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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One of the things I like about Develop is it brings people together from across Europe and the whole world. There is a very high level of professionals here, so you have company leaders having drinks with juniors from their community.
Dr Mata Haggis-Burridge
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.
It’s really nice to see some of the younger people in our studio come to Develop, interact with other people in the dev community and make new contacts. I think it’s really important to learn from other people.
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
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.
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 is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
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.
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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