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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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Workshop - Starting Track [clear filter]
Monday, October 11
 

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

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

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
avatar for Chris Galvan

Chris Galvan

Senior Software Development Engineer, AWS
My name is Chris. I've been working at AWS for 6 years on O3DE, focused mostly on the Editor and Tools. I've used Qt at almost every company I've worked for so feel free to ask me questions about it. I've been working on improving our Editor Extension workflows.


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

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

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

Software Development Manager, Amazon
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

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

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
 
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