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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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.
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’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.
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
There’s something creative about Brighton, so it’s the perfect place to have the conference.
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:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
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.
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