Developing a fully functional game that can run on even the cheapest device is the holy grail of mobile development. In this session on Neonverse, learn how Tamasenco & Pixel Reign combined vertex lighting with new techniques to achieve rapid and beautiful results, animated in Shaders instead of animators and C# scripts, and more.
Nick LarinCo-founder and Project Lead, Pixel Reign | Lead Programmer, Neonverse
Nick has been creating games since 2001. He worked on many small projects before being hired at Aventurine where he was Project Lead on DarkFall 2: Unholy Wars. He was also a project leader on the award winning Goo Saga from a Greek mobile game studio. In 2018, he co-founded Pixel Reign and brought to life their first project, Robbie Switfhand and the Orb of Mysteries.
Angelos Roditakis3D Generalist, Head of 3D Production at Tamasenco LTD
Angelos studied in Athens and graduated magna cum laude in 2014. His animated short film “Safe Place” received quite a bit of acclaim. In 2015, he joined Tamasenco Athens as a 3D animator. He's dabbled in 2D animation, illustration, cinematic production, trailer and motion graphics production, and UI design, all while training and expanding his skills on 3D character pipelines and workflows.
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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...
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Global Unity Meetup: Creating Ray Traced Scenes
Join Unity Insiders and guests for a live deep-dive discussion on creating ray traced scenes in Unity. The ...
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.
Go behind the scenes with The Chinese Room, 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.”
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.
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.