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The annual UWA DAY is about to open, and technical tickets are on sale. Judging from the topics announced, this UWA DAY conference is more diversified and will focus on game project development-related topics including back-end technology, technical art, test development, production, designing and cutting-edge technology, etc., to bring a rich and highly valuable technical feast to the game and XR industry. 


The following summarizes 47 topics with 24 topics in part 1 and 23 in part 2 (in order of the time when the topics were announced), and the final agenda UWA will be announced later. For more event details, please visit:  

1. Practice the Industrialization of Game Development Keynote Speech 


Lecturer: Xin, Zhang, CEO of UWA Technology 

Topic introduction: As the demand for high-quality games in China increases year by year, the R&D teams of game projects are getting a higher demand for the “industrialization” of project development. However, the industrialization of China’s game industry is still in the early stage, and most teams are still thinking about how to implement it. Therefore, how to break the bottleneck has become the focus of most teams. In UWA’s view, to break the game, you need to enter the game. This year, we have cooperated deeply with many teams, and accumulated some experience in the following breaking points, mainly including 1. How to build an “industrialized” R&D system; 2. How to control the daily R&D process through processes and data; 3. How to improve the “industrialization” awareness and skills of the team’s R&D personnel. Through this report, we hope that the R&D team can master and implement the R&D process of game projects in terms of standardization, normalization, specialization, and automation. 


02 Further Expansion of the UWA Industrialization Performance Guarantee System 


Lecturer: Qiang, Zhang, CTO of UWA Technology 

Topic Introduction: In the past year, the continuous improvement of the UWA Pipeline has helped many teams to build an R&D pipeline and a performance guarantee system, which has accelerated the process of industrialization. On this basis, we have further expanded the field of performance assurance; extended the “problem discovery” to the online operation stage; provided more continuous and comprehensive performance monitoring and assurance; and offered an in-depth and accurate performance problem location method. Through this report, we hope that the R&D team will further understand how UWA is practicing industrialization and how to build a more complete industrialized performance guarantee system with UWA.  


03 Unreal Mobile Rendering Pipeline Analysis 


Lecturer: Zhiguo, Ren, Engine Development Engineer from UWA Technology

Topic Introduction: With the good performance of mobile games developed with Unreal in the market in the past two years, more and more game teams have begun to pay attention to the mobile game development of Unreal. This report will focus on Unreal’s mobile rendering pipeline, analyze rendering-related module frameworks and interactions with rendering threads in combination with source code, and hope to help the R&D team understand how to extend rendering functions and quickly locate CPU-side rendering bottlenecks during optimization.  


04 Unity Mobile Game Performance Optimization Case Study 


Lecturer: Xuan, Zhou, Engine Development Engineer from UWA Technology

Topic Introduction: UWA has provided in-depth analysis and optimization services for more than 150 games, during which it provided comprehensive and in-depth performance analysis and targeted and efficient solutions. This report summarizes various practical performance problems encountered by UWA in the process of in-depth optimization in the past year and analyzes the relevant mechanisms and principles and effective solutions of various performance problems, including optimization tips for the URP pipeline and GPU pressure, etc. 


05 Industrialization Practice of Engine and Technical Artist (TA) Middle Office 


Lecturer: Xiaolou, Bai, Director of Engine and TA Middle Office from NUVERSE Jiangnan Studio 

Topic Introduction: This report will share some thoughts, explorations, and practices on industrialization-oriented construction by Engine and TA Middle Office of NUVERSE Jiangnan Studio from the aspects of graphics rendering, engine architecture and features, development and debugging toolset, multi-functional production pipeline, large-scale engineering research, and development architecture, knowledge base construction, business collaboration model, etc.


06 How to Build a Standardized Art Workflow 


Lecturer: Qinghe, TA Director from NUVERSE Jiangnan Studio 

Topic Introduction: Under the current state of the industry of high-quality open-world games, standardized workflow is crucial to the output of a project’s art assets. This report will start from the construction of LookDev, and share the implementation process in detail from the aspects of environmental weather, material rendering, debugging, and multi-platform compatibility, as well as some practical experience and cases of how to adapt to a variety of different styles of projects as a TA middle office. 


07 Exploration of the Construction of Standardized Performance Quality Assurance System 


Lecturer: Maruko, Leader of Engine Performance QA Team from NUVERSE Jiangnan Studio 

Topic introduction: Game client performance optimization is a lasting and challenging task, and performance issues will arise at every stage of the project. From the perspective of project performance special QA, this report introduces the standardized operation process of the performance QA of our Jiangnan studio, hoping to bring you some thoughts and explorations. 


08 Remote Debugging Tool System – Helping Game Development Efficiency 


Lecturer: Ye, Ou, Head of the Effectiveness Team from NUVERSE Jiangnan Studio 

Topic Introduction: In the process of game development, we often need to test functions and check problems on the real device, and urgently need convenient debugging methods to avoid packaging as much as possible, so as to shorten the verification period. The client-side remote debugging tool of NUVERSE Jiangnan Studio provides real-time object observation, console, hotfix, and other multi-faceted debugging capabilities, and has accumulated rich thinking and practice in scalability and tool productization. This report will share the construction process of Jiangnan Studio’s client-side remote debugging toolchain from point to surface, introduce its application in the R&D workflow of Jiangnan game projects, and discuss its impact on the project under the background of “industrialization”. value. 


09 Mobile End Real-Time GI Solution 


Lecturer: Ye, Pu, Engine Development Engineer from NUVERSE Jiangnan Studio 

Topic introduction: This report starts with the studio’s big world project and introduces the project team’s GI scheme and application, including GI scheme based on Irradiance Volume, and related processes such as baking, compression, Streaming, and Relighting. In dynamic scenes, a high-performance and innovative mobile GI solution based on LPV is used, and the effect is very ideal. Compared with the direct calculation of multiple light sources, there are also performance advantages. In addition, the report will also introduce solutions to problems such as light leakage. 


10 An Unfinished Tour of Competitive Gaming Discovery – Technical Decision-Making and Management Challenges in Adversity 


Lecturer: Weihao, Jia, Project Lead from NUVERSE Jiangnan Studio 

Topic Introduction: In 2022, under the background of the “cold winter” of the industry, there will be many games under development “The Fall of the Middle Way”, and the project the lecturer has participated in the research and development for 2 years and 7 months has not been spared. An unfinished game project has no successful experience to learn from, but its twists and turns in the development process have constantly brought various challenges to the lecturer. In this report, I will share with you the research and development journey of this competitive game experienced by the lecturer. From the perspective of how to make technical decisions and team management in adversity, I will share with you the thinking and gains from this experience, for everyone to learn from. At the same time, I also hope that our persistence and belief in the game can bring you some help and warmth in this cold winter. 


11 Exploration and Practice of Performance Grading Scheme 



Yuanshi, Li, Senior Game Test Expert from NetEase Games

Xiong, Xiong, Tool Development Expert from NetEase Game

Topic Introduction: The game teams always hope to take picture quality and fluency on various devices into account for their game projects. Through performance grading, we can achieve better results for high-end devices as much as possible, and not waste model performance to present the best picture quality; For low-end devices, ensure sufficient smoothness by sacrificing image quality. There have been many excellent practices in the industry for performance grading. NetEase Game QA Center has also provided services for a variety of games in this direction and has accumulated some practical experience. How to carry out performance grading work for different game projects? How to perform continuous iterative optimization for performance grading? This speech will introduce the work practice and method summary of performance classification from the perspectives of technology and data, including specific technical solutions, workflow, and practice sharing.  


12 Package Reduction and Testing Strategies for MMORPG Games 


Lecturer: Chao, Sun, Senior Game Test Development Engineer from NetEase Games, Leihuo Business Group  

Topic Introduction: With the continuous development and maintenance of the game, the game package experience is rapidly expanding, especially the art resources. This report will take the “New A Chinese Ghost Story” PC game project as a real case, take package body deletion as the core goal, and explain how to automatically build a resource reference network, to formulate screening standards for resources that can be deleted, and then To the specific deletion strategy, as well as the skills of deleting the QA verification link in the test, so as to carry out the “slim down” of the package body with high quality and quantity. This set of deletion and testing frameworks has deleted more than 4G of useless resources for the package body of the new Chinese Ghost Story PC game project in 4 months and ensured that no serious online accidents caused by the deletion of resources will occur. 


13 How to Avoid Online Reward Accidents – Introduction to NetEase Interactive Entertainment Reward Monitoring System 


Lecturer: Liangbo, Su, Quality Assurance Center Senior Tool R&D Engineer from Netease Interactive Entertainment  

Topic Introduction: Netease Mutual Entertainment Quality Assurance Center Data Center implements a monitoring system for game reward-related events through big data technology, combined with machine learning and algorithm models. The system meets the needs of various reward monitoring scenarios in different games through simple and flexible rule configurations. With machine learning and algorithm iteration as the core, real-time thresholds, threshold estimation, confidence calculation, and alarm result backtracking are used to reduce false positives and improve accuracy. At present, the reward monitoring system has been connected to dozens of NetEase interactive entertainment games, which has greatly reduced the reward-related accident rate of accessing games. This report will introduce the team’s thinking and achievements in the process of establishing the reward monitoring system from a technical point of view.  


14 Development and Sharing of High-quality Musical Score Performance and Choreography Performance Systems on Mobile Platforms 



Xiaoyu, Zhang, Senior Client Developer from NetEase Games 

Kaihua, Yu, Senior Client Developer from NetEase Games 

Topic Introduction: Music and action are indispensable and important elements in the construction of the game world. If the gameplay allows players to customize and communicate with a high degree of freedom in the music and actions in the game, then it will help players better interact with the game world. The two major social occupations of musicians and dancers in the “Tianyu” mobile game were born in response to this. Players can freely arrange music and choreography in the game, and present performances for all players in the big world. This report will share the development and iteration experience of the two systems and summarize some experiences and reflections. 


15 The Way of Unreal Engine Asset Management 


Lecturer: Xincheng, Tan, Client Main Programmer of Codenamed Speed Project from Tencent Game Tianmei J1 Studio

Topic Introduction: Unreal Engine’s workflow for game asset management is relatively complex and cumbersome. This report will introduce the experience of how to expand the asset management workflow of Unreal Engine to meet the needs of domestic and overseas distribution at the same time, so as to make it become a set of high-reliability, incremental and fast asset workflow; and make the installation and update package to an extreme minimized patch size, while increasing the efficiency of asset loading at runtime. 


16 Sandbox Game PCG and UGC Exploration 


Lecturer: Ye, Chen, Project Engine Leader of “Our Planet” from Hero Game

Topic Introduction: High degree of freedom, a large-scale open world, etc. are the characteristics of sandbox games. However, in the face of such characteristics, it means a lot of manpower, financial resources, and time costs with the traditional art production process, and the continuous development of PCG technology is just one direction to solve these problems. This report will share some explorations and attempts made by developers in the direction of PCG and UGC in the process of game development. The main contents include pure procedural terrain generation and Houdini terrain generation at runtime, in-game building construction and performance optimization of vehicle construction, etc. 


17 Virtually Using C# as A Script for Game Development 


Lecturer: Yifei, Producer of Project W from Hero Game

Topic Introduction: As a powerful and efficient language, C# is welcomed by the majority of game developers. With its open-source code and good design, Unreal Engine allows developers to use familiar languages for game development, and to perform hot updates and debugging in a tight and smooth manner. The lecturer will share his use experience from the aspects of Unreal Engine’s access to the scripting language, C#’s source code, Mono and .Net, how to make C#, C++, blueprint coexist harmoniously, editor panel-related interaction and VisualStudio integration toolchain, etc.


18 Explore and Try to Implement the Skill Editor in UE 


Lecturer: Yongjian, Deng, Client Main Programmer from Guangzhou 4399  

Topic Introduction: The type of projects that the lecturer has participated in in the past is mainly ARPG, and he has rich experience in the development of Unity-based skill editors and skill systems. When transforming to use Unreal, it needs to be rebuilt. Compared with Unity, UE has many systems that are more powerful and richer in functions. At this time, it is not wise to directly copy, so after fully understanding UE, both the skill editor and the skill system have been iterated based on the technical requirements of the project and past practical experience. I hope to stand on the shoulders of giants, give full play to the capabilities and characteristics of UE itself, and efficiently and reliably implement a set of highly available skill editors and skill systems. 


19 Add Cool Physics to Your Game with 99 Lines of Taichi Code 


Lecturer: Yuanming, Hu, Co-founder and CEO of Tai Chi Graphics 

Topic Introduction: From “Angry Birds” to “The Legend of Zelda: Breath of the Wild”, real physical effects have always been an important factor in the core gameplay and picture quality of the game. As a parallel programming language developed for high-performance physical effects, Taichi programming language has made a lot of breakthroughs in offline physics simulation. And some of our recent attempts hope to explore the real-time physical effects commonly used in games, especially the physical effects that can be implemented in parallel on mobile end and PC GPUs. To this end, we have added an Ahead-of-time (AOT) mode to Taichi, so that it can run without Python and can be used in parallel computing environments such as Vulkan, CUDA, Arm, x64, WebAssembly, and WebGPU. Taichi language can easily realize simulation effects such as software, fluid, smoke, and particles on the CPU and GPU, which may be helpful for improving the playability of games. This report hopes to analyze the value that Taichi-based physics simulation (and other GPGPU usage scenarios) can bring to the game industry through the introduction of the Taichi language, Taichi AOT, and the actual case of the Taichi and Unity combination. 


20 Data-driven Game Operations 


Lecturer: Xiangyan, Li, Data Analysis Expert from Bilibili Games  

Topic Introduction: This report will be delivered with a combination of methodology and cases, following the process of data-driven business, from problem analysis to application of analysis methods, then focus on explaining analysis ideas, giving reasonable suggestions, evaluating analysis results, and taking corresponding countermeasures, and finally analyze the landing effect and cover multiple business scenarios, forming a complete closed loop of data analysis and learning.  


21 Soul Blade: 3x3A Evolution 


Lecturer: Hui, Xu, Head of Graphics Rendering from Pangu Soul Games 

Topic Introduction: From the debut of the Soul Blade series at the TGS 2017 Tokyo Game Show, to the upcoming launch of the official version of Soul Blade 2, it has always maintained the pursuit of high-quality action games (ACT). How to produce more high-quality content with limited cost and time, the R&D team proposed the “3x3A evolution theory”. Different from the definition of traditional 3A games, the team proposed AAA standards from three different dimensions: visual effects, project robustness, and playability. From the A of Soul Blade to the AA of Soul Blade 2, the 3x3A evolution theory has always been throughout the entire development cycle. This report will share the team’s iterative development experience from stylized rendering, super-resolution technology, online gameplay, and action editors. And how to find problems, set plans, form a stable tool, and design feedback team in the process, and look forward to the feasibility of fully realizing 3X3A. 


22 Small and Medium Teams Iterate Their Own Rendering Pipeline Based on URP 


Lecturer: Zhe, Jin, Client Technical Director from Shanghai Mole Game

Topic Introduction: This report will introduce the process of iteratively developing its own pipeline based on URP in the project, and some technical points used in the pipeline, including introducing a new idea of linear space rendering scene and gamma space processing UI, how to transplant some URP high-version functions to the version you use, how to choose the idea of rendering technical solutions, and how to iteratively modify the URP according to your needs. 


23 “Unique” Thinking 2.0: The Journey of Sacrifice and Self-Redemption of Soul Blade II 


Lecturer: Yang, Liu, CEO and Producer of Pangu Soul Games 

Topic Introduction: The game is like life, as a journey of sacrifice and self-redemption. Pangu Soul has gone through 16 years from 2006 to 2022. In the past five years, players’ aesthetic taste has improved significantly, and their desire for game uniqueness has also increased suddenly. Unique and surprising features have become necessary attributes of popular products, and developers must be ingenious. This is a serious challenge beyond the accumulation of technology. At the 2020 UWA DAY conference, the lecturer shared their unique thinking by making the first generation of Soul Blade, a game that has had over 3.5 million players. This year, the lecturer will bring the newly upgraded “Unique Thinking 2.0” and better interpret it through the second generation of Soul Blade, hoping to bring the audience more harvest and inspiration. 


24 Game Design Methodology@2022 of SOULGAME


Lecturer: Zhe, Liu, CEO of Beijing Soulyu Technology Co., Ltd. 

Topic Introduction: Is it possible to balance game innovation and commercialization? Is commercialization just for making money? What should I do if I have a good idea, but can’t realize it? After trying a lot of innovative games, Beijing SOULGAME has accumulated some research and development methods for game innovation. This report will mainly discuss how to help producers to set up projects, how to help with product verification, and how to implement the game design. 

Event Information

Organizer: UWA Technology

Time: October 22 to October 23, 2022 (Saturday and Sunday)

Location: 2nd Floor, Shanghai Marriott Hotel Baohua, No. 333 Guangzhong West Road, Jing’an District, Shanghai

(The on-site and live broadcasts will be carried out simultaneously. The number of people who can enter the conference site will be based on the number of people allowed by the local policy, and based on the order in which the participants purchased tickets. UWA will send invitations to ticket buyers who can attend the conference. If you do not receive the invitation letter, ticket-purchasing participants can choose to participate in a live broadcast.)

Registration: Click here

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That’s all for today’s sharing. Of course, life is boundless but knowing is boundless. In the long development cycle, these problems you see maybe just the tip of the iceberg. We have already prepared more technical topics on the UWA Q&A website, waiting for you to explore and share them together. You are welcome to join us, who love progress. Maybe your method can solve the urgent needs of others, and the “stone” of other mountains can also attack your “jade”.


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