Epic Games’ Unreal Engine experts will be at Gnomon School of VFX to present two master classes covering the fundamental concepts and workflows that drive real-time performance. Join Epic at the Gnomon Stage in Los Angeles on Saturday, January 20 at 11AM PST to learn essential real-time skills central to virtual production and interactive/immersive pipelines. Complimentary brunch, mid-afternoon buffet and closing drinks will be served. RSVP today.
The first master class will focus on building a better pipeline for Unreal Engine 4, offering a comprehensive overview of content throughput. The material will cover working with larger teams, managing meshes, textures and working with materials, and essential skills for top performance and optimization. Part two of the class will offer an in-depth look at the rendering pipeline in Unreal Engine, its terminology and best practices for rendering scenes in real-time. This course will also present guidelines and profiling techniques that improve the debugging process for both CPU and GPU performance.
11:00AM-12:00PM – Registration, networking, brunch and coffee
12:00-3:00PM – Masterclass Part I: Building Better Pipelines for Unreal Engine 4
3:00-4:00PM – Intermission with complimentary buffet and networking
4:00-7:00PM – Masterclass Part II: Rendering With Unreal Engine
7:00-8:00PM – Closing reception with complimentary drinks
As Support Manager of the Enterprise division at Epic Games, Martin Sevigny oversees a team of talented technical artists who assist licensees in reaching the highest quality results in their projects. Prior to joining Epic Games, Martin was the Director of Technology at WB Games Montréal. In addition to playing a key role in the creation of the studio, he contributed to three titles in the Batman Arkham series, in collaboration with Rocksteady Studios. Martin also worked for Autodesk in the creation of the games group, and at Ubisoft Montreal as part of the revival of the Prince of Persia franchise.
A veteran technical artist and engineer in the games industry, Homam Bahnassi has more than 15 years of experience developing AAA games across a variety of platforms. He’s worked for several studios including EA and Warner Bros., and has had several publications and contributions in real-time rendering and art workflows published in ShaderX and GPU Pro books. His impressive engineering background in AI allows him to develop and implement novel techniques for generating real-time effects and procedural content in Unreal Engine.
More information is available at the Visual Effects Society showcase site.