Unreal Dev Days 2019

October 8 | Seattle
November 5 | NYC   
Image courtesy of Dauntless by Phoenix Labs

About Unreal Dev Days

Happening October 8 in Seattle and November 5 in NYC, Unreal Dev Days offers presentations and strategic info about Unreal Engine to help developers be as successful as possible.

We’re planning a fantastic day of content featuring Epic presenters and partners, designed to provide insight into the Unreal Engine roadmap, a preview of our open-world features, workflows for large-scale teams and projects, and the latest from our Seattle-based XR team.
 

Unreal Dev Days 2019 | Seattle, Oct. 8 | NYC, Nov. 5

  • Tuesday, Oct 8
  • Tuesday, Nov 5
Time  Location  Description  
9:00 AM Sheraton Grand Seattle, Ballroom LobbyBreakfast + Registration 
10:00 AMSheraton Grand Seattle, Ballroom CUnreal Engine RoadmapWe’ll kick off the day with a look at the latest features in UE 4.23 and a discussion of the features and developments coming to Unreal Engine.

Presented by Nick Penwarden, VP of Engineering, Epic Games
11:15 AMSheraton Grand Seattle, Ballroom CUnreal Engine Open World Preview and Landscape ToolsIn this presentation by Epic Principal Technical Artist Ryan Brucks, you'll get an overview of the current state of Open World Development in UE4–from the progress we have made thus far to where we want to be in the future. Upcoming features designed to put more power in the hands of creators will be demonstrated such as a new Landscape Layer System, Virtual Texturing, and Custom Blueprint Brushes. This talk is geared toward anybody with an interest in Open World Creation, Artistic Landscape Design or User Workflows.

Presented by Ryan Brucks, Principal Technical Artist, Epic Games, Inc.
12:15 PMSheraton Grand Seattle, Ballroom LobbyLunch
1:30 PMSheraton Grand Seattle, Ballroom CCutting the Cord: How Drifter Optimized and Delivered Robo Recall for Oculus QuestIn this presentation by Drifter's Matt Tonks and Ray Davis, the duo reveal how their small team tackled the challenge of porting Epic's robust Robo Recall to Oculus Quest without suffering and loss in gameplay. Topics covered include profiling performance budgets, game-thread challenges and optimizations, render thread/GPU challenges and optimizations, content optimization examples, audio optimizations, and best practices for VR titles in Unreal Engine.

Presented by:
Ray Davis, CEO, Drifter
Matt Tonks, Technical Director, Drifter
2:45 PMSheraton Grand Seattle, Ballroom CTools and Infrastructure for Large Teams
The tools that teams rely on for working with large projects typically evolves reactively, and often doesn't get the up-front engineering time and planning it deserves. In this talk, we'll discuss some of the tools and best practices we've developed at Epic for managing source control, operating our build farm, and keeping developers informed about relevant build failures at scale.

Presented by Ben Marsh, Lead Programmer, Epic Games, Inc.
4:00 PMSheraton Grand Seattle, Ballroom CThe Visual Technology of Gears 5: Improving Visuals While Achieving 60fps Using Unreal Engine 4In this presentation by The Coalition, the team outlines how they utilized tools like Houdini, Maya and a number of UE4's latest rendering features such as temporal upscaling, volumetric fog, distance fields, compute ray traced shadows, and bent normals for specular occlusion to craft the visually spectacular Gears 5. They'll also share strategies for building on top of Unreal to achieve the desired aesthetic, all while hitting a silky smooth 60 fps on Xbox.

Presented by Colin Penty, Studio Technical Art Director, The Coalition
5:15 PM Sheraton Grand Seattle, Ballroom CMixing the Real and Unreal: The Future of XR in UE4Epic XR Rendering Engineer Steve Smith will walk you through the current state of XR in UE4, the new XR features you'll find in the engine, and where we are headed. This talk will cover the new OpenXR API and how that fits in UE4 and the ecosystem in general, Variable Rate Shading (or, how to put more into your pixels for less cost), new features/functionality around AR (Augmented Reality), and updates for Hololens 2 support.

Presented by Steve Smith, XR Rendering Engineer, Epic Games, Inc.
6:15 PM Sheraton Grand Seattle, Ballroom LobbyMixer
Time  Location  Description  
9:00 AMNew World Stages, Orchestra LobbyBreakfast + Registration
10:00 AMNew World Stages, Stage 2Unreal Engine RoadmapWe’ll kick off the day with a look at the latest features in UE 4.23 and a discussion of the features and developments coming to Unreal Engine.

Presented by Marcus Wassmer, Engineering Director, Graphics, Epic Games
11:15 AMNew World Stages, Stage 2Unreal Engine Open World Preview and Landscape ToolsIn this presentation by Epic Principal Technical Artist Ryan Brucks, you'll get an overview of the current state of Open World Development in UE4–from the progress we have made thus far to where we want to be in the future. Upcoming features designed to put more power in the hands of creators will be demonstrated such as a new Landscape Layer System, Virtual Texturing, and Custom Blueprint Brushes. This talk is geared toward anybody with an interest in Open World Creation, Artistic Landscape Design or User Workflows.

Presented by Ryan Brucks, Principal Technical Artist, Epic Games, Inc.
12:15 PMNew World Stages, Orchestra LobbyLunch
1:30 PMNew World Stages, Stage 2Cutting the Cord: How Drifter Optimized and Delivered Robo Recall for Oculus QuestIn this presentation by Drifter's Matt Tonks and Ray Davis, the duo reveal how their small team tackled the challenge of porting Epic's robust Robo Recall to Oculus Quest without suffering and loss in gameplay. Topics covered include profiling performance budgets, game-thread challenges and optimizations, render thread/GPU challenges and optimizations, content optimization examples, audio optimizations, and best practices for VR titles in Unreal Engine.

Presented by:
Ray Davis, CEO, Drifter
Matt Tonks, Technical Director, Drifter
2:45 PM New World Stages, Stage 2Tools and Infrastructure for Large Teams
The tools that teams rely on for working with large projects typically evolves reactively, and often doesn't get the up-front engineering time and planning it deserves. In this talk, we'll discuss some of the tools and best practices we've developed at Epic for managing source control, operating our build farm, and keeping developers informed about relevant build failures at scale.

Presented by Ben Marsh, Lead Programmer, Epic Games, Inc.
4:00 PMNew World Stages, Stage 2The Visual Technology of Gears 5: Improving Visuals While Achieving 60fps Using Unreal Engine 4In this presentation by The Coalition, the team outlines how they utilized tools like Houdini, Maya and a number of UE4's latest rendering features such as temporal upscaling, volumetric fog, distance fields, compute ray traced shadows, and bent normals for specular occlusion to craft the visually spectacular Gears 5. They'll also share strategies for building on top of Unreal to achieve the desired aesthetic, all while hitting a silky smooth 60 fps on Xbox.

Presented by Colin Penty, Studio Technical Art Director, The Coalition
5:15 PM New World Stages, Stage 2Mixing the Real and Unreal: The Future of XR in UE4Epic XR Rendering Engineer Steve Smith will walk you through the current state of XR in UE4, the new XR features you'll find in the engine, and where we are headed. This talk will cover the new OpenXR API and how that fits in UE4 and the ecosystem in general, Variable Rate Shading (or, how to put more into your pixels for less cost), new features/functionality around AR (Augmented Reality), and updates for Hololens 2 support.

​​​​​​​Presented by Steve Smith, XR Rendering Engineer, Epic Games, Inc.
6:15 PM New World Stages, Orchestra LobbyMixer

Unreal Dev Days 2019