Missed JetBrains GameDev Day 2026, or want to revisit your favorite sessions? All the recordings are now available on YouTube!
On September 28, we brought together game developers, engineers, and industry experts for a full day of technical talks, live demos, and discussions about the tools and challenges shaping modern game development.
From Epic’s open-source Lore VCS and ECS in a live game to Unreal Engine profiling, Unity UI automation, AI-driven PCG in Godot, and debugging across C# and C++, this year’s sessions stayed close to real production problems.
Whether you joined us online, attended one of our watch parties in Belgrade or Limassol, or couldn’t make it this time, you can now catch up on everything at your own pace.
Watch the full JetBrains GameDev Day 2026 playlist on YouTube
Watch the sessions
Not sure where to start? Pick your engine or role:
- Unreal Engine: Death by a Thousand Ticks and Agentic Development in Unreal Engine with JetBrains Rider
- Unity: Fix Your CI Without Leaving the IDE and How We Automated Figma-to-Unity UI Integration With AI Agents
- Godot: Prompt to Playable World
- Engine and backend programmers: Evolving a Live Game Engine and Debugging Across Two Runtimes and Two Different Languages
- Build, pipelines, and infrastructure: Splitting the Difference and Code Quality Never Changes
- Everyone, especially leads and juniors: Pass the Controller?
Pass the Controller? Communities, Data, and AI in Game Development
Anthony Tešija (Discord), Jason Weimann (Boddle Learning), Gennadii Potapov (General Arcade), and Anton Licht (Sudden Forest)
Moderated by Denis Savosin (JetBrains)
Our opening panel explored the role of communities, data, and AI in game development. When should developers listen to community feedback, and when is it better to trust their own vision? How can AI support developers without replacing critical thinking, especially for those just entering the industry?
Fix Your CI Without Leaving the IDE: TeamCity MCP and CLI (with Unity)
Artem Rokhin (JetBrains)
Discover how TeamCity’s MCP support and CLI bring continuous integration workflows directly into your development environment. Using a Unity project as an example, Artem demonstrated how to investigate build failures and interact with CI pipelines without constantly switching between tools.
Learn more: TeamCity MCP and CLI for AI agents
Evolving a Live Game Engine: Introducing ECS Without a Full Rewrite
Alex Zhorau (Meta)
How do you bring an Entity Component System into a mass-market game that’s already live without rewriting the engine? Drawing on proprietary engines and Unreal Engine, Alex walked through a staged migration, the compromises around memory layout and scripting, and why a hybrid of ECS and legacy code is often where a live game should end up, not just a stop along the way.
Code Quality Never Changes: How Static Analysis Can Help in the Age of AI
Kai Schmithusen (JetBrains)
AI-generated code brings new productivity opportunities, but also new challenges for code quality. Learn how static analysis can help teams identify issues, manage technical debt, and maintain reliable development workflows, with practical examples using Qodana.
Learn more: Qodana
Prompt to Playable World: Live-Building AI-Driven PCG with Godot, C#, and Gemini
Sharmishtha Sen (Jet Heart Labs)
Watch a procedural world generation pipeline come together using Godot, C#, and AI. Sharmishtha demonstrated how to turn natural-language prompts into playable environments while combining AI-generated configurations with traditional procedural generation techniques and Rider’s development tools.
Learn more: Godot support in JetBrains Rider
Death by a Thousand Ticks: Why Gameplay Systems Become Slow
Konrad Słoń (Fool’s Theory)
Performance problems rarely appear overnight. Through Unreal Engine examples and live profiling, Konrad explored how small engineering decisions accumulate into gameplay bottlenecks and demonstrated practical optimization workflows using Unreal Insights and Rider.
How We Automated Figma-to-Unity UI Integration With AI Agents
Alina Chupakhina (Playkot) and Olia Chupakhina (Cubic Games)
Alina and Olia shared a Figma-to-Unity pipeline that grew over years of production and now runs through an AI agent over MCP. They covered the design foundation that makes automation possible, the lessons learned from building it, and a benchmark of which UI integration tasks the agent can handle today and which still need a human.
Agentic Development in Unreal Engine with JetBrains Rider
Alexander Dzerakh (JetBrains)
Go beyond AI-assisted code generation with agentic workflows tailored to Unreal Engine. Through live demos, Alexander showed how Rider, ACP, and Unreal Engine-specific skills can help AI agents navigate engine architecture, generate C++ code, investigate crashes, and automate development tasks.
Learn more: AI agent skills for Unreal Engine in Rider
Splitting the Difference: How Epic’s Lore VCS Handles Massive Binary Files
Ben Cooke and Ryn Slack (AWS)
Most version control systems were built for code, not multi-gigabyte assets that change every day. Ben and Ryn explained how Epic Games’ open-source Lore VCS splits files into content-addressable fragments so only the changed part of an asset moves, why its edge caches can fill on demand instead of being pre-seeded, and how to deploy it yourself with the Lore module in the AWS Cloud Game Development Toolkit.
Learn more: Lore on GitHub · Lore documentation · AWS Cloud Game Development Toolkit
Debugging Across Two Runtimes and Two Different Languages
Alex Drum (Hytale)
Your client is C#, your server is C++, and the bug lives somewhere in between. Alex showed how to debug both runtimes at once with Rider and CLion, read the data crossing the protocol, and figure out which runtime is lying, and discussed why the boundary between them is the last place to look, not the first.
Keep learning and building
A huge thank you to all our speakers, hosts, and everyone who joined us online or at our watch parties in Belgrade and Limassol! Special thanks to DevGAMM x FTW! for co-hosting our Belgrade watch party. We hope these sessions give you new ideas, useful techniques, and inspiration for your own projects.
Watch all JetBrains GameDev Day 2026 recordings on YouTube
If you’d like to explore the tools featured throughout the event, check out JetBrains tools for game development.
Many of the demos ran in JetBrains Rider, which is free for non-commercial use, including learning, pet projects, and open-source contributions.
To hear about the next GameDev Day first, subscribe to the JetBrains GameDev newsletter.
See you at the next GameDev Day!

