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O3DECon 2021 has ended
October 11-12, 2021
Los Angeles, CA, USA + Virtual
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The Sched app allows you to build your schedule but is not a substitute for your event registration. You must be registered for O3DECon 2021 to participate in the sessions. If you have not registered but would like to join us, please go to the event registration page to purchase a registration.

Please note: This schedule is automatically displayed in Pacific Daylight Time (UTC -7). To see the schedule in your preferred timezone, please select from the drop-down menu to the right, above "Filter by Date." The schedule is subject to change.

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Monday, October 11
 

8:00am PDT

9:00am PDT

Workshop: Networking - Karl Berg & Oleg Bezorudko-Chyrykalov, Amazon
This talk will cover the basics of local prediction based multiplayer, including its advantages and disadvantages; as well as how these algorithms have been adapted for use within O3DE. Attendees should gain general knowledge of what O3DE provides in terms of multiplayer functionality, as well as how to author their own multiplayer content.This talk will cover the basics of local prediction based multiplayer, including its advantages and disadvantages; as well as how these algorithms have been adapted for use within O3DE. Attendees should gain general knowledge of what O3DE provides in terms of multiplayer functionality, how to run the sample, as well as how to author their own multiplayer content.

Speakers
OB

Oleg Bezorudko-Chyrykalov

Product Manager, Amazon Web Services
avatar for Karl Berg

Karl Berg

Principal Engineer, Amazon
Karl is an experienced game developer with close to 20 years of industry experience. He has worked on numerous triple-A titles throughout his career for a variety of publishers and across a number of genres. While having touched nearly all aspects of game development over his career... Read More →


Monday October 11, 2021 9:00am - 9:45am PDT
Platinum Ballroom C

9:00am PDT

Workshop: Build the Engine and Project - Esteban Papp, Amazon
Esteban will walk the audience through how to build the engine and a default game. Esteban will cover different options the engine can be configured with. He will also go over different workflows available to build the game. This workshop is aimed at an audience that wants to get started on the Engine to either contribute to the engine or start building a game. This workshop will not dive deeply into the technical, but instead will be introductory and practical. For a deeper presentation on the internals of the build system, consider the "O3DE Build System" Session.

Speakers
avatar for Esteban Papp

Esteban Papp

Sr. Software Dev Engineer, AWS
Esteban has been working on O3DE/Lumberyard for over 4 years. He has worked on Animation, Optimizations, Memory improvements, and the Platform Abstraction Layer; he has also led the effort to migrate the build system to CMake; and has helped with Infrastructure/CI. He lately has been... Read More →



Monday October 11, 2021 9:00am - 9:45am PDT
Platinum Ballroom A

9:00am PDT

Workshop: Asset Pipeline - Joseph Stankowicz, Amazon
The O3DE Asset Processor is used to convert content from portable formats, like FBX for 3D content, to O3DE specific formats, such as azmodel files to represent 3D geometry. In this talk we'll cover the details on how we process assets with the Asset Processor in O3DE. Then, we'll go over how assets can be used at runtime. Our final topic will be asset bundling, we'll cover packaging up content for a release build of an O3DE project.

Speakers
avatar for Joseph Stankowicz

Joseph Stankowicz

SDE, Amazon
Software development engineer at Amazon Web Services, working on the O3DE Asset Pipeline.


Monday October 11, 2021 9:00am - 9:45am PDT
Platinum Ballroom B

9:45am PDT

Break
Monday October 11, 2021 9:45am - 10:15am PDT

10:15am PDT

Workshop: Core Libs & O3DE SDK - Derric McGarrah, Amazon
Derric McGarrah from Amazon will be performing a workshop on Deep Diving on what is the O3DE as an SDK Feature and how users can take advantage of using the O3D Engine as SDK to speed up iteration.

Speakers
DM

Derric McGarrah

Software Development Engineer, AWS Lumberyard
I have 10+ years of Professional experience, most of which is Game and Engine Development. I have worked with such companies as HP, Edge of Reality and MaxPlay before becoming a member of the Amazon Lumberyard team, which I have been with for the past 5 years.I am a generalist with... Read More →



Monday October 11, 2021 10:15am - 11:00am PDT
Platinum Ballroom C

10:15am PDT

Workshop: Editor 101 - Nick Van Sickle, Amazon
A birds' eye view of the systems that make up the O3DE Editor. This talk provides an overview of the underlying systems and frameworks that power the Open 3D Engine Editor, including the structure of its code, its usage of the Qt Widgets library for UI, and its integration with the O3DE component entity framework and Atom renderer.

Speakers
avatar for Nick Van Sickle

Nick Van Sickle

Amazon
Nicholas VanSickle is a Software Development Engineer at Amazon who works on the Open 3D Engine Editor. Prior to joining Amazon he’s worked as a tools engineer for Telltale Games and a full-stack team lead for a small team working on supervised, cloud-based machine learning.



Monday October 11, 2021 10:15am - 11:00am PDT
Platinum Ballroom A

10:15am PDT

Workshop: Working with Atom - Jonny Galloway & Chris Santora, Amazon
In this workshop, we'll dive deep into material type authoring workflows with live demonstrations of how to author and visualize custom material types. Extend built-in shader code and reusable material type files to get your own custom look and feel. We'll cover the latest material type file specification, and how to reuse common material shader code and json files. Then tie it all together in a look development pipeline to get a WYSIWYG understanding of the final result.

Speakers
avatar for Jonny Galloway

Jonny Galloway

Sr. Design Technologist, Amazon O3DE
Jonny Galloway is Sr. Design Technologist at Amazon working on technology, tools and workflows for creative professionals like video game developers and others who need the best in 3D and Realtime Rendering toolsets. He started in 1993 as a Media Service Intern making 3D clip art... Read More →
avatar for Chris Santora

Chris Santora

Senior Software Engineer, AWS
I'm one of the lead software engineers on the Atom renderer, primarily responsible for the material system, but also closely involved in the shader system and build pipeline. I designed and wrote most of the core material system code, and have been deeply involved in the design and... Read More →



Monday October 11, 2021 10:15am - 11:00am PDT
Platinum Ballroom B

11:10am PDT

Workshop: Atom Deep Dive - Anton Michels & Sid Moudgil, Amazon
Atom Deep Dive: In this talk we will dive into the RHI and the Pass System within Atom. The RHI (Render Hardware Interface) is an abstraction layer that sits at the lowest level and uses a frame graph to take advantage of explicit apis like Dx12, Vulkan and Metal. It provides a platform-agnostic, general purpose rendering API that abstracts away platform details while maintaining efficiency that is needed to be a high performing engine. The Pass System allows developers to define custom logic in Atom.  Passes are logical groupings of render work with a defined input and output. For example, a bloom pass might consist of a series of Gaussian blur passes.

Speakers
AM

Anton Michels

Rendering Lead, Amazon
Lead graphics engineer at Amazon working on O3DE, author of the Atom Pass System and owner of the rendering features domain.
avatar for Sidharth Moudgil

Sidharth Moudgil

Sr. Graphics Engineer, Amazon Web Services
Sidharth Moudgil is a Sr. Graphics lead at Amazon. He started working on Atom in the early days and since then has been specifically focused on developing the Render Hardware layer and the relevant back-end APIs like Dx12, Vulkan and Metal. These APIs allow Atom to run natively on... Read More →



Monday October 11, 2021 11:10am - 11:55am PDT
Platinum Ballroom C

11:10am PDT

Workshop: Extending the Editor - Chris Galvan, Amazon
Editor Extension - Is there a tool in the Editor that is missing what you need, or have you always wanted to build your own tool from scratch? This talk will teach you how to create your own custom tool in both C++ or Python. Once you learn the necessary APIs for communicating with the Editor, you will only be limited by your imagination.

For a general overview of the Editor, please consider attending the Editor 101 Workshop.

Speakers

Monday October 11, 2021 11:10am - 11:55am PDT
Platinum Ballroom A

11:10am PDT

Workshop: Animation System - Benjamin Jillich, Amazon
In this talk, we will go on a journey through the O3DE animation system and its editor.
We will talk about basic animation concepts like anim graphs and motion blending, dive into blend spaces, motion syncing and motion extraction, and use the Animation Editor to go from simple animation clips to a locomoting character.

Speakers
avatar for Benjamin Jillich

Benjamin Jillich

Animation System Tech Lead & Senior SDE, Amazon Web Services
Benjamin Jillich is the animation system tech lead and a software development engineer at AWS, where he focuses on advancing the state of real-time animation. He is the co-creator of the EMotion FX animation system, which is now part of O3DE, and has been developing animation technology... Read More →


Monday October 11, 2021 11:10am - 11:55am PDT
Platinum Ballroom B

11:55am PDT

Lunch Break (Attendees on Own)
Monday October 11, 2021 11:55am - 1:10pm PDT

1:10pm PDT

Workshop: Kythera AI - Fabio Anderegg, Kythera AI
Learn how you can install the Kythera AI Gem allowing you to add AI to your game. In this workshop, we will set up a Navigation Mesh and Behavior Trees that control two agents that interact with each other. We will also show advanced debugging tools and other features of Kythera AI that are already available or will be available soon in Open3D Engine.

Speakers
avatar for Fabio Anderegg

Fabio Anderegg

AI developer, Kythera AI
I am an AI developer at Kythera AI and the lead developer of our Open3D Engine Gem.I also worked on the initial upbringing of the O3DE Editor on Linux.



Monday October 11, 2021 1:10pm - 1:55pm PDT
Platinum Ballroom C

1:10pm PDT

Workshop: Optimizing Developer Workflows using Sourcegraph - Jonah Dueck, Sourcegraph
Sourcegraph has indexed over 2M open source repositories and counting to bring code search to the open source universe and code literacy to a much wider audience. By using Sourcegraph, developers can search, understand, and automate throughout their codebases. We will show you how you can improve your developer experience and optimize workflows as you contribute to the O3DE project; using Sourcegraph features like code search, code intelligence (go to definition; find reference), batch changes, IDE integrations, and more. By the end of this workshop, you’ll be able to use Sourcegraph to help you increase code reuse, improve code reviews, and understand who and what is being contributed to the O3DE project.

Speakers
avatar for Jonah Dueck

Jonah Dueck

Senior Customer Engineer, Sourcegraph
Jonah Dueck is a Senior Customer Engineer at Sourcegraph. He’s passionate about bringing code search to every developer and has had the pleasure of working with customers like Roblox, Netflix, and Twitter to help them improve their developer experience and tackle Big Code problems... Read More →


Monday October 11, 2021 1:10pm - 1:55pm PDT
Platinum Ballroom A

1:10pm PDT

Workshop: Terrain and Vegetation - Mike Balfour, Amazon
Building open world environments in a 3D Engine can be challenging as the expectations of scale and fidelity continue to increase over time.  In this session, we provide an introduction to the scalability challenges of vegetation and terrain systems.  We demonstrate how these challenges have been applied to the vegetation system design.  We also see how this design is being applied to a terrain system.  Finally, we look forward at ways to leverage these designs to create new world-building systems.

Speakers
avatar for Mike Balfour

Mike Balfour

Sr. Software Dev Engineer, Amazon Web Services
Mike Balfour is a Sr. Software Engineer at Amazon with a singular focus on providing the ability to author worlds of arbitrary size and complexity in O3DE/Lumberyard.  He first discovered his passion for the game industry by writing video games on a TRS-80 Model 1 at the age of five... Read More →



Monday October 11, 2021 1:10pm - 1:55pm PDT
Platinum Ballroom B

2:05pm PDT

Workshop: Rev the Engine- Designing the user experience in O3DE - Yuyi Hsu, Amazon
The content creation experience in O3DE is critical to the success of the project. Learn how the O3DE UI/UX SIG is improving the user experience in O3DE. We will share what we’ve learned from the O3DE customers including typical user persona’s, the top 10 workflows, and how each workflow could be improved. We will also share our data-driven approach to analyzing and improving user experience in O3DE. This session is a toolkit of best practices for design and will enable you to build your own tools and workflows in O3DE.

Speakers
avatar for Yuyi Hsu

Yuyi Hsu

UX Manager, Amazon Web Services
Yuyi Hsu is leading the UX research and design in AWS Game Tech. She's passionate about using data-driven approaches to deliver simple and elegant products that makes people's life easier.



Monday October 11, 2021 2:05pm - 2:50pm PDT
Platinum Ballroom C

2:05pm PDT

Workshop: Script Canvas - Luis Sempe, Amazon
In this workshop Luis Sempé provides an introduction to game development using Script Canvas, the visual scripting solution in O3DE. He will provide some background around the event-driven and entity/component nature of O3DE, he will guide you through a few introductory game systems and discuss common patterns and pitfalls.

Speakers
avatar for Luis Sempé

Luis Sempé

Sr. Software Developer, Amazon Web Services
Luis Sempé has been developing games for nearly 20 years, some of his proudest achievements include developing visual authoring tools that powered the dialog and gameplay systems in Deus Ex Human Revolution and Mankind Divided. In the past few years Luis has been developing Script... Read More →



Monday October 11, 2021 2:05pm - 2:50pm PDT
Platinum Ballroom A

2:05pm PDT

Workshop: Physics And Collisions - David Greer, Amazon
This talk will give an overview of physics functionality in O3DE and the Nvidia PhysX integration. It will outline the various components provided by the PhysX gem, some key workflows focusing on collider setup, and some common gotchas. It will also give an architectural overview including the minimal backend-agnostic physics API.

Speakers
avatar for David Greer

David Greer

Senior Software Development Engineer, Amazon
David Greer completed an Engineering Doctorate focusing on real-time physics-based character locomotion, making extensive use of Nvidia PhysX. Subsequently he joined a startup working on automated segmentation of medical imaging data utilising computer vision, image processing and... Read More →


Monday October 11, 2021 2:05pm - 2:50pm PDT
Platinum Ballroom B

2:50pm PDT

Break
Monday October 11, 2021 2:50pm - 3:20pm PDT

3:20pm PDT

Workshop: Coding Gems - Colin Byrne, Amazon
Creating reusable pieces of a project in O3DE. What O3DE objects are and how author them.

Speakers
avatar for Colin Byrne

Colin Byrne

Senior Programmer - Console and VR/AR Domain Lead, Amazon Web Services - Lumberyard
Colin Byrne has been in the games industry for over two decades. He joined Amazon Web Serives to work on the Lumberyard game engine, which is now fully open sourced as O3DE. He currently is the Console and VR/AR domain lead on the Lumberyard team. He is largely responsible for the... Read More →



Monday October 11, 2021 3:20pm - 4:05pm PDT
Platinum Ballroom C

3:20pm PDT

Workshop: Input Systems - David Bosnich, Amazon
Input is what differentiates interactive experiences from all other entertainment mediums. Regardless of genre or platform, every game is driven by some form of player interaction with a physical input device. But there are many different types of input devices, each of which can produce a wide range of input data, and the way this data is delivered to an application is rarely consistent across devices or platforms. As a cross platform game engine, we want to provide platform independent access to input data from any supported device, using a common interface that should be:
- Platform/device agnostic
- Extensible
- Efficient

In addition, input data should be:
- Obtainable by subscribing to receive events that are dispatched whenever an input device emits new data.
- Obtainable by polling the current state / value of an input device at any time.
- Able to support custom data payloads that add no overhead unless used.

Lastly, most games require support for one or more of the following:
- Input mapping, so that different types of input devices can be used to produce the same in-game actions (eg. keyboard space bar or gamepad A -> "Jump").
- Input contexts, so that different sets of input mappings are active depending on the in-game context (eg. running around vs driving a car vs flying a plane).
- Local user identification, so that different users can interact with the game at the same time (eg. local multiplayer, either co-op or versus).

Speakers
DB

David Bosnich

Senior Software Engineer, Amazon Web Services
Generalist software engineer with a passion for crafting simple APIs that encapsulate cross-platform functionality.


Monday October 11, 2021 3:20pm - 4:05pm PDT
Platinum Ballroom A

3:20pm PDT

Workshop: Introduction to O3DE PopcornFX Gem workflow, an advanced third-party VFX solution - Paul Hubert, PopcornFX
Join us for a first look at PopcornFX O3DE Gem, we'll present how to:
- Install and setup the gem in a project
- Import & play effects in levels, and the general workflow
- Start/stop and animate effect properties through Script Canvas
- Use TrackView to control effects in the timeline
We'll finish with information on the roadmap and Q&A.

Speakers
avatar for Paul Hubert

Paul Hubert

Graphics programmer, Persistant Studio - PopcornFX
I'm a graphics developer at PopcornFX. I'm working on rendering features for our editor and integrations and doing support for our internal art team. Recently, I have been working on rendering for our O3DE Gem.



Monday October 11, 2021 3:20pm - 4:05pm PDT
Platinum Ballroom B

4:15pm PDT

Workshop: Cross Platform - Colin Byrne, Amazon
How the O3DE Platform Abstraction Layer (PAL) works by extracting and isolating the platform specific code from the rest of the engine.

Speakers
avatar for Colin Byrne

Colin Byrne

Senior Programmer - Console and VR/AR Domain Lead, Amazon Web Services - Lumberyard
Colin Byrne has been in the games industry for over two decades. He joined Amazon Web Serives to work on the Lumberyard game engine, which is now fully open sourced as O3DE. He currently is the Console and VR/AR domain lead on the Lumberyard team. He is largely responsible for the... Read More →



Monday October 11, 2021 4:15pm - 5:00pm PDT
Platinum Ballroom C

4:15pm PDT

Workshop: Open Source and SIGs - Royal O'Brien, Linux Foundation
In this talk, we will take a moment to navigate the open-source world through the Open 3D Engine project. We will talk about special interest groups, getting involved, finding help, working with the community, advancing ideas, and features in a distributed decision environment.

Speakers
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →



Monday October 11, 2021 4:15pm - 5:00pm PDT
Platinum Ballroom A

4:15pm PDT

Workshop: Harnessing the power of AWS in O3DE - Pip Potter, Junbo Liang & Guanzhou Liu, Amazon
In this talk we will show how easy it is to build in the cloud for O3DE. The talk will look at the fundamentals for working with AWS cloud resources in your O3DE projects. This talk will also demonstrate how to utilize AWS enabled gems to power metrics, player authentication and other game centered features. Finally the team will cover how to utilize AWS and specifically Amazon GameLift to host and scale your servers in the cloud to drive multiplayer success.

Speakers
avatar for Pip Potter

Pip Potter

Amazon Web Services
Pip has 12 years plus experience building games and game services. He has worked across various teams at AWS to deliver game centered features including time as part of Amazon GameLift. He has shipped multiple game titles with small independent studios and at major publishers, focusing... Read More →
avatar for Junbo Liang

Junbo Liang

Amazon Web Services
Junbo has been a software development engineer at Amazon Web Services on Lumberyard/O3DE for more than 4 years. He used to work on the Cloud Canvas extension for the Lumberyard engine and is exploring the AWS solutions customized for O3DE. He is interested in integrating new AWS services... Read More →
avatar for Guanzhou Liu

Guanzhou Liu

Software Development Engineer, Amazon.com Services LLC
Guanzhou is a software engineer who has professional experience and knowledge background of AWS, he has contributed to EC2 Spot instance, EC2 Reserved Instance and AWS Savings Plan. Currently he is working to integrate AWS services with O3DE.



Monday October 11, 2021 4:15pm - 5:00pm PDT
Platinum Ballroom B
 
Tuesday, October 12
 

8:00am PDT

9:00am PDT

Welcome + State of the Union - Royal O'Brien, Linux Foundation
Speakers
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →


Tuesday October 12, 2021 9:00am - 9:15am PDT
Platinum Ballroom E

9:15am PDT

O3DE Sounds Great How Do I Get Involved! - Amy Marrich, Red Hat & Royal O'Brien, Linux Foundation
O3DE is a new project with.a new community. The goal of this session is to help people interested in joining the project to learn about the tools used, the project's processes, and how to get involved not just as a user but as a contributor. During this session, we will introduce attendees to the tools we use including Discord, the mailing lists and Calendar. In addition, we will go over the basics of the GitHub workflow and how O3DE uses it as well as project specific processes. These processes will include how SiGs are utilized for tasks such as meeting agendas, both code and documentation contributions, as well as other processes.

Speakers
avatar for Amy Marrich

Amy Marrich

Principal Technical Marketing Manager, Red Hat
Amy Marrich is a Principal Technical Marketing Manager at Red Hat. She currently serves on the Open Infrastructure Foundation Board of Directors and the CHAOSS Projects Governing Board. Inn addition she serves on the OpenStack Technical Committee, as chair of the OIF Diversity and... Read More →
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →



Tuesday October 12, 2021 9:15am - 9:45am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

9:45am PDT

O3DE Build System - Esteban Papp, Amazon
Esteban will present an Introduction to O3DE's Build System. His presentation will cover CMake's basis and O3DE specific behavior/functionality, including insights to the history and decisions that were made. He will cover O3DE's CMake main functions and organization, including how to declare targets, gems and projects. His presentation will focus on the "build point of view". He will also cover 3rdParty functionality, runtime dependencies and “install”.

Speakers
avatar for Esteban Papp

Esteban Papp

Sr. Software Dev Engineer, AWS
Esteban has been working on O3DE/Lumberyard for over 4 years. He has worked on Animation, Optimizations, Memory improvements, and the Platform Abstraction Layer; he has also led the effort to migrate the build system to CMake; and has helped with Infrastructure/CI. He lately has been... Read More →



Tuesday October 12, 2021 9:45am - 10:15am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

10:15am PDT

Break
Tuesday October 12, 2021 10:15am - 10:45am PDT

10:45am PDT

Lightning Talk: Shading and Material Modularity in Atom - Anton Michels, Amazon
Join Anton Michels for a 10 min lightning talk as he delves into the approaches Atom takes to make authoring materials with various shading models easy and simple. Notably, Atom allows for complete replacement of the underlying BRDF in a material shader without the need to duplicate any of the light loop code. By the end, attendees will have a firm grasp on how Atom's lighting models are set up and understand how to extend the Atom renderer with their own lighting models. This talk is for advanced users and assumes working knowledge of shader code and lighting models.

Speakers
AM

Anton Michels

Rendering Lead, Amazon
Lead graphics engineer at Amazon working on O3DE, author of the Atom Pass System and owner of the rendering features domain.



Tuesday October 12, 2021 10:45am - 10:55am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Advanced
  • Slides Attached Yes

10:55am PDT

Lightning Talk: Portable Look Development, from DCC Tool to O3DE - Jonny Galloway, Amazon 
O3DE and the Atom renderer are a capable 'physically based' (PBR) real-time rendering engine but many artists perform content creation, pre-visualization and look development in upstream Digital Content Creation (DCC) tools before they bring data into the Editor environment. Jonny will show us some examples of 'Portable Look Development' to share materials and lighting across the toolchain.

Speakers
avatar for Jonny Galloway

Jonny Galloway

Sr. Design Technologist, Amazon O3DE
Jonny Galloway is Sr. Design Technologist at Amazon working on technology, tools and workflows for creative professionals like video game developers and others who need the best in 3D and Realtime Rendering toolsets. He started in 1993 as a Media Service Intern making 3D clip art... Read More →


Tuesday October 12, 2021 10:55am - 11:05am PDT
Platinum Ballroom E
  Session

11:05am PDT

Lightning Talk: Demystify the Json Serialization - Ronald Koppers, Amazon
The Settings Registry, Materials, Prefabs and FBX Settings all use the new Json Serialization system, but what does the Json Serialization do and -equally important- what does it not do? In this lightning talk Ronald will go over the history and motivations behind the Json Serialization. Along the way features will be highlighted and myths will be dispelled. The talk will close with a quick look at what the future holds for Json Serialization.

Speakers
avatar for Ronald Koppers

Ronald Koppers

Senior Software Development Engineer, Amazon Web Services
Ronald has been a professional software developer for over two decades and is a veteran of the games industry having worked for game developers of various sizes, ranging from small ones to large developers like Ubisoft.  His experiences include working on game titles such as Haze... Read More →



Tuesday October 12, 2021 11:05am - 11:15am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

11:15am PDT

Lightning Talk: An Indie Developer Devops Pipeline - Jayaditya Gupta, hackertrongames.com
In this talk Jayaditya Gupta will go over simple devops techniques that can help indie teams/developers to develop and maintain games faster. the lightning talk will cover topics from what is devops, how can you leverage it and improve development time of your game and reduce maintenance of the game. How to automate tasks like social media postings, release notes, testing. In the end there will be simple demo of the devops pipeline.

Speakers
avatar for Jayaditya Gupta

Jayaditya Gupta

Founder/software developer, hackertrongames
Jayaditya Gupta is a passionate open source software contributor/developer currently working at CERN as a junior software engineer. Jayaditya has been contributing in open source community for 4+ years now. Jayaditya has worked with KDE in GSOC'16 and has also mentored students in... Read More →



Tuesday October 12, 2021 11:15am - 11:25am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Beginner
  • Slides Attached Yes

11:25am PDT

Lightning Talk: Building Battle-Tested Network Transport - Rajiv Puvvada, Amazon
Network transport is the backbone of any Multiplayer solution. In this talk we’ll give a tour of O3DE’s transport layer, its features, performance and testing

Speakers
avatar for Rajiv Puvvada

Rajiv Puvvada

Sr. Software Engineer, AWS
Rajiv has been working at Amazon on Lumberyard/O3DE for the last 5 years and has been in the games industry for over 10. His primary expertise is in systems, build systems, cloud integrated technology and game networking. His current focus is on networking and multiplayer technology... Read More →



Tuesday October 12, 2021 11:25am - 11:35am PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

11:35am PDT

Lightning Talk: How Asset Streaming Reduces Load Times - Ronald Koppers, Amazon
In this lightning talk Ronald will give a brief overview of the Asset Streaming system. He'll discuss how its mechanics make loading assets faster and provide tips to get the best performance. The lightning talk will end with a look at future development.

Speakers
avatar for Ronald Koppers

Ronald Koppers

Senior Software Development Engineer, Amazon Web Services
Ronald has been a professional software developer for over two decades and is a veteran of the games industry having worked for game developers of various sizes, ranging from small ones to large developers like Ubisoft.  His experiences include working on game titles such as Haze... Read More →



Tuesday October 12, 2021 11:35am - 11:45am PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

11:45am PDT

Considerations for Inclusive 3D Development - Liv Erickson, Amazon Web Services
As games and interactive 3D applications become more deeply integrated into our daily activities, building inclusive content will be critical for mass adoption of spatial technologies and experiences. In this talk, Liv will discuss how building inclusive 3D content can begin at the engine level, highlighting anti-racism research in rendering and physics simulation technologies, exploring accessibility standards for immersive apps, and sharing a vision for how open 3D technologies can empower anyone to create their own realities at scale.

Speakers
LE

Liv Erickson

Sr Product Manager, Amazon Web Services



Tuesday October 12, 2021 11:45am - 12:15pm PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

12:15pm PDT

Lunch Break (Attendees on Own)
Tuesday October 12, 2021 12:15pm - 1:30pm PDT

1:30pm PDT

Bridging the Physical and Digital Worlds - Cesium and 3D Tiles for O3DE - Shehzan Mohammed & Bao Tran, Cesium
For the last decade, the Cesium platform has brought computer graphics techniques to 3D geospatial. In March 2021, we brought geospatial to game engines with the release of Cesium for Unreal, an open source plugin that enables high-precision globes and 3D Tiles in Unreal Engine. Today, we're also enabling 3D Tiles and geospatial in O3DE using Cesium Native, an engine-agnostic open source library that provides 3D Tiles streaming, lightweight glTF loading, and high-precision 3D geospatial math. This integration enables developers working with O3DE to build rich immersive real-world experiences with high-resolution real-world global 3D content. With support for 3D Tiles, glTF, and runtime streaming to O3DE, creators can build flight simulators, large-scale training engines, digital twins of cities, AEC and virtual production applications, games, and more. In this session, Cesium will share the architecture, engineering philosophy, best practices for 3D Tiles and runtime streaming, and the philosophy behind 3D Tiles spatial index and metadata, open standards, and community collaboration.

Speakers
avatar for Shehzan Mohammed

Shehzan Mohammed

Director of Product Management, Cesium
Shehzan leads Cesium’s product management team and works with all our other teams to champion, support, and serve our customers.Shehzan focuses on outward-facing engineering, partnerships, customer support, and promoting features for development that will have the greatest impact... Read More →
avatar for Bao Tran

Bao Tran

3D Software Developer, Cesium
Bao works to make Cesium fast and performant. He contributes to CesiumJS and our tiling pipelines. Before joining Cesium, he worked as a co-op at Bentley Systems, where he maintained their ECSchema library in both C++ and Typescript. The library forms a major part of Bentley’s iModelJS... Read More →


Tuesday October 12, 2021 1:30pm - 2:00pm PDT
Platinum Ballroom E
  Session

2:00pm PDT

Introduction to Atom's Render Pipeline Interface - Qing Tao, Amazon
The Render Pipeline Interface (RPI) is one of Atom's fundamental libraries which enables the support of Atom renderer's data-driven render pipeline, modular graphics features, and more. Qing Tao from Amazon game tech will provide an introduction to Atom's Render Pipeline Interface with its architecture, features, and tools. She will also share some examples on how the RPI was used to develop graphics features.

Speakers
avatar for Qing Tao

Qing Tao

Senior Graphics Engineer, Amazon Web Sevice
Qing Tao is a senior graphics engineer on the AWS Lumberyard team. She started working on the Atom renderer in early 2018 and she has been leading the Atom's Render Pipeline Interface library's development. Her work is focused on creating comprehensive APIs and tools for Atom and... Read More →



Tuesday October 12, 2021 2:00pm - 2:30pm PDT
Platinum Ballroom E
  Session

2:30pm PDT

Scalable Global Illumination for O3DE - Tobias Alexander Franke, Huawei
Implementing global illumination for games at scale (on mobile devices and up to high end PCs) is a hard problem. O3DE currently uses DDGI as a solution to provide both baked and real-time global illumination. However several key issues need to be addressed before this system is ready for production. In this talk I want to address those issues: * Scalability and streaming * Authoring with small or thin objects * Probe aliasing * Volume overlaps and blending * Baking large scenes * Strange mixtures of baked and real-time probe based volumes * Baked lighting variants for day-night cycles or similar setups * Re-using visibility buffers for other effects * Going beyond diffuse GI The idea is to highlight each issue, present a small solution (not necessarily "the" solution) based off experience from developing similar volume based GI systems in other engines, and make more people from the community - both artists and programmers - aware of these issues so we can collectively come up with a proper system that has an easy workflow and provides great results when computing GI for a project. The talk will close with an outlook to some experiments, novel workflows and how the same system could be used to provide GI for large open worlds, maybe even on mobile devices.

Speakers
avatar for Tobias Alexander Franke

Tobias Alexander Franke

Principal Game Engine Architect, Huawei
Tobias - usually known as Tob - is the Principal Game Engine Architect of the Huawei Ireland Research Center. His main interests cover global illumination algorithms, AR relighting techniques and computer graphics in general. Prior to Huawei Tob worked in the Lighting team at Unity... Read More →



Tuesday October 12, 2021 2:30pm - 3:00pm PDT
Platinum Ballroom E
  Session

3:00pm PDT

Break
Tuesday October 12, 2021 3:00pm - 3:30pm PDT

3:30pm PDT

A Cloud-based Large Terrain System for O3DE Gems - Chen Wei, Huawei
O3DE is currently lack of a terrain system which is highly demanded by the gaming community. Under the O3DE framework, a cloud-based terrain system is proposed here to support city wide scale rendering in real time while providing a good visual quality. This enables the potential for O3DE building a metaverse world of large scale. To support this scale in runtime, the terrain system consists of an efficient streaming modular that can minimize the data transfers between platforms or IO operations, a smooth adaptive tessellation method to provide both a good visual quality and rendering performance, a virtual-texture based material system to support high quality texture rendering and an efficient culling method for fast visibility tests. Editing on this scale of terrain remains a big challenge. Provided by the power of cloud computing and AI-driven data processing, massive procedural generations for height maps, textures, cloud points, etc. the editing experience can be improved using this cloud platform.

Speakers
avatar for Chen Wei

Chen Wei

Graphics Expert, Huawei
Chen Wei earned his PhD degree in computer science from University of Cape Town. After that, he worked in building 3D graphics engines in the industry of CAD and Gaming companies, from PC platforms to mobile devices. His main interests focus on 3D graphics and realtime rendering... Read More →



Tuesday October 12, 2021 3:30pm - 4:00pm PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any
  • Slides Attached Yes

4:00pm PDT

Lightning Talk: The ScriptCanvas Pipeline - Carlos Curran, Amazon Web Services
Carlos will discuss the current motivations behind and state of ScriptCanvas, the visual scripting system in O3DE. He will explain the implied visual grammar and how the intention is to make it easier for programmers to empower content creators and for content creators to produce new functionality quickly. Carlos will discuss the pipeline of translating the ScriptCanvas graphs into useable runtime products. He explain how users can extend the available features of both the front-end and the back-end without having to modify any ScriptCanvas core system. Finally he will discuss how programmer can extend the either the front end or back end systems to make new domain specific languages, new optimizations at run time, or simply a more fun and usable editor for users.

Speakers
CC

Carlos Curran

Senior Software Development Engineer, Amazon Web Services
I am a 15 year veteran software engineer in the AAA video games space. I'm very much interested in the design and implementation of programming languages in general, and especially interested in DSLs that allow content creators to be more powerful in the ever changing space of video... Read More →


Tuesday October 12, 2021 4:00pm - 4:10pm PDT
Platinum Ballroom E
  Session
  • Audience Experience Level Any

4:10pm PDT

Lightning Talk: Building an Open Source Content Bridge to Create and Render with O3DE - Vish Atlu, Daz 3D & Ty Duperron, Tafi
As creators and developers, we have content bought or created across multiple platforms, software, and services. Porting 3D content can take time and resources which is why Tafi, a sister company of Daz 3D, began looking for streamlined solutions and launched their initiative to build content bridges to port content from Daz into other 3D software like Maya, Blender, and various game engines, allowing 3D creators to take their content anywhere to keep creating. With Tafi working on avatar solutions for O3DE as a founding member of the project, their team built and deployed an open source content bridge from Daz Studio to O3DE. This presentation will detail some of the problems and the solutions Tafi created for overcoming the challenge of porting content between ecosystems.

Speakers
avatar for Vish Atlu

Vish Atlu

Software Engineer, Daz 3D
Vish is a software engineer who has professional experience in developing 3D applications. He is currently working on bridging 3D content from Daz studio into other applications like Maya, Blender, Unity, and Unreal. He has previously worked on video games targeting different platforms... Read More →
avatar for Ty Duperron

Ty Duperron

Chief Operating Officer, Daz Productions
Ty has led software and video game organizations on an international scale over the past ten years, including teams based in the United States, Canada, India, the Ukraine, China and the Philippines. A mark of Ty’s creativity and operational proficiency, he has shipped more than... Read More →



Tuesday October 12, 2021 4:10pm - 4:20pm PDT
Platinum Ballroom E
  Session

4:20pm PDT

Deep Dive into O3DE Networking Concepts - Olex Lozitskiy & Gene Walters, Amazon
Deep dive into specific aspects of O3DE Networking with lighting talks focused on entity replication and scripting.

Lightning Talk (Olex Lozitskiy, Amazon) - Deep Dive into Component Replication - In this talk we’ll give a tour of how entities and components are replicated in O3DE. We’ll learn how entities are replicated from a server down to clients, and how efficient replication is achieved using delta replication of component fields.

Lightning Talk (Gene Walters, Amazon) Multiplayer Scripting - This talk will cover how to build out multiplayer gameplay using O3DE’s visual scripting system, Script Canvas. We’ll learn how to script a simple player controller and send gameplay messages across the network. Attendees will want to have some prior scripting knowledge, but don’t necessarily need deep knowledge of networking.


Speakers
avatar for Olex Lozitskiy

Olex Lozitskiy

Software Engineer, Amazon Web Services
Olex has been working at Amazon on Lumberyard/O3DE for the last 4 years. His primary expertise is game networking. In 2018, Olex worked on New World, optimizing their multiplayer stack. He is also an author of “Game Programming with Amazon Lumberyard” book, which was self-published... Read More →
avatar for Gene Walters

Gene Walters

Software Developer, Amazon
Gene has been working at Amazon on Lumberyard/O3DE for the last 5 years and has been in the games industry since 2010. His primary focus has been working directly with game teams in order to build games from start-to-finish; helping where ever support in needed. Passions include scripting... Read More →



Tuesday October 12, 2021 4:20pm - 4:40pm PDT
Platinum Ballroom E
  Session
  • Slides Attached Yes

4:40pm PDT

Closing Remarks - Royal O'Brien, Linux Foundation
Speakers
avatar for Royal O'Brien

Royal O'Brien

General Manager Digital Media and Games, Linux Foundation
Royal O'Brien is a software and hardware engineering veteran with more than 30 years of experience in the corporate enterprise and video game industries, having founded multiple companies from software development to service solutions. He has multiple patents in both video, telephony... Read More →


Tuesday October 12, 2021 4:40pm - 4:50pm PDT
Platinum Ballroom E
 
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