I have one thesis for you: every programmer is also a UX guy. Do you agree? I hope I can convince you! I’ll talk about the following problems and solutions:
Every system has an architecture. Every architecture has good parts and bad parts. When it comes to the maintenance we often need to make hard decisions. How to deal with them? How to keep your architecture in good condition during whole product life-cycle? These questions are just a pick of the iceberg. Lets try to tackle them and go deeper with two experts during LIVE SpreadIT Talks session!
Ten or twenty years back the difference between an engine programmer and a gameplay programmer was on the level of stuff they coded in C++. The first one was building a framework, communicating with the hardware using SDKs like OpenGL or DirectX, while the gameplay programmer laid out the architecture for the game, and coded everything by hand, using the given framework, in C++. That sentiment is lost right now in 2019, when we have Unity, and Unreal, and even complex, high end in house engines, prevent us, from such approach. Gameplay programming is now closes to complex scripting, than it was ever before. But the evolution of tools, has left a hole in the industry – programmers struggle to find their place – they either become engine developers, like UE4 dev, or Unity dev, or they move on to other industries, where their pure programming skill is still needed. How do we tackle this problem as an industry? Is there even a problem?
You probably know how to use the UE4 editor by now but maybe you want to learn something more or even start from scratch. In this presentation I will show various useful and nifty tips and tricks available within the editor. Some of them might be new, some might be obvious, other nearly useless but still cool, there are so many you will definitely find something for yourself. Perhaps you didn't even know such options are available within the UE4 so let me show a few live.