November 2, 2015

UE4 Mobile Developers Workshop: Full Schedule & Livestream Details

By Dana Cowley

On Thursday, November 5, we will host an all-day Unreal Engine 4 workshop for mobile developers at GitHub’s San Francisco headquarters. Only a few seats are left, and here's where to register!

Below is a full rundown of our schedule for the event. We'll cover authoring 2D and 3D content, optimizing for performance and memory usage, and much more. In fact, CCP Games will give a special presentation on the making of Gunjack, their new EVE game for Gear VR. 

Folks unable to attend in person have asked if the sessions will be livestreamed. We're happy to confirm that every session will air on in real time. Whoo hoo! 

Note: This will take the place of our regular Thursday broadcast. We'll be kicking things off an hour earlier than usual and streaming content throughout the day. I'll be in the Twitch chat looking for your questions.

Can't join us live? Don't worry, we're planning to post everything to as well.


9:00AM - 10:00AM PST
Check in at GitHub 

[Get to! 10AM PST / 1PM EST / 6PM GMT]

10:00AM - 11:00AM 
State of Unreal Engine        
Paul Oliver, Director of Developer Support,  Epic Games  
Zak Parrish, Sr. Developer Relations Tech Artist, Epic Games 

In this overview of Unreal Engine technology, we'll briefly walk you through where UE4 has been so far, as well as the current state of the engine. We'll also provide insight into our roadmap and the next big challenges we're tackling for developers. 

11:00AM - 12:00PM
Authoring 2D and 3D Content for Mobile 
Alan Noon, Sr. Developer Relations Tech Artist, Epic Games
In this session we'll take you through two of Epic's most recent mobile sample games, Unreal Match 3 and Soul Dungeon. For each project we'll highlight the tricks, techniques, and tradeoffs employed to maintain performance in 2D and 3D games. With Unreal Match 3 we'll cover the Paper 2D pipelines and feature set, particle effect optimizations and more. With Soul Dungeon, we'll take a look at authoring full 3D content targeting mid to higher-end devices with a focus on mobile-friendly materials and effects.

12:00PM - 1:00PM
Livestream break! Attendees enjoy a delicious lunch catered by Bun Mee (included).

[Come back to! 1PM PST / 4PM EST / 9PM GMT]

1:00PM - 2:00PM
Making EVE Gunjack, a Mobile VR Experience
Ray Tran, Technical Director, CCP Games 
Zhou Lin, Senior Technical Artist, CCP Games 

CCP Games, developer of the mobile VR game Gunjack, will share development experience and details on how they created the new EVE game using Unreal Engine 4, covering tech choices, art setup, and mission authoring.

2:00PM - 3:00PM
Design Techniques for Tomorrow's Mobile Games
Zak Parrish, Sr. Developer Relations Tech Artist, Epic Games 
Building your mobile project in UE4 requires navigating certain techniques for common design considerations. In this talk, we'll walk you through a few of the most common needs for mobile design, from handling touch, gestures and sensor input to online leaderboards and asynchronous multiplayer. We'll also discuss UE4's new and upcoming graphics features, such as dynamic decals and character shadows, as well as how new technologies like Metal and Vulkan will impact mobile game development.

3:00PM - 4:00PM
From 0 to 60 FPS in 60 minutes! 
Niklas Smedberg, Sr. Developer Relations Engineer, Epic Games 
This technical engineering session focuses on how to reach high performance and efficient memory usage with UE4 on mobile devices. Join us for a deep dive into the important specifics of all variants of mobile GPUs and CPUs and how they will affect your game. Unreal Engine has built-in scalability settings that empower you to target each in the most efficient manner, with the flexibility to custom-tune to your needs. Learn how to analyze and adjust your game using easy built-in profiling methods to advanced processor-specific tools, and hear tips and tricks on getting the efficiency you need to reach high-performance graphics, long-lasting battery life and the memory budget to fit in your pocket.

4:00PM - 4:30PM
The Other Side of Game Dev: Project Setup, Multi-Platform Development, and Analytics
Paul Oliver, Director of Developer Support,  Epic Games  
In this session we will discuss best practices for setting up an Unreal project for multiplatform development, as well as critical steps to take when shipping a live mobile game in today's market. Learn how to gauge and improve the health of your game using the array of tools integrated with Unreal.

4:30PM - 5:00PM
Working With Large Files On GitHub
Brent Beer, Sales Engineer, GitHub 
Join this short walkthrough exploring how Git and GitHub handle large files. We'll first take a look at a basic workflow on GitHub to get comfortable with how we'll work, then we'll talk about large files and how you can integrate them into this workflow to collaborate with your teams in the best way possible.

5:00PM - 7:00PM
Livestream ends. Attendees hang out for happy hour at the GitHub bar. 

We look forward to seeing you soon!