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
There’s something creative about Brighton, so it’s the perfect place to have the conference.
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
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.
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.
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.
If you really want to have a good interface with the British game developer community then this is the place to come.
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 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!
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
There are many ways you can be part of Develop:Brighton 2020 - including speaking in the conference, taking a booth in the Expo or becoming a sponsor.Find out more