JetBrains has announced that the full session recordings from its annual GameDev Day 2026 conference are now available on YouTube, following the event held on September 28. The conference presented a series of technical sessions aimed at game developers and engineers, focusing on practical challenges faced by development teams in real-world production environments.
Key Conference Themes
The sessions covered a variety of vital technical areas in the gaming industry, including:
- AI in Development: Exploring how to use AI Agents to automate UI integration from Figma to Unity, in addition to building Procedural Content Generation (PCG) worlds using Godot and Gemini.
- Performance Optimization and Infrastructure: Discussing the causes of slow Gameplay Systems and how to diagnose them using Unreal Insights, alongside an overview of Epic Games' open-source Lore VCS system for handling large binary files.
- Engine Development: Strategies for integrating Entity Component Systems (ECS) into live games without needing to rewrite the entire engine.
- Continuous Integration (CI): How to integrate CI workflows directly into the development environment using TeamCity MCP.
Why This Content Matters to Developers
The importance of these recordings lies in their focus on "real-world production problems" rather than general theories. For example, experts provided practical solutions for debugging across different programming languages and runtime environments (such as C# and C++), which is a common challenge faced by game developers working on hybrid client-server systems.
What is Changing Practically?
The sessions demonstrate a shift in development tools toward "Agentic Workflows" that go beyond simple code generation to automate complex tasks within game engines like Unreal Engine. The sessions also provide a technical reference for developers on how to maintain code quality in the age of artificial intelligence using static analysis tools like Qodana.
Those interested can access the full playlist via the JetBrains YouTube channel, where sessions have been categorized by the engine used (Unreal, Unity, Godot) or the developer's job role, facilitating self-learning for professionals and beginners alike.