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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I absolutely love coming to Develop, it’s a brilliant, brilliant conference – you just know you’re guaranteed to meet everyone.
Jo Twist, OBE
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: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.
If you really want to have a good interface with the British game developer community then this is the place to come.
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.
A lot of the opportunities that come from being here are speaking to other developers who are doing exactly the same thing as you. And there are some good parties – it’s very much a pleasurable work experience!
Develop is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
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.
By coming to Develop what you get is the opportunity to network like you can’t in any other situation. Everyone knows everyone and it’s such a wonderful community feel.
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
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