, the successes and the failures, and share our thoughts on what it means for future art pipelines at Ninja Theory. Key Takeaways

  • You have to start somewhere...
  • Understanding what to solve in-house and when to bring specialist partners on board.
  • Cutting your coat according to your cloth; understanding resource constraints and making smart choices.
  • Constraints can make you more creative
  • Make space for an explorative creative process, but keep in mind the need to finish.
Who is this talk relevant for? Artists, VFX artists and anyone involved in the creative process.

60min

Room One

Balazs Kalazdi

Balazs began his career in Hungary in 1997 modelling for coin-up conversions for the Sega Saturn and PS1 before joining Digital Reality as a CG generalist working on pre-rendered cutscenes. Later he became lead artist / animation director at a outsource company providing services for companies such as Ubisoft, Digital Extremes, Eidos and Climax. In […]

Jeff Goslan

Jeff Goslan has been creating characters for videogames for nearly 20 years, working in the UK, Australia and Canada with stints at Ubisoft, EA and Pandemic.  Currently at Ninja Theory, Jeff was primarily responsible for creating the enemy characters from Hellblade: Senua’s Sacrifice.

Mark Slater

Mark has been in the industry since 1999, beginning his career as an environment artist on Playstation 1 titles. He has worked in studios including Argonaut and Kuju during which time he transitioned into a VFX role before joining Ninja Theory as Lead VFX in 2012. “Best decision I have ever made as I love […]

Matt Stoneham

Matt began his career as an animator in 2001 at Just Add Monsters before joining Sony in 2004. During this time he began a gradual transition into a character TD role, working as part of the TechArt team at Guerrilla Games before returning to Ninja Theory in 2008. Since then his role has expanded to […]

Optimising UE4 Games for Xbox One (Room Three – REQUIRES XBOX NDA)

In this session presented by Epic's Jonathan Fitzpatrick, you will learn about some of the techniques and settings for optimizing game performance on Xbox One. We'll take a look at ways to collect, analyse and tweak performance characteristics using profiling examples in PIX. Five key takeaway points from this talk: ● How to collect and examine performance data in PIX ● How to maximise ESRAM ● UE4 performance configuration options ● General tips to increase performance ● Demonstration of tools and techniques Who is this talk relevant for? This talk is for UE4 developers working with Xbox One titles, especially engineers concerned

60mins

Room Three

Jonathan Fitzpatrick

Jonathan Fitzpatrick is a Developer Support Engineer at Epic Games, a front-line responder when UE4 developers need help, tackling console, performance and packaging issues. Jonathan leverages his UE4 know-how and previous experience as part of the Xbox One launch team to help developers realize their creative vision with UE4.

Optimising Fortnite : Battle Royale (Room Two)

Fortnite has served as a development sandbox for UE4. By upgrading the game to run at 60 frames per second on consoles, and bringing the game to mobile devices, new Unreal Engine features and improvements will allow users to bring their full experience to all platforms. Five key takeaway points from this talk:

  • Key areas to investigate to improve the Game Thread performance of your game
  • Upcoming console optimizations in UE4
  • Content tricks used to create a large, destructible world in Fortnite: Battle Royale
  • Optimizing the dedicated server code for FN:BR
Who is this talk relevant for? Anyone interested in optimizing Unreal Engine 4 titles, in particular for console or mobile platforms.

60mins

Room Two

James Golding

James joined Epic Games in 2002, previously working at physics middleware company MathEngine. He has worked on Unreal Engine 2, 3 and 4, and been responsible for many key systems such as physics, collision, visual scripting (Kismet and Blueprints), animation and the gameplay framework. He has also worked directly on a number of Epic titles […]

Coffee Break

15mins

Efficient Proceduralism in UE4 with Houdini (Room Three)

As the need for content creation in modern games keep rising, Luiz and Damien will demonstrate how procedural content creation with Houdini will make your life easier as an Unreal game developer or artist. Through the use of Houdini's game development toolset or live in the Unreal Editor with the Houdini Engine plug-in, learn how modular and procedural Houdini assets will help you build high-quality game assets more efficiently. Five key takeaway points from this talk:

  • Houdini for Game Development is NOT hard.
  • Procedural tools will help you build better game assets, faster.
  • Procedural content can be artist-driven.
  • Tedious and manual placement of assets can be a thing of the past with Houdini.
  • Forget about repetitive File I/O with Houdini Engine .
Who is this talk relevant for? Unreal Game Developers or Artists eager to learn how procedural content creation can be leveraged to make better content, faster.

60mins

Room Three

Damien Pernuit

Damien Pernuit is a 3d Software Developer at SideFX specializing in the development of Houdini Engine and its Unreal Plug-in. Before joining SideFX, he was a Software Engineer at Digital Surf for 10 years, working on the 3d view and analysis of microscopic data. As part of our games team, Damien’s goal is to develop […]

Luiz Kruel

Luiz Kruel is a Sr. Technical Artist at SideFX Software. With a decade of production experience in games, he has worked on several of the largest franchises in the industry, including Halo, Call of Duty, Doom, Madden and Just Cause. He is a part of our games team and responsible for developing tools to bridge […]

How Real-Time Rendering Works (Room One)

In this excerpt of the rendering master class we will take a deep dive into the depths of Unreal Engine 4 real time rendering. From the perspective of an artist Sjoerd will go through the most important steps the rendering process the engine runs through each frame, and what its practical implications are on art production. This session will focus primarily on occlusion, geometry, and lighting rendering in order to give the attendees a better understanding of performance considerations, art pipeline, and rendering features of Unreal Engine 4. Five key takeaway points from this talk:

  • A fundamental understanding how things are rendered
  • How the render process and order impacts art production
  • Which render features exist and when to use which feature
  • Insight in how to optimize art content
  • Grasping concepts such as drawcalls, occlusion, and dynamic lighting
Who is this talk relevant for? Developers as a whole. Both designers, artists, programmers. Anyone with basic technical know how/interest.

60mins

Room One

Sjoerd De Jong

As Evangelist for Epic Games, Sjoerd travels around Europe to talk about and teach the Unreal Engine. With 19 years of experience in the engine, Sjoerd is an Unreal expert. Throughout his career he has worked in everything ranging from AAA development to running his own indie studio to education. His most recently released game […]

Developing Fortnite on Mobile (Room Two)

Taking a game that has been through many years of development, I will explain what our vision was, what we did to get it working on a phone, from technical considerations to gameplay. Key takeaway points from this talk:

  • What considerations you should take in mind shipping on mobile devices
  • How to tune UE4 engine and content to work on mobile devices
  • Dealing with touchscreen and alternate control methods
Who is this talk relevant for? Engineers, Technical Artists, Production interested in shipping high quality games on Mobile devices.

60mins

Room Two

Arjan Brussee

Arjan created Jazz Jackrabbit 1&2 with Cliff Bleszinski, afterwards founded Guerrilla Games and worked on all the Killzone titles. Then he joined EA in 2012 to work on Battlefield series, and left 2014 to found Boss Key Productions where he shipped Lawbreakers. Late 2017 he returned to Epic to head up new projects.

Lunch

75mins

Advanced Material Layers in UE4 (Room One)

This session demonstrates the current development state of Epic's experimental new Material Layering System.  We'll show how materials were built for Paragon's characters, how we can rebuild them in the new Material Layers, advantages to using the new toolset, and ultimately how to build content from scratch using the new tools. Five key takeaway points from this talk:

  • Comparisons between the existing Material Layers workflow and the new one
  • Explanation of the new workflow and UI
  • How layers differ from standard materials
  • Blending layers together
  • Creating an entire layered material
Who is this talk relevant for? Tech Artists Environment Artists General Artists

30min

Room One

Alan Willard

Alan Willard has been a developer with Epic Games since mid 1998.  He’s worked on multiple major titles like Unreal Tournament, Gears or War, and others.  In addition to his work on internal titles, he also does training and demonstrations around the world for Unreal Engine.

City Creation Tools in The Sinking City (Room Two)

Switching from making linear games to an open-world is no easy task, especially with limited resources and not that big of a team. In this talk we want to share how we’ve made the decision to automate as much as possible when creating a large city for our game as well as how our pipeline is built currently covering both good and bad. Five key takeaway points from this talk:

  • It is possible to procedurally generate convincing environments given enough time and team effort
  • When creating tools, preplanning and time to prototype and experiment is key
  • Whichever the size of your team, automation will always provide a benefit
  • Unreal makes making tools convenient due to its modular structure
  • Whatever the tools you make, they are never going to be perfect, but it’s enough to at least just make them work and improve later when there’s time
Who is this talk relevant for? Small developers who would like to create big worlds. Big studios that want to use their resources better. Tools programmers as well as environment and technical artists who are interested in creating big worlds in a semi-procedural way and want to find out about some nuances that can arise while trying to achieve this.

45min

Room Two

Alexander Oskin

I am a Lead Technical Artist at Frogwares who initially studied for and worked as an automation engineer but always wanted to pursue game development. Not knowing what a technical artist is, I worked as one for couple of years for a small Ukrainian outsourcing firm back in Kharkiv, doing all sorts of work ranging […]

PS4 RazorGPU Profiling for UE4 (Room Three – REQUIRES SONY NDA)

Razor GPU gives PlayStation developers the power to debug and optimize their title’s use of the GPU. This session will provide an introduction to Sony’s Razor GPU tools within the context of Unreal Engine 4. We will focus on common workflows in Razor, and how to set up Unreal Engine for the best Razor GPU experience. We’ll also cover a few examples of rendering performance bottlenecks, how Razor GPU helps us to find them, and how we can make content fixes to resolve them. Five key takeaway points from this talk:

  • Gain insight into what Razor GPU can do.
  • Become familiar with common workflows in Razor GPU.
  • Navigate Razor GPU and understand what information it is showing.
  • Learn how to set up Unreal Engine for the best Razor GPU debugging experience.
  • Be able to identify rendering bottlenecks, and resolve them with focused content optimizations.
Who is this talk relevant for? Console Programmers Rendering Programmers Tech Artists

60mins

Room Three

Luke Thatcher

Starting out at Lionhead Studios in 2012, Luke Thatcher worked as a rendering programmer on Fable: Legends, focusing primarily on console development. He joined Epic in 2016 as a member of the console team, becoming the primary PlayStation 4 platform owner for Unreal Engine. His work covers low-level console features and optimization, as well engine […]

Advanced Environmental Effects (Room One)

This session will leverage the Material Editor to develop advanced environmental material effects that can save production time, lower performance costs and increase visual fidelity. Five key takeaway points from this talk:

  • Time spent on materials and pipelines can reduce production time
  • Distance fields for adaptive environmental effects
  • Utilizing Ambient Occlusion to mimic dirt and grime build up
  • Materials can be used to simulate complex geometry
  • Easy techniques for simple asset variance.
  Who is this talk relevant for? Environmental artists, tech artists and art pipeline management

30mins

Room One

Chris Murphy

Chris Murphy is an Evangelist for Unreal Engine with game development credits across PC, Vive, Oculus, PS4, iOS and Android. Chris has over a decade of experience with Unreal Engine, a Bachelor of Computer Science and a Bachelor of Multimedia, culminating in a broad skillset across a range of game development disciplines. Chris’ role as […]

Volumetric Fog & Lighting (Room One)

This session will cover the latest improvements to Unreal Engine volumetric fog and lighting features. Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring volumetric fog through the material editor. Five key takeaway points from this talk:

  • A look at recent improvements to Skylights
  • How to enable volumetric fog
  • Understanding how volumetric fog is affected by different kinds of static and dynamic lighting
  • How to create volume materials
  • Taking volumetric fog to the next level using advanced volume material tricks
Who is this talk relevant for? Primarily artists, but given the presentation is very visual and easy to follow it is interesting for any developer looking to leverage the recent changes to lighting and fog to bump up their games to the next level.

60mins

Room One

Sjoerd De Jong

As Evangelist for Epic Games, Sjoerd travels around Europe to talk about and teach the Unreal Engine. With 19 years of experience in the engine, Sjoerd is an Unreal expert. Throughout his career he has worked in everything ranging from AAA development to running his own indie studio to education. His most recently released game […]

PS4 Additional Content Pipeline (Room Three – REQUIRES SONY NDA)

This is a talk aimed at PS4 licensees (behind closed doors), as the talk will dive into PS4 specific journey of an additional content, from creation, configuration, testing to verification. Essentially describing what development of additional content pipeline would generally look like on PlayStation platform. Five key takeaway points from this talk:

  • Type of entitlements available
  • How to create additional content
  • How to publish additional content to development environment
  • How to purchase and install additional content
  • How to verify entitlements
Who is this talk relevant for? Licensed PS4 developers and producers

30mins

Room Three

Dat Nguyen

Dat is a Principal Engineer at Sony working as a support engineer, providing his knowledge and expertise to PS4 licensees on myriads of topic relating PlayStation Network APIs as well as general network queries

Carving Caves in Deep Rock Galactic (Room Two)

When we started Deep Rock Galactic, we knew that creating "procedural generated caves" would be one of our biggest challenges. This happened in the wake of No Man's Sky and everybody screaming that procedural content would always be dull and samey. We decided to approach the challenge in very pragmatic fashion and iterate until we had something that was "good enough" - in contrast to over-designing and over-engineering. As a foundation, we developed a custom mesh-carving technology and a debris system, though this talk will mostly focus on the "procedural generated caves and tunnels Who should attend? This talk is mix between a tech talk and a design talk. It will use showcases from Unreal Engine 4 and the tools we have developed for the cave generation. It should be of interest to both programmers, game designers and level designers. Takeaway Procedural level creation and hand-crafted level creation can be combined together with great results.

60min

Room Two

Fran Avilés

Fran is a rising star among game designers, already proving his worth with his multiple awards and nominations for his graduate project, Tell Me What You See. At Ghost Ship Games, he has been master of the caves, but his expertise does not stop there. Fran’s a game developer through and through, and his love […]

Jonas Møller

Jonas is a veteran programmer with years of experience from Ubisoft, Massive and Press Play. He is one of six co-founders of Ghost Ship and the idea that let to Deep Rock Galactic originated in Jonas’ mind. Jonas has this rare gene of blending programming and design into one complete package.

Coffee Break

30mins

Realistic AI Shark Movement in Sea of Thieves (Room Two)

Sea of Thieves is a shared world multiplayer game, with AI running on a dedicated server. Before adding sharks to the game, all of the AI agents we had previously created were land-based and used standard NavMesh-pathing to move around the world. However, in order to implement swimming AI we needed to write our own path-following code, which had to dynamically manoeuvre around challenging (and potentially moving) obstacles like shipwrecks, reefs and the hull of moving boats as well as dealing with complex wave heights generated by our water system. It also had to generate motion that was believably shark-like. The talk will describe how the pathing system works, how the paths it generates are divided into graceful arcs to mimic realistic shark motion, and how the server provides context to the client to drive appropriate animations for changes in direction. I will show how the movement system enables certain AI behaviours and supports the stated design goals. Finally, I will touch on the automated testing infrastructure we use at Rare and how we were able to simulate shark movement to test they could successfully reach destinations in a number of challenging scenarios. Five key takeaway points from this talk:

  • An insight in to the challenges and design goals for multiplayer AI agents in Sea of Thieves
  • An understanding of the maths involved in constructing graceful arcs for continuous movement towards any goal
  • Our method for dynamic obstacle avoidance
  • How the design for the shark interaction builds theatre and tension
  • How we shipped the feature to customers using continuous delivery and automated testing.
Who is this talk relevant for? The talk is aimed at AI/gameplay engineers with some maths knowledge (simple angle calculus)

60min

Room Two

Andy Bastable

Andy has been a programmer in the games industry for over 18 years and has worked on titles such as the critically acclaimed DJ Hero 1 & 2, and Guitar Hero Live whilst at Activision. Now Principal Gameplay Engineer at Rare, Andy led the development of the “champion” face scanning technology as part of Kinect […]

Low-level Vulkan Optimisations on Android (Room Three)

Vulkan, the cross-platform open standard for explicit 3D graphics and compute is now widely shipping, including on millions of mobile devices. This session will provide first-hand experience on the benefits and challenges on getting popular games using Vulkan on Android: Find out about Samsung’s best practices and contributions made while porting multiple titles, including Lineage 2 Resolution, ArcheAge, HIT and Protostar using Unreal Engine 4 Five key takeaway points from this talk:

  • How to avoid common pitfalls when dealing with Vulkan
  • How to efficiently target Vulkan on Android
  • Best practices from our experience porting games to Vulkan
  • Things to watch out for and how to work around them
  • Key guidelines on how to get the best performance on Android using Vulkan
Who is this talk relevant for? Engineers looking to move from another graphics API to Vulkan; or preparing to ship a game on Vulkan. Most of the content will be relevant whether interested in Vulkan on Mobile or other platforms.

45min

Room Three

Calum Shields

Calum Shields is a Graduate Software Engineer working at Samsung Electronics. He is currently focusing on supporting game developers and improving gaming experience as part of the Galaxy GameDev programme by making use of the Vulkan graphics API with Android devices. He has helped support a handful of games using Vulkan and OpenGL ES like […]

Frederic Garnier

Frederic Garnier is a Senior Software Engineer working at Samsung Electronics. He is currently focusing on supporting game developers and improving gaming experience as part of the Galaxy GameDev programme by making use of the Vulkan graphics API with Android devices. He has supported many projects making use of the Vulkan API including Vainglory, The […]

Unreal Tech Artist Past, Present and Future (Room One)

The role of Technical Art at YAGER has been and is constantly evolving throughout the years. This talk explains the pillars of the TA department, key focus areas of TA involvement throughout the lifecycle of a game as well as our TA’s holistic approach to game development in general. Five key takeaway points from this talk:

  • TA is not only a job description. It also a concept of problem solving outside of one's comfort zone.
  • The TA role should be adapted to your studio, your team and the games you're making.
  • TAs need slack to be most useful.
  • Unreal provides a huge variety of powerful and easy to use tools, but therefore needs in depth knowledge and dedicated evaluation for each game.
  • TAs can help connecting the parts of a game in each phase and are therefore a highly valuable team throughout the whole development
Who is this talk relevant for? Students, Technical Artists, Artists, Producers,

60mins

Room One

Jan Deissler

Only ever called Deiss, a student of game design started at YAGER 10 Years ago as a Multiplayer Tester. This position got axed only 3 months in and that was probably the best thing that could happen. During Spec Ops: The Line’s early development, he joined YAGER’s Tech Art Team and learned the hard truths […]

High-End Gameplay Effects with Blueprint (Room One)

Unreal Engine's Blueprint allows developers to create high-end effects that impact many areas of the game environment without necessarily requiring in-depth knowledge in each discipline. By leveraging Blueprint as a tool to connect particle systems, render targets and modify assets in the world, this session will allow you to develop a single high-end laser effect that carves through the landscape. Five key takeaway points from this talk:

  • How understanding Blueprints empowers artists
  • How to drive FX through Blueprint
  • What Render Targets are and how to use them
Who is this talk relevant for? Artists and designers, and anyone else who wants to gain insight in how to set up advanced effects using the power of Blueprint to drive FX. Intermediate skill required.

30mins

Room One

Chris Murphy

Chris Murphy is an Evangelist for Unreal Engine with game development credits across PC, Vive, Oculus, PS4, iOS and Android. Chris has over a decade of experience with Unreal Engine, a Bachelor of Computer Science and a Bachelor of Multimedia, culminating in a broad skillset across a range of game development disciplines. Chris’ role as […]

Sjoerd De Jong

As Evangelist for Epic Games, Sjoerd travels around Europe to talk about and teach the Unreal Engine. With 19 years of experience in the engine, Sjoerd is an Unreal expert. Throughout his career he has worked in everything ranging from AAA development to running his own indie studio to education. His most recently released game […]

How to Get Help From Epic Games (Room Two)

Unreal Engine 4 helps you make your games - and Epic Games can help you use UE4.  In this session you will learn about the support resources you can call on, how best to use our tools including UDN, the forums and Answerhub, the different licensing levels, and the wealth of learning resources at your disposal, plus how to use the marketplace, bring your game to new platform, and more. Five key takeaway points from this talk:

  • The types of support on offer
  • The structure of the support team
  • Using UDN versus Answerhub versus the forums
  • Tips for buying and selling on the Marketplace
  • What learning resources are available
Who is this talk relevant for? Any development lead looking to learn about the support options available to help them resolve problems or get advice from Epic, or to understand the UE4 license.

30mins

Room Two

Ben Board

Ben has spent twenty years making games, or helping others make theirs.  He’s been a programmer at Bullfrog and Lionhead, a producer and project lead in the UK and Australia, has worked on PC, consoles and mobile free-to-play, and played key roles in games including Fable and CSR Racing.  In five years at Microsoft he […]

IncrediBuild: Accelerating Shaders, Rendering & More (Room Three)

For years, Unreal Engine 4 users have been using IncrediBuild to combine graphical power with speed and accelerate their compilations. However, most of these users aren’t aware they’re just scratching the tip of the iceberg regarding the tasks they can accelerate with UE4 and IncrediBuild. This session is here to change that. Five key takeaway points from this talk:

  1. Open your mind to accelerating time-consuming tasks you took for granted before
  2. Proven Tactics for speeding up graphic assets such as shaders and rendering
  3. How to visualize your Unreal build and optimize it
  4. How to accelerate homegrown tools and Unreal dev favorites like Enlighten, as well as testing and code analysis.
  5. The hidden connection between speed and game quality
Who is this talk relevant for? Unreal developers, release managers and graphic designers who wish to make the best out of their UE4+IncrediBuild combo and accelerate their most time-consuming tasks.

45min

Room Three

Dori Exterman

Dori Exterman has 20 years of experience in the software development industry. As Chief Technical Officer (CTO) of IncrediBuild, he directs the company’s product strategy and emerging technologies. He interacts daily with the some of the most prolific UE4 using game studios in the world such as Capcom, Square-Enix and more, sharing the knowledge he […]

Programmable VFX with Niagara (Room One)

This new suite of tools is built from the ground up to provide unprecedented power to content creators looking for total control over particle simulation, rendering, and performance. We'll look at the foundational technology behind Niagara, discuss the paradigm shift in how we work and interact with VFX simulation, show a fully programmable pipeline from start to finish, and dissect some example effects that wouldn't have been possible without this completely new set of tools. Five key takeaway points from this talk:

  • What is Niagara
  • Differences in workflow between Niagara and previous tools
  • Working with different datatypes within Niagara
  • Examples of the new pipeline
  • A comprehensive idea of the future of VFX in Unreal Engine 4
Who is this talk relevant for? Artists and content creators

60min

Room One

Unreal Audio Features and Architecture (Room Two)

The talk will describe the architecture of the multiplatform audio render, including submix graph, source rendering, effects processing, realtime synthesis, and plugin extensions. It demonstrate simple implementations of architectural features and walk through a coupke simple audio effect plugins and a synthesizer. It will then walk through the general plans of where we want to take the unreal audio in the near future and beyond.   Five key takeaway points from this talk:

  • Unreal Audio is a heavy duty next-gen-capable multiplatform audio renderer.
  • Unreal Audio is easily extensible via plugins.
  • A sense of how to extend Unreal Audio for their own projects.
  • Unreal Audio is supported on all platforms and will be out of early access soon.
  • Unreal Audio will allow games to push the limits of audio for their own games.
Who is this talk relevant for?   Anybody using UE4, but particularly sound designers, composers, and audio directors, including those using wWise and FMOD. Native audio capabilities are not well understood in the industry so this should be informative to UE4 developers.

60mins

Room Two

Aaron McLeran

Aaron studied physics and music in undergrad with serious studies in jazz improvisation and composition. He later received a masters in physics from Notre Dame and a second masters in media arts and technology from University of California, Santa Barbara. His interests have always been at the boundary of the technical and artistic. After spending […]

Developing for Nintendo Switch with UE4 (Room Three – REQUIRES NINTENDO NDA)

This talk will go over the steps of getting started with UE4 development on Nintendo Switch. I’ll talk about the basics of packaging a project and deploying it to the Switch, basic debugging of the Switch, configuring Switch-specific settings, and using Switch-specific features like the JoyCons. Getting more advanced, I’ll discuss some options for asset reduction and optimizations for load times on Switch.   Five key takeaway points from this talk:

  • How to get your UE4 project running on Nintendo Switch
  • How to do basic debugging on Switch
  • Using Switch-specific features with UE4
  • Asset Reduction options for Switch
  • Load Time optimizations for Switch
Who is this talk relevant for?
  • UE4 developers that want to start a project for Nintendo Switch.
  • Nintendo Switch developers that want to start a UE4 project.

60mins

Room Three

Joe Conley

Joe has about 9 years of experience as a game programmer with experience in developing handheld, console, and arcade titles in the United States and Japan, and has worked on the franchises such as Guitar Hero and Tekken. He has been using Unreal Engine since UE3, and worked at the Japanese office of Epic Games […]

3D Replays in Fortnite (Room Two)

Unreal Engine 4 has support for a fully interactive replay system, with more improvements coming in the next release. This talk will cover how we implemented replays in Fortnite: Battle Royale, some of the issues we faced while developing the system, and how you can integrate these features into your own product Five key takeaway points from this talk:

  1. Overview of the Demo Recording (Replay) feature in Unreal Engine and Fortnite: Battle Royale
  2. Key features in Unreal Engine that can be used to develop your own replay systems
  3. Use cases and ideas for replays in your game
  4. Replays and broadcasting tools
  5. Lessons and takeaways from integrating replays in Fortnite
Who is this talk relevant for? This talk is intended for programmers with experience in Unreal Engine who are interested in using the replay feature in their own projects.

60min

Room Two

Dónal Mac Carthy

Dónal is a senior software engineer in Epic Games Edinburgh studio, with almost 10 years experience programming. He is currently involved with interactive replay, and e-sports in Fortnite. Before Epic, he worked for Cloudgine on Microsoft’s upcoming title Crackdown.

Nintendo Switch Game Optimisation (Room Three – REQUIRES NINTENDO NDA)

This session presents how to optimize UE4 games to get the maximum performance on the Nintendo Switch. It explains the platform specificities and best practices from a game developer standpoint. Topics covered include bottleneck profiling on the GPU, the CPU and storage IO as well as content and scalability tuning. The session also presents custom optimizations made to UE4 (post-process, compression) available from NVIDIA but not bundled with official UE4 releases. Five key takeaway points from this talk:

  • Profiling how-to for the Nintendo Switch
  • How to tackle bottlenecks: GPU, CPU, IO loads
  • Optimized post-effects and compression for the Switch
  • Best practices for content and settings
  • Common platform pitfalls to avoid
Who is this talk relevant for? Target audience is UE4 developers releasing games on the Nintendo Switch, the talk is programmer-focused but also contains general advice about content and settings which are relevant to artists too.

60mins

Room Three

Chris Ravenscroft

Chris has been at Sumo Digital for 7 years, starting as a Technical Designer working on gesture recognition for Xbox fitness titles.  After two and a half years he moved into a programming position and has worked on a variety of titles including the Forza Horizon series, Disney Infinity and more recently, Sumo Digital’s Snake […]

Adrian Courreges

Adrian is working in the Developer Technology group at NVIDIA Japan. He collaborates with game studios around the world to help optimize game performance on the Nintendo Switch. Prior to NVIDIA he worked on games and engine technologies at Silicon Studio during 6 years.

Stylized VFX in RiME (Room One)

RIME uses stylized graphics and the effects have to fit to that. I'm going to present interesting solutions for creating stylized Fire, Smoke and Water (Cascade, Ripples). Five key takeaway points from this talk: ● Simple Textures and UV-Distortion make great stylized Fire ● Geometry in combination with Normal-Manipulation works great for stylized effects ● 2D-LUTs are a simple way of turning fire into smoke ● Material-Collections help getting control to adjust your materials depending on day time ● Simple Textures and Vertex-Color can create complex motion by using Alpha1 or clipping values manually Who is this talk relevant for? For all people whoe have an interest in stylized graphics, creative use of (seemingly) simple techniques and VFX.

60min

Room One

Simon Trümpler

I’m a 3D/VFX artist with a passion for the technical side of games. I helped shipping Sacred 2, X:Rebirth, RIME, The Invisible Hours and work right now on Wild. On my blog I write about Game Art Tricks: https://simonschreibt.de/game-art-tricks/

Coffee Break

15mins

UE4 Performance and Profiling (Room One)

This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the CPU and GPU. Learn how to set up a test environment and how to employ the necessary tools to identify key performance problems as well as some guidelines on how to address these concerns once located.​ Five key takeaway points from this talk:

  • Profiling best practices
  • Profiling Tools
  • Blueprint Optimizations
  • CPU and GPU optimizaitons
  • Load time and network optimizations
Who is this talk relevant for? This talk is relevant to anyone wanting to develop shippable game content in Unreal Engine 4 and is concerned about performance and scalability.

60mins

Room One

Chris Murphy

Chris Murphy is an Evangelist for Unreal Engine with game development credits across PC, Vive, Oculus, PS4, iOS and Android. Chris has over a decade of experience with Unreal Engine, a Bachelor of Computer Science and a Bachelor of Multimedia, culminating in a broad skillset across a range of game development disciplines. Chris’ role as […]

Deconstructing Fortnite’s Online Features (Room Two)

The Unreal Engine makes developing multiplayer titles pretty easy, but there is much more to the online experience than just getting players into the game. This talk will cover a variety of topics from the user's initial sign on, connectivity during gameplay, and various social features across third party services as well as your own. We'll explore the landscape of online features, their possibilities and the various amounts of work required to integrate them into your title. Five key takeaway points from this talk:

  1. A broad overview of Unreal Engine's online platform offerings
  2. Specific examples of online features that you can start using today to improve the player experience
  3. Starter ideas and implementation details for connectivity between clients, dedicated servers and backend services
  4. Design ideas for integrating a supporting backend alongside Unreal Engine
  5. Some resiliency and learnings from the trenches when working at scale
Who is this talk relevant for? This talk is intended for programmers with experience in Unreal Engine and will cover various online feature topics. Any developers looking to expand the online capabilities of their projects and wish to understand the components that Unreal Engine already provides will find value in this presentation.

60mins

Room Two

Josh Markiewicz

Josh Markiewicz has over 15 years experience in the video game industry as a gameplay and online features programmer. He is a technical lead on Epic’s online game services team. He has helped in the success of the Unreal Tournament and Gears of War franchises as well as architecting online features for Epic’s latest titles […]

Scaling Fortnite & UT with UE4 (Room Three)

Unreal developers know forts and fights are best with friends on your side. That's why they're bringing Fortnite and Unreal Tournament to as many systems as possible--and it's not as hard as you think! From a stunning 120+FPS on the high end to a rock steady 30FPS on the low, Kelly will cover how Intel engineers and Unreal developers took advantage of Unreal's built in tools as well as external profilers like Intel's VTune and Graphics Performance Analyzer to profile and track CPU, GPU and memory performance in their games. Join us for a practical approach to making your game scale: get everyone in the game! Five key takeaway points from this talk:

  1. Start with a goal in mind: define performance goals and target hardware
  2. Don’t scrimp, scale. Unreal has powerful tools for scaling shadows, lighting, animation, geometry, and materials.
  3. Build a toolkit: Unreal’s built in profilers are a great start but external profilers offer specialized views and full OS scope.
  4. CPU’s exist. Though often overlooked, extra CPU headroom can mean extra eye candy, especially with 4.19
  5. Optimization’s not a chore with the right tools. Create a process, align a culture of performance, check your metrics against your goals, and get fast, epic games.
Who is this talk relevant for? Any Unreal developer looking to optimize their game to hit more hardware, add more features, or create smooth epic-quality framerates.

60mins

Room Three

Kelly Gawne

Kelly Gawne is a Games Enabling Engineer at Intel.Since receiving her BS in Computer Science from the University of Notre Dame, Kelly’s worked on Intel’s GAME team to analyze and optimize AAA games for Intel hardware. Her day to day consists of testing pre-release games, staring at lots of graphs to find performance hang ups, […]

Lunch

75mins

NVIDIA PhysX in UE4 (Room Three)

This session will give an overview on the PhysX SDK used by Unreal 4 and cover newer functionality like “Immediate Mode”, and the standalone NvCloth library. In this talk we will also demonstrate the Blast destruction plugin and show how to enable massive rigid body dynamics simulations on NVIDIA GPUs. Five key takeaway points from this talk:

  • PhysX SDK overview
  • Immediate Mode rigid body dynamics
  • NvCloth library
  • Blast destruction plugin
  • Rigid body GPU acceleration
Who is this talk relevant for? Game developers working with Unreal Engine interested in physics simulation.

45min

Room Three

Simon Schirm

Simon Schirm is the team manager for the NVIDIA PhysX and Flex SDKs. He worked for NVIDIA since 2008 as a senior software engineer with main focus on the PhysX particle feature targeting PCs and consoles. Prior to joining NVIDIA he lead the effort to port the PhysX particle feature to the AGEIA physics co-processor.

Sea of Thieves: Effcient Networked Collision Animation (Room Two)

The talk will describe the challenges of networked animation in which the server must maintain an authoritative collision model of the tentacles at any one time, and how the clients must ensure their animated models match the server's movement. We will describe how we used standard Unreal AnimSequences for client animation, for ease of iteration for our animators but ran a bespoke simplified collision animation on the servers. We will describe the R&D process we used to develop the solution, explaining the regular performance captures that informed the approach, the method we used to keep clients and servers in sync without replicating large amounts of data and, finally, how we used continuous delivery and test-driven development to ensure we shipped the feature with confidence. Five key takeaway points from this talk:

  • Challenges involved with networked animation on performance-constrained servers
  • R&D tips and tricks for using existing systems to quickly iterate on solutions
  • An understanding of the cost of various physics actions and how they can be simplified
  • How to keep networked animations in sync without transferring large amounts of data
  • How we shipped a big feature to customers using continuous delivery and automated testing.
Who is this talk relevant for? Engineers and Technical Animators with an interest in networked gameplay.

45min

Room Two

Steven Frost

Steven is a gameplay engineer at Rare, and previously worked at Soho Productions where he helped deliver the second iteration of Upload Studio for Xbox. Now at Rare, Steven has been pivotal in the development of a number of Sea of Thieves features including ship liveries, floating barrels and storms. He is now a member […]

Andy Bastable

Andy has been a programmer in the games industry for over 18 years and has worked on titles such as the critically acclaimed DJ Hero 1 & 2, and Guitar Hero Live whilst at Activision. Now Principal Gameplay Engineer at Rare, Andy led the development of the “champion” face scanning technology as part of Kinect […]

Photogrammetry Content in Modular Level Design (Room One)

In last years photogrammetry became one of the very progressing methods of real-time content creation. The Farm 51’s team already created several projects with the use of this technique, including Unreal Engine based “Chernobyl VR Project” (the virtual reality tour over the Chernobyl wastelands) and “Get Even” (the multiplatform psychological thriller). Working on these titles, we have been fighting with several limitations that photogrammetry is bringing to the expected level design flexibility, and we have overcome many of them with practical know-how solutions. The lecture is showing the examples of advantages and disadvantages that photogrammetry puts into the game and level design process and gives some tips on effective use of this method in the upcoming projects. Five key takeaway points from this talk:

  • Practical examples of photogrammetry pros and cons for level design
  • Summary of the experiences from 4 years of using photogrammetry in video games and VR
  • Tips and tricks for incorporating photogrammetry into your level design workflow
  • Showcase of the two Unreal Engine based projects utilizing photogrammetry as the main art creation method
  • Ideas for expanding photogrammetry usage in the new projects
Who is this talk relevant for? The talk is dedicated to persons interested in 3D art creation, level design and photorealistic visuals in games and VR apps.

60mins

Room One

Wojciech Pazdur

Wojciech Pazdur, working in video game industry for 18 years already, for most of the time was focused on creating photorealistic 3D content. Had participation in the first “Witcher” and “Painkiller”, now as head of the The Farm 51 studio, responsible, among others, for “NecroVisioN,” “Painkiller Hell & Damnation,” “Get Even” and “Chernobyl VR Project.” […]

Addressing Typical Server Performance Pitfalls (Room Two)

We cover several common pitfalls impacting server side performance and how we approached them in different game projects; what can you think ahead? How to be ready to address performance issues and stay on track? How to approach critical areas like physics and networking? We present case studies on automated testing (how to prepare, keeping track of performance), physics optimization (where does all this weight come from, using alternate PhysX algorithm for big worlds) and Replication optimization (adding space partitioning, LOD system, Relevancy ranking). Five key takeaway points from this talk:

  • Working with performance goals, Best practices.
  • It’s not just a rock, how collision count impacts performance.
  • What works for your game, alternative PhysX algorithm to handle big worlds.
  • It’s not just sending some bits, understanding UE4 replication, overview, performance cost and common pitfalls.
  • UE4 replication is not a black box, Build up on it, optimize for your needs.
Who is this talk relevant for? Game engineers, Technical artists.

45min

Room Two

Oliver Stubenrauch

Oliver “Stubi” Stubenrauch got caught in the fangs of YAGER as early as 2010 and used the long years since to dig his way through all kind of technical areas of Unreal Engine. He has gathered a reputation of never accepting the numbers he sees, which are usually either too high or too low. His […]

Dinis Pereira

Dinis Pereira is a passionate game developer working at Yager for the last 4 years. He studied computer engineering in Instituto Superior Tecnico in Lisbon specializing in Artificial intelligence. Upon completion, he proceeded immediately to work in the games industry in 2003, developing games for casual PC market within Portuguese lead game companies. He moved […]

Creating Realistic Worlds with Quixel Megascans (Room One)

They take up the most screen real-estate and often take a long time to build. They are silent and often overlooked, yet are quintessential elements in visual media - They are the backdrops and environments of the worlds seen in games, movies, and more. Join Teddy and Wiktor from Quixel as they share their insights into World and Environment Building, and demonstrate how Quixel Megascans makes this both easier and more fun. Megascans is an ever-growing public library, consisting of thousands upon thousands of production-ready assets that are based on real-world scans. These assets have been used in blockbuster movies such as Pacific Rim: Uprising, Justice League, and The Jungle Book, as well as in AAA games such as Monster Hunter: World and Shadow of the Colossus. Five key takeaway points from this talk:

  • What is Megascans, and what can it do for you?
  • Creating your own custom “Mixes” of Megascans materials
  • Get Megascans and Mixes into Unreal Engine 4 with the click of a button
  • Using Megascans in Unreal Engine 4
  • What's on the horizon for Megascans and Quixel?
Who is this talk relevant for? Artists, both 2D and 3D, Level Designers, Art Directors and pretty much anyone dealing with the visuals of world building.

30mins

Room One

Wiktor Öhman

Wiktor Öhman, like Teddy, is a games industry veteran. Wiktor has helped develop several AAA titles and numerous visual design projects over the last 11 years. He started working with 3D in 2007, with an exclusive focus on environment art and design. Wiktor joined Quixel in 2012, and is now the Art Lead, working mainly […]

Teddy Bergsman

Teddy Bergsman is a veteran of the games industry, having worked on multiple AAA titles. He has been passionate about creating computer graphics from the age of 10. He started Quixel in 2011 to help develop groundbreaking 3D art tools and asset resources for fellow artists. From the first 3D scanner he put together at […]

NVIDIA RTX and Microsoft DXR (Room Three)

This session will describe the new advances made possible by the introduction of real-time ray tracing through NVIDIA RTX and Microsoft’s DXR, with particular focus on some of the new effects NVIDIA and Epic have jointly experimented with inside Unreal Engine.   Five key takeaway points from this talk:

  • Ray Tracing overview
  • DXR overview
  • Ray-traced Shadows
  • Ray-traced Reflections
  • Real-time Lightmap Baking
Who is this talk relevant for? Game developers interested in upcoming rendering technology

45min

Room Three

Jacopo Pantaleoni

Jacopo Pantaleoni works as a Senior Software Architect for NVIDIA’s Content Tech team. After building renderers for the movie industry since he was 19, he joined NVIDIA in 2008, where he helped kickstart GPU ray-tracing research, contributed to key technology for the rendering of Avatar, investigated novel light transport algorithms, as well as leading the […]

Coffee Break

30mins

Six Ingredients for a Dynamic Third-Person Camera (Room Two)

It’s hard to develop a good camera for a third-person game. Similar to movies, the goal is to highlight the most important elements of the scene, such as enemies during fights, or the gorgeous view in an exploration game. However, in contrast to movies, it’s not us who’s in control of the movement of the main character – it’s the player. We’ll be showing our toolbox that helped us creating a dynamic camera which shows great images without interfering with player intent. Five key takeaway points from this talk:

  • Understanding the camera responsibility chain of Unreal 4
  • Defining key default camera properties, such as socket offset and field of view
  • Having the camera automatically swing around obstacles to keep light of sight
  • Keeping related camera properties in sync
  • Modifying the camera in situations like combat or exploration
Who is this talk relevant for? Unreal 4 Gameplay & Camera Programmers

45min

Room Two

Nick Prühs

In 2009, Nick graduated as “Best Bachelor” in computer science at Kiel University. Two years later he finished his master’s degree in “Sound, Vision, Games” at Hamburg University of Applied Sciences, founding Slash Games with Christian Oeing shortly after. Now, he is the Technical Director of Daedalic Entertainment, Microsoft MVP and teaching Game Development at […]

Creating Complex In-Game Effects (Room One)

This session will demonstrate combining multiple in-engine tools in Unreal Engine 4 to create a complex effect that leverages particles, materials, Blueprints, and other tools. Four key takeaway points from this talk:

  • How Blueprints can be used to create a complex effect
  • Using data within Blueprints to communicate with multiple other systems
  • Integrating effects into the world using line checks
  • Exposing parameters to designers to customize effects
Who is this talk relevant for? Tech Artists Environment Artists General Artists Effects Artists

60mins

Room One

Alan Willard

Alan Willard has been a developer with Epic Games since mid 1998.  He’s worked on multiple major titles like Unreal Tournament, Gears or War, and others.  In addition to his work on internal titles, he also does training and demonstrations around the world for Unreal Engine.

Iterative Production with Substance in Unreal Engine (Room Three)

This session will focus on demonstrating the use of the Substance software to quickly produce and iterate on art content inside the Unreal Engine 4. Discover how to adjust your Substance materials in real-time and make them fit your content, level design and lighting. Five key takeaway points from this talk:

  • What is Substance
  • Discovering the Substance integration for Unreal Engine 4
  • Tweaking Substance materials directly inside Unreal Engine 4
  • Iterating on 3D assets from Substance Painter to Unreal Engine 4 with the Livelink
  • Learning advanced workflows between Substance Painter and Unreal Engine 4
Who is this talk relevant for? Artists, Technical Artists and Pipeline designers

60mins

Room Three

Fabrice “Froyok” Piquet

Fabrice “Froyok” Piquet is a self-taught Technical Artist who has been working at Allegorithmic for 4 years. He helps design the new features of Substance Painter but also works on various other projects that usually involve Unreal Engine. He started doing 3D more than 15 years ago and is passionate about every aspect of real-time […]

Fortnite’s Real-Time Lighting Techniques and Tools (Room One)

In this session, you will learn about some of the dynamic lighting features we use in Fortnite with Unreal Engine 4. We'll take a look at how you can set these up, optimize them, and get the most out of your dynamically lit worlds to achieve the highest fidelity and save some performance in the process. Five key takeaway points from this talk:

  • Overview of lighting challenges for Fortnite
  • Mesh distance fields
  • Ray traced soft shadows
  • Capsule Shadows
  • Dynamic lighting optimizations
Who is this talk relevant for? This session is relevant to any aspiring environment artist, tech artist, lighting technician who wants to maximize the use of dynamic lights in their scene at minimal performance cost.

30mins

Room One

Chris Murphy

Chris Murphy is an Evangelist for Unreal Engine with game development credits across PC, Vive, Oculus, PS4, iOS and Android. Chris has over a decade of experience with Unreal Engine, a Bachelor of Computer Science and a Bachelor of Multimedia, culminating in a broad skillset across a range of game development disciplines. Chris’ role as […]

Optimising gems from YAGER (Room Two)

Yager have worked with the Unreal Engine for quite some time and through the years implemented systems very specific to our games that helped our runtime performance immensely. This talk is about highlighting some specific optimization gems which were very impactful and are still relevant for the modern day UE4. I will share our experience working on these optimizations and in general our approach to adapting the engine to fit our needs.   Five key takeaway points from this talk:

  • How to implement a pooling system for actors and components which are network relevant.
  • How to implement a performance manager that regulates subsystems based on bad/good frame rates to try keep a consistent 30/60 frames per second.
  • How to extend the skeletal mesh merger to reduce component counts. Saving on Dreadnought 25% of our game thread.
  • How to optimize for very limited bandwidth situations.
  • How Yager approaches optimizations in UE4.
Who is this talk relevant for? Engineers, Technical Artists and Technical designers who script in blueprints.

45min

Room Two

Friday Keynote with Mike Gamble and Dana Cowley (Room One & Two)

In this, the only non-technical session of the conference, Mike Gamble and Dana Cowley discuss the current eco climate that games are emerging into and the support that Epic is providing to licensees to help them achieve their commercial goals. Even if this aspect of development is not your responsibility, this session will give you a greater understanding the support provided and the actions that devs teams can take, throughout the development process, to increase the chances of a successful launch.

60min

Room One

Mike Gamble

Mike Gamble is European Territory Manager for Epic Games responsible for all developer relations for the Unreal Engine in Europe. He has previously held senior development and publishing positions at Microsoft and THQ.

Open Q&A with Epic Games (Room & Two)

Our open house Q&A session is your chance to raise any topic you like with the Epic team and the conference in general. Hosted by Epic’s Dana Cowley, the session will enable the conference to dive deeper and go wider. After two days of intensive talks and demonstrations there are bound to be a torrent of questions and opinions and Dana is the best person to get the debate flowing. This will be a lively interactive session and great end to the formal part of the conference.

75mins

Room One

Networking Lunch

120mins

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