Unreal Dev Day Montreal 2017
who it's for
technical artists, graphics programmers, performance engineers, environment artists, character artists, cinematic artists, gameplay programmers
topics
UE4 GPU profiling; material instruction budgets; device profiles and QualitySwitch; baked Lightmass workflows; dynamic DFAO and skylight; forward MSAA VR rendering; Substance Painter to UE4 export; material functions tiling library; Sequencer cinematic pipeline; blueprint-driven particle effects
| title | author | length |
|---|---|---|
| UE4 Performance and Profiling | Zak Parrish | 58m |
Profiles early and often on target hardware using concrete commands and tools: use r.ScreenPercentage to check GPU vs CPU, run stat SceneRendering and stat… | ||
| Lighting with Unreal Engine Masterclass | Jerome Platteaux | 48m |
Unreal Engine lighting workflows compare deferred (default, full feature set) with forward (VR-optimized, uses MSAA) and show concrete tradeoffs: baked… | ||
| Paragon Character Texturing Pipeline | Harrison Moore | 48m |
Paragon character texturing uses Substance Painter master file to store masks, patterns and bakes and Unreal's Material Functions as a 400+ tiling-library so… | ||
| Fortnite Trailer Pipeline | Brian Pohl | 01h 00m |
A three‑minute cinematic trailer (six sequences, ~130 shots) is produced in ~20 weeks by teams of 5–20 using Unreal as the final‑pixel renderer; production… | ||
| Creating Complex In-Game Effects | Alan Willard | 47m |
Shows a working Jacob's Ladder built from Blueprints, Cascade particles, spline Materials and Timelines that actually arcs, branches and extinguishes in sync… | ||
| nothing matches | ||