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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Google Developer Summit: Enhancing Game Performance: vulkan and Android Adaptability Technology (Presented by Google)

Sponsor Speakers: Dohyun Kim  (Google), Hak Matsuda  (Google), Jungwoo Kim  (Samsung), Syed Farhan Hassan  (ARM)

Location: Room 2024, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsor Developer Summit

Mesh Shaders in AMD RDNA™ 3 Architecture (Presented by AMD)

Sponsor Speakers: Lou Kramer  (AMD), Max Oberberger  (AMD)

Location: Room 3001, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsored Session

SmartGI Evolution: Adaptive NanoMesh on Mobile (Presented by Arm)

Sponsor Speakers: Nathan Li  (Arm), Shun Cao  (Tencent Games)

Location: Room 2009, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Visual Arts

Format: Sponsored Session

Next Level of Mobile Graphics: Ray Tracing in 'Arena Breakout' (Presented by Tencent Games)

Sponsor Speaker: Junhong Wang  (Tencent Games)

Location: Room 3022, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsored Session

Post Mortem GPU Crash Analysis with AMD Radeon™ GPU Detective (RGD) (Presented by AMD)

Sponsor Speakers: Adam Sawicki  (AMD), Amit Mulay  (AMD), Marco Bouterse  (Nixxes Software)

Location: Room 3001, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsored Session

Bringing Maximum Reality to vulkan Games (Presented by Samsung)

Sponsor Speakers: Jungwoo Kim  (Samsung Electronics), Seunghwan Lee  (Samsung Electronics), Gary Keen  (Samsung Electronics)

Location: Room 3022, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsored Session

DirectX State of the Union Ft. Work Graphs and Introducing DirectSR (Presented by Microsoft)

Speakers: Shawn Hargreaves  (Microsoft), Austin Kinross  (Microsoft), Wessam Bahnassi  (Nvidia), Rob Martin  (AMD)

Location: Room 2009, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Programming

Format: Sponsored Session

Realistic Mobile Graphics with Optimized Ray Tracing (Presented by Arm)

Sponsor Speaker: Iago Calvo Lista  (Arm)

Location: Room 2009, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Topic: Visual Arts

Format: Sponsored Session

Bringing Frostbite to New Rendering Tech and Platforms (While Nobody Noticed)

Speaker: Jason Bright  (Electronic Arts)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Ray Tracing in Snowdrop: Scene Representation and Custom BVH

Speaker: Oleksandr Koshlo  (Massive Entertainment - A Ubisoft Studio)

Location: Room 3016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Keen, Gary

Title: Senior SW Engineer

Company: Samsung Electronics

Gary Keen is a Senior Software Engineer at Samsung Electronics. Since the Galaxy S9, he has worked on the Mali & Xclipse Android GPU drivers and has contributed to the development of profiling tools in order to maximise OpenGL and Vulkan performance in mobile games. He is currently part of the DevTech team, a group responsible for working directly with game studios to root out issues and implement cutting edge technologies such as Ray Tracing and VRS

Kim, Dohyun

Title: Developer Relations Engineer, Android Games

Company: Google

Dohyun Kim is an experienced Google Android Developer Relations (DevRel) engineer, specializing in the Android Performance Framework (ADPF) and Vulkan API. He has expertise in advanced Android game development.

Kim, Jungwoo

Title: Principal Engineer

Company: Samsung

Jungwoo Kim is a highly experienced expert in the field of Android GPUs. With a deep understanding of the Vulkan API and extensive optimization experience, he has collaborated with various game companies to maximize Vulkan performance.

Koshlo, Oleksandr

Title: Render Architect

Company: Massive Entertainment - A Ubisoft Studio

Ive started my gamedev career in 2015 by joining Ubisoft Kyiv as a generalist programmer. 6 years ago I moved to Sweden to become a graphics programmer for Snowdrop engine at Ubisoft Massive. I've worked on various graphics features at different levels of the stack, but the biggest amount of time I spent on a lower-level side, handling render backends for DX12, Vulkan and consoles, working on geometry rendering pipeline, and recently actively maintaining lower-level aspects of Snowdrop's ray tracing.

Kramer, Lou

Title: Member of Technical Staff

Company: AMD

Lou is a Member of Technical Staff in AMD's European Game Engineering Team. She is focused on helping game developers get the most out of AMD Radeon™ GPUs using Vulkan® and DirectX®12 technologies.

Lee, Seunghwan

Title: Principal Engineer

Company: Samsung Electronics

After joining Samsung Electronics in 2008, Seunghwan Lee worked as a system engineer in the MX division for eight years.  Since 2016, he has been responsible for GPU DevTech technical tasks, and currently involved in the development for Vulkan and game engine performance enhancement.  Additionally, he collaborates with game developers to make better gaming experiences. / 

Martin, Rob

Title: Fellow Software Engineer

Company: AMD

Rob has spent all of his career with AMD so far, working on Radeon graphics drivers.  After five years working on the D3D11 driver, Rob switched to working on AMD’s Mantle API and eventually working on the software component upon which AMD’s D3D12, Vulkan, and other drivers are built. Rob is now an architect for that component and leads development of AMD’s implementation for GPU Work Graphs.

Sawicki, Adam

Title: Principal Member of Technical Staff

Company: AMD

Adam is a Principal Member of Technical Staff Developer Technology Engineer in AMD's Game Engineering group, focusing primarily on Direct3D®12 and Vulkan® games technology and the games that use them.

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