Unity at SIGGRAPH 2023
Unity at SIGGRAPH
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12:00 PM - 12:00 PM

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Michael Azzinaro, Software Engineer II, Intercept Games

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12:00 PM - 12:00 PM

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Unity at SIGGRAPH 2023

August 6–10, 2023 | Los Angeles, CA

November 
18
, 
9:00am 
PST
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               Filter by date

Sunday, August 6

9:30–10:30 AM

Google Developer Summit: Improving game performance with Android Dynamic Performance Framework (presented by Google)

Android Dynamic Performance Framework (ADPF) is a set of Android APIs that can reduce overheating, improve battery usage, and improve CPU performance for critical tasks. This talk will describe how best to use this technology through Unity's Adaptive Performance or by directly accessing the APIs. It will include a demo of the new expanded Dr ARM game to illustrate the benefits of the latest ADPF features.

Speakers

Speakers

David Berger, Senior Software Engineer, Unity Technologies

Peyong Lin, Software Engineer, Google

Charlie Stokes, Developer Relations Manager, ARM

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Partner Session

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Location

Moscone Center, West Hall #2011

Session Type

Partner Session

1:20–2:40 PM

The Future of AI in gaming (presented by King)

Join King's Chief Technology Officer, Steve Collins, and other leading industry experts for a ground-breaking discussion on the future of artificial intelligence (AI) in gaming. This exclusive panel, taking place at GDC 2023, will delve into the impact of AI on game design, the integration of AI into existing games, and the potential for AI to revolutionize the gaming industry. Steve will kick off the panel by sharing King's recent strides in AI, including the acquisition of Peltarion, and the company's long-term plans for the use of AI in gaming. The panel will also explore the challenges and opportunities associated with the use of AI in gaming, and how the industry can best prepare for the future.

Speakers

Speakers

Danny Lange, Senior Vice President, Artificial Intelligence & Machine Learning, Unity Technologies

Steve Collins, Chief Technology Officer, King

Paul Stephanouk, Head of Creative, Candy Crush, King

Pete Wurman, Director, Sony AI America

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2000

Session Type

Partner Session

9:44–10:06 AM

Guardians of The Galaxy Vol 3: The creation and destruction of the Arete

This talk will explore how the team at Wētā FX constructed their largest-ever spaceship model in the epic final installment of the Guardians series. Tackling a model of this size required an unusual approach, so this talk will cover the new pipeline and how approaching the build in a highly art-directable manner enabled detailed sub-environments for staging all the story beats.

Speakers

Speakers

Guillaume Delignières, Manager, Software Development, Unity Technologies

Beck Veitch, Compositing Supervisor, Wētā FX

Charlie Stokes, Developer Relations Manager, ARM

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Petree Hall C

Session Type

Partner Session

Monday, August 7

9:30–10:30 AM

The Unity roadmap for 2023

See what’s new and upcoming in Unity’s 2022 LTS and 2023 Tech Stream, including all the latest on graphics, multiplayer games, and the Entity Component System (ECS). Discover how Unity lets you leverage the latest platform features across mobile, desktop/web, and XR. Learn how you can leverage the power of Unity’s DevOps and Wētā Tools (Ziva, Speedtree) through the Editor.

Speakers

Andrew Bowell, Senior Director, Product Management, Unity Technologies

Tara A. Lexis, Director, Product Management, Unity Technologies

Mathieu Muller, Senior Technical Product Manager, Unity Technologies

Simon Elliston Ball, Director, Product Management, Unity Technologies

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Location

Moscone Center, West Hall #2020 / #2022

Session Type

Developer Summit Session

10:50–11:50 AM

Create, launch, and manage multiplayer games with Unity

Learn how to create amazing multiplayer experiences for your players. The Unity Multiplayer team will walk you through how to start creating multiplayer experiences, and discuss features that accelerate complex creations, including matchmaking, leaderboards, and massively multiplayer online experiences. Check out Netcode for GameObjects and Entities, samples and guides for multiple genres (including co-op and competitive action games), and Unity Gaming Services for managing players’ online experience.

Speakers

Laurent Gibert, Director, Product Management, Unity Technologies

Sam Smith, Manager, Software Engineering, Unity Technologies

Jamel Ziaty, Producer, Stickylock Studio

Andy Metcalfe, CTO/Co-founder, HugeCalf Studios

Marc-Antoine Fortier, CTO/Co-founder, Fika Productions

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Location

Moscone Center, West Hall #2020 / #2022

Session Type

Developer Summit Session

1:20–1:50 PM

Building and operating a live game with Unity Gaming Services

Unity Gaming Services (UGS) is a cohesive development platform that empowers developers to build their live games using the tech stack and engine of their choice. This session walks through practical examples of using UGS to run live games to demonstrate the platform’s flexibility. It covers integration points, including API patterns, data flow for player data and game content, and rich analytics to measure performance.

Speakers

Joshua Ostrander, Director, Product Management, Unity Technologies

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Speaker Name, Title, Company

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Location

Moscone Center, West Hall #2020 / #2022

Session Type

Developer Summit Session

1:00–2:00 PM

Birds of a Feather: Deep compositing in production – lessons learned

Learn about WētāFX’s experiences and lessons learned working with a full deep pipeline in an expert panel discussion featuring Philippe Leprince from Unity, Peter Hillman (original developer of Deep Compositing), Tahl Niran (Lead Compositor at WētāFX), and Marc Droske (Director of Research Engineering, Manuka Lead). The conversation will explore ideal and non-ideal applications of deep compositing, highlight efficiencies, and offer practical advice for implementing a deep compositing pipeline in your studio. Bring your own experiences and pain points for group discussion.

Speakers

Phillippe Leprince, Senior Manager, Software Engineering, Unity

Marc Droske, Director, Research Engineering, Unity

Tahl Niran, Lead Compositor, WētāFX

Peter Hillman, Principal Software Engineer, Unity

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 518 B

Session Type

BoF Session

2:00–3:00 PM

Keynote: Assisted artistry unleashed – Powering the future of film and real-time 3D with Unity Wētā Tools 

Unity Wētā Tools presents groundbreaking work in character creation, environment building, rendering, and compositing with the public release of tools once exclusive to top-tier VFX houses. Presenters including Allan Poore, Natalya Tatarchuk, Steve May, and Joe Letteri will take the audience inside this tech and show how it's being used in award-winning films to accelerate creative workflows, implement creative changes more easily, and produce higher-quality final shots.

Speakers

Allan Poore, SVP of Unity Wētā Tools

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Unity Wētā Tools

Joe Letteri, Senior VFX Supervisor, Wētā FX

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Speaker Name, Title, Company

 

Location

LACC, West Hall 

Session Type

Sponsored Keynote Session

2:00–3:30 PM

Women in the story of immersive technology

The contributions of women to the history of computing are underrecognized, and computer graphics is no exception. This anniversary of SIGGRAPH is particularly suitable for attending to the role of women in the diverse story of immersive technology. This panel gathers three creative contributors – one from the academy, one from the art world, and one from industry – to discuss where immersive technology has been and where it’s headed.

Speakers

Elizabeth Baron, Unity

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Wētā Tools, Unity

Joe Letteri, Senior VFX Supervisor, Wētā FX

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Speaker Name, Title, Company

 

Location

411 Theater

Session Type

Sponsored Keynote Session

2:00–5:30 PM

Frontiers workshop: XR and AI – opportunities and challenges

Artificial intelligence (AI) has long been an integral component of extended reality (XR) technologies, providing essential capabilities such as environmental analysis, intelligent sensor data interpretation, and user input processing. However, recent advancements in both hardware and AI research present opportunities to elevate XR experiences to unprecedented heights.


This interactive Frontiers workshop will explore the potential of AI to revolutionize XR by delving into the creation of highly realistic avatars, immersive virtual worlds, and AI-driven user interaction. Participants will discuss the current state of AI in XR, identify emerging opportunities, and tackle related challenges of this fast-evolving field.

Speakers

Andrew Glassner, Principal Research Scientist, Wētā Digital, Unity

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Wētā Tools, Unity

Joe Letteri, Senior VFX Supervisor, Wētā FX

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Speaker Name, Title, Company

 

Location

Room 301 B

Session Type

Sponsored Keynote Session

4:40–5:10 PM

Technical tips for every stage of game creation

In this session, you’ll learn how to boost your productivity in Unity at every stage of the game development lifecycle. From early prototyping to scaling to deployment, see how you can get the most out of tools like source control and profiling to identify performance opportunities and ship a truly awesome game. All tips shared in this session are pulled from actual projects delivered by our team of experts.

Speakers

Gustavo Castro, Technical Lead, Software Engineering, Unity Technologies

Razvan Luta, Manager, Technical Art, Unity Technologies

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2020 / #2022

Session Type

Developer Summit Session

4:40–5:10 PM

Educators Summit: Making graphics programmers

Computer graphics is arguably the most noticeable element of games, and often the first aspiration of burgeoning game developers. However, presenting the fundamental concepts required for success as a graphics programmer is a challenging and changing field—for both students and educators. Modern graphics curricula that start from first principles need to cover a vast number of topics: linear algebra, geometry, vertices, pixels, shading and shaders, and graphics APIs. Of course, one might teach using a package or game engine, but that might diffuse the knowledge of the underlying concepts, which form the foundation for advancing the art. So, how do educators transform an enthusiastic, but likely under-prepared student into a graphics-capable programmer in one semester?

 
In this session, Dave Shreiner, Senior Manager, Graphics Engineering at Unity Technologies will share how to focus on the foundation–the graphics pipeline–and build from there. Such an approach needs to focus on the fundamentals, introduce topics that may be relevant in modern games, and, somewhere along the way, get the rendering pixels.

Speakers

Dave Shreiner, Senior Manager, Graphics Engineering, Unity Technologies

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2014

Session Type

GDC Session

5:30–6:15 PM

The big Unity AMA, 2023 edition

Now’s your chance to ask Unity burning questions about game creation, tools, services, and functionality. Senior Unity program managers, engineers, and other staff host this Ask Me Anything session to round off the Unity Developer Summit. We’ll do our best to answer any question you might have about the Unity Editor and game engine, platform support, implementing services into your game, and whatever else you think up – no question is too big or too small.

Speakers

Andrew Bowell, Senior Director, Product Management, Unity Technologies

Martin Best, Senior Director, Technical Product Management, Unity Technologies

Andrew Parsons, Manager, Product Marketing Management, Unity Technologies

Laurent Gibert, Director, Product Management, Unity Technologies

Isaac Seah, Senior Product Manager, Unity Technologies

Stephane Blondin, Director, Technical Product Management, Unity Technologies

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2020 / #2022

Session Type

Developer Summit Session

Tuesday, August 8

9:00–9:45 AM

How to build a digital human

Discover the creation process for Unity’s new digital human running in real-time. This informative session highlights the benefits of each tool used to create unique features and behaviors and how the process differs from traditional methods. Featured technology includes Ziva Real-Time and Wētā Tools Wig, the award-winning fur and hair grooming plug-in for Maya.

Speakers

Speakers

Corban Gossett, Senior Technical Product Manager, Unity

Matthew Muntean, Staff VFX Artist, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

9:00 AM–12:00 PM

Advances in real-time rendering, part I

Video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering for visual and interactive experiences of rich environments. This session shares state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds in video games.

Speakers

Speakers

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Wētā Tools, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 403 AB

Session Type

Unity Session

10:00–11:30 AM

Introducing Wētā Tools’s Deep Compositing toolset

Learn how you can achieve faster results without compromise using Deep Compositing. In this session, Unity and WētāFX share insights on how you can more accurately combine CG renders, render more efficiently, reduce human error, and have more flexibility in scene planning.

Speakers

Speakers

Eva Abramycheva, Senior Technical Product Manager, Unity

Tahl Niran, VFX Artist

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

12:00–12:45 PM

Enhancing the animated character workflow with Ziva VFX and Ziva RT

This session dives into the Ziva suite of character tools, focusing on how Ziva VFX and Ziva Real-Time can be used to create more stylized and animated characters and creatures. Learn how these powerful software solutions streamline the workflow, enabling animators to bring stylized characters to life with exceptional realism, fluidity, and real-time performance. From dynamic simulations to enhanced muscle and tissue behavior, Ziva VFX and Ziva Real-Time unlock a new level of stylized character animation in both offline and real-time environments.

Speakers

Speakers

Brian Anderson, Senior Partner Engineer, Wētā Tools

Corban Gossett, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

2:00–2:45 PM

Introducing Eddy, featuring Ronnie Menahem

Wētā Digital’s Ronnie Menahem, the creator of Eddy, discusses the latest features that help compositors and FX artists achieve complex fluid simulations. The talk includes tips and tricks to help use Eddy to its full potential.

Speakers

Speakers

Eva Abramycheva, Senior Technical Product Manager, Unity

Ronnie Menahem, CG Supervisor, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

2:00–4:00 PM

USD, Hydra, and OpenSubdiv: Pixar’s open source meetup

Join a discussion with the developers and users of Universal Scene Description (USD), Hydra, and OpenSubdiv, along with many other vendors and practitioners who will showcase the work done in the past year and the plans ahead.

Speakers

Speakers

Eva Abramycheva, Senior Technical Product Manager, Unity

Paolo Selva, Principal Engineer, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 518

Session Type

Unity Session

2:00–5:00 PM

Advances in real-time rendering in games, part II

Video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering for visual and interactive experiences of rich environments. This session shares state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds in video games.

Speakers

Speakers

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Wētā Tools, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 403 AB

Session Type

Unity Session

3:00–3:45 PM

Metal! How Nimona harnessed globally distributed creativity with SyncSketch

In this session, learn how the DNEG Animation Nimona team conceptualized and collaborated faster and more easily with SyncSketch. Get a high-level overview of how DNEG Animation set up a handcrafted pipeline and streamlined their review workflows to deliver Nimona to the screen, from ideation to approval – even with a globally distributed team. Get a behind-the-scenes look at the making of Nimona, including how the team accomplished the vast techno-medieval city with its advanced MGFX, detailed wimple simulation, and the shapeshifting animated character performances everyone’s talking about.

Speakers

Speakers

Anthony Kemp, Digital Producer, DNEG Animation

Tobin Jones, Senior Solutions Engineer, SyncSketch

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

12:30–1:30 PM

Achieving real-time ray tracing on Xbox with Unity and DirectX 12 (presented by Microsoft)

Join Unity and Microsoft in this deep dive technical session that explores Unity’s latest DX12 improvements and advancements for ray tracing on Xbox. See how Light Brick Studio updated their hit game LEGO Builder’s Journey with the latest ray tracing features for Xbox. Learn about the latest performance gains for DX12, and how recent Unity Editor improvements streamline game development workflows for Windows platforms. You’ll also get a full introduction to Unity’s ray tracing solution for Xbox, how to leverage the High Definition Render Pipeline to make the most out of advanced graphics features, and get an insider’s look at future ray tracing features.

Speakers

Speakers

Raymond Graham, Director, Graphics Engineering, Unity Technologies

Adam Miles, Principal Software Development Engineer, Microsoft

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2009

Session Type

Partner Session

1:30–1:50 PM

Ads that add value: Using monetization to improve player experiences

Providing value at critical moments throughout gameplay is key to retaining players. Unity data shows that studios are increasingly recognizing that monetization tactics can deliver value in such moments and should be part of game development from the start. In this session, Unity experts dive into four components of in-game ad design, covering goal setting, game loops, ad format choices, and optimization to explore how studios use monetization to retain players.

Speakers

Speakers

Bryan Streit, Partner Manager, Publisher Ops, Unity Technologies

Adam Miles, Principal Software Development Engineer, Microsoft

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

1:30–1:50 PM

Death Stranding 2: Hyperrealistic digital characters with Ziva

Discover how Kojima Studios achieved greater fidelity for hyperrealistic digital characters in Death Stranding 2 with Ziva.

Speakers

Speakers

Kei Saito, Producer, Kojima Productions

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

2:00–2:20 PM

Build matches that deliver a better player experience with Unity Matchmaker and Lobby

Discover how Unity Matchmaker and Lobby can help tailor how your players are matched and increase player engagement. Unity experts walk you through how to build multiplayer game loops and access the features you need without having to build them yourself, as well as offering a preview of what’s coming to Unity’s Matchmaker and Lobby solutions.

Speakers

Speakers

Yee Sze Kwok, Senior Product Manager, Unity Technologies

Guillaume Delignières, Manager, Software Development, Unity Technologies

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

2:00–3:00 PM

Launching MARVEL SNAP with a 50-person studio

Key members of the Second Dinner team share on starting out as a two-person studio that grew to launch MARVEL SNAP, one of the biggest mobile games of 2022. See how the game and studio evolved over time, understand key development philosophies, and get concrete examples of the tools and processes that helped this small team achieve success.

Speakers

Speakers

Yong Woo, Chief Production Officer & Cofounder, Second Dinner

Nicki Broderick, Senior Producer, Second Dinner

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2011

Session Type

Sponsored Session

2:30–2:50 PM

Easy game updates with Addressables and DevOps

Do you dread making changes to your game? Does an inefficient development pipeline artificially constrain the amount of new content you’re able to deliver to your players? With the right tools in place, you can transform every update request into yet another opportunity to delight your players. Join us to learn how you can streamline the process of making and delivering updates to your game using an Addressables content build paired with agile DevOps and deployment solutions.

Speakers

Speakers

Marie-Christine Babin, Lead, Technical Product Management, Unity Technologies

Nicki Broderick, Senior Producer, Second Dinner

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

3:30–4:30 PM

Unity’s 2023 gaming trends: The creators roundtable

Looking for help navigating the current gaming environment? In this creator roundtable and Q+A, experts from Zynga, Second Dinner, and Ramen VR discuss industry trends on the state of end-to-end game development, monetization, and live operations for 2022, plus forecasting what’s to come for 2023. They also offer actionable insights and best practices to help you make better decisions as a developer or publisher today.

Speakers

Speakers

Jules Shumaker, SVP, Revenue, Create Solutions, Unity Technologies

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, West Hall #2011

Session Type

Sponsored Session

4:00–4:20 PM

Enhance a top-down game with URP 2D lights

2D top-down games can be beautiful, but they come with their own set of challenges, especially for those aiming to achieve next-level visuals with dynamic lighting, animation, or effects. This session walks you through a new 2D sample game designed to help you solve these challenges.

Speakers

Speakers

Matt Dondelinger, Developer Advocate, Unity Technologies

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

5:00–5:20 PM

Building an automated, server-authoritative in-game event system

In this session, you will learn how to build a triggered event system. The team will walk through an example use case of building a rewarded leaderboards system, including granting rewards, resetting leaderboards, and managing player and game data. Using Unity Gaming Services’s Cloud Code, Data Persistence, and Scheduling and Triggers, your game logic, player data, and game data will be secure through server authoritative flows to simplify iterating on and operating your game.

Speakers

Speakers

Ashley McKemie, Senior Product Manager, Unity Technologies

Usa Vorakoondumrong, Senior Manager, Product Management, Unity Technologies

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Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

Wednesday, August 9

10:30–10:50 AM

Enhance a top-down game with URP 2D lights


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Session Type

In-booth Session

9:00–9:45 AM

Bringing blockbuster characters to real-time with Ziva

Ziva Real-Time brings the incredible character simulations made possible through Ziva VFX to real-time performances. In this talk, you’ll learn how Ziva Real-Time leverages machine learning to accelerate cinema-quality character animation for both linear and interactive content creation pipelines.

Speakers

Barrington Campbell, UX Developer, Unity

Speaker Name, Title, Company

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

9:00 AM–12:00 PM

USD in production

Based on real production examples, this Universal Scene Description (USD) session will provide an overview of how to integrate USD into a pipeline by going through best practices for deciding asset structures, how to leverage APIs to build interactive workflows, and maximizing performance at render time.

Speakers

Paolo Selva, Principal Engineer, Unity

Speaker Name, Title, Company

Location

Room 515 B

Session Type

Unity Session

9:32–9:42 AM

Iterative alpha-(de)blending: A minimalist deterministic diffusion model

This session shows how to derive a diffusion model in a simple and intuitive way.

Speakers

Eric Heitz, Unity

Thomas Chambon, Unity

Speaker Name, Title, Company

Location

Room 502 AB

Session Type

Unity Session

10:00–10:45 AM

Shaping sea beasts with Ziva VFX

In this session, Brian Cohen, head of character setup and finaling at Sony Pictures Imageworks, will discuss the creative challenges in building an exciting suite of characters on Netflix’s The Sea Beast using Ziva VFX as the primary toolset for achieving their goals.

Speakers

Brian Cohen, Sony Picture Imageworks

Speaker Name, Title, Company

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

11:15 AM–12:15 PM

Road to Knowhere: The VFX behind The Guardians of the Galaxy Vol. 3

This production session features Wētā FX’s animation supervisor Mike Cozens, Framestore’s VFX supervisor Alexis Wasjbrot, and Sony Pictures Imageworks’s VFX supervisor Theo Bialek. They will discuss how they built and animated the Guardians of the Galaxy Volume 3 characters, the tools they used, and what went into creating the explosive third-act animation sequence.

Speakers

Mike Cozens, Animation Supervisor, Wētā FX

Speaker Name, Title, Company

Location

West Hall B

Session Type

Unity Session

11:30–11:50 AM

Ads that add value: Using monetization to improve player experiences

Providing value at critical moments throughout gameplay is key to retaining players. Unity data shows that studios are increasingly recognizing that monetization tactics can deliver value in such moments and should be part of game development from the start. In this session, Unity experts dive into four components of in-game ad design, covering goal setting, game loops, ad format choices, and optimization to explore how studios use monetization to retain players.

Speakers

Bryan Streit, Partner Manager, Publisher Ops, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

11:00–11:20 AM



Speakers

Vince Auletta, Senior Manager, Solutions Engineering, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session




Speakers


Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

11:00–11:45 AM

WetaFX talk: Deep compositing in Avatar the Way of Water

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Speakers

Sam Cole, WetaFX

Speaker Name, Title, Company

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

2:00–2:45 PM

From seed to screen: Harnessing the power of SpeedTree for film

In this session, technical artist Geneviève Gagnon and product manager Kristi O’Connor showcase the top benefits of SpeedTree for film. This talk explores the latest version of the industry-standard modeler for vegetation creation, with features for greater creative control and realism, plus a new technique for placing procedural details. Last but not least, the team will demo the freehand tools popular among VFX artists.

Speakers

Geneviève Gagnon, Senior Technical Artist, Unity

Kristi O'Connor, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

2:00–5:00 PM

OpenVDB

This session will cover the latest developments and tools in the open source library OpenVDB. This includes new and improved tools, vectorization, machine learning applications, the creation of NanoVDBs on the GPU, Mathmatica bindings, fluid applications, new Python bindings, and production examples, and more.

Speakers

Nick Avramoussis, Senior Rendering Software Engineer, Wētā Digital, Unity

Kristi O'Connor, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Location

Room 408 AB

Session Type

Unity Session

3:00–3:45 PM

Discover Wētā Tools Wig: Total creative control for procedural hair and fur generation

Join us to learn more about the award-winning Unity Wētā Tools grooming tool, Wig. Developed by Wētā Digital, this tool has been used for over 12 years in some of the highest-grossing films in Hollywood, including the latest Avatar. See how Wig provides advanced capabilities for generating and grooming hair and fur.

Speakers

Corban Gossett, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

3:45–5:15 PM

Women of SIGGRAPH Conversations (WOSC) series session 

Women of SIGGRAPH Conversations (WOSC) strives to connect, empower, and develop women in computer graphics and interactive techniques by providing opportunities for professional advancement and promoting community. Join WOSC as our esteemed panelists discuss the power of commitment and encourage each other for collaboration and continued collective growth within our industry and communities.

Speakers

Natalya Tatarchuk, Distinguished Technical Fellow & Chief Architect, VP, Wētā Tools, Unity

Speaker Name, Title, Company

Location

Room 515 B

Session Type

Unity Session

2:00–2:20 PM

Surface Gradient Bump Mapping for Shader Graph

Surface Gradient Bump Mapping is a framework that provides a unified approach to composite any bump format (normal, height, procedural), solving a longstanding problem in computer graphics. This approach enables you to work with normals in multiple UV sets, accurate planar/triplanar projected bumps, and hex-tiled normals in Shader Graph. In the session, you can see a demo of the new workflow using an experimental package and sample assets that you can download today.

Speakers

Ben Grater, Senior Technical Artist, Unity Technologies

Sean Patrick Sherwin, Senior Creative Director, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

2:30–2:50 PM

Simulating film-quality stylized characters in games with Ziva VFX

This session features ZivaVFX as it is used to generate corrective shapes for feature animation style character deformations. Join us and learn best practices and workflows for simulating stylized characters for games and film using Ziva technologies.

Speakers

Brian Anderson, Senior Solutions Engineer, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

4:00–4:20 PM

How Just Dance 2023 Edition used UI Toolkit for UI

UI Toolkit for runtime, an alternative to UGUI, was used in the latest Just Dance 2023 Edition to create their game UI. See what the team was able to achieve and get insight into their learnings as early adopters of UI Toolkit for runtime as the tool continues to mature toward parity with UGUI.

Speakers

Thomas Fontaine, Associate Lead Gameplay Programmer, Ubisoft

Francesca Scelfo, Producer, Ubisoft

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

12:00–12:20 PM



Speakers

Paul Georges, Staff Software Development Consultant, Unity Technologies

Ethan Bruins, Senior Gameplay Programmer, Steel City Interactive

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

4:00–5:00 PM

Houston, we have a planet: The spherical terrain of Kerbal Space Program 2

Join us for a guided panel discussion with developers from Intercept Games, who will talk through the process and challenges of creating fully spherical planets in Kerbal Space Program 2. Artists and engineers will describe the steps that went into recreating a fan-favorite celestial body from the mesh up using the Unity game engine with new tools, new pipelines, and new team members.

Speakers

Sung Campbell, Principle Environment Artist, Intercept Games

Brandon Orden, Senior Environment Artist, Intercept Games

Jonathan Cioletti, Senior Technical Artist, Intercept Games

Michael Azzinaro, Software Engineer II, Intercept Games

Kristina Ness, Art Director, Intercept Games

Location

Moscone Center, West Hall #2011

Session Type

Sponsored Session

4:30–4:50 PM

Efficient and impactful lighting with Adaptive Probe Volumes

This session showcases the advantages of Adaptive Probe Volumes over legacy Light Probes, including automated placement, per-pixel lighting, reflection probe normalization, and lighting scenarios. Learn how to set up the system and to fix light leaking with tools for debugging and tuning APV, and see this in action with multiple scene examples.

Speakers

Maxime Grange, Senior Technical Artist, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

5:00–5:20 PM

VFX Graph: Six-way lighting workflow

Want to create great-looking smoke effects? In Unity 2022.2, VFX Graph introduced the six-way lighting output and DCC tools that you can use to create compatible textures so you can create volumetric-looking smoke under any lighting conditions. In this hands-on session, a VFX Graph senior technical artist walks you through the process of creating six-way lighting textures and using them in VFX Graph.

Speakers

Orson Favrel, Senior Technical Artist, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

5:30–5:50 PM

From good to great: A continuous experimentation workflow for mobile

This session will teach you how to set up a realistic workflow for understanding your players and setting up experiments in your game using Unity Gaming Services like Analytics and Game Overrides. Next, you’ll learn how to run several different types of experiments with your players with services: Push Notifications to test player reengagement, Remote Config to test changes to game logic, and Cloud Content Delivery to deliver and test new content drops.

Speakers

Russell Sng, Developer Advocate, Games Backend Solution, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

5:30–6:30 PM

Create hyperrealistic real-time characters

Imagine a game character that looks real and captures your motion in real-time. It’s now a reality. Players can use their own real-time interactive digital characters to play immersive games. This session will showcase how to achieve this with the Unity ecosystem of tools.

Speakers

Mark Schoennagel, Manager, Technical Marketing, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, West Hall #2009

Session Type

Sponsored Session

5:30–6:30 PM

The current and future ethical challenges in games: XR and the metaverse

The future of video games will happen online with games already played today, and it will also happen in XR and the metaverse—each bringing their own specific ethics challenges that game developers need to be aware of in order to design safe spaces for players, but also for themselves. Today, business models and practices related to data collection can be enhanced in connection with devices to interface the metaverse. These future interfaces intended for immersion present augmented risks for privacy, anonymity, and self determination for users and players, which must be acknowledged while designing applications and games that take advantage of these capabilities.

 
Thinking ahead, incipient neurotechnology applications open the possibility of imagining the future of interfaces in immersive environments, but at the same time, they open even more ethically daunting questions, as in conjunction with design practices and affective computing research, they can be used for invasive, exploitative or manipulative practices. The panel will explore how the current ethical challenges for game development connect with a possible future, through a set of questions and key points.

Speakers

Dylan Urquidi, Senior Software Engineer, Unity Technologies

Speaker Name, Title, Company

Location

Moscone Center, South Hall #207

Session Type

GDC Session

5:30–6:30 PM

Tech art game adjacency: TAs share stories about moving from games to high tech

A panel of notable Technical Artists come together to share their stories about taking jobs in game-adjacent industries, why they made that choice, and how their skills were transferable to these new opportunities. The hope is that, by sharing their experiences, they can provide insight and guidance to the TA community to help others considering a similar change.

Speakers

Jeff Hanna, Sr. Tools Programmer, NVIDIA Corporation

Steve Theodore, Senior Technical Art Manager, Unity Technologies

Bob White, Senior Tools Engineer, Nvidia

Kelly Snapka, Art Director, Volition

Andrew Maximov, CEO & Founder, Promethean AI

Mary Denman, Senior Technical Artist, Electronic Arts

Speaker Name, Title, Company

Location

Moscone Center, West Hall #3016

Session Type

GDC Session

Thursday, August 10

9:00–10:00 AM

Unity Wētā Tools: Solving Hard Problems in Today’s Production Market

Unity Wētā Tools introduces its new Academic Alliance Accelerator Program. Join us for an overview of Wētā Tools for educators and how these can be applied to artists starting their VFX journey. 

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Speakers

Speakers

Host

Ron Martin, Senior Product Manager, Unity

Manuel Sainsly, Advocacy, Unity

Judah Mantell, Lead Developer SceneForge, Vu Studios

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Special Event

10:00–10:45 AM

Achieving high-fidelity visuals in Unity

Delve into the world of real-time 3D production with Unity, from environment creation to compelling lighting for animated film and interactive content. This talk gives practical advice on using Unity in production pipelines, including live demos and behind-the-scenes insights.

Speakers

Speakers

Mathieu Muller, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Meeting Suite: 406 AB

Session Type

Unity Session

10:45–11:07 AM

Fire and Explosions in Avatar: The Way of Water

We present volumetric and combustion workflows for the "Avatar" sequel(s) built from the ground up, aiming at physical plausibility and predictability, which has been facilitated by careful modeling from molecular level chemical reactions to large-scale thermodynamics.

Speakers

Speakers

Alexey Stomakhin, Principal Research Engineer, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 408 AB

Session Type

Earned Session

10:45–11:07 AM

Simulation-aided face strain extraction for ML animation systems

This talk presents a solution for computing muscle strain descriptors from facial capture data for machine learning systems. This is accomplished by driving an elastic solver with the capture data and deforming representative muscle curves. The session will detail the pipeline, solver architecture, and results.

Speakers

Speakers

Andrew Moffat, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

411 Theater

Session Type

Earned Session

10:45–11:07 AM

Simulation-aided Face Strain Extraction for ML Animation Systems

Is this talk, we present our solution for computing muscle strain descriptors from facial capture data for machine learning systems. We accomplish this by driving an elastic solver with the capture data and deforming representative muscle curves. We detail the pipeline, solver architecture, and results.

Speakers

Speakers

Andrew Moffat, Senior Technical Product Manager, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

411 Theater

Session Type

Earned Session

11:00–11:45 AM

Real-time remote collaboration using Parsec and SyncSketch

Work with artists where they are. Discover how multiple people can collaborate in any DCC and see the same thing, at the same time, and pass control between them with SyncSketch and Parsec.

Speakers

Speakers

Vince Auletta, Senior Manager, Partner Engineering, Unity


Tobin Jones, Senior Solutions Engineer, SyncSketch

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Unity Suite, 406 AB

Session Type

Unity Session

11:07–11:30 AM

Bodyopt — A Character Deformation Pipeline for Avatar: The Way of Water

Bodyop is a character skin deformation framework developed for Avatar: The Way of Water. This approach aims to learn the skin deformations from a given dataset and reliably reproduce them during shot production. It handles runtime skin dynamic and includes utilities to transfer the deformations to new character types.  

Speakers

Speakers

Christoph Sprenger, Principal Research Engineer, Wētā Digital, Unity

Tobias Mack, Senior software Engineer, Wētā Digital, Unity

Alexey Stomakhin, Principal Research Engineer, Wētā Digital, Unity

Florian Fernandez, Principal Research Engineer, WētāFX

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 408 AB

Session Type

Earned Session

11:30–11:52 AM

Avatar: The Way of Cloth, Hair, and Coupled Simulation

We present CreLoki, an extension to the multi-physics framework Loki, that enables unified creatures physics with straightforward coupling. CreLoki includes a highly reusable scene configuration and offers a familiar interface in Autodesk Maya without compromising quality, customizability, or extendibility. It encourages a broader adoption of unified physics among creature artists.

Speakers

Speakers

Xiao Zhai, Senior Technical Researcher, Wētā Digital, Unity

Eston Schweickart, Simulation Lead, Wētā Digital, Unity

Nikolay Ilinov, Wētā Digital, Unity

Joel Wretborn, Wētā Digital, Unity

Alexey Stomakhin, Principal Research Engineer, Wētā Digital, Unity

John Homer, Wētā FX

Jefri Haryono, Senior Creature Technical Director, Wētā Digital, Unity

Julian Butler, Senior Creature Technical Director, Wētā Digital, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 408 AB

Session Type

Earned Session

11:52 AM–12:15 PM

Pandora in Motion: Plant Simulation in the Avatar Sequels

We introduce a new workflow for plant animation built for "Avatar: The Way of Water." The workflow combines new solver features with a suite of procedural workflows to streamline the massive scope of setting the virtual world of Pandora in motion while pushing the quality beyond Wētā FX’s previous capabilities.

Speakers

Speakers

Eston Schweickart, Simulation Lead, Wētā Digital, Unity

Stephen Lesser, Senior Manager, Research Engineering, Wētā Digital, Unity

Sebastian Schmidt, Senior Software Engineer, Wētā Digital, Unity

Alex Nowotny, WētāFX

Christopher Dean, WētāFX

David Caeiro Cebrian, WētāFX

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 408 AB

Session Type

Earned Session

2:00–2:45 PM

Creating lightweight Ziva facial puppets

Discover the many ways you can animate faces. This session explores the methods used to create the lightweight Ziva puppet Louise from the production Enemies, along with an accessible alternative that uses machine learning to accelerate facial rigging workflows.

Speakers

Speakers

Mark Schoennagel, Manager, Technical Marketing, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 406 AB

Session Type

Unity Session

2:00–3:30 PM

An introduction to quantum computing

Quantum computing is a radically new approach to creating algorithms and programs. By exploiting the unusual behavior of quantum objects, this new technology invites us to reimagine the computer graphics methods we know and love in revolutionary ways. This course presents a math-free introduction to quantum computing.

Speakers

Speakers

Andrew Glassner, Principal Research Scientist, Wētā Digital, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 515 B

Session Type

Unity Session

2:00–5:00 PM

Path tracing in production: The path of water

Realistic-looking water shots remain some of the most demanding types of scenes to render with modern production path tracers. Based on the work on Avatar: The Way of Water, this session discusses the technical challenges associated with rendering water, its distinct characteristics and appearance, and production-proven solutions.

Speakers

Speakers

Marc Droske, Director, Research Engineering, Wētā Digital, Unity

Jirka Vorba, Rendering Researcher, Wētā Digital, Unity

Manuele Sabbadin, Researcher, Wētā Digital, Unity

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Room 408 AB

Session Type

Unity Session

11:30–11:50 AM

Building for PS VR2 with URP

Universal Render Pipeline (URP) unlocks unique features to build for PS VR2. In this quick session, we’ll focus on how you can use URP to build stunning PS VR2 games with unique features like Foveated Rendering.

Speakers

Speakers

Nnanna Kama, Senior Graphics Engineer - Development Specialty, Unity Technologies

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

12:00–12:20 PM

Collaborate on SyncSketch: Review game assets from anywhere

Video ideas are hard to communicate, and reviewing game assets with a dispersed team adds even more complexity. But it doesn’t have to. In this session, learn how game studios of all sizes are conceptualizing and designing games faster than ever before with SyncSketch. From ideation to approval, you’ll gain a high-level overview of how top creative teams are streamlining their iteration and review workflows, from ideation to approval, to deliver more precise visual feedback – even across global teams.

Speakers

Speakers

Tobin Jones, Senior Solutions Engineer, Unity Technologies

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

1:30–1:50 PM

Building the 'Ohi'a lehua tree in SpeedTree Games

We’re creating foliage from the inspiring tropical rainforests of Hawaii! Join environment artist Sarah Scruggs as they craft a tree personally sourced from a real-world setting. We’ll shape this tree in SpeedTree and introduce games optimization and new features.

Speakers

Speakers

Sarah Scruggs, Senior Technical Artist, Unity Technologies

Danny Oakes, Senior Technical Product Manager, Unity Technologies

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

2:00–2:20 PM

P2P vs dedicated hosting: Which is right for you?

Today’s developers have access to many different technologies for building multiplayer games, and one of the most fundamental choices to make is between peer-to-peer and game server hosting. In this short talk, we’ll go over the definitions of each, their benefits and trade-offs, and how they apply to your game design.

Speakers

Speakers

Alexis de Becque, Manager, Product Management, Unity Technologies

Speaker Name, Title, Company

Speaker Name, Title, Company

Speaker Name, Title, Company

 

Location

Moscone Center, Unity Booth #S327

Session Type

In-booth Session

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