Join Unity and over 11,000 industry professionals
The Annecy International Animation Film Festival has served the animation community since 1960, and Unity is proud to be a sponsor of this prestigious event. Take this opportunity to connect with Unity experts to learn about how our 3D development platform is powering the real-time revolution. Unity tools give animators, directors, and studios unprecedented artistic freedom to create short, episodic, or even feature-length films.

Award-winning technology
Meet with Unity team members who won the Technology and Engineering Emmy® Award for their collaboration with Disney Television Animation on the broadcast-quality short films “Baymax Dreams.”
Unity activities at Annecy MIFA
Should one study real-time to work in animation?
Mathieu Muller, Product Manager Film & TV, Unity
Mathieu Muller will join a panel exploring the topic of real-time and animation. Session in French.
Unity: A hybrid platform for linear and interactive content
Mathieu Muller, Product Manager Film & TV, Unity
Discover how a 3D real-time development platform can be used to create short films, animated TV series, feature films, VR experiences and anything in-between! Surprise guest speakers will be invited to talk about their productions. See the latest features in action, such as real-time raytracing, and learn about our roadmap for the film and animation industry.
Demo session: Real-time animation with Unity
Mike Wuetherick, Head of Technology, Media & Entertainment, Unity, Mark Droste, Cinematic Creator, Media & Entertainment, Unity
Attend this session to get a complete walkthrough of how to use Unity for creating CG animation. Using the new “Sherman” short, which will be debuted at the festival, they will cover Unity features for animation like Timeline, Cinemachine, and the new HD Render Pipeline. Mike and Mark will also share best practices for creating world-class animation, ranging from layout, set dressing and lighting to final post and color.
Virtual Production and Real-Time
Isabelle Riva, Head of Made with Unity
Isabelle will join a 90-minute panel exploring the topic: “Can real-time be integrated in all pipelines for any production (movie, TV series, etc.)?” and deliver a 12-minute overview on Unity before the roundtable begins.
Stand N. 2.012, June 11–14, 2019, 09:00 – 19:00
Don’t miss out on all the amazing things we’ll be showing in our booth on the MIFA expo floor.
June 11, 2019
3ds Max and Maya Roundtripping with Unity
11:00 – 11:30
Unity’s been providing big workflow improvements for artists. Now formulating an efficient workflow between Autodesk Applications and Unity has never been easier. By equipping yourself with tools and techniques that will be shown throughout the duration of this talk, content creation can be enhanced, ultimately, saving time!
Creating your own shaders using Unity’s Shader Graph
11:45 – 12:15
Tired of hand-coding your shaders? The Shader Graph saves you time and frustration by letting you build shaders visually. In this overview, we will show you how to easily create and connect nodes in a graph framework that gives you instant feedback on the changes. Shader Graph is simple enough that even new users can be involved in creating shaders.
Fast Particle Rendering with Unity’s VFX Graph
16:30 – 17:00
The Visual Effect Graph is a new Unity tool that enables you to easily create advanced and performant GPU simulations and systems. At this talk, you’ll learn how to use the tool’s node-based effects and adaptive features to create beautiful VFX in real-time.
Introduction to the Rigging Animation Package
17:15 – 17:45
Need more artistic control of your animations in Unity? If so, don’t miss this intermediate session on our new Animation Rigging features. A team of Unity technical animators and artists will show you how to use predefined constraints to procedurally control character deformations, simulate physic-based secondary motion, and correct overall animations to significantly improve quality in your game. You will also learn how to build setups that can be dynamically triggered/blended at runtime to control final animation throughput.
June 12, 2019
Introduction to Unity’s Lightweight Render Pipeline
11:00 – 11:30
Attend this talk to learn Lightweight Render Pipeline basics, including where to get it, LWRP main features, and how to set up rendering. Josh will also touch upon customizing a rendering system based on the Scriptable Render Pipeline API.
Introduction to Unity’s High Definition Render Pipeline for real-time graphics
11:45 – 12:15
Join this talk to learn all about the HD Render Pipeline.
Introduction to the Rigging Animation Package
16:30 – 17:00
Need more artistic control of your animations in Unity? If so, don’t miss this intermediate session on our new Animation Rigging features. A team of Unity technical animators and artists will show you how to use predefined constraints to procedurally control character deformations, simulate physic-based secondary motion, and correct overall animations to significantly improve quality in your game. You will also learn how to build setups that can be dynamically triggered/blended at runtime to control final animation throughput.
Discover the Technology Behind “The Heretic”
17:15 – 17:45
In this session, will share insights into the latest work by Unity’s award-winning Demo team, whose projects include Adam and Book of the Dead. Learn how they used the latest features in the High-Definition Render Pipeline (HDRP), with powerful customizations enabled by the Scriptable Render Pipeline (SRP), to showcase how Unity can power high-end visuals for game productions.
June 13, 2019
Fast Particle Rendering with Unity’s VFX Graph
11:00 – 11.30
The Visual Effect Graph is a new Unity tool that enables you to easily create advanced and performant GPU simulations and systems. At this talk, you’ll learn how to use the tool’s node-based effects and adaptive features to create beautiful VFX in real-time.
Introducing Probuilder with Unity
11:45 – 12:15
Join this talk to learn all about Probuilder in Unity.
3ds Max and Maya Roundtripping with Unity
16:30 – 17:00
Unity’s been providing big workflow improvements for artists. Now formulating an efficient workflow between Autodesk Applications and Unity has never been easier. By equipping yourself with tools and techniques that will be shown throughout the duration of this talk, content creation can be enhanced, ultimately, saving time!
Creating your own shaders using Unity’s Shader Graph
17:15 – 17:45
Tired of hand-coding your shaders? The Shader Graph saves you time and frustration by letting you build shaders visually. In this overview, we will show you how to easily create and connect nodes in a graph framework that gives you instant feedback on the changes. Shader Graph is simple enough that even new users can be involved in creating shaders.
June 14, 2019
Introduction to Unity’s High Definition Render Pipeline for real-time graphics
11:00 – 11:30
Join this talk to learn all about the HD Render Pipeline.
Fast Particle Rendering with Unity’s VFX Graph
11:45 – 12:15
The Visual Effect Graph is a new Unity tool that enables you to easily create advanced and performant GPU simulations and systems. At this talk, you’ll learn how to use the tool’s node-based effects and adaptive features to create beautiful VFX in real-time.

Del blog
Unity is committed to enabling creators’ success in the animation space, and it is our pleasure to applaud one of our valued real-time filmmakers, the Japanese studio Craftar. Their feature film was officially selected by the festival to showcase Director Sakuragi-san’s anime masterpiece Relative Worlds – which premiered on Hulu Japan in April of this year and was created using Unity.