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March 9-13, 2026
Moscone CenterSan Francisco, CA

Search Results

Your search for "unreal engine" returned the below results for sessions and speakers.

Sponsor Speaker: Matt Oztalay  (Epic Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speaker: Paul Georges  (Epic Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speaker: Alexey Drobyshevsky  (Owlcat Games)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Narrative & Performance
Sponsor Speaker: Matt Ellis  (JetBrains)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Lukas Medek  (Sumo Digital), Patrick Mendenall  (Arm)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speakers: Chris Murphy  (Epic Games), Adrien Logut  (Epic Games)
Location: Room 3009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Chris Torne  (Qualcomm Technologies, Inc.), Srihari Babu Alla  (Qualcomm Technologies, Inc.), Yuhan Zhou  (Infold Games)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speaker: Arvind Neelakantan  (Epic Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speakers: Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Speaker: Dodie Gong  (Infold Games (Papergames))
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Visual Development, Design
Format: Lecture
Speaker: Martin Singh-Blom  (Embark Studios)
Location: Room 3004, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology, Visual Development
Format: Lecture
Sponsor Speaker: Joan Da Silva  (Epic Games)
Location: Monetization & Player Engagement Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Educators
Format: Power Talk
Sponsor Speaker: Osian Williams  (COPA Gaming)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Independent Development
Format: Power Talk
Sponsor Speakers: Graham Henry  (METATAILOR), Marc Walls  (METATAILOR)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Sponsor Speaker: Yuning Yang  (Yeariver)
Location: Indie & Education Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Independent Development
Format: Power Talk
Sponsor Speakers: Richard Cowgill  (NVIDIA), Kelsey Mihalatos  (NVIDIA), Evan Hart  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Speaker: Spencer Luebbert  (Disbelief)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development, Design
Format: Lecture
Title: RTX Unreal Engine Evangelist
Company: NVIDIA
Richard Cowgill is a game developer with over 20 years of experience, having contributed to the Battlefield and Borderlands series as well as many others. His indie game Stay in the Light is one of the first ray-tracing-only games. As an RTX Unreal evangelist for NVIDIA, his goal is to help developers fully utilize Unreal Engine and ray-tracing technology.
Title: Post-Secondary Director
Company: Epic Games
Joan Da Silva is the Post-Secondary Education Director at Epic Games, where he helps schools and creative industries adopt real-time technologies and Unreal Engine. After founding the pioneering animation and online games studio Artepict in 1997, he worked with major studios including Ubisoft and Rovio (Angry Birds). He later led two of France's top digital arts schools, LISAA Paris and ARTFX Montpellier, before joining Epic Games to bridge the worlds of animation, education, and innovation.
Title: Principal Technical Artist
Company: Jin&Jaw LTD

Jad is a motivated and professional real-time technical artist / programmer with a strong knowledge of Unreal Engine and Houdini. He is an achievement driven individual who has experience in both real-time and offline rendering, with an eye for problem solving and quality.

Title: Co-founder and CTO
Company: Sandfall Interactive
After completing an engineering degree in computer science and software architecture, Tom Guillermin joined Ubisoft in 2016 as a gameplay programmer through the Graduate Program. He worked in France and then in Sweden on the franchises: The Division, Ghost Recon, and Beyond Good & Evil. It was in Sweden that he met Guillaume Broche and began helping him with what was, at the time, just a personal project using Unreal Engine. In 2020, with the arrival of François Meurisse, they founded the studio Sandfall Interactive together, with Tom taking on the role of Technical Director and leading gameplay programming. The project then became Clair Obscur: Expedition 33.
Title: Distinguished Developer Technology Engineer
Company: NVIDIA
Evan is a Distinguished Engineer in NVIDIA's developer technology group focusing on Unreal Engine. With over two decades of industry experience, he has had the opportunity to work on a wide variety of code spanning the gamut of real-time graphics. His present focus is on utilizing new technology such as ray tracing to bring better lighting to games.
Title: Professor
Company: University of the Incarnate Word

Jingtian Li is an Associate Professor and the Department Chair of the 3D Animation and Game Design department at the University of the Incarnate Word. He specializes in Game Programming and Tech Art, and has a wide skill set range from programming languages like C/C++, C#, Python, to DCC tools like Maya, Houdini, ZBrush, Substance Painter and Designer - he is also specialized in Unreal Engine programming, GAS, and Multiplayer game dev. As an educator, Jingtian has been teaching since 2015, and has taught many classes in the department, including Game Programming I, II, III, IV, Rigging, Technical Direction, Procedural Modeling, and Senior Thesis Production I & II. Jingtian also worked on commercial advertising and participated in XR projects professionally.

Title: CEO & Creative Director
Company: DALOAR Studios
David Lorenzo is the founder and CEO of DALOAR Studios (Valladolid), a 32-person studio established in 2021 and focused on developing original IPs in Unreal Engine 5. He has led the production of The Occultist (a narrative horror title) and previously directed VR/AR projects for major brands. In 2014, he founded a video game school that has trained hundreds of students. His work sits at the intersection of studio leadership, production, and business development with publishers and investors.
Title: Programmer
Company: Double Jack

Samuel Metters is the Lead Developer at Paris-based studio Double Jack. An Unreal Engine specialist with 10 years of experience in gameplay, VR, editor tools and technical design. Over the past few years, he has been working at Double Jack on their latest title Maestro, an orchestra conductor rhythm game available on Quest, Pico, PSVR and Steam.

Title: RTX Unreal Engine Technical Artist
Company: NVIDIA
Kelsey Mihalatos came to NVIDIA in 2018, bringing her passion for game art with a strong focus on 3D modeling, texturing, and level creation in Unreal Engine. She has worn many hats since her arrival, including Quality Assurance, RTX Technologies Producer, and now with her current role as an RTX Unreal Engine Tech Artist. Using her knowledge from previous roles and her passion for game art, her goal is to help formulate and bridge the gap between cutting edge RTX Technologies and content creation workflows.
Title: Principal Technical Artist, Developer Relations
Company: Epic Games
Chris Murphy is a Principal Technical Artist with over 9 years at Epic Games, a Bachelor of Computer Science, and a Bachelor of Multimedia, culminating in a broad skillset across a range of game development disciplines. Chris' role in the Technical Developer Relations team at Epic Games is to help Unreal Engine developers build successful projects with Unreal Engine through support, training, and education.
Title: Solution Architect
Company: Epic Games
Arvind Neelakantan is a Solutions Architect at Epic Games and a full-stack game programmer specializing in Unreal Engine for Android and Automotive HMI. Bringing experience from Unity, Disney, and Nickelodeon, he focuses on performance and optimization. When not profiling or optimizing, he is likely deep into his fifth playthrough of Breath of the Wild on Switch.
Title: Technical Director
Company: Black Shamrock - A Virtuos Studio
Eoin O'Grady is a game developer with 17 years of experience in the games industry, primarily working on AAA console titles. They have extensive experience with Unreal Engine from UE3 through UE5, and have worked at studios including Black Shamrock (a Virtuos Studio), Splash Damage, and DIGIT Games. Their credits include The Outer Worlds: Spacer's Choice, Gears of War 4, Gears of War: Ultimate Edition, and Batman: Arkham Origins, as well as the highly successful Unity mobile title Star Trek Fleet Command. With a strong passion for optimization and developer tooling, Eoin O'Grady focuses on building systems that improve performance, content quality, and team efficiency across large-scale productions.
Title: Principal Technical Artist, Developer Relations
Company: Epic Games
Matt Oztalay is a Principal Developer Relations Technical Artist at Epic Games, helping users of the Unreal Engine push the boundaries of what's possible with real-time interactive experiences. Matt graduated from Ringling College of Art and Design with a BFA in Game Art and Design. He has worked in the games industry for 15 years, and in that time he has contributed to the Saint's Row, Darksiders, Halo, Call of Duty, Crackdown, and World of Tanks franchises.
Title: Director of Product Design
Company: Discord
Sota Proffitt is Director of Product Design at Discord, where she leads teams shaping the product experience for one of the world's largest communication platforms, serving hundreds of millions of users globally. Before joining Discord, she spent over four years consulting as a Strategy Director for Epic Games, helping guide product vision and user experience across gaming and creator ecosystems including Unreal Engine, Fab, ArtStation, and more. She has spent over a decade working in the games industry, beginning her career consulting for Omen Games as an industrial designer, and later for Discord through the acclaimed design studio Instrument. As a strategist and creative, her experience spans brand, marketing, and product, with a focus on platforms that serve both developers and players.
Title: Pipeline Tool Developer
Company: 2DNAC
Miroslav Radmanović is a specialist in high-end character shapes, digital doubles, and digital double-based workflows, with deep expertise across games, cinematics, and next-gen interactive media. Over more than a decade in the industry, he has helped build advanced facial systems, guided AAA character development, and contributed to shaping modern standards in digital human production. As COO and Co-Founder of 2DNAC, Miroslav plays a key role in designing and optimizing next-generation pipeline tools for scalable character creation. His work focuses on bridging artistic precision with technical innovation—ensuring teams can produce expressive, production-ready heads and bodies faster, cleaner, and with greater consistency across platforms. Miroslav has been instrumental in evolving 2DNAC's proprietary technologies, including the creation of advanced shape libraries, deformation systems, and custom workflows that empower studios to push realism while maintaining performance. His approach emphasizes flexible systems that support any visual style—from stylized to photoreal—while ensuring seamless integration into Unreal Engine, Maya, and other production environments. Collaborating closely with artists, programmers, and technical directors, Miroslav helps transform complex character challenges into robust, elegant solutions. His work enables teams to deliver digital humans that not only look believable, but move and emote with natural precision—raising the bar for character production across games, film, AR/VR, and beyond.
Title: President
Company: Retropixel Digital
Nick Romick is the founder and studio lead at RetroPixel Digital, where he's been developing games in Unreal Engine since 2020. He's currently leading Green Hawk Platoon, bringing a lifelong love of toy soldiers, fast-paced shooters, and cinematic storytelling together into a modern FPS built by a small, highly iterative team.
Title: Senior Staff Engineer
Company: Qualcomm Technologies, Inc.
Christophe Torne is a Senior Staff Engineer at Qualcomm Technologies, Inc. where he focuses on Unreal Engine 5 rendering optimization and feature enablement for the Vulkan SM5 renderer on mobile platforms. Chris previously held a lead position in the graphics test development team where he was involved with Vulkan since its inception. In a previous life, Chris was a game developer, helping ship games on PS3, X360, DX9 and WiiU.
Title: Narrative Designer/Educator
Company: Rancho Solano Prep

Carl Varnado is a writer, educator, and narrative consultant with credits on Need for Speed Unbound, Dragon Age: Veilguard, Street Fighter 6, and Wyld Flowers. He is the creator of Black Heroes Matter and Executive Director of Black in Gaming, where he advocates for inclusive storytelling and industry equity. A frequent speaker at GDC, Comic-Con, and the Essence Festival, Carl also teaches game and film production, helping students build real-world pipelines using Unreal Engine, AI, and collaborative narrative tools. His work blends technical rigor, cultural perspective, and deep experience in education - making him a powerful voice at the intersection of design and identity.

Title: Founder
Company: Daydream Studios
With billions of views and millions of subscribers on YouTube, Cory is known for his engaging content and his creative use of Unreal Engine 5 for solo real-time animation. His newest YouTube project, Silly Crocodile, is quickly gaining attention in the industry as a beacon of hope for storytellers concerned about the future of AI. Compared to Cory's custom-built animation pipeline, AI is simply too slow because his animated performances are instantaneous.
Title: Director
Company: COPA Gaming
Osian Williams is a multi-BAFTA and RTS award-winning creative with over 13 years of experience in UK television and commercial production. Beginning his career while studying at Bangor University, he has worked as a camera operator, director, producer, and editor, developing a cinematic, craft-led approach to storytelling. He is the founder of COPA Gaming, currently developing The Department, a single-player detective game set in Wales. In 2025, COPA Gaming was one of six studios awarded Creative Wales Scale Up funding as part of a $1.1 million programme supporting original Welsh game IP. Through its lead developer, Matt Aspland, COPA Gaming also delivers Unreal Engine education on YouTube, with the channel surpassing 18 million views.
Title: Game Designer, Chú Mó/Warped Worlds
Company: Warped Worlds
Shawna is a game designer specializing in level design, gameplay flow, and environmental storytelling. With experience in both Unity and Unreal Engine, she focuses on crafting clear, readable play spaces that balance challenge, pacing, and narrative intent. At Warped Worlds, Shawna worked on Chú Mó, designing and refining interactive mechanics and progression to support its embodied, ritual-based gameplay. Beyond Warped Worlds, she has designed levels and quests for isometric and escape-room-style games, including work on Emberville and The Planar Danse. She is passionate about turning abstract ideas into playable systems players can intuitively navigate.
Title: Creative & Business Strategist
Company: 2DNAC
Marko specializes in crafting lifelike digital doubles and humanoid creatures for games, commercials, and cinematic projects. With over a decade of experience, he has contributed to AAA character creation for PS5, helped develop MetaHuman Creator, and built custom solutions for Unreal Engine and Maya. At 2DNAC, he developed RigX, a revolutionary pipeline for digital doubles designed to set a new industry standard. RigX removes longstanding limitations, delivering performance boosts and high-end features for gaming, movies, AR/VR, and other interactive projects. It enables creators to achieve characters of all styles, from hyper-realistic to stylized or cartoony, with seamless rigging, precise animation, and unmatched flexibility across platforms. The team, composed of AAA-experienced artists and technical specialists, pushes the boundaries of what's possible—from dynamic real-time facial animation systems to fully customizable rigs—allowing characters to not only look realistic, but move and perform naturally in any project. Marko actively collaborates with creatives and technologists to bring ambitious ideas to life, elevating projects with cutting-edge digital doubles and innovative character pipelines.