Claudia Doppioslash is a Graphics Programmer, a speaker and an author. Her favourite achievement as a gamedev, is having built a Physically Based lighting system from scratch for Unity. She's the author of the Apress book "Physically Based Shader Development for Unity 2017", and of the Pluralsight course "Developing Custom Shaders in Unity". Easily bored, she has jumped from industry to industry, in search of interesting challenges. Hence the variety of fields she's been in: mobile dev, gamedev, and functional programming. She's particularly interested in physically based rendering, procedural techniques for game art, and in developing AI for storytelling. She likes to share her knowledge, taking pride in delivering it in a streamlined, and time-effective way.
The Physically Based revolution has been around for a while now. Even though you have adopted PBR successfully, you might still have many unanswered questions about how it works. Why doesn't the Substance Designer preview viewport match the results in engine? While we're on that topic, why no viewport in any program matches another software's viewport exactly, ever? What are Linear and Gamma precisely, and why do we bother with them? What practices which were absolutely common before Physically Based workflows arised, are going to break the realism of your materials in subtle ways? This talk has (most of) the answers to these, and many other questions you might have about Physically Based Rendering. Claudia Doppioslash guides you through the maze of Physically Based workflows, showing you how the physics of light impacts your workflows in practice. And including only sporadic references to mind-bending physics.
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We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
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Develop is important – the networking is very important. And go to talks they’re inspiring and get your creative juices flowing, they can make you think and you’ll learn how other people do things.
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
Develop is the must-attend event for the games industry in the UK. It’s where we all come together and learn from each other. It’s the best way into the industry and it’s the best place to learn from your colleagues.
I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
I’ve felt a big passion here at Develop!
Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
There really is a huge mix of people at Develop - loads of peers that you can learn from and the perfect blend of every element of game development as well.
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