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View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

  • Location:   Room 3002, West Hall
    Monday, 1:20pm - 1:50pm
    Summit Speaker:
    Samantha Gorman  (Tender Claws)
    Pass Types: All Access Pass, Summits Pass
    Topic: VR/AR
    Format: Session
    Viewing Experience: In-Person
  • Location:   Room 2009, West Hall
    Monday, 3:00pm - 3:30pm
    Summit Speakers:
    Suma Bailis  (Google), Jane Friedhoff  (Google)
    Pass Types: All Access Pass, Summits Pass
    Topic: Programming
    Format: Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    If you’ve played with Dungeon AI or LitRPG Adventures, you’ve seen the power of language models like GPT-3 and LaMDA in action. However, while large language models can generate story and dialogue that makes sense, their coherence often only lasts for a few hundred words before they lose the thread of what they’re talking about, making it difficult to use them out of the box for goal-oriented experiences like games. In this talk, we demonstrate how to use LLMs in a graph-based authorship tool inspired by Twine to create narrative games populated with coherent and immersive NPCs that use dialogue unique to each playthrough and tailored to the player's input. We will walk through the creation of a graph, demo playthrough of the resulting narrative game, and equip the audience with tools to build next generation narrative games using off the shelf language models.
  • Location:   Room 2005, West Hall
    Monday, 4:40pm - 5:10pm
    Summit Speaker:
    Zhuo Chen  (AMD)
    Pass Types: All Access Pass, Summits Pass
    Topic: Programming
    Format: Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    In this session Zhuo Chen will introduce 'Render Pipeline Shaders', a new, cross-platform SDK from AMD that brings both the power and elegance of graphs to renderers built for explicit APIs. Before discussing the architecture and inner workings of the Render Pipeline Shader SDK, Zhuo will briefly introduce the topic of graphs as used in rendering, and some of the problems with explicit APIs. The session will conclude with some data demonstrating the benefits of Render Pipeline Shaders on real-world gaming applications, and a look forward to what else they enable.
  • Location:   Virtual GDC Platform
    Wednesday, 9:00am - 10:00am
    Sponsor Speakers:
    Gilles Marion  (Arkane Lyon), Lou Kramer  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    In this talk you will learn how Arkane Lyon was able to depict the deadly beauty of Blackreef thanks to their proprietary Void engine, freshly ported to DirectX 12 and full of amazing features. Particular attention will be paid to the challenges of adding ray-tracing to the engine in an efficient manner, and how Deathloop's multiple technology advancements compare to their previous title. Details will be provided on how Arkane and AMD worked closely together to integrate technologies and optimizations to make the game run smoothly on all platforms.
  • Location:   Room 2000, West Hall
    Wednesday, 9:00am - 10:00am
    Sponsor Speakers:
    Micah Knapp  (Qualcomm), Justin Cooney  (Razer)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass
    Topic: Visual Arts
    Format: Sponsored Session
    Viewing Experience: In-Person
  • Location:   Virtual GDC Platform
    Wednesday, 10:30am - 11:30am
    Sponsor Speakers:
    Thomas Arcila  (AMD), Colin Riley  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    FidelityFX Super Resolution 2.0 is AMD's next generation upscaling technology, delivering similar or better than native image quality using temporal data.

    In this talk, Colin and Thomas will first discuss how this new technology is able to significantly increase image quality, diving into some of the algorithmic aspects which enable FSR 2.0 to reconstruct upscaled fine details from low-resolution input images. Then, multiple optimizations implemented during development will be presented, including how FSR 2.0 manages cross-platform performance. Lastly, game developers will learn valuable insight on how to integrate FSR 2.0 to allow for the highest visual quality upscaling at optimal performance.

  • Location:   Room 2010, West Hall
    Wednesday, 11:30am - 12:00pm
    Speaker:
    Bernard Yee  (Oculus)
    Pass Types: All Access Pass, Core Pass
    Topic: Production & Team Management
    Format: Session
    Viewing Experience: In-Person
  • Location:   Virtual GDC Platform
    Wednesday, 12:30pm - 1:30pm
    Sponsor Speakers:
    Stephanie Brenham  (Ubisoft Toronto), Ihor Szlachtycz  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    This session will cover the collaboration between AMD and Ubisoft on Far Cry 6 implementing Hybrid Raytraced Reflections. This talk will cover what Hybrid Reflections are, how Far Cry 6 implemented them, and how AMD and Ubisoft worked together to optimize it for a wide range of GPUs. Stephanie will go over the technique and many of the implementation challenges that were solved along the way while Ihor will cover recommendations to get maximum performance. The session will conclude with information on the AMD GPUOpen Hybrid Reflections sample which implements the technique and can be used by developers to try the technique out today.
  • Location:   Virtual GDC Platform
    Wednesday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Chris Hesik  (AMD), Can Alper  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual
  • Location:   Virtual GDC Platform
    Wednesday, 3:30pm - 4:30pm
    Sponsor Speaker:
    Ken Mitchell  (AMD)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    Join AMD for an introduction to the AMD Ryzen™ family of processors which power today's game consoles and PCs. Learn about Ryzen™ products. Dive into instruction sets, cache hierarchies, resource sharing, and simultaneous multi-threading. Discover profiling tools and techniques. Gain insight into code optimization opportunities and lessons learned with examples including C/C++, assembly, and hardware performance-monitoring counters.
  • Location:   Room 2000, West Hall
    Wednesday, 3:30pm - 4:30pm
    Sponsor Speaker:
    Gary Keen  (Samsung)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    The New GPU - Samsung Xclipse 920 from AMD's Radeon technology is now in the new Exynos 2200 chipset for the further Galaxy products.This GPU is very new to the Android ecosystem and has unique architecture like layered GLES implementation and the desktop featureset like Ray Tracing and Variable rate shading.
    Samsung also did the great effort to deliver the perfect Android support and better performance with supporting the same tools - AGI/Perffeto and Samsung's own GPUWatch but there are still some things developers should know to make their contents and apps working well on it.This session will share the most essential information about the New GPU and several practices with the developers about the market games. Also will show some case studies about the new features - RT & VRS.
  • Location:   Virtual GDC Platform
    Wednesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Aurelien Serandour  (AMD), Teppei Ono  (Luminous Productions)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual

    Matches Found in Session Description:

    This session will cover the collaboration between AMD and Luminous Production on their upcoming title: Forspoken. This partnership resulted in the implementation of various AMD technologies into the game, including screen-space ambient occlusion, screen-space reflections, raytraced shadows and AMD FidelityFX Super Resolution. Along with a short presentation of those techniques, this talk will detail the process to integrate them into the Luminous Engine and how AMD and Luminous Productions worked hand in hand to optimize it across a wide range of AMD GPUs. Forspoken is also supporting the new Microsoft DirectStorage API. A part of the session will be dedicated to its addition to the game highlighting the challenges the studio faced and the benefits it is bringing to the title.
  • Location:   Virtual GDC Platform
    Thursday, 10:00am - 11:00am
    Sponsor Speakers:
    Louis Bavoil  (NVIDIA), Dana Elifaz  (NVIDIA)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual
  • Location:   Virtual GDC Platform
    Thursday, 3:00pm - 3:30pm
    Sponsor Speaker:
    Peter Morley  (NVIDIA)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass
    Topic: Programming
    Format: Sponsored Session
    Viewing Experience: Virtual
  • Location:   Room 3004, West Hall
    Friday, 11:30am - 12:00pm
    Speakers:
    Camden Stoddard  (Double Fine Productions), Paul O'Rourke  (Double Fine Productions)
    Pass Types: All Access Pass, Core Pass, Audio Pass
    Topics: Audio, Production & Team Management
    Format: Session
    Viewing Experience: In-Person

    Matches Found in Session Description:

    This talk by Double Fine's Audio Director Camden Stoddard and Senior Sound Designer Paul O'Rourke will cover the obstacle filled five year long journey of creating the sound and music of Psychonauts 2, the much anticipated sequel to the classic video game Psychonauts. They will discuss challenges and solutions for both the technical and creative aspects as well as battles around morale, isolation in lockdown and diminished resources. Ultimately emerging on the other side of this journey with a widely praised and award winning game, they will discuss lessons learned as well as experiences that they feel are valuable for all game audio professionals and team leaders.
  • Location:   Room 3016, West Hall
    Friday, 11:30am - 12:30pm
    Speakers:
    Greg Foertsch  (Bit Reactor), Alison Kelly  (Bit Reactor), Darren Bacon  (Midnight Society), Jeff Skalski  (Yellow Brick Games Inc.), Hector Antunez  (Bit Reactor)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass, All Access Online Only Pass
    Topic: Game Career Development
    Format: Session
    Viewing Experience: In-Person/Virtual
  • Location:   Room 3005, West Hall
    Friday, 2:00pm - 5:00pm
    Speakers:
    Morgan Hill  (Bit Reactor), Leslie Harwood  (ZeniMax Online Studios), David Johnson  (Undertone FX), Jessica Kutrakun  (MAXIS EA), Inmar Salvatier  (MAXIS EA), Vince Riley  (MAXIS EA), Nan Li  (MAXIS EA), Magnus Lehmann  (Riot Games), Ashley Sparling  (K9 Digital), Piero Macgowan  (Bit Reactor), Ken Whitman  (Bit Reactor), Greg Foertsch  (Bit Reactor), Nate Purkeypile  (Just Purkey Games), Hector Antunez  (Bit Reactor), Gaurav Mathur  (Penumbra), Jeff Skalski  (Yellow Brick Games Inc.), Jesse Rapczak  (Studio Wildcard), Darren Bacon  (Midnight Society), Alison Kelly  (Bit Reactor), Jeff Parrott  (Blizzard Entertainment), Chris Sulzbach  (Insomniac Games), Gavin Goulden  (Insomniac Games)
    Pass Types: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass, All Access Online Only Pass
    Topic: Game Career Development
    Format: Session
    Viewing Experience: In-Person/Virtual