Cinemachine is a suite of powerful camera modules useful in games and in film. We’ll chat directly with advanced users leveraging Cinemachine in both forms, discuss the future of the product, and then have a live Q&A session with these creators and the Unity Cinemachine team.
Join us for a Q&A in Unity's forum after the session! We’ll be hosting a Q&A for this session on the Unity forum – this will be a space for you to provide feedback and chat directly with our team.
Adam has spent two decades in the film and video game worlds, working as a Director of Photography and CG supervisor at Electronic Arts and Blackbird Interactive. He created the ground-breaking Emmy award-winning procedural cinematic and in-game camera system called Cinemachine, which is used in games and films.
Marc TanenbaumProduct Manager, Cinemachine
Marc is an engineer, writer, and games industry veteran. At Unity, he develops artist tools and analytics systems, including creating StrangeIoC, the first widely used dependency injection framework for Unity games.
Krasimir NechevskiAnimation Director, Demo Team
An 18 year veteran of the games industry, Krasimir has been the Animation Director for the Unity Demo Team for the last 5 years. His works include Adam, Book of the Dead and The Heretic.
Onat HekimogluDirector, Game Designer, Composer at Slow Bros.
After studying film at the WAM Medienakademie and Game Design at the Cologne Game lab, Onat is now working on his third academic degree. He has won a range of awards in the realms of film and games and is currently working on "Harold Halibut“, which is the first full length game by "Slow Bros.“, the indie studio he founded together with his friends.
Previous Session
Evolving Game Graphics with the Universal Render Pipeline
Take your cross-platform game visuals to the next level. We go in-Editor to show you how to use some of the...
Next Session
Getting Started with Addressables
Get an introduction to Unity’s Addressables system for live content management. Learn what the system is, h...
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 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.
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.
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.
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.
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 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.
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.
If you’re thinking about making a multiplayer game, or are looking for solutions to successfully operate one, attend this session for guidance on the key processes and how Unity’s solutions can help.