Go behind the scenes with the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.” Hosted by Mike Geig, this episode features The Chinese Room’s creative director and cofounder Dr. Dan Pinchbeck, and technical director Nick Slaven.
Mike develops and delivers recorded, live, and onsite learning content to help creators improve their Unity skills. He has experience as an indie game dev and a university educator.
Nick SlavenTechnical Director, The Chinese Room
Nick started his career in the industry over 21 years ago by programming titles for the Dreamcast. Later in his career he moved into the mobile sector, working on early, pre-iOS mobile phone games. Before joining The Chinese Room, Nick was the technical director for UK-based Stainless Games, where he worked for 11 years.
Dr. Dan PinchbeckCreative Director & Co-Founder, The Chinese Room
In addition to being the Creative Director of The Chinese Room, Dan writes their games. His previous titles include Dear Esther, Amnesia: A Machine for Pigs, Everybody’s Gone to the Rapture and So Let Us Melt. He has been twice nominated for a WGGB award and won for Everybody’s Gone to the Rapture.
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Furioos: Web Streaming for Real-Time 3D
Learn the ins and outs of Furioos, a new cloud-based service that lets you stream fully interactive 3D expe...
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Little Orpheus Tech Talk: Developing for Apple Arcade
In this deep dive into their development process, The Chinese Room shares lessons learned creating their fi...
Join our EMEA Creator Advocacy team for the last episode of 2020, where we take a close look at the game architecture behind “Chop Chop,” the first community-driven Unity Open Project.
Learn the ins and outs of Furioos, a new cloud-based service that lets you stream fully interactive 3D experiences from Unity – with peak visual quality – in any web browser.
Little Orpheus Tech Talk: Developing for Apple Arcade
In this deep dive into their development process, The Chinese Room shares lessons learned creating their first Apple Arcade title, Little Orpheus, and how they empowered their artists and designers.
In this session, learn how the developers of Neonverse created a highly performant mobile game with beautiful visuals by combining vertex lighting with new techniques, animating in Shaders, and more.
Join Unity Insiders and guests for a live deep-dive discussion on creating ray traced scenes in Unity. The Global Meetup connects developers from every corner of the world.
Using Magic Leap with AR Foundation in Unity 2020.1
Learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, while still being able to incorporate Magic Leap-specific features into your apps.
Skip time-consuming data collection by training your AI for robotics entirely in Unity. Learn about how domain randomization is shaping the future of robotics.
Learn how to get precise performance metrics when your project runs on the target device. In this session we use Unity 2020.2’s runtime ProfilerRecorder API to display in-game stats like draw calls.
Join Sebastian Pohl from Binary Impact as he demos an example-based workflow in Unity ArtEngine, showing you how its AI-assisted artistry automates and accelerates PBR material creation.
Adding Features to Native Apps with “Unity as a Library”
With Unity 2019 LTS, we officially give creators the ability to insert features powered by Unity, including augmented reality, directly into native apps. Learn when and how to use Unity as a Library.
Shader Graph Master Stacks: Create for Both URP and HDRP
Join us for a demo of the new Shader Graph updates in Unity 2020.2, which make it much easier to create graphs that work in both the Universal Render Pipeline and the High Definition Render Pipeline.
Join us to see Unity 2020.2’s features in action. In the Editor, we’ll show you the new tools, improvements, and fixes for all major areas. The session is hosted by Unity Creator Advocate, Amel Negra.
Learn how designers and artists in automotive and manufacturing can create interactive visualizations of their prototypes and designs in Unity – without programming skills.
Crunching the Numbers: Navigating Mobile-Game Metrics
Are you developing an indie mobile game? Join us and our partner Adjust to learn about core metrics, reporting, and optimization, and the steps you can take to get your game to the next level.
Blackbird Interactive recounts Hardspace: Shipbreaker's journey from game jam idea to chart-topping early-access title on Steam and how Unity helped enable the game’s evolving, ambitious vision.
Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph to create dynamic and customizable explosions with data-driven VFX parameters.
The journey continues! Join our EMEA Creator Advocacy team for an update of “Chop Chop,” the first Open Project. We’ll focus on the Audio system, Shader add-ons, community contributions and new tasks.
It's Live! Now What? Make Your Indie Game a Live Service
Find out why having a live service model in your indie game matters and discover the advantages. We discuss how to create real live service campaigns, in-app content, comms, marketing, and more.