Unreal Fest Europe 2019

Prague April 10-12, 2019

SCHEDULE

Click on each day below to see the full schedule for that day.

Conference and hotel check in opens

Welcome Reception at Epic Nightclub

4 hours

Conference starts

Welcome from Mike Gamble

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

15mins

Room 1

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: Nick Penwarden

This opening keynote will cover what the development team is working on in Unreal Engine 4. Learn about recent features that have been added and those in active development.

45min

Room 1

Nick Penwarden

Nick Penwarden is Epic Games’ director of engineering for Unreal Engine, where he oversees development for all aspects of the tools. During his eight years at Epic, Nick has also served as lead graphics programmer and senior engine programmer, covering the lifespan of Unreal Engine 4. These days, Nick is excited to advance the state […]

Morning Break

30 mins

Making the Most of Animation Blueprints

This talk covers Fortnite’s use of animation Blueprints including the use of Blueprints for gluing together character parts after retargeting, dynamic solutions for low LODs, and faking dynamics in higher LODs with procedural animation techniques.

1 hour

Meeting Room 4

Jeremiah Grant

Jeremiah is a Technical Animator at Epic Games working on Fortnite. Over the last 14 years, he has worked at ILM as a Creature TD on films such as The Avengers and Jurassic World as well as a Character TD on a wide range of games such as The Force Unleashed II, Rime and Paragon. […]

Introduction to Niagara

An introduction to Niagara: Unreal Engine's next gen VFX toolset, amazing not just for particles but VFX in general. An incredibly customisable system, Niagara can seem daunting to learn, so this talk focuses on demystifying the new toolset by drawing parallels between Niagara and Cascade, giving an overview of key concepts and the practicalities of making effects.

30 mins

Room 1

Arran Langmead

A Developer Relations Technical Artist for Epic Games and confessed blueprint obsessive, Arran supports Unreal developers around Europe. Before joining Epic, he developed and self-published multi-platform kart racer, Bears Can’t Drift!? alongside lecturing game art at Solent University.

Optimising for System Performance on Nintendo Switch

In this session, Nintendo software engineers will introduce various techniques to optimise and profile the performance of games running on Nintendo Switch, including results from internal investigation. This session can only be attended by authorised Nintendo Switch developers and is under NDA.

1 hour

Meeting Room 5

Benjamin Bäurle

Benjamin has a master’s degree in Computer Science and has been working on game engines and graphics programming for 8 years at Ubisoft Blue Byte. Since 2018, Benjamin has been working at Nintendo of Europe as a technical support engineer for third party game developers, specialising on graphics programming and optimisation.

Toru Hisai

Toru has been working at Nintendo of Europe as a technical support engineer for third party game developers since 2016. He helps development with various game engines including Unreal Engine 4. He is also responsible for translation of internal communications between Japan and Europe.

100 Unreal Engine 4 Tips and Tricks

In this fun and light-hearted session the European evangelism team goes through dozens of interesting, useful or downright strange Unreal Engine 4 editor and content creation tips and tricks. With its high "got to try that one myself" value, what you will take out of this session are lots of small tips to speed up production and a couple of laughs.

1 hour

Room 2

ARK on iOS: Coding and Design Tips for Truly Unreal Success on Mobile

ARK: Survival Evolved on mobile devices has been a resounding success, both financially and critically. Find out some of the techniques War Drum used to adapt this title for mobile: including maximizing the potential of limited graphics hardware, touchscreen controls, the free-to-play model, and the continuous update cycle required to stay ahead.

1 Hour

Room 3

Thomas Williamson

Thomas has owned and operated War Drum Studios since 2007, working as project lead on over 20 successfully shipped products on consoles, mobile, and PC. He has recently specialized in notoriously difficult technical projects for mobile hardware, including ARK: Survival Evolved and the award-winning ports of the Grand Theft Auto 3 series. Thomas is always […]

Advanced Niagara

A deep dive into two use cases of Niagara: Unreal Engine's next gen VFX toolset. Each example will be covered in depth, giving an overview of the development process and how each element is put together to create the final effect.

30 mins

Room 1

Arran Langmead

A Developer Relations Technical Artist for Epic Games and confessed blueprint obsessive, Arran supports Unreal developers around Europe. Before joining Epic, he developed and self-published multi-platform kart racer, Bears Can’t Drift!? alongside lecturing game art at Solent University.

Morning Break

15 mins

Workflow on Fortnite

On an average day, Epic developers submit over 500 changes to Fortnite's mainline. In this talk, the team will discuss its development infrastructure and workflow - how branches are set up, how builds are sent out to artists and designers, how the team sets up its build system and much more.

1 hour

Room 2

Design, Production, Cosmetics and Ballistics for Insurgency: Sandstorm

A post-mortem look into the design and production of Insurgency: Sandstorm. This session will go over how New World organised their design and production meetings, how they developed and implemented the character cosmetics system, how their ballistics system works and why Unreal Engine 4’s blueprints were instrumental to the development of these features and many others.

1 Hour

Room 3

Jeremy Faucomprez

Jeremy’s first notable project in the video game industry was the creation of source engine mod Underhell. In 2013, Jeremy joined New World Interactive as a remote freelance level designer for Insurgency, where his role then transitioned to game design and production as the project manager for post release content. Relocating to the Amsterdam studio […]

Unreal Engine 4 Pixel Streaming

Pixel Streaming was released as an experimental plugin in UE 4.21. This talk will cover how it works and how to get started with using it, and some of the applications of the technology.

1 hour

Meeting Room 4

Stuart Hill

Stuart Hill is a senior software engineer who has worked in the games industry since 2001. He has also worked as a research associate and in the financial industry.

Alistair White

Alistair is a senior software engineer that has worked in the games industry for 11 years. He specialises in tools, backend services and databases.

Aggregating Ticks to Manage Scale in Sea of Thieves

This talk will cover techniques employed by Rare to efficiently manage the scale of Ticking Components and Actors within Sea of Thieves. Diving into a few real-world examples of how we optimised these systems and detailing how it all plugs in neatly inside Unreal Engine 4.

1 Hour

Meeting Room 5

Jon Holmes

Jon has worked as a software engineer in the games industry for nearly 10 years, cutting his teeth as an audio programmer on All Points Bulletin at Realtime Worlds. Now Senior Software Engineer in the engine team at Rare, Jon has previously worked on Kinect Sports Rivals and Rare Replay. He now sails the Sea […]

ARK on iOS: Leveraging Unreal Engine 4 for 98% Content Reduction

To squeeze ARK: Survival Evolved onto iOS, War Drum optimised the asset usage from 100 GB to just 2 GB, and maintained good frame rates with optimised materials and vastly different content techniques. This talk will cover in-depth how this was accomplished in Unreal.

1 Hour

Room 1

Morgan Hughes

Morgan has led the art department at War Drum Studios through a decade-long run of more than a dozen titles. Her work includes creating mobile versions of the classic Rockstar Games titles Grand Theft Auto 3, Max Payne, and Bully. She led the team in optimising ARK: Survival Evolved and enjoys the challenge of making […]

Lunch

90mins

Beyond Authentic Pixel Art in Unreal Engine

Tips and tricks from the developers of ‘The Siege and the Sandfox’, a game PC Gamer described as “irresponsibly detailed”. We’ll show how modern rendering features can be used to compliment a classic pixel art style, delivering greater detail and dynamics than classic games could, but without compromising an authentic pixel art feel.

45 mins

Room 1

Chris Wilson

Chris has worked in the games industry for over ten years as a designer; across Frontier Developments and Playground Games. In that time, he has been designer on The Outsider and Bafta-nominated Forza Horizon 1,2, and 3, amongst other titles. Chris is currently design director at indie studio Cardboard Sword, building the gameplay and world […]

Engine Tools for Performance on Open World Games

A major problem that most projects face is maintaining a good frame-rate while getting the most out of visual quality. Unreal Engine 4 is focused to that purpose and several tools are built in to help developers achieve their objectives. This talk will take an in-depth look at: Landscapes, Foliage, World Composition, Occlusion, Mesh Reduction, LODs, HLODs, Mesh Instancing and more tools to come.

55 mins

Room 3

Andreas Suika

As Unreal Engine Evangelist at Epic Games, Andreas helps developers create successful games and applications with Unreal Engine 4. Andreas has 19+ years experience in different roles. He has worked as Level and Game Designer and Creative Director on titles like The Settlers and Anno. He co-founded a mobile game publisher Flaregames and later a […]

Mario Palmero

Mario is Technical Evangelist at Epic Games and currently assists developer teams in the process of creating games and experiences using Unreal Engine to achieve success, while also expanding and nourishing the professional community. Mario has a long experience creating video games in different roles and positions, mainly as gameplay programmer, lead programmer and technical […]

Colour Management – A Bird’s Eye View for Digital Artists

A look at Physically-Based Rendering, High Dynamic Range displays and wider colour gamuts with Ninja Theory Technical Artist Anand Hotwani. This talk will cover colour science basics, high-dynamic range imagery and colour spaces, an image ingestion pipeline and look-development and lighting.

1 Hour

Meeting Room 4

Anand Hotwani

Anand began working in Visual Effects in 2016 at The Mill and later moved to Ninja Theory where he became fascinated by the advances in real-time technologies. On their current projects, he is focused on photorealistic look-development, lighting, shader writing and also managing their colour management pipeline.

Epic Online Services

Successfully launching and operating a live, online game requires a suite of services that go far beyond the functionality of a traditional game engine. This session will cover Epic’s plans throughout 2019, during which we’ll be launching a large set of free cross-platform game services originally built for Fortnite and battle-tested with 200,000,000 players across seven platforms. As a case study, Epic’s anti-cheat service which is currently operated across over 80 games will be presented.

45 mins

Room 2

Richard Deist

Rick leads game security services at Epic Games which chiefly include Easy Anti-Cheat, an anti-cheat middleware that has helped to protect the experiences of over 100 million players. With an early background in game modding followed by stints in software and hardware engineering, he found a calling at their intersection in anti-cheat. He thrives on […]

Simon Allaeys

Simon works as the Director of Online Services at Epic Games. He has grown a career in providing online services to games by co-founding Kamu, which was acquired by Epic in late 2018.

Blueprints: Blending System Architecture and Creativity

This talk would detail how Dambuster Studios uses blueprints across all their departments to create games, with a focus on how the team creates sandbox gameplay, missions and narrative beats. The talk will detail the studio's blueprint philosophy and how they try to promote teams to be creative in a way that helps maintain good system architecture.

45 mins

Room 1

Michelle Chapman

Michelle is currently Lead Technical Designer at Deep Silver Dambuster Studios. She has been in the industry for nearly 15 years, during which she has worked at both big (EA, Lionhead) and small (Cavalier Games) studios using various tools and engines. Unreal Engine has been a major part of her career over the past decade, […]

Overcoming Early Challenges in Unreal

This practical discussion led by Dev Rel Tech Artist Arran Langmead presents an overview of common issues that arise during a studio’s first six months on a Unreal Engine 4 project, focusing on solutions. Topics include general best practices, optimisation guidelines, and how to avoid common pitfalls of game development.

45 mins

Room 2

Arran Langmead

A Developer Relations Technical Artist for Epic Games and confessed blueprint obsessive, Arran supports Unreal developers around Europe. Before joining Epic, he developed and self-published multi-platform kart racer, Bears Can’t Drift!? alongside lecturing game art at Solent University.

The Visual Logger: For All Your Gameplay Needs!

The Visual Logger, built into the Unreal Editor, is an incredibly useful tool for recording, visualising and tracking objects, locations and data in gameplay, but it’s rarely used outside of AI. Let’s change that! In this talk Andy will share practical tips and examples from Sea of Thieves, where the Visual Logger helped craft great experiences and track down tricky bugs from across the network.

30 Mins

Room 3

Afternoon Break

30 mins

Async Loading Screens and Transition Levels: Make Your Players Wait Like a Boss

An engineer-oriented talk about assets loading management for good performance and smooth transitions. This session will go over different methods to craft beautiful and optimised loading pipelines for your game, be it single or multiplayer.

45 mins

Meeting Room 4

Axel Riffard

Having spent 7 years in the Japanese video game industry, Axel has worked at companies including Gameloft and Valhalla Game Studios, on series like No More Heroes, Devil’s Third and Naruto, successfully shipped multiple games, from 2D mobile to AAA console titles on all platforms. Axel then joined Epic Games where he helps licensees bring […]

Unreal Engine 4 Raytracing for Games

As of Unreal Engine 4.22, Unreal’s renderer will support the new DXR API for real-time ray tracing. During this session you will see how to light a visually appealing environment using the new ray tracing features in Unreal Engine 4. Through a game-focused practical example, this talk will show you how to control ray tracing in your scenes, discuss benefits and drawbacks to real-time ray tracing, and cover tips on performance.

1 hour

Room 3

Sjoerd de Jong

As Senior Engine Evangelist for Epic Games, Sjoerd travels through Europe to talk about and teach Unreal Engine 4. With 19 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of content creation topics. Throughout his diverse career he has worked in everything ranging from AAA game development to […]

We’ve Got Your Back: Engineering Optimization Ease

Whether you’re expanding to more hardware or just trying to hit framerate, optimisation is an integral part of development. In this talk, we’ll cover the features and optimisations Epic and Intel have collaborated on to make the inevitable easy. This talk will explore what Epic and Intel have learned, how you can use it, and what they're doing next.

1 Hour

Meeting Room 5

Kelly D Gawne

Kelly is a Game Performance Engineer at Intel. She spends her time analysing AAA games and engines, finding performance hang ups, and implementing performance solutions alongside developers. Kelly specialises in Unreal Engine on Intel hardware, working to make the UE experience excellent for gamers and easier for developers.

Enabling a Look Development Workflow for Unreal Engine 4: From Shoot to Final LookDev Scene

This session will cover how Unreal Engine allowed Ninja Theory to adopt formal LookDev workflows within their art pipelines and how that allowed them to produce amazing visuals in real-time.

1 Hour

Room 1

Matt Stoneham

Matt started in the industry in 2001 as a junior animator, later finding a love for character rigging and scripting for developing custom tool sets, initially for myself and then later for animation teams. Today he runs a team of five involved across many aspects of development in addition to character setup. The team builds […]

Automated Testing at Scale in Sea of Thieves

While developing the multiplayer pirate adventure game Sea of Thieves, Rare adopted automated testing to deliver the game as a constantly changing service. In this talk Jessica will go over what Rare learned from adapting to this new philosophy, and how Rare extended the Unreal Engine tools to make thorough testing easy. Jessica will also share some best practices to make writing tests more of a tool than a chore.

1 Hour

Room 2

Jessica Baker

Jessica is a software engineer at Rare, working on the gameplay team of the multiplayer pirate adventure game Sea of Thieves. A self-taught programmer with a background in Mechanical Engineering, in her time at Rare she has worked on projectile aiming AI algorithms, persistent online game services, and emergent gameplay features.

Conference starts

60mins

Fantastic Bottlenecks and Where to Find Them

This talk will cover the most common mistakes made by developers, render and content pipeline bottlenecks, the not-obvious consequences of obvious optimisation techniques as well as ways of avoiding and mitigating these issues. We’ll also take a look at some content tips and tricks that will help you cut the realtime cost of your content while still keeping (or even boosting) the visual fidelity.

1 hour

Room 3

Roman Leshchenko

Roman is a Technical Artist who has been involved in numerous projects over the past ten years. As a technical artist he has on shipped in-house projects Renoir and In Fear I Trust, as well as countless prototypes and RnD projects. He’s also helped to establish optimisation pipelinse for Life is Strange and Brothers: A […]

Opportunities in the Enterprise Sector for Game Developers

This session will dive into examples of games companies that have done work for Enterprise clients, and give some tips on how to offer this type of service to the Enterprise market. It will also cover the sectors/markets that we think are emerging in 2019 for potential projects.

55 mins

Meeting Room 5

Doug Wolff

Doug leads Business Development for Manufacturing across EMEA for Unreal Engine Enterprise. What that really means is he helps people who want to use Unreal Engine 4 for their businesses get projects off the ground. Doug has worked in video games for over 15 years, most of those in core game development, and has undertaken […]

New Animation Features in Unreal Engine

Get a roundup of all the latest animation features built for Unreal Engine over the past year, including those created for Fortnite that have made their way back into the tools. Learn how new features and upgrades have been battle-tested to improve animation quality, optimise runtime performance and reduce memory usage in order to support a hundred players on mobile and large crowds of enemies.

1 hour

Room 1

Jurre de Baare

Jurre has been working in the games industry for four years. During this time he has contributed to shipping both Paragon and Fortnite. Currently he is part of the Animation Programming team at Epic Games, focused on Unreal Engine 4 and Fortnite features.

Marrying Scan Data with Procedural Workflows – Habitat Demo

Quixel and SideFX are companies whose common goal is to empower artists. In this session, audience members will see how a small team can leverage non destructive and procedural workflows, using high quality scan data to create next-generation results. Using Unreal Engine as a conduit, Megascans can yield offline render quality imagery, and coupled with RTX technology, the results can be pushed even further.

1 Hour 15 Mins

Meeting Room 4

Galen Davis

Galen is the Head of Evangelism for Quixel. Before working for the Sweden-based company, he worked as a Senior Environment Artist and Lead in the games industry contributing to franchises like Bioshock, Borderlands and the most recent God of War title.

Luiz Kruel

Luiz 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 and Madden. He is a part of the SideFX games team where he develops a set of popular tools to […]

Blueprint In-Depth: Part One

An in-depth look at Blueprint. During this advanced class we will go into how to use Blueprint in a future proof and scalable way. We will look into how to collaborate on Blueprints within a team and how to integrate a C++ and Blueprint workflow with each other. As well as recommendations regarding Blueprint compilation, run-time performance, and its impact on memory.

1 hour

Room 2

Sjoerd de Jong

As Senior Engine Evangelist for Epic Games, Sjoerd travels through Europe to talk about and teach Unreal Engine 4. With 19 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of content creation topics. Throughout his diverse career he has worked in everything ranging from AAA game development to […]

Tips and Tricks for Developing an Open World Game with Unreal Engine 4

In this session, members of the Frogwares team will share their 3 years of experience developing an open world game with Unreal Engine 4. There will be a particular focus on the tools they made, which were helpful and the most important, which tools seemed to be exceptional on paper but turned out to be of no use at all.

1 hour

Room 3

Konstantin Yakushenko

Konstantin has 10 years of experience, having helped develop projects including MMO RTS World of Battles, Sherlock Holmes: Crime & Punishment, Sherlock Holmes The Devil’s Daughter and The Sinking City.

Viacheslav Kobylinskyi

Viacheslav Kobylinskyi has five years of Unreal Engine programming experience, having worked on PC and console titles such as Sherlock Holmes: Crime & Punishment, Sherlock Holmes The Devil’s Daughter and The Sinking City.

Causing Chaos: The Future of Physics and Destruction in Unreal Engine

Get a first look at the future of physics and destruction in Unreal Engine as Epic walks through features that give content creators the tools they need to build highly interactive worlds that can be fractured, shattered, and demolished.

1 hour

Meeting Room 5

Jack Oakman

Leading the charge on all things breakable at Epic Games, Jack is part of the team revolutionising how Unreal Engine handles physics and destruction.

Vulkan! Powering AAA Experiences on Android

The Vulkan ecosystem is improving rapidly. This session provides insight into the latest and greatest upcoming Vulkan features, Unreal Engine contributions from Samsung, practical optimisation advice based on AAA game experiences (Fortnite, PUBG mobile, etc) and the future of cutting-edge graphics development on Android.

1 Hour

Meeting Room 5

Oleksii Vasylenko

Oleksii Vasylenko is a Graphics Engineer at Samsung R&D Institute in Ukraine, where he leads Galaxy GameDev division. While working on accelerating Vulkan adoption through collaboration with game studios and game developers all over the world, Oleksii focuses on providing the best gaming experience on Samsung devices.

Michael Parkin-White

Michael is an Ecosystem Engineer at Samsung Electronics, working as part of Galaxy GameDev team, providing developers with the insight required to deliver the best gaming experience on Samsung devices.

Data-Driven Sound Design: How I Learned to Love Data Assets

A live demonstration showcasing the power of Data Assets for Sound Designers. Data Assets offer a powerful approach to encoding procedural audio behaviour in your custom audio objects. By tackling your design problems using a data-driven philosophy, you empower your audio team (and yourself) with faster iteration times, more robust and flexible designs, and the convenience of organising and referencing your design definitions as assets—all without bothering your programmer!

45 mins

Meeting Room 4

Dan Reynolds

Dan is the Technical Sound Designer working on the Audio Engine Development team at Epic Games. He assists the Audio Programming team in the development, testing, and demonstration of new and old Unreal Audio Engine features. He has worked in game audio for over a decade serving the industry in a variety of roles. He […]

Morning Break

15 mins

The Fusion of ‘Nostalgic’ and ‘New’: The Development of Octopath Traveler

A look at the evolution of the pixel art in RPG Octopath Traveler, released in July 2018, and the HD-2D art technology that achieved this in Unreal Engine 4.

1 hour

Room 3

Masashi Takahashi

Takahashi joined Square Enix in 2009. He was a producer for Octopath Traveler.

Mika Iizuka

Iizuka joined Acquire in 2005. She was Lead Artist for Octopath Traveler.

Keisuke Miyauchi

Keisuke Miyauchi joined Acquire in 2006. He was Director for Octopath Traveler and supervised development.

Blueprint In-Depth: Part Two

Part 2 will continue by exploring the depths of Blueprint. By diving into Blueprint we will go over crucial but rarely covered topics with a goal to level up attendees who already have working knowledge of Blueprint to the point where they are fully proficient in our unique scripting language and all its finer details.

1 hour

Room 2

Sjoerd de Jong

As Senior Engine Evangelist for Epic Games, Sjoerd travels through Europe to talk about and teach Unreal Engine 4. With 19 years of experience in the Unreal Engine, Sjoerd is an expert at a wide range of content creation topics. Throughout his diverse career he has worked in everything ranging from AAA game development to […]

Digital Material with the Substance Tools and Unreal Engine

This session we will cover the use and advantages of the Substance ecosystem (including Substance Alchemist) to produce beautiful scenes and renders in Unreal Engine. Key points include tweaking Substance materials directly inside Unreal, iterating on 3D assets from Substance Painter to Unreal with the Livelink and more.

1 hour

Meeting Room 4

Fabrice ‘Froyok’ Piquet

Fabrice is a self-taught technical artist who has been working with the Substance team for four years. He works on the design of the new features of Substance Painter, as well as on various other projects that frequently involve Unreal Engine. His experience in 3D began more than 15 years ago, and he is passionate […]

Refactoring the Mesh Drawing Pipeline for Unreal Engine 4.22

With 4.22 the renderer has been refactored to pave the way for future improvements in ray-tracing efficiency and GPU driven rendering. Learn about the impact these changes will have on project specific engine modifications, the new auto-instancing functionality, and for a discussion of what it will mean for future development.

1 hour

Room 1

Nick Penwarden

Nick Penwarden is Epic Games’ director of engineering for Unreal Engine, where he oversees development for all aspects of the tools. During his eight years at Epic, Nick has also served as lead graphics programmer and senior engine programmer, covering the lifespan of Unreal Engine 4. These days, Nick is excited to advance the state […]

Lunch

90mins

Hero AI: Gameplay Abilities Meet Behaviour Trees

In this talk, Daedalic will outline how they used Unreal to combine Gameplay Abilities with Behaviour Trees to allow the heroes in A Year Of Rain to automatically prioritise, target and use abilities on friends and foes alike.

40 mins

Meeting Room 4

Nick Prühs

Nick is Technical Director of Daedalic Entertainment and Microsoft MVP. In 2009, he 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.

Growing a Healthy Unreal Engine 4 Ecosystem – How Splash Damage Approaches Development

This talk will cover Splash Damage's history with Unreal Engine and present workflows and systems that helped the studio empower their developers whilst also nourishing the next big company endeavours.

45 Mins

Room 2

Valentin Galea

Valentin currently works at Splash Damage on projects such as the award-winning Gears of War franchise and as other unannounced titles. He is a C++ enthusiast and evangelist, focused on systems, graphics and engine programming. He has over 10 years of experience, with past work ranging from MMO projects to mobile and handheld games.

Inside Epic’s Evolving Virtual Production Process

A discussion of the latest Unreal Engine Virtual Production techniques, from the perspective of Epic’s own Cinematics and Special Projects teams.

1 hour

Room 1

Andrew Harris

Andrew joined Epic in 2016 as Studio CG Supervisor, where his team works with the latest real time technology to pioneer new filmmaking and virtual production techniques. Prior to joining Epic, Andrew spent nearly two decades working at the intersection of film and technology, with Dreamworks, Pixar and Lucasfilm among others, on projects including Star […]

Grayson Edge

As Epic Games’ Senior Cinematic Designer, Grayson is responsible for creating cinematics at Epic games, special projects content and virtual reality experiences. With ten shipped Unreal Engine titles under his belt and fifteen years at Epic Games, Grayson has worked as both a cinematic designer and as a level designer. He has contributed to Epic’s gameplay design […]

Panel: Getting More Design Done in UE4

This session will explore ways to increase productivity as a designer working in UE4.  Our panel of UE4 design experts will share their thoughts on a broad range of topics, from daily workflow, team collaboration, prototyping, and design-related engine features like blueprints, while the audience is encouraged to ask questions and share their own ideas.  Attendees will leave with insights and practical tips for getting more out of each day working on a UE4 team.

40 mins

Room 3

Andreas Suika

As Unreal Engine Evangelist at Epic Games, Andreas helps developers create successful games and applications with Unreal Engine 4. Andreas has 19+ years experience in different roles. He has worked as Level and Game Designer and Creative Director on titles like The Settlers and Anno. He co-founded a mobile game publisher Flaregames and later a […]

Using the Gameplay Ability System

This talk will begin with a qualitative look at the GAS to help decide if it’s right for your team or project. It will then switch gears to some quantitative examples to help drive the workflow home.

45 Mins

Room 2

Matt Edmonds

A 19 year veteran of the AAA game development world, Matt has worked on Guardians of Middle Earth and unannounced competitive and co-op multiplayer titles. Large scale game systems are nothing new; but GAS is and fills a large missing layer in such titles. Half of his career has been in UE3 and Unreal Engine […]

Panel: Being an Artist on a UE4 Team

This panel discussion gathers art leads from studios working on a variety of games, who will share their experiences and techniques for increasing productivity on UE4 teams, while the audience is encouraged to participate with questions and comments.  Topics could include artists' workflows, team collaboration, performance, and custom and third party art tools.  Attendees will leave with insights and practical tips for getting more out of each day working on a UE4 team.

45 mins

Room 3

Arran Langmead

A Developer Relations Technical Artist for Epic Games and confessed blueprint obsessive, Arran supports Unreal developers around Europe. Before joining Epic, he developed and self-published multi-platform kart racer, Bears Can’t Drift!? alongside lecturing game art at Solent University.

Using Plugins to Share Code Among Several Unreal Engine 4 Projects

This talk will cover how Cyanide saved and time and money while developing multiple Unreal Engine 4 projects simultaneously, by creating a generic Plugin named CyaTools which handled and shared common code and basic data between projects.

45 mins

Room 1

Colas Markowski

Between 2007 and 2014, Colas worked as Lead 3D and Engine Programmer at F4-Group. Since moving to Cyanide in 2014 Colas has worked with Unreal Engine 3 on Xbox One for Styx: Master of Shadows, then as lead programmer on follow-up Styx: Shards of Darkness. He is now lead programmer on Werewolf the Apocalypse.

Using Python to Streamline Asset Workflows for a Small Team

A small team with a huge asset demand requires a smooth and streamlined import and conditioning pipeline. This talk discusses how Unit 2 Games created a Python based workflow in the Unreal Editor to improve development workflows for our game Crayta.

30 Mins

Room 1

Marcus White

Marcus is a Principal Technical Artist bridging the gap between art and code at Unit 2 Games. Since beginning his career in 2011 he has worked across multiple titles, many with a user generated content focus. In his time with Unit 2 he has worked across a variety of disciplines including rendering, animation, workflows & […]

Afternoon Break

30 mins

Integrating an FEM Physics System into Unreal Engine

The talk will cover the integration of an FEM-based physics system into an Unreal Engine plugin. It will introduce the FEM physics method, then cover aspects of integration. A demo will be shown with a variety of game objects that can be deformed and fractured interactively.

40 mins

Meeting Room 4

Eric Larsen

Eric is a software engineer at AMD. Previously, he worked in Magic Lab at PlayStation, and was involved in development of the Move controller and PlayStation VR. He has also worked on simulation technology at PlayStation and at Pixelux Entertainment.

Architecting Content for a Live Service Game

Yager have worked with the Unreal Engine for over 15 years, developing games that have required large sets of varied content that need to be applied in different situations. This session will explain the story of how Yager changed the Dreadnought progression system from around 100 assets to 5000 in a very short amount of time, the lessons learned from that and how theyare currently applying them to new game, The Cycle.

40 mins

Room 2

Joakim Ohlander

Joakim was born and raised in Sweden, where his career in video games started at the age of three when he beat his parents at NES Golf. Later, he was educated at The Game Assembly and then started to work at YAGER as a game engineer. There he learned how to speak Unreal while working […]

Layered Materials for Environments

Yager switched to Unreal Engine 4 very early, and while working on Dead Island 2 the benefits of a material function-based texturing process were realised but not finalised. Switching to the (experimental) layered materials for environment assets on The Cycle has given us the benefits associated with material functions in an easier to use interface. Creativity, speed, optimisation and opportunity have all flourished using the system. This talk will highlight the benefits of this workflow and push for its continued development.

40 Mins

Room 1

Matthew Brady

Matthew was born and raised in Devon, England. After graduating he moved to Berlin as a QA intern to work on the final stages of Spec Ops: The Line. Working during lunchtimes on vehicle modelling, he was given the opportunity to move into the Art department on Dead Island 2. Cars turned into spaceships for […]

Using Replication Graph For Optimising Real-Time Strategy Games

Traditionally, multiplayer real-time strategy games have used the lockstep approach to support larger numbers of units fighting their way across the battlefield. In this session, we will discuss different techniques we have used for profiling, evaluating and improving the network performance of A Year Of Rain, including the Network Profiler and Replication Graphs.

40 mins

Room 3

Nick Prühs

Nick is Technical Director of Daedalic Entertainment and Microsoft MVP. In 2009, he 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.

Using UE4 to Develop for Oculus HMDs

How to configure, build, deploy, debug, and profile your Unreal Engine 4 project for Oculus Rift and Oculus Go.  This talk assumes you are familiar with PC development on Unreal Engine 4, and will focus on considerations to keep in mind developing a VR application for Oculus HMDs.

45 mins

Meeting Room 5

Loren McQuade

Loren is a developer at Oculus working on Unreal Engine’s integration with Oculus HMDs. In the past, he has worked at Carbine on Wildstar, Blizzard on World of Warcraft, and Microsoft on Direct3D.

A Postmortem on Implementing AutoPlay in Unreal Engine 4

This session will cover the process and results of implementing a non-AI fixed-path AutoPlay system for a AAA action game in Unreal Engine 4. This talk will also briefly go over some of the other automated systems implemented for this game.

45 mins

Room 3

David Sim Wei Lun

A programmer with a creative writing background, David Sim Wei Lun started his journey at Ubisoft Singapore in 2015 as a Gameplay Programming Assistant for Assassin’s Creed Origins. He has since worked at NetherRealm Studios on Injustice 2, and Square Enix on both released and unannounced AAA titles.

Backend Solution for The Cycle and Integration with the Epic Ecosystem

What does it take to construct your own backend from scratch and integrate it with the Unreal Engine 4 ecosystem? Yager describes a modern backend solution and how and why the studio switched to using microservices approach and develop its own backend.

45 Mins

Room 1

Alexander Matsko

Alexander started his career as an independent developer back in his student days, releasing several Flash and mobile games. After that, he spent his effort on such titles as Warface (Crytek), Game of Thrones (Bigpoint) and Dreadnought (Yager) as a UI programmer, before finally landing as a backend developer for The Cycle.

Panel: UE4 Pipelines, Teams and Tools

Experienced UE4 teams gain knowledge with each project, making the next one more efficient and more productive.  In this session top technical leads will share what they've learned and how they set up their teams for success, on topics such as effective engine upgrade strategy, build pipelines and tools, automated testing, or efficient team collaboration, while the audience is encouraged to share their own thoughts and questions.

45 mins

Room 2

James Golding

James has spent the past 17 years of his career at Epic Games, leading programming efforts across the studio’s games and game engine technology. He is now Engineering Director of the ‘Framework’ group, responsible for the Networking, Animation, AI, Physics and Gameplay Scripting teams.

Unreal Fest Party

Closing Session

60mins

Check Out by 12.00pm

60mins

Lunch

75mins

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