GDC的Unity Track

GDC

Hi! I’m Tricia Gray, Unity’s Marketing Communications Director and Union’s Marketing Director. I am pretty excited about our upcoming presence at GDC in San Francisco. Particularly, the Unity Track Day on

嗨! 我是Unity的营销传播总监兼Union的营销总监Tricia Gray。 我很高兴我们即将在旧金山的GDC亮相。 特别是, 统一赛道日

Tuesday, March 1st, 10am to 6:15pm, Room 123 in the North Hall

3月1日,星期二,上午10点至下午6:15,北厅123室

Below is the schedule and description of our sessions. I will be posting more information on what’s happening at our booth later, but I hope to see you at our Unity Track!

以下是我们会议的日程安排和说明。 我将稍后在我们的展位上发布更多有关发生的事情的信息,但我希望在我们的Unity Track见到您!

时间表 (Schedule)

10-11:15am How to Make Money with Union & Technical Introduction to Unity3 Speakers: Brett Seyler, Tom Higgins, and Joe Robins Brett Seyler, the General Manager of Union, will discuss what Union is all about and how Union can help developers make money. You hear about Unity all the time, but never saw it in action? Always wanted to try it, but never got around to doing so? Tom and Joe will take you on a lightning tour of what Unity can do, and the platforms it can publish to, so you are well prepared to continue learning at the other Unity sessions.

10-11:15am 如何通过Union和Unity3技术简介赚钱 主讲人:Brett Seyler,Tom Higgins和 Union总经理Joe Robins Brett Seyler将讨论Union的意义以及Union如何帮助开发人员赚钱。 您一直都在听到关于Unity的信息,但从未见过它在起作用吗? 一直想尝试,但从未尝试过吗? Tom和Joe将带您闪电般地了解Unity的功能以及它可以发布的平台,因此您已准备好继续学习其他Unity会话。

11:15am-12:15pm Shader Authoring in Unity Speakers: Shawn White & Robert Cupisz It’s difficult to make a game today without writing at least one shader. Whether you’re indie, mainstream, or somewhere in the middle, having the ability to write your own shaders will give you what you need to make your game POP! Unity provides a suite of built-in shaders to get you started, but in this talk we’ll get you up to speed on what you need to know about writing your very own shaders in Unity.

11:15 am-12:15pm Shader在Unity中创作 演讲者:Shawn White和Robert Cupisz今天要编写游戏至少要编写一个着色器是很困难的。 无论您是独立的,主流的还是中间的某个人,都有能力编写自己的着色器,这将为您提供制作游戏POP所需的功能! Unity提供了一套内置的着色器来帮助您入门,但是在本讲座中,我们将带您快速了解在Unity中编写自己的着色器所需的知识。

12:15-1:45pm LUNCH

12:15-1:45PM 午餐

1:45-2:45pm Making the Unity Editor do what YOU want Speakers: Nicholas Francis & Amir Ebrahimi The extensibility of the Unity Editor is one of its great strengths.  Nicholas and Amir will show how to make the Unity Editor do exactly what you want, instead of what the creators of Unity thought you wanted.

1:45-2:45pm 使Unity编辑器按您的意愿工作 演讲者:Nicholas Francis和Amir Ebrahimi Unity编辑器的可扩展性是其强大的优势之一。 Nicholas和Amir将展示如何使Unity Editor完全按照您想要的方式执行,而不是Unity的创建者认为您想要的。

2:45-3:00pm BREAK

2:45-3:00 BREAK

3-4:00pm Building a Better Asset Pipeline Speakers: Adam Mechtley With support for a variety of native file formats, Unity has one of the most streamlined asset pipelines for models, textures, and other game assets. This talk will focus on advanced techniques that users can use to extend Unity’s asset pipeline to automate tasks and enhance interoperability with other industry-standard software such as Autodesk Maya.

3-4:00pm 建立更好的资产管道 发言人:Adam Mechtley支持多种本机文件格式,Unity是模型,纹理和其他游戏资产中最简化的资产管道之一。 本讲座将重点讨论高级技术,用户可使用这些高级技术来扩展Unity的资产管道以自动化任务并增强与其他行业标准软件(例如Autodesk Maya)的互操作性。

4:15-5:15pm How Electronic Arts uses Unity Speakers: Carlos Barbosa Carlos will discuss how Unity fits into the development workflow at EA Sports, and share their lessons learned from asset pipeline to distribution.

4:15-5:15pm Electronic Arts如何使用Unity 演讲者:Carlos Barbosa Carlos将讨论Unity如何适应EA Sports的开发工作流程,并分享从资产流水线到发行的经验教训。

5:15-6:15pm Optimizing for Mobile and Programming Work Flow Speakers: Erik Hemming & Lucas Meijer Unity is a 100% C/C++ based game engine that allows gamecode to be written in c#. We’ll describe how this all works when targetting mobile devices, and how to achieve the best looking content with the tools available in Unity. The talk will touch on topics such as profiling and debugging, and also look at how to best optimize the content for a particular platform. We’ll discuss different hardware as well as software limitations of the different mobile devices, and how those affect your target audience.

5:15-6:15pm 针对移动和编程工作流程的优化 演讲者:Erik Hemming和Lucas Meijer Unity是一个基于C / C ++的100%游戏引擎,允许用c#编写游戏代码。 我们将介绍在定位移动设备时所有这些工作原理,以及如何使用Unity中可用的工具获得最佳外观的内容。 演讲将涉及诸如概要分析和调试的主题,还将探讨如何针对特定平台最佳地优化内容。 我们将讨论不同移动设备的不同硬件和软件限制,以及这些限制如何影响您的目标受众。

翻译自: https://blogs.unity3d.com/2011/02/18/unity-track-at-gdc/

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