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EVENT DETAILS |
Welcome back everyone to SF's most popular game development group. We are excited to be partnering this month with Big Fish Games. Additionally, thanks to Microsoft for hosting us in their Reactor space. We have some excellent talks happening at this event that you won't want to miss.
6:00-7:00 // 60min // Doors open & networking 6:55-7:00 // 5min // Welcome (Jordan Schuetz) 7:00-7:20 // Realtime Motion Blur in Shader Graph: Overcoming Unity's Universal Render Pipeline Limitations Jack Kern Software Engineer at Big Fish Games
We needed a motion blur solution to improve the graphical fidelity of our mobile slot machines, however, we target the Universal Render Pipeline (URP) for maximum device compatibility. The URP has a reduced feature set to improve cross-platform performance, so it does not provide an off-the-shelf motion blur implementation. We will explore a simple solution using Unity's shader graph for calculating per-pixel motion blur based on the speed of objects in the game. This talk will demonstrate how we accomplished getting a performant motion blur inside the URP & discuss how it might be adapted for other applications.
7:20-7:40 // Evolving our 2D animation pipeline with Spine. Tim Giang Art Manager at Big Fish Games
During the early part of our mobile game startup in 2012, while our game engine was still built-in HTML 5 & best practices was just kind of our best guess, I was delivering png sequences directly to engineers as an animator. This process was inefficient, inflexible, & required near-constant communication to implement. When we started to invest in upgrading our tech for our game, new options became available to artists along the way: first with a Flash Exporter & ultimately Spine. I'll be speaking about the limitations we've had with our older methods as well as what we've gained from using more industry-standard tools, both technically & aesthetically.
7:40-8:00 // Stabilizing Dependency Management in Unity Joshua Morgan Engineering Manager at Big Fish Games
Dragging dependency references in unity is simple, until it's not. To support managing the complexity of an ever-growing list of slot games we needed to create a method for automating & managing component dependencies. By introducing this system we also unlocked the ability to perform static analysis & notify of runtime dependency failures before they occur. This talk will show how to utilize the dependency management system to validate & stabilize the delivery of content.
8:00-9:00 // 60min // Networking
Make sure to join our Discord here to ask questions & be notified about future events: https://discordapp.com/invite/N2jWYXh
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