0/ 1211/ /1

The annual UWA DAY is about to open, and the tickets are on sale. Judging from the topics announced, this UWA DAY 2022 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). For more event details, please visit:

25 Unreal Engine 5 Mobile Deferred Rendering


Lecturer: Wei, Liu, Technical Support Engineer from Epic Games China

Topic Introduction:  This report mainly includes the sharing of two parts, the first is the problems faced in implementing the delay pipeline on the mobile terminal and related solutions; the second is the compatibility problems encountered in UE5 for the delay pipeline framework and support functions and optimization experience for them.


26 Physics Simulation in Niagara


Lecturer: Yue, Xiao, Developer Relations TA from Epic Games China

Topic Introduction: This report will introduce the new features of the Niagara special effect system based on the currently opened project examples of Unreal Engine, focusing on how to create physical-based simulation effects in Niagara, and the functional characteristics of the Niagara Fluid plug-in.


27 Imagination GPU Ray Tracing Technology


Lecturer: Fangwei, Sheng, Senior Technical Consultant from Imagination China

Topic Introduction: Ray tracing is a simple and powerful way to enhance the visual effects of games and graphics presentations in real-time. It has several achievable features, from ray-traced reflections to ray-traced global illumination (RTGI), for some “light budget”. This report will analyze the technical implementation, workflow, and benefits of these capabilities from an expert’s perspective, and showcase these capabilities in the latest graphical presentation from Imagination Technologies. At the same time, the different grade standards of ray tracing technology and the development of Imagination ray tracing technology in recent years will also be introduced.


28 How to Build High-Performance, High-Reliability, and Intelligent Games through Cloud Computing


Lecturer: Peiqing, Xiao, Senior Solution Architect from Amazon Cloud Technology

Topic Introduction: This report mainly explains the products and solutions that Amazon Cloud Technology can provide to clients in the game industry in terms of elastic architecture, security, big data analysis, machine learning, etc., including the sharing of well-known domestic and foreign game cases, such as NetEase Games, UBISOFT, EPIC GAMES, RIOT GAMES, SUPERCELL, etc.


29 A Quick Look at What’s New in Wwise 2022.1


Lecturer: Chenzhong, Hou, Product Specialist from Audiokinetic Greater China

Topic Introduction: This report introduces and demonstrates the new features of Wwise 2022.1, that is, how to improve the work efficiency of the whole link of game audio design. With a brief introduction to the object-based audio pipeline, we demonstrate and review how Wwise’s three major releases over the past three years have helped creators deal with the most cutting-edge audio design challenges.


30 Thoughts on the Industrialization of Game Copywriting


Lecturer: Munan, Lu, Founder and CEO of Crossing Star Studio

Topic Introduction: Can game copywriting be industrialized and produced on a large scale, and does it have a clear direction for improvement and an organizational structure like technology? This report will explain the lecturer’s point of view from four aspects: the concept of games is difficult to industrialize, but the work of narrative can and must be industrialized. It mainly includes: establishing “what is a game about?” through the three steps of motif-theme-worldview; how to make players better understand the game’s plot through appropriate performance design; the way and process of copywriting; On the recruitment, training, and management of copywriting. I hope that this report will let you know more about the professional technology of game copywriting.


31 Learning from the Movie “Audiovisual Language” to Improve the Game “Narrative Performance”


Lecturer: Qianfeng, Cheng, CEO of G. W Studio

Topic Introduction: With the increasing number of “narrative” and “content” products, the demand for narrative performance is increasing. For most teams, the so-called “narrative performance” seems to be the AVG of the stand-up dialogue or the CG performance of all factors. The unchanging vertical painting dialogue seems to have long been lackluster; the all-factor CG performance seems to be prohibitive under the trend of high industrialization. In this report, we might as well go back to history and draw some knowledge frameworks from the “audio-visual language” in the film discipline, which may provide some guidelines and judgment standards for the narrative performances of our games.


32 Production and Optimization of SLG Mobile Games


Lecturer: Yimin, Huang, Engine Leader of VGame project from Shanghai Lilith Technology Co., Ltd. 

Topic Introduction: This report will introduce the production plan and optimization of the terrain and surface of the SLG map. At the same time, based on the basic characteristics of the SLG game, it will describe the improvement of the real-time shadow scheme in the SLG game, which not only reduces the amount of calculation but also improves the utilization rate of Shadowmap. In addition, I will share the thinking and implementation of high-compatibility real-time multi-light source Forward+, even supported by some low-end old machines; finally, I will share some thoughts about locating the heating problem of the mobile device.


33 CPU Performance Optimization of the Mobile Game “Xuan Zhong Ji”


Lecturer: Fanglei, Xu, Client Technical Director from Cangming Inc, Chief Programmer of “Xuanzhong Ji”

Topic Introduction: As a 3D world MMO mobile game, “Xuanzhong Ji” faces a series of performance challenges in terms of CPU, GPU, memory, etc. This report mainly focuses on CPU performance optimization. The lecturer will introduce the key points of CPU optimization from the aspects of the rendering module, script module, UI module, animation module, and physics module based on the problems encountered during the development of the “Xuan Zhong Ji” project.


34 Experience Sharing on the Art Process of the “Xuanzhong Ji” Project


Lecturer: Haijia, Huang, Art Director from Cangming Inc

Topic Introduction: “Xuanzhong Ji” is a 3D big-world MMO mobile game. There are many competing products in the market, and the project has a large demand for art resources. How to streamline the process and what should the art style be like? In this report, the lecturer will introduce the team’s experience on how to build a small company’s art team, how to set the tone for the project’s art style, how to collaborate with the art outsourcing team, etc.


35 Find a Bunker – Sharing in Monster AI production


Lecturer: Chen, Feng, Client Development Engineer from Hangzhou Flow Entertainment

Topic Introduction: This report will introduce the monster AI that can efficiently identify bunker information at runtime and perform tactics such as hiding and detouring in shooting games. The project uses the unity AI navigation module to manage the NavMesh at the level in blocks, automatically generates link data and bunker data, judges the visibility of the bunker at runtime, and dynamically updates the NavMesh through the pre-computed occlusion culling data, which is finally applied to the behavior tree, combined with the point selection system implemented in Unity to drive monster behavior.


36 The Role of Performance Teams in Game Development


Lecturer: Cheng, Liu, Technical Leader of the Efficiency Team from Hangzhou Flow Entertainment

Topic Introduction: In game development, we often encounter many problems of inefficiency, repetition, and waste of manpower. For example, the traditional way of changing tables often causes unintuitive Diff effects, requiring manual execution of background guides, failures of guides, etc. question. These problems all need to be driven and checked manually, which invisibly distracts some of the energy from things that have nothing to do with the business, especially when the team scale grows bigger and bigger. In order to allow the project team to focus on the business itself and reduce attention to the development process, tool usage, and error rework, the performance team optimized the workflow for the project team, and produced a completely automated toolchain and supporting toolset, which greatly reduced manpower. Losses and errors that may be caused by human operations occur, and long-term support is provided along with the development of the project. This report will introduce how to optimize the designing team’s meter allocation workflow, how to standardize the workflow defined by the technical team’s agreement, how to improve the development efficiency of the art team, as well as the multi-project reuse tool developed for the client, and the customization developed for QA tools, etc.


37 The Case of Special Effects Production of the Cloud Native Game “The Grass of Genesis”


Lecturer: Shilin, Li, Main Programmer from WELL-LINK Virtual Ark Studio

Topic Introduction: This report shares the production ideas and use cases of various special effects in the “The Grass of Genesis” project, including the special effects related to the water element that accounts for the highest proportion in the game, and explains how to extend from the characters to the entire scene for application; how to achieve large-scale scene destruction and other technical points in the engine when making the collapse level.


38 The “Shield” of Demon Hunter – The Application of AI in the Anti-Plug-in Game


Lecturer: Jianshi, Lin, Head of Game AI Anti-Plug-In Technology from Netease Zhiqi Technology

Topic Introduction: This report will start with the common problems and challenges of game anti-cheat, to help everyone understand what is game cheating, the harmfulness of cheating, and how to prevent cheating; then introduce the successful cases of using artificial intelligence to fight against game plug-ins, including the introduction of case scenarios, elaboration of related technologies and overall framework, and the important role that AI technology plays in it. Finally, the lecturer will prospect the future development trend of the game anti-plug-in field.


39 Hetu’s “Spear” – AI Robot Training and Delivery


Lecturer: Hao, Li, Head of Game AI Robot Technology from NetEase Zhiqi Technology

Topic Introduction: This report first introduces the importance of AI robots to the game and its positive impact, and then introduces the challenges encountered in the production process of AI robots and corresponding solutions, such as the use of Hetu Engine to solve the problem of the high cost to access and enabling more efficient and stable AI training. After the AI robot is made, how to effectively launch the AI robot is a very important step. It is necessary to adjust the difficulty and the delivery timing of robots according to the player’s type. The report will introduce a general matching framework, which considers game matching as well as integrating AI robot intelligent delivery strategy at the same time to effectively solve the problem of robot delivery. Finally, several practical cases will be used to demonstrate the overall process and effect of AI robot production and delivery.


40 Realistic Digital Human Modeling and Animation


Lecturer: Professor Xiaogang, Jin

Topic Introduction: How to build highly realistic digital humans is a key technology for applications such as games, animation, and the metaverse. This report focuses on high-precision face modeling and dressed human animation, and introduces two works published by the lecturer’s research group on Siggraph and Siggraph Asia. First, an eyelash matting dataset and a baseline method are introduced, which can greatly save the time spent by animators in manually repairing eye geometry, and significantly improve the quality and efficiency of personalized face reconstruction; then introduce an action network method driven by virtual bones, Predicts dynamic deformation of loose garments.


41 Frontier Progress of Shader Self-Optimization


Lecturer: Yuzhi, Liang, Ph.D. Student of State Key Laboratory of CAD&CG, Zhejiang University

Topic Introduction: This report introduces the cutting-edge progress of shader simplification in three parts. The first part introduces a new LOD representation that takes both mesh and shader LODs into account, providing greater room for optimization in drawing performance and quality. It will focus on two algorithms that generate this hierarchy: the alternating simplification algorithm and the disjunctive simplification algorithm. The second part introduces a method for fast prediction of shader quality based on the Transformer, which introduces the Transformer to shader simplification for the first time. Shader variants can be embedded into the simplification space based on drawing effects, enabling fast shader simplification. The third part introduces RaysTuner, the latest self-developed shader simplification tool.


42 How to Quickly Grow into the Main Programmer


Lecturer: Zexi, Lu, Author of “Unity3D Advanced Programming-Main Programmer Notes”

Topic introduction: The world needs more and more people who are responsible for the results, and new and old projects have a growing need for a leader who can fully master the technology. He/she can not only quickly help the project to establish the structure, but also can evolve the technology in time under the constant changes of products. Program. This requires the main programmer to have broad and deep technical capabilities, be familiar with the implementation schemes and underlying principles of each module in the project, and provide substantial and effective support for the project, which has become the hard power of the project technical leader. This report will focus on the topic of how to grow into the main programmer and introduce the technical reserves needed from the aspects of architecture, UI framework, skill framework, core logic layer, memory technology anatomy, and engine rendering pipeline.


43 Sharing of Experience in the Development of the Combat System of “Naraka: Bladepoint”


Lecturer: Yang, Xia, Senior Client Development from NetEase Games

Topic Introduction: “Naraka: Bladepoint” is an action survival competitive game launched by 24 Entertainment, a subsidiary of NetEase, in 2021. In the game, players can enjoy the flying eaves and walking walls from the sky into the ground, and the electric light and flint-like combat experience. The game has extremely high combat freedom for players, which is realized by the elements such as hero skills, melee weapons, long-range weapons, zippers, soul jade, and tactical props. This report mainly shares the challenges and corresponding solutions encountered by the lecturer in the process of building the combat system of the “Naraka: Bladepoint” project.


44 Scene Production Direction and Process Exploration of Turn-based Battle Games



Xin, Wang, 3D Main Art and Art TA from Funtoy Games

Wenbo, Qiu, Performance Optimization Engineer from Funtoy Games

Topic Introduction: “Cat Planet” is a cat anthropomorphic urban strategy RPG developed by Funtoy Games. This report will analyze the advantages and disadvantages of scene production plans and common production processes and introduce the production process of the project according to the actual needs of the “Cat Planet” project, as well as the construction goals and final effects of its own process, providing new production ideas of scene processes, such as analysis of common scene processes, scene texture expression, and scene performance optimization.

45 Application of Graphics (Photorealistic Rendering/Face Animation, etc.) in Games


Lecturer: Xin, Tong, Chief Researcher/Global Partner from Microsoft Research Asia

Topic Introduction: This report will introduce the application of graphics (photorealistic rendering/face animation, etc.) in games, as well as Microsoft’s latest graphics technology development in detail, to help game development achieve a more realistic experience.


46 Innovation in Game Development: Cloud 3D Optimization and Game Development Workstation


Lecturer: Yiping, Jin, Senior Game Architect from Microsoft Cloud

Topic Introduction: This report introduces the characteristic rendering effects and case demonstrations of Simplygon 3D optimization technology, and also introduces the cloud game development workstation that integrates all the core development tools, frameworks, engines, suites, and remote connection tools used by game developers, which can quickly start a full set of development tools and frameworks required by game studios to help game companies improve development efficiency and save upfront investment costs.


47 The Application of Neural Network Voice in Games


Lecturer: Lisha, Ma, Computing and AI Senior Product Manager, Head of Voice Product Games from Microsoft Cloud

Topic Introduction: This report mainly introduces the latest progress of neural network voice, as well as the latest cases in the game, to help game companies design more diversified game characters and game voices based on neural network voice.

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

For Business, Media, and Booth Applications, please contact

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”.


UWA Website:

UWA Blogs:

UWA Product: 

Related Topics

Post a Reply

Your email address will not be published.