SIGGRAPH 2019

July 28 - August 1
Los Angeles
Video courtesy of Quixel

Experience everything Unreal and more at Siggraph 2019

Join us at SIGGRAPH 2019 in Los Angeles and discover how trailblazers across the industry are using Unreal Engine to change the art of filmmaking, with new virtual production techniques and on-the-fly ray tracing for final pixels in real time. Plus, see what's new in our very latest version!


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Agenda at a Glance

  • Monday, Jul 29
  • Tuesday, Jul 30
  • Wednesday, Jul 31
  • Thursday, Aug 1
Time  Description  Location  
3:00 PM - 4:00 PMThe Orpheum Theatre, 842 S. BroadwayUnreal Engine User Group - Networking, beverages, and demosJoin us for refreshments and networking prior to the presentations. You can also take this opportunity to check out some great demonstrations in the lobby, including the HoloLens 2.
4:00 PM - 5:30 PMThe Orpheum Theatre, 842 S. BroadwayUnreal Engine User Group - PresentationsDon't miss special presentations from ILMxLAB, Walt Disney Imagineering, Digital Domain, The Third Floor, Cine Tracer, and more! Plus, find out what the future holds for Unreal Engine in the media and entertainment space from Epic's CTO, Kim Libreri.
5:30 PM - 7:30 PMThe Orpheum Theatre, 842 S. BroadwayUnreal Engine User Group - Networking, beverages, and food trucksRound off the afternoon with some more tasty refreshments. We'll be serving beverages and bringing in the food trucks!
Time  Description  Location  
9:30 AMHall H, Booth 1319DEMO - Real-Time Archviz with Unreal EngineJoin Epic Games' Technical Evangelist and Educator Craig Barr to find out how Unreal Engine lets stakeholders truly experience architectural designs before they are built. With over 20 years of experience in 3D animation, VFX, software production, and content creation for a variety of industries, Craig Barr brings a unique perspective to the topic.
10:00 AMHall H, Booth 1319FOX VFX LAB - Virtual Production and Collaborative Filmmaking in Unreal EngineJoin UE Supervisor Adam Maier as he reveals how Fox VFX Lab is using Unreal Engine to bring collaborative tools and workflows to virtual production. Prior to leading the Unreal Engine team at the company, Adam has worked in both film and television production, shipped numerous AAA games, and developed VR and AR projects.
10:30 AMHall H, Booth 1319DEMO - Fundamentals of Ray Tracing in Unreal EngineBefore joining Epic as a Trainer, Sean Spitzer worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director. Today, he'll take you through the recently introduced real-time ray tracing features in Unreal Engine.
10:45 AM - 12:15 PMRoom 403 ABTALK - Foundational Principles and Technologies of the MetaverseScience-fiction notions of “the metaverse” are slowly becoming a reality as products such as Fortnite, Minecraft, and Roblox bring immersive social experiences to hundreds of millions of people and blur the boundaries between games and social networks. In this talk, Tim Sweeney, Founder and CEO of Epic Games, explores the foundational technologies, economies, and freedoms required to build this future medium as a force for good.
11:00 AMHall H, Booth 1319GIANTSTEP - Digital Humans 101: The Process Behind "Project Vincent"GiantStep's VFX/CG Supervisor Daiske Sakamoto and Real-Time Engine TD Sung Ku Kang will let you into the secrets behind the digital human in Project Vincent. They'll cover both the artistic aspects, such as asset creation and facial/body scanning, and the technical aspects, including Python scripting and machine learning. 
11:30 AMHall H, Booth 1319DEMO - Crafting Experiences: Building Interactivity with Unreal EngineIn this session, Daryl Obert will take you through the process of building interactive experiences in Unreal Engine. A 25+ year CG veteran, Daryl currently works as a Technical Marketing Specialist and Evangelist for Epic's Enterprise team, serving the AEC, media & entertainment, automotive, manufacturing, and product design sectors.
12:00 PMHall H, Booth 1319MAGIC LEAP - Spatial Computing and the Future of EnterpriseThroughout her career, Magic Leap's Developer and Creator Evangelism Lead Tricia Katz has focused on emerging technologies and developing experiences in the VR and AR space. In this session, Tricia will discuss spatial computing and reveal the company's vision of the future for the enterprise space with Magic Leap and Unreal Engine. 
12:30 PMHall H, Booth 1319THE THIRD FLOOR - Tapping into Virtual Production for "Game of Thrones" Final SeasonIn this session, Virtual Production Supervisor Kaya Jabar from The Third Floor, Inc. will discuss the team's work on the acclaimed HBO series Game of Thrones. Kaya will take us behind the scenes to explain the virtual production tools used to achieve ambitious shots and sequences in the most anticipated finale season.    
1:00 PMHall H, Booth 1319SEQUIN - Using Unreal Engine to Plan Choreographed AR PerformancesSequin, Inc. creates viral augmented reality entertainment. In this presentation, Lawrence Jones, Co-Founding Partner and Executive Creative Director, and Justin LaBroad, VP of Engineering, look at how UE4 enabled them to deliver a live choreographed AR performance at BBMA 2019 for Madonna and her creative team.
1:30 PMHall H, Booth 1319FRAMESTORE - Next-Gen RidesJoin CG Supervisor of Framestore's Rides division Amanda Johnstone-Batt as she reveals how the future of theme parks will leverage real-time technology to let guests drive the narrative of their experience. Amanda has an impressive raft of credits in the VFX sphere, working across major companies including Double Negative, Dreamworks, and Weta.
2:00 PMHall H, Booth 1319HOK - Gaming the Future of ArchitectureJoin Greg Schleusner, Director of Design Technology Innovation at HOK, for an insight into how game engines are shaking up the ways we can experience designs. At HOK, Greg leads the implementation and support of new design technologies, including the integration of Unreal Engine into the HOK design and delivery process.
2:30 PMHall H, Booth 1319DEMO - Creating Unreal Visualizations with TwinmotionIn this session, Epic Games' Technical Evangelist and Educator Craig Barr will introduce you to the latest member of the Unreal Engine family—Twinmotion. Powered by Unreal Engine, Twinmotion delivers fast, easy, high-quality visualization for architecture, construction, urban planning, and landscaping professionals.
3:00 PMHall H, Booth 1319HALON ENTERTAINMENT - A Rewarding Journey: Our Early Adoption of Unreal EngineJoin Daniel Gregoire, Founder and Chairman of the Board of Halon Entertainment, as he discusses the company's decision to be an early adopter of Unreal Engine for visualization, game trailers, rides, and more. Daniel will reveal what it took to be successful, where they are now, and what the future holds. 
3:30 PMHall H, Booth 1319DEMO - PBR Workflows in Unreal EngineIn this session, Epic Games Trainer Sean Spitzer will take you through workflows for physically based rendering in Unreal Engine. Before joining Epic, Sean worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director.
4:00 PMHall H, Booth 1319CINE TRACER - Cinematic Lighting with Emotion in Unreal EngineJoin real-world cinematographer Matt Workman as he creates realistic cinematic scenarios using the latest real-time ray tracing lighting features in Unreal Engine.
Matt—the developer of Cine Tracer and founder of Cinematography Database—has worked as a commercial cinematographer for major brands in NYC for 10 years.
4:30 PMHall H, Booth 1319DEMO - Sequencer for Linear Animation WorkflowsLuis Cataldi, Global Education Evangelist for Unreal Engine, will show how to use Sequencer to assemble both character and environmental linear animation effects to create a cinematic experience. Luis has been working in the computer graphic industry for more than 20 years in a variety of roles from character rigger to FX artist.
5:00 PMHall H, Booth 1319CAPACITY - Expanding Possibilities: The Journey from Pre-Rendered to Real TimeJoin Creative Director Benji Thiem as he explores the journey from pre-rendered frames to real-time final pixels. Originally trained in film production, Benji has been a part of every major project at Capacity over the years, and has helped spearhead numerous ambitious collaborations with Riot Games, Activision Blizzard, Psyonix, and many others. 
5:30 PMHall H, Booth 1319DEMO - Design Visualization Using Unreal Engine 4.23In this session, Epic Games Technical Marketing Specialist and Evangelist Daryl Obert explores some of the new features of Unreal Engine 4.23 and what they bring to design visualization. A 25+ year CG veteran, Daryl is a subject-matter expert in VR/AR, visualization, animation, rendering, VFX, modeling, motion capture, and compositing.
Time  Description  Location  
9:30 AMHall H, Booth 1319DEMO - PBR Workflows in Unreal EngineIn this session, Epic Games Trainer Sean Spitzer will take you through workflows for physically based rendering in Unreal Engine. Before joining Epic, Sean worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director.
10:00 AMHall H, Booth 1319CAPACITY - Expanding Possibilities: The Journey from Pre-Rendered to Real TimeJoin Creative Director Benji Thiem as he explores the journey from pre-rendered frames to real-time final pixels. Originally trained in film production, Benji has been a part of every major project at Capacity over the years, and has helped spearhead numerous ambitious collaborations with Riot Games, Activision Blizzard, Psyonix, and many others. 
10:00 AMRoom 405TECH TALK - Causing Chaos: Physics and Destruction in Unreal EngineGet a look at the future of physics and destruction in Unreal Engine as our presenters walk through features that give content creators the tools they need to build highly interactive worlds that can be fractured, shattered, and demolished. With Jim Van Allen, Matthias Worch, and Michael Lentine from Epic Games, and Jeff Rous from Intel.
10:30 AMHall H, Booth 1319DEMO - Design Visualization Using Unreal Engine 4.23In this session, Epic Games Technical Marketing Specialist and Evangelist Daryl Obert explores some of the new features of Unreal Engine 4.23 and what they bring to design visualization. A 25+ year CG veteran, Daryl is a subject-matter expert in VR/AR, visualization, animation, rendering, VFX, modeling, motion capture, and compositing.
11:00 AMHall H, Booth 1319DIGITAL DOMAIN - Building a Real-Time Digital Human Framework for Live EventsIn this session, Senior Unreal Engine Engineer Chad Reddick and Senior Unreal Engine Software Developer Jason Briggs will discuss their work on a framework within Unreal Engine to manage the capture, rendering, camera work, and character switching required for live digital human performances, such as the one recently demonstrated on the TED stage.
11:00 AMRoom 405TECH TALK - Virtual Production in Unreal EngineDavid Hurtubise and Philippe Rebours will give a comprehensive overview of UE4's virtual production tools, and highlight new features coming to Unreal Engine 4.23, followed by an in-depth look into a case study in virtual production set in the world of Fortnite, presented by Jacob Buck and Joji Tsuruga.   
11.30 AMHall H, Booth 1319QUIXEL - "Rebirth": Leveraging Scan Data in UE4In this session, Quixel's Head of Evangelism Galen Davies will take an in-depth look at the company's recent Rebirth demo. Find out how a small team can leverage nondestructive and procedural workflows with Megascans high-quality scan data and Unreal Engine to create photorealistic imagery with unprecedented ease and flexibility.
 
12:00 PMHall H, Booth 1319ILMxLAB - Inside "Vader Immortal"Join FX Lead Jeff Grebe for a behind-the-scenes look at how ILMxLAB brought Vader Immortal: A Star Wars VR Series to life. Prior to joining ILMxLAB, Jeff spent 18 years with Industrial Light & Magic as an FX supervisor and artist working on some of Hollywood's largest blockbusters.
12:30 PMHall H, Booth 1319MAGIC LEAP - Spatial Computing and the Future of EnterpriseThroughout her career, Magic Leap's Developer and Creator Evangelism Lead Tricia Katz has focused on emerging technologies and developing experiences in the VR and AR space. In this session, Tricia will discuss spatial computing and reveal the company's vision of the future for the enterprise space with Magic Leap and Unreal Engine. 
1:00 PMHall H, Booth 1319SEQUIN - Using Unreal Engine to Plan Choreographed AR PerformancesSequin, Inc. creates viral augmented reality entertainment. In this presentation, Lawrence Jones, Co-Founding Partner and Executive Creative Director, and Justin LaBroad, VP of Engineering, look at how UE4 enabled them to deliver a live choreographed AR performance at BBMA 2019 for Madonna and her creative team.
1:00 PMRoom 405TECH TALK - Ray Tracing in Unreal Engine 4.23Epic's Juan Cañada, Lead Engineer, and Patrick Kelly, Senior Rendering Programmer, offer an up-close look at ray tracing in Unreal Engine 4.23, and demonstrate the processes and techniques for creating cinematic-quality real-time lighting. Prior to joining Epic, Juan spent over 12 years at Next Limit, while Patrick's resume includes roles at DreamWorks Animation, Weta Digital, and Walt Disney Animation Studios.
1:30 PMHall H, Booth 1319FRAMESTORE - Next-Gen RidesJoin CG Supervisor of Framestore's Rides division Amanda Johnstone-Batt as she reveals how the future of theme parks will leverage real-time technology to let guests drive the narrative of their experience. Amanda has an impressive raft of credits in the VFX sphere, working across major companies including Double Negative, Dreamworks, and Weta.
2:00 PMHall H, Booth 1319HOK - Gaming the Future of ArchitectureJoin Greg Schleusner, Director of Design Technology Innovation at HOK, for an insight into how game engines are shaking up the ways we can experience designs. At HOK, Greg leads the implementation and support of new design technologies, including the integration of Unreal Engine into the HOK design and delivery process.
2:00 PMRoom 405TECH TALK - In-Camera VFX with Unreal EngineAdvances in both LED panel technology and Unreal Engine have enabled in-camera VFX to become a reality—actors can be placed into scenes live instead of composited in post, and photographic elements can take advantage of environment lighting and reflections. Epic Product Manager Ryan Mayeda breaks down this new approach to filmmaking.
2:30 PMHall H, Booth 1319DEMO - Fundamentals of Ray Tracing in Unreal EngineBefore joining Epic as a Trainer, Sean Spitzer worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director. Today, he'll take you through the recently introduced real-time ray tracing features in Unreal Engine.
2:30 PM - 4:00 PMRoom 507BOF - Visualizing the Future Demand for Real-Time 3D SkillsJoin the Epic Games Education Team in a conversation about real-time 3D skills in this Birds of a Feather discussion moderated by Linda Sellheim. The opportunities associated with 3D graphics and real-time 3D are widespread and in demand. We want to share resources and learn what you are doing in the classroom.
3:30 PMHall H, Booth 1319DEMO - Crafting Experiences: Building Interactivity with Unreal EngineIn this session, Daryl Obert will take you through the process of building interactive experiences in Unreal Engine. A 25+ year CG veteran, Daryl currently works as a Technical Marketing Specialist and Evangelist for Epic's Enterprise team, serving the AEC, media & entertainment, automotive, manufacturing, and product design sectors.
4:00 PMHall H, Booth 1319DEMO - Creating Unreal Visualizations with TwinmotionIn this session, Epic Games' Technical Evangelist and Educator Craig Barr will introduce you to the latest member of the Unreal Engine family—Twinmotion. Powered by Unreal Engine, Twinmotion delivers fast, easy, high-quality visualization for architecture, construction, urban planning, and landscaping professionals.
4:30 PMHall H, Booth 1319ILMxLAB - Inside "Vader Immortal"Join FX Lead Jeff Grebe for a behind-the-scenes look at how ILMxLAB brought Vader Immortal: A Star Wars VR Series to life. Prior to joining ILMxLAB, Jeff spent 18 years with Industrial Light & Magic as an FX supervisor and artist working on some of Hollywood's largest blockbusters.
5:00 PMHall H, Booth 1319GIANTSTEP - Digital Humans 101: The Process Behind "Project Vincent"GiantStep's VFX/CG Supervisor Daiske Sakamoto and Real-Time Engine TD Sung Ku Kang will let you into the secrets behind the digital human in Project Vincent. They'll cover both the artistic aspects, such as asset creation and facial/body scanning, and the technical aspects, including Python scripting and machine learning. 
5:30 PMHall H, Booth 1319DEMO - Real-Time Archviz with Unreal EngineJoin Epic Games' Technical Evangelist and Educator Craig Barr to find out how Unreal Engine lets stakeholders truly experience architectural designs before they are built. With over 20 years of experience in 3D animation, VFX, software production, and content creation for a variety of industries, Craig Barr brings a unique perspective to the topic.
Time  Description  Location  
9:30 AMHall H, Booth 1319DEMO - Design Visualization Using Unreal Engine 4.23In this session, Epic Games Technical Marketing Specialist and Evangelist Daryl Obert explores some of the new features of Unreal Engine 4.23 and what they bring to design visualization. A 25+ year CG veteran, Daryl is a subject-matter expert in VR/AR, visualization, animation, rendering, VFX, modeling, motion capture, and compositing.
10:00 AMHall H, Booth 1319QUIXEL - "Rebirth": Leveraging Scan Data in UE4In this session, Quixel's Head of Evangelism Galen Davies will take in-depth look at the company's recent Rebirth demo. Find out how a small team can leverage nondestructive and procedural workflows with Megascans high-quality scan data and Unreal Engine to create photorealistic imagery with unprecedented ease and flexibility.
 
10:30 AMHall H, Booth 1319DEMO - Sequencer for Linear Animation WorkflowsLuis Cataldi, Global Education Evangelist for Unreal Engine, will show how to use Sequencer to assemble both character and environmental linear animation effects to create a cinematic experience. Luis has been working in the computer graphic industry for more than 20 years in a variety of roles from character rigger to FX artist.
10:45 AMHall J, Experience Presentation TheaterMAGIC LEAP - Undersea: Mixed Reality Tech & Art Lessons learnedThe Undersea is a graphically vibrant and compelling mixed-reality experience that puts fish, coral reefs and ocean vistas in your space. This talk presents some of the Tech and Art challenges faced in building content for spatial computing using Unreal Engine and Vulkan for the Magic Leap One headset.
11:00 AMHall H, Booth 1319DIGITAL DOMAIN - Building a Real-Time Digital Human Framework for Live EventsIn this session, Senior Unreal Engine Engineer Chad Reddick and Senior Unreal Engine Software Developer Jason Briggs will discuss their work on a framework within Unreal Engine to manage the capture, rendering, camera work, and character switching required for live digital human performances, such as the one recently demonstrated on the TED stage.
11:30 AMHall H, Booth 1319DEMO - Real-time Archviz with Unreal EngineJoin Epic Games' Technical Evangelist and Educator Craig Barr to find out how Unreal Engine lets stakeholders truly experience architectural designs before they are built. With over 20 years of experience in 3D animation, VFX, software production, and content creation for a variety of industries, Craig Barr brings a unique perspective to the topic.
12:00 PMHall H, Booth 1319DEMO - Creating Unreal Visualizations with TwinmotionIn this session, Epic Games' Technical Evangelist and Educator Craig Barr will introduce you to the latest member of the Unreal Engine family—Twinmotion. Powered by Unreal Engine, Twinmotion delivers fast, easy, high-quality visualization for architecture, construction, urban planning, and landscaping professionals.
12:00 PM - 1:30 PMRoom 503CAREER PANEL - The Future Demand for Real-Time 3D Skills Learn from our panel of professionals, moderated by Linda Sellheim of Epic Games, how you can apply your real-time 3D skills to a wide range of industries. From games and film to architecture and manufacturing, the opportunities associated with 3D graphics and real-time 3D are widespread.
12:30 PMHall H, Booth 1319FOX VFX LAB - Virtual Production and Collaborative Filmmaking in Unreal EngineJoin UE Supervisor Adam Maier as he reveals how Fox VFX Lab is using Unreal Engine to bring collaborative tools and workflows to virtual production. Prior to leading the Unreal Engine team at the company, Adam has worked in both film and television production, shipped numerous AAA games, and developed VR and AR projects.
1:00 PMHall H, Booth 1319DEMO - Fundamentals of Ray Tracing in Unreal EngineBefore joining Epic as a Trainer, Sean Spitzer worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director. Today, he'll take you through the recently introduced real-time ray tracing features in Unreal Engine.
1:30 PMHall H, Booth 1319HALON ENTERTAINMENT - A Rewarding Journey: Our Early Adoption of Unreal EngineJoin Daniel Gregoire, Founder and Chairman of the Board of Halon Entertainment, as he discusses the company's decision to be an early adopter of Unreal Engine for visualization, game trailers, rides, and more. Daniel will reveal what it took to be successful, where they are now, and what the future holds. 
2:30 PMHall H, Booth 1319DEMO - PBR Workflows in Unreal EngineIn this session, Epic Games Trainer Sean Spitzer will take you through workflows for physically based rendering in Unreal Engine. Before joining Epic, Sean worked in the entertainment industry for over 20 years as an Art Lead, Art Director, Creative Director, Outsource Manager, and Technical Director.

Featured speakers

Tim Sweeney
Founder and CEO
Epic Games
Tim Sweeney is the founder and CEO of Epic Games. Tim started Epic in 1991 with the release of its first shareware game, and then wrote much of the first-generation Unreal Engine. He has led the company through the eras of PC, console, and mobile gaming, and is now looking forward into the emerging worlds of free-to-play, virtual reality, and augmented reality.
Vicki Dobbs Beck
Executive in Charge
ILMxLAB
Vicki has more than 30 years of management experience in the entertainment industry. As Executive in Charge at ILMxLAB, she's leading an award-winning team that is pioneering immersive storytelling powered by real-time computer graphics, using VR, AR, and other emerging technologies to create installations like CARNE y ARENA and Star Wars: Secrets of the Empire.
Daniel Gregoire
Founder
Halon Entertainment
With 20 years of experience of creative leadership in film and entertainment technology, Daniel now sits as Chairman of the Board of Halon, overseeing high-profile projects including Oscar award-winning films Birdman, Life of Pi, AVATAR, Jurassic World, Hunger Games, Planet of the Apes, Star Trek into Darkness, World War Z, War of the Worlds, Logan, Kong Skull Island, and more. 
Galen Davis
Head of Evangelism
Quixel
Galen is Head of Evangelism for Quixel, makers of Megascans, the world's largest scan library. Before joining the Swedish-based company, Galen worked as an environment artist in the games industry, contributing to franchises like Bioshock, Borderlands, Evolve, Star Wars, and the most recent God of War title.
Sam Nicholson, ASC
CEO and Founder
Stargate Studios
Sam has been involved in film and television production for over 40 years, beginning as on-set visual effect supervisor on Star Trek: The Motion Picture and the groundbreaking Max Headroom. As founder of Stargate Studios, he has provided award-winning visual effects for numerous shows including The Walking Dead, Grey’s Anatomy, 24, and the feature film Happytime Murders.
Kaya Jabar
Virtual Production Supervisor
The Third Floor
Kaya started her career in game development, with a focus on cinematics and animation systems. Since joining The Third Floor, she has been working closely with film and TV productions to facilitate the use of emerging technology on set. Her recent credits include Solo: A Star Wars Story, Christopher Robin, Dumbo, and HBO's Game of Thrones.
Matt Workman
Developer
Cine Tracer
Matt is the founder of Cinematography Database and has worked as a commercial cinematographer in NYC for 10 years, with brands like Facebook, Google, BMW, and L’Oreal. In 2014, Matt began to develop visualization software for the film industry. His most recent project, Cine Tracer, is a real-time cinematography simulator. 
Kim Libreri
Chief Technology Officer
Epic Games
Kim’s career in digital technology and visual effects spans over 20 years, and he has credits on more than 25 films including Super 8, Speed Racer, Poseidon, and The Matrix trilogy, for which he helped to develop the iconic bullet-time effect. As CTO at Epic, Kim is responsible for making Unreal Engine the platform of choice for all kinds of interactive experiences.
Bei Yang
Technology Studio Executive
Walt Disney Imagineering
Bei reviews and advises technical implementation plans for WDI projects and processes involving computer graphics, show control, and overall systems integration. Prior to joining Imagineering, Bei was a VFX programmer for Schell Games, where his responsibilities included shading and lighting development, particle systems, and 3D stereoscopic effects.
 
Doug Roble
Sr. Director of Software R&D
Digital Domain
During his 25+ years at Digital Domain, Doug has worked on a myriad of projects, including Titantic, The Day After Tomorrow, and Meet the Robinsons, and created two Sci-Tech award-winning tools in the process. He's currently fascinated with incorporating machine learning techniques into visual effects, especially character animation. 
Greg Schleusner
Director of Design Technology Innovation
HOK
Greg Schleusner has been with architecture giant HOK for over a decade. He leads the implementation and support of new design technologies at the company, including the integration of Unreal Engine into the HOK design and delivery process for both visualization and other future uses. 
Amanda Johnstone-Batt
CG Supervisor
Framestore
Amanda works within Framestore’s Rides division, where she applies her skills in CG and VFX to an exciting slate of theme park attractions and environmental media. Amanda has accrued an impressive raft of credits in the VFX sphere, working across major companies including Double Negative, Dreamworks, and Weta.

Unreal Engine: off the show floor

User Group at the Orpheum

Join us for a great afternoon at the iconic Orpheum Theatre on Monday, July 29.

 

Drinks and networking start at 3 PM, followed by a great line-up of speakers you won't want to miss at 4 PM, including special presentations from ILMxLAB, Walt Disney Imagineering, Digital Domain, The Third Floor, Cine Tracer, and more!

 

Get more details and save your spot below.

Tech Talks

Get the lowdown on the latest Unreal Engine features and workflows from the team behind the technology.

 

On Wednesday, July 31, head to room 405 to join any or all of our in-depth sessions:

 

  • Causing Chaos: Physics and Destruction in Unreal Engine - 10 AM
  • Virtual Production in Unreal Engine - 11 AM
  • Ray Tracing in Unreal Engine 4.23 - 1 PM
  • In-Camera VFX with Unreal Engine - 2 PM

See you at SIGGRAPH!


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