JetBrains GameDev Day 2023
Session recordings of JetBrains GameDev Day 2023.
A full day event, dedicated to game development, covering Unity, Unreal Engine, and Godot.
Watch the recordings here!
Game DevOps - Elevating Your Unity and Unreal Build Pipelines With TeamCity
Daniel Gallo
In this session, we’ll take a look at how to configure typical Unity and Unreal Engine build pipelines, including executing tests, building games for various platforms, and deploying to staging environments. We’ll also explore some of the built-in productivity-enhancing features offered by TeamCity, including build chains for automatic pipeline optimizations, parallel tests to shorten overall test execution times, and cloud agents to automatically spin-up additional build agents when needed.
About the Presenter
Daniel Gallo
Daniel is a Solutions Engineer on the TeamCity team at JetBrains. He has been in the software development industry for 20 years across a number of different roles including Software Developer, Senior Systems Analyst, and Sales Engineer.
As a TeamCity Solutions Engineer he supports both new and existing customers worldwide, helping them to learn all about TeamCity and how best to configure CI/CD build pipelines.
Insights on Testing Unreal Engine Support in Tools With Many Dependencies
Oleg Kuldyshev
Have you ever had any issues while testing a huge system with many different internal and external dependencies integrated into it? Which methodologies did you use to solve them? In this talk, several examples of various problems caused by a deep level of product integration will be considered, along with examples of how methods of manual testing and automation can solve them. This presentation will reveal some insights on the structure of JetBrains Rider in the context of Unreal Engine support and its internal and external dependencies, including other tools by JetBrains, Microsoft, Apple, and Unreal Engine itself.
About the Presenter
Oleg Kuldyshev
Oleg is 24 years old and was born in Saint Petersburg. He currently lives in Limassol, where he works on testing Unreal Engine support and remote development solutions in JetBrains Rider.
Scalable and Cloud-Native Mobile Game CI/CD Environment Using Unity
Nemoto Tadashi
Developing continuously high-quality mobile games, with their frequent updates and large user bases, requires the use of good CI/CD (Continuous Integration / Continuous Delivery) tools and practices.
However, the unique and complex requirements of building, testing, and deploying mobile games make configuring mobile CI/CD from scratch a daunting task.
These requirements include:
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Setting up build environments (especially macOS for iOS)
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Installing the Unity editor
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Activating the Unity license
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Preparing the build script
This session provides an easy-to-follow introduction to creating a scalable and cloud-native mobile game CI/CD environment using CircleCI, GameCI, and Unity.
This approach will provide you with the following benefits and ultimately enable you to continuously deliver high-quality mobile games by:
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Increasing developer productivity and reducing maintenance overheads with scalable, on-demand, pre-configured build environments in the cloud, including M1 Mac.
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Reducing maintenance overheads by eliminating the need for complex custom build scripts
About the Presenter
Nemoto Tadashi
Tadashi is a Senior Solutions Engineer at CircleCI. He is passionate about helping organizations of all sizes improve their software delivery process by providing support and advice on using CI/CD solutions to optimize development speed, quality, and security. He previously worked as a DevOps Engineer in an AI startup company and SET (Software Engineer in Test) in a marketplace app company, where he was in charge of CI/CD pipeline optimization and automated testing.
How To Stop Writing View-Classes for Unity UI
Dmitrii Ivashchenko
In this talk, we’ll discuss the primary methods of organizing layouts in uGUI and consider the state-based UI development in Unity. We'll touch on the issues of reducing the amount of view code, generating APIs, and producing documentation for prefabs.
About the Presenter
Dmitrii Ivashchenko
Dmitrii has over ten years of experience as a software engineer specializing in mobile game and backend system development. Having progressed from junior full-stack developer to Lead Software Engineer at MY.GAMES, he now serves over 1 billion users globally, expertly guiding game developers and backend engineers to craft profitable and engaging games. Dmitrii is a member of the International Game Developers Association (IGDA) and Academy of Interactive Arts & Sciences (AIAS) and is an author of articles on Medium and HackerNoon.
Empowering Non-Developers - Creating Editor Tools and Customizations in Unity
Ants Aare Alamaa.
Join Ants for a hands-on presentation where we’ll dive into editor tool development in Unity. In this session, we’ll explore the power of extending the Unity Editor to create custom tools, automate repetitive tasks, and optimize your game development workflow. Whether you’re an aspiring game developer or an experienced professional, this talk will equip you with practical knowledge and techniques to boost the productivity of game designers, artists, and creatives and streamline Unity projects.
About the Presenter
Ants Aare Alamaa
Ants is a quality-oriented professional with six years of experience and extensive knowledge of game development, art, and design. As a company co-founder with a proven track record coordinating full game development lifecycles, he’s eager to utilize his unique blend of development and leadership skills to help you bring innovative solutions to life.
Top 10 Unity Assets That Every Project Should Use
Oles Dibrivniy
The talk discusses the top 10 assets and third-party game development kits, describing their advantages and disadvantages. It uses the example of a real app (Keiki World) that my team and I are working on. These resources benefit both beginners and experienced developers, making the game creation process easier. The list includes assets such as Amplify Shader Editor, Cinemachine, Firebase, DOTween, Dependency Hunter/Finder, Odin Serializer, Procedural UI Image + UI Gradient, and SR-debugger. Each asset is briefly described, and an overview of its features and benefits is provided.
About the Presenter
Oles Dibrivniy
For the past two years, Oles Dibrivny has been working as a Unity Developer at EdTech company Keiki, which creates educational products for children.
Since 2017, Oles has been working at the State University of Telecommunications, where he defended my dissertation, obtained his PhD, and became an associate professor. Now he continues to teach students game development and mobile device programming at the university. Starting in 2023, he has also been working as an assistant at the Kyiv Polytechnic Institute (KPI), where he teaches an original course entitled "Introduction to Game Development" as part of the Genesis holding company.
Godot Playfab - A Godot Extension To Easily Integrate PlayFab, a Cloud-Based BaaS
Johannes Ebner
Today, all games – whether single or multiplayer – need a backend.
But game devs want to build games, not backends (well, with some very rare exceptions).
Enter PlayFab, a free backend-as-a-service solution (up to 100k users). But how do you interact with it in your favorite game engine, Godot, with your favorite scripting language, GDScript?
In this session, we’ll show you how to leverage godot-playfab, the Godot/GSDScript SDK Johannes maintains, so you can make the most of it in your Godot game!
About the Presenter
Johannes Ebner
Johannes is a Gaming Solution architect who helps game developers and publishers of all sizes to build multiplayer games and online services for games. He has 20 years of experience in the IT industry, including 15 in the games industry. Many of these he actively spent building games himself and leading game dev teams.
He has been involved in a wide range of projects, from small web applications to large-scale cloud services and Massively Multiplayer Online games, and has consulted many publishers and game studios, from indie to AAA, on how to build online services and multiplayer infrastructures.
He’s also the maintainer of godot-playfab, the integration of Azure PlayFab for the Godot Engine, and an active Godot community member, having spoken at various conferences such as the Sharkmob DevDays (invitational), Nordic Game, and Microsoft’s GDC event.
How to Apply the Software Engineering Process to the Gamedev Process
Ryan L'Italien
This session will show game developers how to set up a game dev pipeline using Perforce, Unreal Engine, and JetBrains tools such as Rider and TeamCity to create, build, and release a video game.
About the Presenter
Ryan L'Italien
Ryan is the Gaming and M&E Evangelist for the version control portfolio at Perforce. Coming into Perforce with 17 years of full-stack development experience, he is excited to solve workflow and integration DevOps challenges for companies of all sizes. As he is a video game and film enthusiast, it’s a seamless fit. In Ryan’s spare time, he likes competing in Ironman triathlons, mountain biking, and spending time with his family.
Introduction to Data-Oriented Design in Unity
Johnny Thompson
This talk will give an introduction to developing games and applications using Unity's Data-Oriented Technology Stack (DOTS). We’ll also showcase some of the primary use cases for developing with a data-oriented approach and the benefits it will bring to these applications.
About the Presenter
Johnny Thompson
Johnny has been developing games and applications in the Unity game engine for nearly a decade. Since 2017, he has regularly posted videos to his YouTube channel: Turbo Makes Games. Beginning in 2020, the primary focus of the channel has been teaching and showcasing Unity's Data-Oriented Technology Stack and Entity Component System. Subscribe to learn for yourself!
How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game
Nicolas Tittley
Building and packaging Unreal Engine-based games is notoriously difficult. Achieving modern continuous integration and continuous delivery levels for them is even harder. In this talk, we’ll present and review the solution developed by Sprocket Games to build a modern multiplatform Unreal project in AWS, leveraging Epic’s BuildGraph system and TeamCity’s Kotlin DSL. Using this system, Sprocket Games has transitioned from overhead-heavy, bi-weekly playtests to near-painless daily playtests.
About the Presenter
Nicolas Tittley
Nick is CTO and co-founder of Sprocket Games, an all-remote startup studio with a core belief that amazing tech empowers game makers to make fantastic games.
A distributed systems and infrastructure expert, Nick is a veteran of the games industry. He started his career at EA Mobile (then Jamdat) programming classics like Bejeweled. While at CCP Games, he led the development of the backend systems for the MMORPG Eve Online and the console shooter Dust514, including allowing interactions between the two games (check out the GDC talk!). After that, he moved to Riot Games, where he worked on critical platform systems for League of Legends, including the matchmaking system, and led Riot’s shared technology group. He set the vision for the backend technology stack, live ops, deployment, community API, and service infrastructure across all Riot’s titles, including League of Legends, Valorant, Teamfight Tactics, and Legends of Runeterra. He has been involved in the gaming startup scene as an advisor and previously was a co-founder at Pragma Platform.
Getting Started Developing for Apple Vision Pro with Unity
Dan Miller
Learn about Unity’s support for Apple Vision Pro. How to leverage existing tools, packages, and features to start building today. The session will cover PolySpatial, the new Unity technology used for building shared and mixed-reality applications for Apple Vision Pro.
About the Presenter
Dan Miller
Dan is a Senior Software Engineer at Unity working on the XR team. Before that, he was a developer advocate at Unity, focusing on AR and VR, building content, sharing knowledge, and helping the community.