View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Ryan Brucks started down the path of game development at the age of 11 by writing trading games and screensavers in Basic using his parent's Compaq 386. A few years later he started tackling 3D game modding as a hobbyist by releasing tracks for Monster Truck Madness 2. Then at the age of 14, he discovered the Unreal Editor included with Unreal1 and never looked back. After releasing levels for the community for a few years, he was offered a job at the Epic Games offshoot known as Scion Studios to work on Unreal Championship 2. A few short months later, Epic and Scion merged in order to ship the beast of a project that Gears of War was turning out to be. Over the last 14 years at Epic, he has gradually transitioned from a level design roll into environment art and technical art. He now creates technical art for many of Epic's ongoing projects and the Engine itself, as well as occasionally adding some code features.