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March 9-13, 2026
Moscone CenterSan Francisco, CA

Search Results

  • Location:   Room 211, South Hall
    Monday, 9:00am - 10:00am
    Speakers:
    Sam Warnke  (GDC), Natalie Sam  (GDC)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community

    Matches Found in Session Description:

    Welcome to the GDC Festival of Gaming! Hosted by GDC’s Natalie Sam (Marketing Director) and Sam Warnke (Conference Producer, Curated Program), this essential crash course is designed to help you make the most of your GDC experience. You’ll learn strategies that work: choosing the sessions that matter to you, mastering the Festival Hall neighborhoods, and hearing personal tips and practical advice to set you up for success.


    From understanding what's new with the GDC Festival of Gaming to navigating Moscone Center like a seasoned pro, this session gives you the confidence and knowledge to approach each day with purpose. Whether you're new to GDC or returning after our evolution, you'll leave knowing exactly how to navigate the week ahead.

  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Monday, 10:00am - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Tabletop Summit

    Matches Found in Session Description:

    Grab a board game and let the games begin! Stop by the lounge and check out a game from our Free Play board game library or take a moment to playtest something brand new. Enjoy a little friendly competition and share feedback directly with the designers!

    Check out a gallery of the schedule of featured games here.

    Brought to you in partnership with Gamescape, Golden Gate Gamemakers, and Unpub!

  • Location:   Room 3001, West Hall
    Monday, 10:10am - 11:10am
    Sponsor Speakers:
    Wes McDermott  (Adobe), Jérémie Noguer  (Adobe), Lucrezia Romeo  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Stay up to date with the latest innovations across the Adobe Substance 3D ecosystem. Dive into the latest product updates and releases, including a focused look at OpenPBR and how it's shaping the future of material standards. The Substance 3D team will also tease upcoming features, with an exclusive live demo in Substance 3D Painter led by Lucrezia Romeo, Character Artist specializing in video games, offering a firsthand look at what's coming next.
    Finally, the team will share a preview of ongoing and upcoming research projects, providing a glimpse into the future direction of the Substance 3D tools and technology.
    As an added bonus, the first 350 attendees will get a bag with a custom design by Nikie Monteleone (limited edition – don't miss it!).
  • Location:   Room 2024, West Hall
    Monday, 10:10am - 11:10am
    Sponsor Speakers:
    Jingshen Wei  (Team Jade / Tencent Games), Lingjin Meng  (Team Jade / Tencent Games), Qinfu Zhao  (Team Jade / Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Business Strategy

    Matches Found in Session Description:

    Delta Force has been a Steam top 10 mainstay, and Team Jade has learned a lot from this journey. The team behind the game built a global publishing pipeline from scratch to cultivate and support a global fanbase. This microtalk session covers the creation of a marketing roadmap to achieve a high impact-to-cost ratio, conducting PR to create a narrative and maintain exposure, and finding, engaging, and retaining content creators to bring organic traction and content to the game and community.

  • Location:   Room 2011, West Hall
    Monday, 10:10am - 11:10am
    Sponsor Speaker:
    Matt Oztalay  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Epic Games' Matt Oztalay can talk about how to get your project running at your target frame rate until he's hoarse (and in fact has!). Wouldn't it be better for you (and Matt's vocal cords) if you started your project at your target framerate and kept it that way?

    In this session, we'll take a journey through Unreal Engine 5's development to see how Epic has been improving performance of the engine; the tools you need to build your project at your target frame rate from the ground up; the features and tools to monitor and diagnose your project's performance; and how you can get back to frame rate if (when) you get off track.
  • Location:   Room 2020, West Hall
    Monday, 10:10am - 11:10am
    Sponsor Speakers:
    Catherine Hawayek  (Google Cloud), Jeff Skelton  (Electronic Arts), Adam Smith  (Unity), Muneki Shimada  (Sony Interactive Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Step into the studio with leading game makers who are crafting the next generation of interactive entertainment. In this session, gaming industry leaders will share how AI is augmenting tools, engines, and game dev processes, transforming how game creators build and operate live service games. Go beyond theory and discover how AI is becoming an enabler for game companies, providing a true opportunity to reinvent the very complex game dev process from initial concept art to post-production.
  • Location:   Room 2009, West Hall
    Monday, 10:10am - 11:10am
    Sponsor Speaker:
    Yubo Kou  (The Pennsylvania State University)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Product Management
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Toxic behavior remains a persistent challenge in multiplayer games, and most industry responses still rely on detection followed by punishment. While effective at enforcement, this approach often ends with bans or mutes—overlooking opportunities to reduce repeat offenses, retain players, and support long-term community health.

    In this talk, the speaker reframes player punishment as a design and community problem rather than a purely moderation task. Drawing on player-centered research, the talk highlights common drivers of toxic behavior and shows how players frequently link their actions to game systems, incentives, and social friction.

    The talk then explores where current moderation systems fall short from a live-service perspective and shares practical examples of prosocial community practices already used in games, including peer feedback, mentoring, norm-setting, and constructive designer–player interaction. The session concludes with high-level design principles for building healthier, more resilient multiplayer communities.
  • Location:   Room 2005, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Jac Carlsson  (EA DICE)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    What makes a first-person shooter game actually feel great? Join Jac Carlsson, 3C and Game Feel designer on Battlefield's latest title as well as lifelong professional dancer/choreographer, for a dynamic exploration of the art and science of "game feel". This session places special emphasis on the responsive, kinetic sensation of "gun feel" at the core of Battlefield 6's first-person combat.


    Game feel isn't a feature you print on the back of the box, it's that elusive experience when player intent and the qualitative aspect of the game's response meld seamlessly. Drawing on his background in movement, Jac delves into how the body and perception is surprisingly central to every moment of play, and why input as a physical mechanic sets games apart as a medium.


    This lecture reframes game feel theory: why aligning perception and gameplay, technically and audio-visually, is at the heart of the medium, unlocking new creative thinking in design. Jac demystifies practical game feel design in combat mechanics and procedural animation, breaking down how the team crafted a responsive, tactile, and satisfying experience. He also explores how "perceived latency" and the "behavioral quality" in visuals and audio is just as critical as technical performance.


    Game feel is a multidisciplinary field. Whether you're an engineer, designer, animator, artist, or sound designer, you'll gain insight into what makes great FPS game feel emerge by design.

  • Location:   Room 2003, West Hall
    Monday, 10:30am - 11:30am
    Speakers:
    Raphael Joffres  (Sandfall Interactive), Maxance Playez  (Sandfall Interactive), Olivier Penchenier  (Sandfall Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Audio, Game & Production Technology
    Format: Lecture
    Tags: Community

    Matches Found in Session Description:

    Expedition 33's sound was produced by a rather small and young team. We regularly tackled new challenges for the first time, trying to find the best way to handle everything, often thinking we had no idea what we were doing. But we did it anyway, and in the end, we learned that what matters the most isn't to do everything the right way, but to do it with guts. This presentation will go through the pillars of Expedition 33's sound and explain how we did it, from an artistic, technical and production point-of-view, giving attendees an in-depth and honest view on how the sound of Clair Obscur was produced.

  • Location:   Room 3018, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Nate Heiss  (Heiss Games LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design
    Format: Lecture
    Tagss: Community, Tabletop Summit

    Matches Found in Session Description:

    People always ask, "How do you power balance thousands of cards in a Trading Card Game?" It seems like an impossibly daunting task. In this session, you will learn how the best in the business do it, and why your game is actually easier to balance the more cards it has. Learn why algorithmic balance, the most common thing people try first, fails. Instead try comparative power sorting; a fairly simple but powerful technique that leverages some cards in your game to help balance others. Moreso, this technique works for any game that has lots of game objects with complex abilities that need balance, but can't achieve it algorithmically.

  • Location:   Room 2016, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Fleur Marty  (Gearbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    We've all worked with them: exceptionally skilled individuals whose toxic behavior is excused because of their perceived value. But brilliance isn't worth the cost when it damages team dynamics, erodes trust, and drives away talent. In this talk, Executive Producer Fleur Marty shares a candid, real-world case study and explores the hidden toll of enabling "brilliant jerks" in game development. Attendees learn how to recognize the warning signs, why tolerating toxic talent harms both culture and outcomes, and how to coach (or decisively address) those who refuse to change. Whether leading a small team or a large studio, this session offers practical tools and a compelling call to action: it's time to stop making excuses and start building healthier, higher-performing teams.

  • Location:   Room 3005, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Josh Labelle  (Gameloft Montreal)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Lecture
    Tagss: Community, Game Narrative Summit

    Matches Found in Session Description:

    How do you create a world where Buzz Lightyear can live in harmony with Scar from The Lion King — without one trying to defeat the other? In this session, Josh Labelle, Creative Director of Disney Dreamlight Valley, explores the creative and production strategies behind building a vibrant, IP-rich narrative game. From quest pipelines and dialogue workflows to character voice preservation and unexpected crossover moments, this talk offers a behind-the-scenes look at crafting stories in a shared universe. Ideal for narrative designers and producers navigating complex live service games.
  • Location:   Room 207, South Hall
    Monday, 10:30am - 12:30pm
    Speaker:
    Cecile Hemery  (Walayance)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Culture & Sustainability, Career
    Format: Workshop

    Matches Found in Session Description:

    Many accomplished professionals carry conditioning from school into their careers—praised for being reliable, following rules, and doing excellent work. Initially, this strategy delivers promotions, recognition, and success. But over time, it stops working. Recognition fades, opportunities pass by, and high performers feel stuck, frustrated, and overwhelmed—trapped by their own reliability.

    Cecile Hemery explores navigating the "Good Job Trap": the transition from reliable to respected, from striving to please to becoming a self-led leader who defines success, influence, and impact on their own terms. Drawing from 15 years in gaming leadership and coaching over 250 professionals, she shares why traditional "good work" strategies fail at senior levels and provides a practical framework—through interactive discussions, polling, and exercises—for breaking free from people-pleasing patterns to rediscover voice, clarity, and greater impact in careers.
  • Location:   Level 1, West Hall
    Monday, 10:30am - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Format: Special Event
    Tags: Networking

    Matches Found in Session Description:

    GDC’s version of Speed Networking. A fast-track to new contacts, partnerships, and future collaborators. Join us on Monday, Tuesday, and Friday.


    Monday, March 9th

    10:30am - 5:30pm

    Session 1 | 10:30am-11:30am (60min)

    Session 2 | 11:50am-12:50pm (60min)

    Session 3 | 1:50pm-2:50pm (60min)

    Session 4 | 3:10pm-4:10pm (60min)

    Session 5 | 4:30pm-5:30pm (60min)


  • Location:   Room 2018, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Don Daglow  (Sausalito Games Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    "You're sitting with a friend who asks, 'How have you survived 55 years of making games and remained passionate about what we do? What are the top lessons that might help me?'"

    I'll share a series of answers, with short explanations for each one. Big issues in the industry. Challenges that affect teams. Topics that come up when you look in the mirror. Use the answers that feel right. Discard the approaches that aren't for you.

  • Location:   Room 2010, West Hall
    Monday, 10:30am - 11:30am
    Speakers:
    Victoria Tran  (Innersloth), Forest Willard  (Innersloth)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Business Strategy
    Format: Lecture
    Tags: Funding

    Matches Found in Session Description:

    What's it like funding games? This talk will go over the stats, learnings, and reflections on starting and running Outersloth, an indie game fund created from the success of the game Among Us. Starting in 2022, it has successfully funded 20+ games of varying genres. See what happens behind-the-scenes when you submit a game, insight into self-publishing, and a call for more game funds to exist (or at least, for publishers to give better support.) This is NOT a talk about how to perfectly pitch a game or self-publish as an indie - it is a transparent reveal of the journey behind running a games fund, insights we've gained from submissions, and why self-publishing has become more important than ever.
  • Location:   Room 3004, West Hall
    Monday, 10:30am - 11:30am
    Speakers:
    Martin Singh-Blom  (Embark Studios), Alessandro Sestini  (Electronic Arts, SEED), Alexis Rolland  (Ubisoft, La Forge), Alexandre Moufarek  (Google DeepMind), Zhen Zhai  (Blizzard Entertainment), Julien Merceron  (Orion Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Forum
    Tagss: Community, Machine Learning Summit, Signature Session

    Matches Found in Session Description:

    The GDC Machine Learning Summit Chairs have designed this Forum session for you. Why? To give you a place to ask any questions you might have about Machine Learning AI in the Video Games Industry. How? By gathering eminent panelists that will be on stage, and having a moderator to bounce questions around. This 60-minute Forum will start with the introduction of our panelists, the moderator will then kick off the session with a few questions while the audience gathers around the mics made available in the room, and then give priority to any questions from the audience. Come to talk about Simulation, Content Creation, Tools, Pipelines, Processes, Operations, Services, Advancement from Academia, and more!

    This Forum is all yours—All You Can Ask!

  • Location:   Room 2001, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Albert Puertolas  (Gameloft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Game & Production Technology, Design
    Format: Lecture

    Matches Found in Session Description:

    Behind the cross-play curtain, many pitfalls lurk.
    Matchmaking implementation, in particular, can quickly become unwieldy without the right foundation to support the added complexity.
    Join this session to learn from the experience of Gameloft's Asphalt team in adapting from a rigid, legacy matchmaker to a fully flexible solution.
    The talk will highlight the challenges involved in supporting common modern features such as parties, teams, and cross-play filters in a fast-paced iteration environment, and how a matchmaker-as-code solution helped us stay on top.
    We will discuss insights into graph-based candidate evaluation algorithms and how they can improve and simplify the logic, as well as proven approaches for fast, safe iteration in production.
  • Location:   Room 2006, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    A.J. Fairfield  (Mojang; Microsoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture
    Tagss: Advanced Graphics Summit, Series

    Matches Found in Session Description:

    Minecraft's charming, minimalistic art style has always been one of the aspects that defines the brand, but over time we've seen a growing desire from players for evolutions to the graphical capabilities of the game. While third-party mods are available on Minecraft Java to achieve these visual experiences, enhanced graphics were unavailable to most Minecraft players until recently with the release of Vibrant Visuals: a cross platform, 100% real-time, physically based evolution of one of the most successful games of all time.

    This session explores the team's journey since 2018, discussing the development of the RenderDragon engine, the evolution of the game's art pipeline to PBR, and the development of Vibrant Visuals. It aims to share our learnings from when we upgraded our graphics engine, how we shipped a high-fidelity experience across such a wide variety of devices, and how we openly developed the upgrade with our players.

  • Location:   Room 3011, West Hall
    Monday, 10:30am - 12:30pm
    Speakers:
    Natasha Miller  (Blizzard Entertainment), Matthew Soeth  (Thriving in Games Group), Weszt Hart  (Riot Games), Josh Chapdelaine  (Thriving in Games Group), Ariana Barcenas Kanemoto  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Workshop
    Tags: Thriving Players Summit

    Matches Found in Session Description:

    This workshop will feature speakers Weszt Hart, Riot Games, and Natasha Miller, Blizzard Entertainment, leading attendees through identifying common risks or roadblocks to prosocial interaction in games, give best practices on mitigating the risks in a way that increases social reward, and provide design/research tools to help increase the likelihood of prosocial interactions occurring in your player community.

  • Location:   Room 314, South Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Geoff Evans  (Nvidia)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    The Tools Technology Roundtables' focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others discuss how they keep their creative teams producing awesome games.


    Day 1: "Engineering", focuses on tools programming, testing, deployment, frameworks, scripting, automation, extensibility, diagnostics, and telemetry.

    Day 2: "Assets" focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.

    Day 3: "Build" focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.

  • Location:   Room 3002, West Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Alexis Denance  (Ubisoft Da Nang)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tagss: Accessibility, Community, UX Summit

    Matches Found in Session Description:

    The porting team approach to adapting Prince of Persia: The Lost Crown on Mobile.
    The team identified early on the challenges linked to a platformer and combat metroidvania for Mobile. Alexis Denancé presents how the team approached this puzzle and implemented various features & adaptations to enrich the game experience and make it enjoyable to a larger audience while delivering on the true HD experience that brought Prince of Persia: The Lost Crown to win the Innovation in Accessibility Game Award in 2024.
    He details at length all the 3Cs adaptation, additional features, as well as the Free Trial format and Playtest learnings during production.

  • Location:   Room 304, South Hall
    Monday, 10:30am - 11:30am
    Speaker:
    Elaine Gomez  (Midnight Hour Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Discovery & Marketing
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Uplifting Latine Game Devs Here, There, and Everywhere is a solutions-oriented roundtable focused on actionable ways to support Latine developers regardless of where you are. This session will highlight everyday actions, large and small, that can expand opportunities for Latine developers, from amplifying their voices in online spaces, to mentoring, to tangible ways to give visibility to game projects. Attendees will share experiences, explore scenarios, and walk away with meaningful tools and resources to support the growth of Latine game development globally.

  • Location:   Room 312, South Hall
    Monday, 10:30am - 11:30am
    Speakers:
    Jason Keyser  (VFX Apprentice), Ellie Koorlander  (Creative Assembly)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tagss: Community, Visual Effects Summit

    Matches Found in Session Description:

    On Day 1, Ellie and Jason will facilitate the roundtable covering general topics and revisit topics from the VFX Summit earlier in the week.

    The roundtable on Day 2 will focus on VFX through an ARTISTIC LENS. Jason will focus the discussion on your questions concerning the artistic aspects of VFX. This may include art education (as students or veterans), art direction, or whatever else comes up - see you there!

    On Day 3, the roundtable will give a TECHNICAL LENS for creating VFX. Ellie will guide the conversation through such as graph based effect authoring, effect lighting and optimization, new mesh based techniques, VR/AR/XR and/or whatever attendees want to go deep on.

  • Location:   Room 215, South Hall
    Monday, 10:30am - 12:00pm
    Speaker:
    Dana Ware  (Hidden Realities/The VOID)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Forum
    Tagss: Community, Future Realities Summit

    Matches Found in Session Description:

    Step into the future of Extended Reality (XR) with this dynamic session that combines an insightful presentation on the state of the XR industry in 2026 with an engaging networking opportunity for professionals shaping the future of VR, AR, and Mixed Reality.

    The first half of the session will deliver a comprehensive industry outlook, exploring the future of XR across key areas such as emerging platforms, market trends, and the evolving ecosystem. Gain actionable insights into monetization strategies, retention techniques, and distribution models that are driving ROI in XR development and business. Learn how industry leaders are navigating challenges and capitalizing on opportunities in this rapidly growing space.

    The second half transitions into a vibrant networking experience, where developers, business leaders, and innovators can connect, share ideas, and collaborate on the next wave of XR advancements. Whether you're focused on gaming, enterprise solutions, or creative applications, this session is your chance to build meaningful relationships and exchange knowledge with peers who are shaping the future of immersive technology.

    Join us to stay ahead of the curve, discover new opportunities, and strengthen your place in the XR ecosystem.

  • Location:   Room 2014, West Hall
    Monday, 10:50am - 11:50am
    Speakers:
    Aniruddha Pawar  (Ubisoft), Jawad Shakil  (Ubisoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Quality can no longer be just about finding bugs. As games grow larger and systems more complex, the way we think about Quality must shift. In this talk, we will share how teams at Ubisoft are changing the game by blending tech and testing, upskilling roles, and using automation and data to focus on what really matters. Expect real stories, honest lessons, and a clear look at how we are raising the bar for modern Quality teams. If you are wondering what Quality teams should look like today and where it's headed next, this talk is for you.
  • Location:   GDC Gardens, Yerba Buena Gardens
    Monday, 11:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Special Event, Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for lunch and entertainment in the GDC Gardens.

    Stone Stage entertainment presented by MAGWEST:

    • 11:00 AM - 12:30 PM: Ultra Combo
    • 12:50 - 2:00 PM: 88bit


    Review the full week's schedule here.

  • Location:   Room 2024, West Hall
    Monday, 11:20am - 11:50am
    Sponsor Speaker:
    Qian Zhang  (Team Jade / Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design

    Matches Found in Session Description:

    Monetization, especially in free-to-play titles, is a hugely important aspect of Live Service revenue generation. This session focuses on the monetization ecosystem and content design in 'Delta Force', specifically the foundational logic behind its cross-platform content structure and its innovative attempt to create its gameplay-integrated monetization, which benefits players' retention. At the same time, the 'Delta Force' team have also gained some novel insights through seasonal content cadence optimization. With some concrete examples, we will demonstrate our approach to establishing our IP value, involving players directly into the game and fueling social media virality.

  • Location:   Room 2009, West Hall
    Monday, 11:30am - 12:30pm
    Sponsor Speaker:
    Xiaoyu Zhou  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    With the global success of Tencent's extraction shooter games, security threats have become increasingly severe. Unlike traditional tactical shooters, this genre combines diverse gameplay elements such as offensive engagements, stealthy looting, and quick extraction, along with an integrated economy system—leading to more complex security challenges. In response, Tencent's Game Security team has continuously leveraged large-scale replay data, player risk profiles, and AI models to drive technological upgrades, building a more comprehensive, in-depth, and real-time security protection framework to safeguard game operations.
    This session will share innovative results from practical implementation.
  • Location:   Room 3001, West Hall
    Monday, 11:30am - 12:30pm
    Sponsor Speaker:
    Kat Tamburello  (id Software)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Explore the material creation pipeline behind DOOM: The Dark Ages as Kat Tamburello guides you through the procedural systems and artistic strategies that enabled a small team to build a dark fantasy world. This session examines how the team built an extensive library of tiling materials using Substance-based workflows to support the dynamic damage reveal system, rapid iteration on multiple biomes, and the massive scale of the Dragon and Atlan map. Attendees will gain insight into how these techniques streamlined production, ensured visual consistency, and empowered the team to meet the ambitious scope and complexity demanded by the world of DOOM: The Dark Ages.
  • Location:   Room 2011, West Hall
    Monday, 11:30am - 12:30pm
    Sponsor Speaker:
    Paul Georges  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Mobile devices span a wide range of capabilities, from budget options to flagship models. How do you build a single Unreal Engine 5 project that runs well across this spectrum?

    This talk covers the settings, features, and workflows needed to scale performance and quality across iOS and Android. We'll explore device profiles and scalability systems, quality presets and console variable tuning, mobile-specific optimizations, and testing and profiling workflows to validate performance across devices. Learn how to configure your project to scale across the mobile ecosystem.
  • Location:   Room 2003, West Hall
    Monday, 11:50am - 12:50pm
    Speakers:
    Bo Crutcher  (Blindlight), Jennifer Hale  (Independent), William "Chip" Beaman  (Halp Network), Patrick Michalak  (Insomniac Games), Kal-El Bogdanove
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Audio
    Format: Panel

    Matches Found in Session Description:

    A group of industry veterans with expertise and knowledge on the SAG-AFTRA Interactive contract give practical advice on how to engage with AI under the SAG-AFTRA Interactive Agreement.

  • Location:   Room 3018, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Carol Mertz  (Independent/Green Games Guide)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Lecture
    Tagss: Community, Tabletop Summit

    Matches Found in Session Description:

    Creators in the tabletop industry hold the keys to reducing the carbon footprint of board games. Learn how board games negatively impact the climate crisis and what designers, publishers, and manufacturers can do to reduce their environmental impact. Along with the ways that we can change the culture of sustainability for ourselves and our players. We will discuss both practical and idealist methods to challenge the status quo of tabletop game production and distribution.

  • Location:   Room 2010, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Alexey Drobyshevsky  (Owlcat Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Narrative & Performance
    Tags: Community

    Matches Found in Session Description:

    Owlcat Games is famous for making sprawling RPGs with tons of player choice and reactivity. Such games often have hundreds or even thousands of individual variables to represent current narrative state: quests, previous decisions, etc. Essentially a bunch of global variables managed with ad-hoc logic.

    This approach scales poorly, and so we designed a better system, which organizes game state into a hierarchy of sub-states that are automatically turned on and off while taking into account potential conflicts.

    This talk will share the experience of building and using this "Etude"-based system, and show examples of using it in both Unity and Unreal engines.

  • Location:   Room 2001, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Jad Deeb  (Jin&Jaw LTD)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Visual Development, Design
    Format: Lecture
    Tagss: Community, Visual Effects Summit

    Matches Found in Session Description:

    This session demystifies export formats, engine import settings, and platform-specific texture handling - providing practical guidance for maximizing visual quality while keeping performance and memory in check. Attendees learn how to avoid common pitfalls, like texture bleeding and bloated builds, and explore advanced techniques such as gradient mapping and Signed Distance Fields. Whether targeting high-end PCs or mobile devices, this talk equips artists and technical developers with the insights needed to optimize texture pipelines and ensure stunning visuals don't come at a hidden cost. Real-world examples and actionable workflows make this a must-attend for anyone involved in game art production.

  • Location:   Room 3004, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Dong Fang  (LIGHTSPEED STUDIOS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Lecture
    Tagss: Community, Machine Learning Summit

    Matches Found in Session Description:

    The exponential growth of online gaming generates vast amounts data but also presents unique challenges for recommendation systems—including fluctuating player interests, complex social graphs, and diverse content types. This lecture introduces a novel generative recommendation framework built on large language models and enhanced by reinforcement learning (RL). Designed specifically for gaming ecosystems, it unifies multiple recommendation tasks - such as content, product, social suggestions - into a single architecture, significantly reducing engineering overhead while enabling rapid feature deployment. The RL post-training enables near real-time adaptation to evolving player behavior, optimizing long-term engagement and experience diversity. The solution not only supports dynamic configuration optimization within gameplay but also enhances content delivery across game communities. It demonstrates substantial improvements in retention and engagement compared to current online solutions. Finally, the talk will address scalability, latency, and fairness challenges encountered in real-world deployment.

  • Location:   Room 2006, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Earl Hammon  (Roblox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    How do you occlusion cull fully dynamic, user-generated content? We don't know what parts of the scene are static, since we free creators to change anything at any time. We want to empower amateur authors to bring their visions to life, not to burden them with constructing occlusion geometry that they must redo whenever they make other changes to their scenes. We present how we solved this problem at Roblox, for fully dynamic occlusion culling with no manual authoring. We also discuss spatiotemporal antialiasing in software rasterization, limiting software rasterization to where it helps, and avoiding multithreaded stalls. We show how our feedback loops automatically adjust to unknown scenes and hardware.
  • Location:   Room 2018, West Hall
    Monday, 11:50am - 12:20pm
    Speakers:
    James Back  (Supercell), Aleksandar Markovic  (Supercell)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Product Management, Design
    Format: Lecture

    Matches Found in Session Description:

    After a decade live, Clash Royale has experienced record-breaking highs and dramatic lows. In this session, Aleksandar Marković (Head of Clash Royale) and James Back (Game Design Lead) look back at the past five years with an honest focus on what the team tried – what worked, and what didn't. They'll walk through key updates, experiments, mistakes, and course corrections from 2021–2025, sharing how bets around novelty, accessibility, and streamlining shaped the game's direction, from steep declines to its strongest year yet. Aleksandar and James outline the team's three big ideas that now guide their approach, while acknowledging the challenges of evolving a long-running live game and the continual learning that comes with it.
  • Location:   Room 2016, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Niina Fujioka  (Playable Worlds, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Business Strategy, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    We hadn't intended to ever run a Kickstarter campaign, but we came to the conclusion that we needed some temporary funding and some additional proof points that we were on the right track.

    Niina will take you through the seven biggest lessons she learned executing a Kickstarter campaign in order to:
    -Prove market demand for our product
    -Create a sense of momentum for our product and company
    -Earn some quick operating money without the full process of a formal round of investment funding
    -Increase customer awareness for Stars Reach, i.e., the sales funnel.

  • Location:   Room 2005, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Steven Margolin  (Ivy Road)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Wanderstop exists both within and without Cozy Game genre conventions. It contains beautiful landscapes, funny characters and an easy tea making simulation. It does not make the player feel productive or at ease. Lead designer Steve Margolin talks through the design process balancing narrative and mechanics and navigating the tension between expectation and reality. They share anecdotes from development and breakdown the many mechanics that make the player feel uncomfortable. Discomfort is an often maligned design goal, going against general best practice of "finding the fun." In this talk, Steve advocates for the value of discomfort and its place in the designer's toolkit.

  • Location:   Room 3002, West Hall
    Monday, 11:50am - 12:20pm
    Speaker:
    Nicole Maiorano  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Product Management
    Format: Lecture

    Matches Found in Session Description:

    Looking at the returning player experience in Diablo Immortal, a mobile game with over three years of content, this talk dives into how the team identifies the biggest pain points our players face, develops a strategy based on those pain points, and designs within that strategy to alleviate the problems. We will also look at how the impact of those decisions is measured, how that helps validate the design, and enables the team to start the cycle over. Through the lens of design, this presentation showcases the importance of utilizing data to craft an experience that will support your returning players' needs.

  • Location:   Room 3005, West Hall
    Monday, 11:50am - 12:20pm
    Speakers:
    Ryan Black  (DLA Piper (Canada) LLP), Yan Perng  (Blizzard Entertainment), Angelo Alcid  (Microsoft Corp.), Brandon Huffman  (Odin Law and Media)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Business Strategy
    Format: Panel

    Matches Found in Session Description:

    Before attendees "Ask Video Game Lawyers Anything," this session equips indie and emerging studios with the top legal lessons they wish they had known earlier. Experienced games lawyers, who advise studios from the inside and as external counsel, walk through common pitfalls around contracts, hiring across borders, IP ownership and assignments, record-keeping, marketing claims, taxes, and more. Using real-world examples, they show how small decisions in the early stages of a project can create expensive problems later, or avoid them entirely. The session also demystifies when and how to seek legal advice, how to prepare for those conversations, and what can be handled in-house versus with outside counsel. Spot legal risks early and handle issues proactively, before they become crises.

  • Location:   Room 2024, West Hall
    Monday, 12:00pm - 12:30pm
    Sponsor Speakers:
    Mingtong Chen  (Team Jade / Tencent Games), Qingyu Tan  (Team Jade / Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    The Delta Force development team tackles the challenge of cross-platform performance optimization for highly complex, large-scale gameplay—particularly achieving 32v32 real-time battles on mobile devices.
    Their in-house tool, Metaperf, overcomes the limitations of traditional instrumentation by combining hybrid sampling and AI-driven attribution to deliver high-frequency, low-overhead diagnostics across PC, mobile, and console platforms.
    The system automatically classifies stuttering patterns through frame-by-frame analysis and intelligent correlation, precisely identifying bottlenecks in high-concurrency and large-scene environments.
    Validated over 30 months of production, Metaperf has processed 15,000+ game sessions and identified 3,000+ performance defects.
    By empowering QA and engineering teams with expert-level analytical capabilities, it establishes an industrialized, intelligent workflow for performance optimization—setting a new benchmark for large-scale, cross-platform game development.
  • Location:   Room 2024, West Hall
    Monday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Xiangli Wang  (Tencent Games), Xiaorong Chen  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Audio
    Format: Partner Developer Summit

    Matches Found in Session Description:

    This session shares practical audio design experiences from Delta Force. It explores how the team implemented the "Sound-as-Information" philosophy as a core design principle,and used it to enable the tactical dynamics and gameplay loop for the Extraction Mode. The talk details methods for optimizing audio for 64-player battles on mobile, shares insights on creating authentic Chinese voice-over for internationally-themed characters, and composing music for monetization features that enhance emotional resonance. Attendees will gain valuable strategies for audio development in multi-platform, live-service games.
  • Location:   Room 3001, West Hall
    Monday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Alan Reynaud  (Sandfall Interactive
), Mathieu Costat  (Sandfall Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Sandfall Interactive's Lead Character Artist Alan Reynaud and Environment Artist Mathieu Costat will share how they approached texturing Clair Obscur: Expedition 33 with only a small, predominantly junior team. They will explain how they managed to texture a large number of assets, from main characters to a wide range of environment props, in a short amount of time, all while ensuring consistent artistic direction. They will also present a live demo showing how simple tips and fluid collaboration across departments can save time and elevate a project's overall quality. Finally, they will provide insights into the studio's workflows used for the game and take a look at the game's latest update.
  • Location:   Room 2009, West Hall
    Monday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Rachel Kowert  (University of Cambridge), Mike Pappas  (Modulate), Savannah Badalich  (Discord), Maria Tamellini  (GamerSafer), Matthew Soeth  (Thriving in Games Group (TIGG))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Educators
    Format: Partner Developer Summit

    Matches Found in Session Description:

    The gaming industry's evolution from products to platforms has fundamentally transformed player safety expectations, yet current "safety by design" approaches often miss the mark. Recent research reveals a sophisticated paradox: players simultaneously demand high autonomy and extensive oversight from leaders, prioritizing safety over privacy. This challenges the long-held assumption that gaming communities prefer independence over intervention.

    This panel examines how player expectations align with current industry safety approaches through the Trust & Safety Triforce framework: Policy, Tooling, and Education. It draws on real-world implementation examples, including evolving community standards, player verification and trust tiers, large-scale voice moderation, and moderator training programs. Attendees learn practical lessons tested across Discord, Call of Duty, Minecraft, and more to design safety systems that protect players without undermining their autonomy.
  • Location:   Room 2020, West Hall
    Monday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Ivan Ramirez  (Google Cloud), Targoon Siripanichpong  (Google Cloud), Jamie Pourturk  (Google Cloud), Alexandre Moufarek  (Google DeepMind), Piermaria Mendolicchio  (Google DeepMind)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Google is redefining the gaming landscape by bridging the gap between foundational AI research and enterprise-scale cloud infrastructure. By integrating Google DeepMind's breakthrough models with Google Cloud's robust gaming stack, we empower developers to build "living games" that are more immersive, efficient to produce, and profitable to scale.
  • Location:   Room 3002, West Hall
    Monday, 1:30pm - 5:30pm
    Speaker:
    Celia Hodent  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Team Leadership
    Format: Workshop
    Tagss: Community, Signature Session, UX Summit

    Matches Found in Session Description:

    Making fun and engaging video games is hard, and with thousands of games being released every year, the competition is fierce. Although there is no known recipe for crafting successful games, some clear ingredients do exist, which game developers can use to make their own successful recipe. User experience (UX) and cognitive science disciplines combined provide developers with those ingredients --across all types of games, platforms used, or audiences targeted-- to guide them along the development process. Experiencing a game happens in the player's mind. This is why understanding the human brain (especially its limitations) while it is perceiving and interacting with a game is paramount to accomplishing your developers' goals faster and more efficiently. This workshop covers the main characteristics and limitations of the brain (perception, attention, memory), learning principles and how to apply them in games to onboard players efficiently, usability principles to make your game easy to learn, engageability principles (motivation, emotion, gameflow) to make your game engaging, and will touch on UX strategy, methods, and mindset (including ethical considerations).

  • Location:   Room 2014, West Hall
    Monday, 1:30pm - 2:00pm
    Speaker:
    Jorge Chaparro  (Gameloft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Lecture
    Tags: Thriving Players Summit

    Matches Found in Session Description:

    In live games, trust determines whether players feel safe to stay, speak up, and believe the team has their best interests at heart. Engagement, retention, and sentiment don't exist in isolation — they are downstream from trust. Community management isn't support; it's foundational infrastructure for a healthy live game.
  • Location:   Room 3004, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Tom Guillermin  (Sandfall Interactive), Florian Torres  (Sandfall Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Design
    Format: Lecture

    Matches Found in Session Description:

    Starting as a one-person effort, the programming team for Clair Obscur: Expedition 33 then ramped up to four members over the last three years of production. With a scope of 30+ hours of story content and an equal amount of side content, the technical team aimed to give designers maximum creative freedom by enabling them to create and combine gameplay elements. This session will explore the technical choices made to support that goal, the challenges encountered along the way, and concrete examples drawn from gameplay systems and content of Clair Obscur: Expedition 33.
  • Location:   Room 2016, West Hall
    Monday, 1:50pm - 2:20pm
    Speakers:
    Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED), Mark Slutsky  (Compulsion Games), Kathleen McGovern  (Santa Monica Studio), Brendan Russert  (Riot Games), Moira Rausch  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Microtalks
    Tags: Animation Summit

    Matches Found in Session Description:

    How could you, as an animator, communicate your needs to a different department more clearly? What do animation-adjacent departments wish animators knew about their work in order to facilitate that communication? These animation microtalk speakers will present the questions they wish animators would ask to make day to day collaboration smoother and expectations clearer.
  • Location:   Room 204, South Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Ryan Black  (DLA Piper (Canada) LLP), Yan Perng  (Blizzard Entertainment), Angelo Alcid  (Microsoft Corp.), Brandon Huffman  (Odin Law and Media)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Forum

    Matches Found in Session Description:

    This roundtable session allows you to ask any burning legal questions* you may have from a group of industry lawyers. This is a group of video game enthusiasts who happen to be lawyers (or, sure, vice versa). They met at video game and lawyer conventions (yes, video game lawyer conventions are a thing) and have been speaking for years about legal topics near and dear to their favourite digital pastime. The topics to be discussed if nobody's brave: influencer advertising; loot boxes; IP law; corp stuff; the rise of AI; web3 (if we have to); trademarks and other intellectual property; but we'd love to answer YOUR questions and give out legal info on video game and law topics.

    * The speakers can't give specific legal advice; and aren't insured for that! Use hypotheticals, people! Of course there's a disclaimer here... we are lawyers, after all.

  • Location:   Room 306, South Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Garrett Fredley  (PlayStation), Andrew Borman  (The Strong National Museum of Play)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Culture & Sustainability, Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    'Game Preservation' is a deep subject covering numerous fields of work from emulation to the archiving of development assets all the way to the remastering and re-releasing of games. However, despite so many contributing to this field, one universal question remains: "What is Game Preservation, and how do you do it?".

    This session serves to bring preservationists and archivists together to discuss a shared definition for 'Game Preservation', and share ideas on standards that institutions and companies internationally can adopt.

    As a Roundtable, attendees can submit questions relating to any and all forms of game preservation during the session. Some examples:
    1. How can we improve the working relationship between institutions and companies?
    2. What are the best tools for X workflow?
    3. Which areas of Game Preservation are underdiscussed?
  • Location:   Room 2005, West Hall
    Monday, 1:50pm - 2:50pm
    Speaker:
    Brett Moody  (Infinity Ward)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    The past decade has seen an explosion of interest in hyper-difficult games such as Cuphead, Spelunky, Getting Over It, and of course, the FromSoftware games. But when we examine this new crop of difficult games, we find they have limited similarities; there is no single "difficulty" lever that is being cranked up but instead a complex balance of gameplay and aesthetic elements. Flavors of Challenge seeks to identify the discrete elements that make difficult games difficult and asks why these punishing games are the favorite of many. Over the course of the talk, we will discuss what designers can do to make their difficult games more rewarding and profile several games that combine the "Flavors of Challenge" in interesting ways.
  • Location:   Room 2003, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Star Victoria Power  (Slide20XX), Ryan Ike  (Independent), Akash Thakkar  (Independent), Katherine Tole  (Plant Based Audio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Audio, Career
    Format: Panel
    Tags: Community

    Matches Found in Session Description:

    We all know that breaking into the game industry is difficult, but what do you do once you've already "made it?" This panel explores the space between the intermediate and advanced stages of a freelance career in game audio, filling the gap left behind by the abundance of presentations and resources aimed at beginners. Our panel of established game audio freelancers will discuss pricing strategy, navigating professional relationships as they become increasingly more personal, and the challenges that come with success, among other topics. Attendees will leave with practical advice on how to nurture and grow a career well into maturity, with a focus on balance, stability and emotional intelligence.

  • Location:   Room 314, South Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    David Vega  (The Digital Production Pipeline Association), Fran Zandonella Benjamin  (The Digital Production Pipeline Association)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Production
    Format: Roundtable

    Matches Found in Session Description:

    As production demands grow and workflows diversify, developing and maintaining a robust, adaptable pipeline is more critical than ever. This casual roundtable invites pipeline developers, TAs, and technical leads to discuss evolving pipeline trends, common challenges across studios, and share practical strategies for building efficient, scalable systems. Topics span from the VFX Reference Platform to cloud-native workflows, storage strategies, and MLOps integration. Join this conversation to exchange ideas and experiences with peers who are shaping the future of production technology.
  • Location:   Room 312, South Hall
    Monday, 1:50pm - 2:50pm
    Speaker:
    Ezra Goss  (Naughty Dog)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    The Godot roundtable is all about our favorite open source game engine: Godot!

    From game jams to Battlefield 6's official community level editor, Godot is rising in adoption across the industry. This roundtable is a place to discuss common questions regarding adoption, development, studio pipelines, and commercial workflows that come up when considering using Godot for a project. We'll gather questions from the room and discuss them in detail as a group.
    Example questions:
    - How does one get involved with Godot code contributions?
    - How can Godot be used in game development education?
    - What are the big drawbacks with Godot adoption for a commercial production today?

    Any experience level is welcome!

  • Location:   Room 3018, West Hall
    Monday, 1:50pm - 2:50pm
    Moderator:
    Nicole Lazzaro  (XEODesign)
    Speakers:
    Jenny Xu  (Talofa Games), Lauren Frazier-Silva  (Ramen VR)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Independent Development
    Format: Panel
    Tagss: Funding, Series

    Matches Found in Session Description:

    With the industry in flux, founding studios is harder than ever. From the rapidly changing funding landscape, to studio closures, to new tech and tooling, to new player patterns of Gen A growing up on Roblox and Fortnite it's hard to know how to succeed. Join our rockstar panel of game studio founders who beat the odds to raise a combined total of over $40 Million to date. From navigating investor pitches (and "push back") to building investor trust and overcome knee-jerk reactions to balancing creative vision with business realities, these microtalks and panel offers candid stories and practical strategies for turning bold ideas into thriving studios. We will hear hard-earned lessons from the game studio founders, successes as well as failures. Whether you're an aspiring founder or an established game developer looking to scale, this conversation will arm you with the inspiration and tactics to secure capital and bring your studio to life.

  • Location:   Room 304, South Hall
    Monday, 1:50pm - 2:50pm
    Speaker:
    Nathalie Mathe  (Northeastern University)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Navigating the workplace or job interviews can be especially challenging for neurodivergent game developers. Differences in communication, stress management, or adapting to change can lead to misunderstandings or feelings of isolation in professional environments. This roundtable explores practical strategies for self-advocacy at work and during interviews. Participants are encouraged to share personal experiences or hypothetical scenarios, learning techniques and insights from one another in a supportive, peer-led discussion. This roundtable is hosted by the IGDA Neurodivergent in Games SIG.

  • Location:   Room 2001, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    David Johnson  (Undertone FX, Inc.), Sandy Lin-Chiang  (Insomniac Games), Eben Cook  (Naughty Dog), Janne Pulkkinen  (Remedy Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Microtalks
    Tagss: Community, Visual Effects Summit

    Matches Found in Session Description:

    For over 20 years, the Visual Effects Society has had an award for "Outstanding Visual Effects in a Real Time Project". Only 9 people, worldwide have won this category multiple times.

    Join us as these outstanding artists and leaders discuss their work, thoughts, planning and execution of the best effects in the world, and how they navigated their careers such that they positioned themselves at studios that are accomplishing the best work in the industry, worthy of realizing a VES award.
  • Location:   Room 2010, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Grant Shonkwiler  (Shonkventures), Kate Edwards  (Geogrify/SetJetters), Seth Sivak  (Bad Robot Games), Dave Ranyard  (Dream Reality Interactive), Jess Case  (Schell Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    There is a critical facet of game development that needs exploring: the emotional and elusive feel of being a great leader. In order to maintain the health of a project the leader must have their finger firmly on the pulse of the team and be able to diagnose situations that often call for drastically different solutions. In this session, we will investigate facets of soft skills and share specific situations that we have encountered throughout our careers and how soft skills have saved the team and shipped awesome games. Topics include: The three P's of passion: motivating your team, Leadership as a service, Calm urgency, and Decision Deferred: the worst decision of all.

  • Location:   Room 308, South Hall
    Monday, 1:50pm - 2:50pm
    Speaker:
    Sebastian Long  (Player Research)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Product Management
    Format: Roundtable

    Matches Found in Session Description:

    The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.

    How can teams use the 'voice of the player' rationally, effectively and deliberately?

    Are there challenges you face that player feedback could overcome?

    Can you make a greater success of the feedback and data you already have?

    How does the 'voice' of player data change through development?

    These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new perspectives on the value of the players' voice in decision-making.


    This roundtable covers pre-production. How can player data inform product direction, greenlight processes, or prototype validation? Bring your questions, experiences and challenges to this roundtable focusing on player data strategy in pre-prod and early-development.

  • Location:   Room 215, South Hall
    Monday, 1:50pm - 4:50pm
    Speakers:
    Anna C. Webster  (Independent), Alexa Ray Corriea  (Independent), Ashley Poprik  (Independent), Emma Kidwell  (Independent), John Ryan  (Independent), Laura Michet  (Heart Machine), Sam Maggs  (Critical Role), Alice Camp  (Microfun), Aysha Farah  (Independent), Karrie Shao  (Pacific Drive), Kelsie Mhoon  (Obsidian Entertainment), Nessa Cannon  (Independent), Lis Moberly  (20th Century Games, The Walt Disney Company), Books Schwartz, Sam Winkler  (Gearbox Software)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Career, Narrative & Performance
    Format: Special Event
    Tagss: Community, Game Narrative Summit, Mentorship, Signature Session

    Matches Found in Session Description:

    As a game writer or narrative designer, your portfolio is one of the most critical tools for getting hired... So bring yours here! Whether you're an industry hopeful or a veteran writer or narrative designer looking to spruce up your samples, this portfolio workshop will provide individualized feedback on your materials from Senior and Lead-level narrative industry peers. Please bring either a printed copy of your portfolio or have it digitally accessible via your laptop or tablet. As you will be meeting 1:1 with a reviewer, spots are very limited and will be assigned on a first-come first-serve basis.


    Please be aware we will not review samples produced by or with AI. Our reviewers are additionally allowed to use their personal discretion for declining samples if found to be in violation of this policy.

  • Location:   Room 2006, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Alessandro Sestini  (Electronic Arts, SEED), Mike Jones  (Electronic Arts (EA) Canada)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture
    Tagss: Community, Machine Learning Summit

    Matches Found in Session Description:

    In this talk, we will explore the integration of a designer-first reinforcement learning approach into EA SPORTS FC 26. The approach focuses on creating human-like AI behaviors for the game's goalkeeper. Unlike traditional reinforcement learning methods that demand extensive resources and time, our new approach enables game developers to train AI agents overnight. This talk will highlight how we address common issues when applying reinforcement learning to game production, such as fixing undesired behaviors, and how to build a robust testing system featuring over 300 "unit-test" scenarios, ensuring continuous validation. Our new goalkeeper AI not only outperforms the legacy game's built-in AI with a 10% improvement in ball saving rate, but trains 50% faster than standard reinforcement learning methods, while being less robotic than other DRL or traditional AI approaches. During the talk we will show several videos comparing the performance of the goalkeeper trained with reinforcement learning and the old game's CPU AI. The videos will also showcase the difference in quality between the two approaches, demonstrating that our approach produces more human-like behavior. By sharing these insights, we aim to demonstrate how reinforcement learning can be successfully applied in video game production for player-facing gameplay to create realistic and engaging AI, targeting developers' needs.
  • Location:   Room 2018, West Hall
    Monday, 1:50pm - 2:50pm
    Speakers:
    Carl Varnado  (Rancho Solano Prep), Pamela Illuore  (Playstation), Jabari Ali  (Hidden Genius), Jarory DeJesus  (Coquito Games), Evan Narcisse  (Brass Lion Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Panel

    Matches Found in Session Description:

    How do different disciplines solve the same game-breaking problem — and what happens when bias enters the room? In this candid collaborative session, five Black professionals across narrative, systems, production, and executive roles explore how design decisions get made under pressure. Using real-world examples, panelists reflect on how their roles approach challenges differently and how cultural perspectives shape creative collaboration. This isn't about performing the right answer — it's about surfacing the real thinking behind cross-functional problem-solving. Attendees will gain insight into both technical trade-offs and social dynamics that affect every team. A must-attend for anyone interested in leadership, inclusion, or surviving late-stage development with your design integrity intact.

  • Location:   Room 3005, West Hall
    Monday, 1:50pm - 2:50pm
    Speaker:
    David Lightbown  (Ubisoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    Telemetry can be a game-changer in helping you develop better tools, but without watching users work, it can also be deeply misleading.

    Using real-world examples, this talk offers practical and actionable advice on what telemetry can and cannot tell you, what to consider when adding a telemetry system to your tools, and how to use it to track improvements to the user experience of your tools over time.

  • Location:   Room 2000, West Hall
    Monday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Stephen Rodriguez  (Incredibuild), Yair Zarmon  (Incredibuild)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Lecture

    Matches Found in Session Description:

    In modern game development, the local workstation has become a critical bottleneck for studio throughput. Whether it's massive shader compilations, heavy bake cycles, or complex GPU-driven tasks, waiting for local hardware is the primary enemy of iterative development and results in significant resource waste.

    This session dives into the architecture of Incredibuild, demonstrating how to seamlessly distribute highly parallel GPU and CPU tasks across your entire network. We will explore how to bypass the "dependency nightmare" and show how even the most powerful resources can be pooled and shared to benefit the entire studio.

    Stop thinking in terms of "my machine" and start thinking in terms of The Grid.
  • Location:   Room 2011, West Hall
    Monday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Matt Ellis  (JetBrains)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Your ideas, your code, your game. JetBrains tools are here to make the journey smooth, fast and enjoyable.

    Together, let's see how JetBrains Rider helps you write the code you need. With impressive engine-specific inspections, Rider will suggest best practices in Unity and Unreal Engine. AI functionality can help learn new APIs or handle boilerplate for you. Rich debugging helps you understand how your game is working, on desktop, mobile or console. And integration with serialised data bridges the gap between the editor and your code. We'll learn some tips and tricks and see what's new, including exciting new Godot support.

    And we'll see how TeamCity simplifies continuous integration and keeps your development pipeline running like clockwork.

    This session will show you how JetBrains helps you bring your game ideas to life, faster and smarter than ever.
  • Location:   Room 2024, West Hall
    Monday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Rui Mu  (Team Jade / Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Visual Development
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Ensuring games are available across multiple platforms is increasingly essential in an age where game budgets and competition for player attention continues to cinrease. However, this creates issues when trying to port assets between platforms with large variations in specification.
    The team behind PC and Mobile hit Delta Force have created tools and processes that dramatically speak up the coversion of assets from PC to mobile, without impact to visible asset quality, game performance and without needing a large increase in project staff.
  • Location:   Room 2009, West Hall
    Monday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Yue Wang  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    A practical guide to modern iOS anti-cheat engineering. Learn how to combine Apple's attestation APIs (App Attest, DeviceCheck) with runtime integrity checks and server-authoritative design to detect tampering and automation in multiplayer games — without harming performance or legitimate users.
  • Location:   Room 2014, West Hall
    Monday, 2:20pm - 2:50pm
    Speaker:
    Nathan Sawatzky  (Thriving in Games Group Inc)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Culture & Sustainability
    Format: Lecture
    Tags: Thriving Players Summit

    Matches Found in Session Description:

    Great communities are designed, not moderated into existence. In this talk, Nate Sawatzky, head of Trust and Safety at Supercell, shares how to build healthier player environments by making community design part of the game loop. Drawing from his experience at Disney and Club Penguin, he will explore how evolving lore, in-game updates, and playful interactions can set expectations in a fun way, reinforce norms, and create surprise and delight that strengthens community belonging. Sawatzky will also explore how player creativity reshapes intended systems, revealing new pathways to fun, stronger social connections, and smarter feature evolution
  • Location:   Room 216, South Hall
    Monday, 2:30pm - 5:30pm
    Speakers:
    Jason Della Rocca  (Execution Labs), Kristian Roberts  (Nordicity), Johanna Nylander  (Swedish Games Industry (Dataspelsbranschen))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Culture & Sustainability
    Format: Workshop

    Matches Found in Session Description:

    The game industry is an engine of economic opportunity. Success can come from anywhere! Governments around the world are eager to encourage the creation of game-related jobs, businesses and IP. This workshop will explore how governments, economic development agencies, and industry associations can work together to support the growth of their local industry and set investment policies and strategies that make a true, lasting impact.

    The workshop will be conducted in a hands-on format, with a focus on interactive group sessions to maximize knowledge sharing and exchange between participants. Specific granular topics will be proposed and prioritized as part of the workshop format, determined by the most pressing needs of those in the room… from how best to nurture talent pipelines to incubating new startups, from investment and tax credit regimes to migration policies and FDI, and so on.


  • Location:   Room 2009, West Hall
    Monday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Lei Zheng  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Educators
    Format: Partner Developer Summit

    Matches Found in Session Description:

    In this session, Zheng Lei, head of Tencent's Minor Protection System, shares how the innovative "Gift-for-Good" model builds an ecological bridge connecting player goodwill with youth development needs. The "Campus Tech Festival" with League of Legends, he demonstrates how to seamlessly integrate philanthropic elements into gameplay. The talk delves into three core design philosophies: respecting players, establishing feedback loops, and online-offline integration, showcasing how over 40 million players across 70+ games have created tangible impact through STEM education and sports initiatives over five years. This provides the industry with replicable pathways for creating shared value.
  • Location:   Room 2016, West Hall
    Monday, 2:50pm - 3:20pm
    Speakers:
    Frank Gordon  (Compulsion Games), Nathaniel Winckler  (That's No Moon), Matt Lake  (Independent), Thomas Van Cise  (That's No Moon)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Game & Production Technology
    Format: Special Event
    Tagss: Animation Summit, Community, Signature Session

    Matches Found in Session Description:

    The giant d20 returns to GDC! Our panel of seasoned veterans are here to share hard-earned experiences, give tips & tricks and answer questions about all things Animation & Presentation implementation and tech in game engines.
  • Location:   Room 2024, West Hall
    Monday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Hong Kang  (Tencent Games), Xingwen Dong  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Game & Production Technology, Visual Development
    Format: Partner Developer Summit

    Matches Found in Session Description:

    The artists behind Animula Nook, a cozy Lilliput fantasy life simulation, will share the visual design and technical solutions they employed to construct a believable, warm, and healing micro-world.

    This session is divided into two parts: how to achieve an authentic and convincing micro-scale perception, and how to effectively convey a sense of warmth and comfort through visual design.

    Attendees will gain insights into the team's intricate micro-visual and player interaction designs, as well as the cost-effective technical implementations used. Furthermore, the talk will cover the stylized rendering of various hair and fuzzy materials, and the high-fidelity implementation solutions across different gaming platforms.
  • Location:   Room 3001, West Hall
    Monday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Vincent Dérozier  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Explore the process of creating a convincing vinyl flooring material with Substance 3D Designer from start to finish. Vincent Dérozier will walk through his workflow, starting from a clean, simple base surface, and progressing toward worn and aged variations suitable for games. He will demonstrate how to leverage the power of Substance 3D Designer to build versatile textures that can be easily reused and adapted across multiple projects.
  • Location:   Room 2010, West Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Jeremiah Dost  (Respawn Entertainment (Electronic Arts))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    Game development teams face tight deadlines that are stymied by production bottlenecks, communication hurdles, and dynamic workflows breaking. Respawn's Apex Legends team adopted a dedicated developer support team model that allows it to overcome these hurdles by reducing the time to resolution of problems and having experts on troubleshooting its systems. Today, the Developer Support team handles upwards of 4000 issues per year with an average response time of less than 2 minutes and an average resolution time of less than 1 hour, ensuring that the Apex Legends development team can get back on track quickly. What's more, we have an escalation rate of less than 10% meaning that 90% of those issues do not require an engineering resource to resolve it, giving valuable focused production time back to the engineering team. With compelling anecdotes and hard data, this talk will focus on the team's formation, use, and impact.

  • Location:   Room 3004, West Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Alexis Rolland  (Ubisoft, La Forge)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Visual Development
    Format: Lecture
    Tagss: Community, Machine Learning Summit

    Matches Found in Session Description:

    Ubisoft La Forge shares its pioneering work in generative AI for 2D image creation, built through close collaboration between artists and R&D teams. This session explores Ubisoft's research around a creator-first approach that respects artistic intent while addressing real production challenges such as accelerating visual ideation and reducing iteration cycles or repetitive tasks. From data preparation to training and human evaluation methods, attendees will gain insights into how Ubisoft has developed workflows using proprietary data, internal and open-source tools. They will also understand how models can be fine-tuned with minimal data, making them accessible to smaller studios. The talk will showcase various AI models developed at Ubisoft and how they are integrated into game production pipelines to support artists working on concept arts, texturing and materials creation.
  • Location:   Room 304, South Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Hayden Sigal  (Voices of the Forgotten)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Antisemitism has dramatically increased across the world. Many Jewish game developers have been unable to speak up. If they do, they are met with further antisemitic behavior. This is especially true online where misinformation is shared and corrections are met with resistance - all without consideration for the effect such behavior might have on Jews in the community. This is a community-driven conversation where we’ll share our experiences with antisemitism from our industry and come up with solutions to combat it.

  • Location:   Room 3018, West Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Drew Kugler  (The Kugler Company, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    This session reframes and re-energizes the seemingly endless efforts placed on managers and their teams to create a better, more productive team culture. Too often, what are posed as solutions for this ultimately make things more burdensome and frustrating. A new paradigm for planning and conversing for change is advocated for and participants are invited to practice its usage in the session immediately
  • Location:   Room 2001, West Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Rachel Quitevis  (Beyond-FX)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Lecture
    Tagss: Community, Visual Effects Summit

    Matches Found in Session Description:

    Is your work missing something special? Not quite jumping off the screen? This lecture dives into how the 12 principles of design—evolved from Disney's legendary animation fundamentals—can strengthen and sharpen your VFX work. We'll explore how concepts like rhythm, balance, and negative space can help organize visual elements in a clear and functional manner. Through iconic design examples, VFX breakdowns, and a demonstration transforming a first-pass effect, attendees will learn how these evolved principles support visuals that read clearly, inform, and dazzle. Whether you're new to VFX or looking to sharpen your eye, this session will refine and energize your work.
  • Location:   Room 301, South Hall
    Monday, 3:10pm - 4:10pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    This informal session aims to connect game developers and industry professionals from China with the global game development community at GDC. As the IGDA Shenzhen Chapter, we'll facilitate meaningful conversations about the Chinese game development landscape, share insights on cross-cultural collaboration opportunities, and introduce IGDA's resources and community to developers who may be new to the organization.


    Open networking for Chinese developers and international attendees interested in the Chinese market

    Brief introduction to IGDA membership benefits and global chapter activities

    Casual discussions on current trends in China's gaming industry

    Q&A on collaboration opportunities between Chinese and international studios

    Information sharing about IGDA Shenzhen Chapter initiatives and how to get involved


    This will be conducted in a relaxed, conversational format to encourage genuine connections and community building.

  • Location:   Room 2005, West Hall
    Monday, 3:10pm - 4:10pm
    Speakers:
    Nate Fox  (Sucker Punch Productions), Jason Connell  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Design, Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    One of our core challenges at Sucker Punch is building an open-world game that goes toe-to-toe with games built by much larger teams with much larger budgets. We've had some success doing this, and a large part of that success comes from harnessing the creative energy of our whole team, rather than expecting a small group of people to make all the creative decisions about the game.
    That creates a challenge for us as Creative Directors. Most of the time, we're not telling the team what to do—rather, we're inspiring them with a creative vision, building an enthusiastic consensus, and standing back as the team uses their judgement to reach those creative targets.
    The pieces don't always fall into place so cleanly, though—and sometimes we're much more top-down in our creative direction. Join us as we walk through the creative direction process for Ghost of Yōtei.
    We'll talk about all the mechanisms we used for communicating vision: presentations, play tests, razors, pillars, trailers, demos, internal AMAs, et al. We'll give specific examples of providing a direction or vision, then watching the team build on that to create an iconic part of the game. We'll also provide specific examples of exerting more control during the game's development for some crucial asset like a game trailer, and other times as a last resort when a vision mismatch popped up. And finally, we'll identify the major inflection points where we course-corrected our vision to match the things we learned during the game's development.

  • Location:   Room 308, South Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Rez Graham  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Design
    Format: Roundtable
    Tags: Game AI Summit

    Matches Found in Session Description:

    The Game AI Roundtable is organized into three sessions, with each session having its own focus.

    Session 1 centers on traditional, non-ML game AI. Topics include behavior trees, utility systems, navigation, tools, and other established techniques. This session avoids machine learning (which is covered on day 3) to keep the conversation targeted towards current mainstream game AI.

    Session 2 is a fast-paced Q&A session aimed at all experience levels. Designers, students, programmers, animators, producers, and anyone else curious about game AI are encouraged to bring questions. The goal is to answer as many questions as possible and cover a broad range of topics rather than dive deeply into any single one.

    Session 3 focuses on machine learning and generative AI, including LLMs. Discussion will cover current uses, challenges, ethics, and the evolving role of these technologies in games.

  • Location:   Room 2006, West Hall
    Monday, 3:10pm - 4:10pm
    Moderator:
    Speakers:
    Rohit Crasta  (The New York Times), Jesse Schell  (Schell Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Business Strategy
    Format: Microtalks

    Matches Found in Session Description:

    There are many game design topics that don't require an hour to discuss, but can be useful, especially for experienced game designers, as quick deep dives or punchy bits of food for thought. The Game Designer’s Notebook asks seasoned game designers to open up a few pages from their notebook, and share insights and explorations into contemporary design issues in the live service game design arena. Part microtalk, part design review, the GDN is the session at the GDC Live Service Summit where game designers get to jump in, go deep and jump out.

  • Location:   Room 2014, West Hall
    Monday, 3:10pm - 3:40pm
    Speaker:
    Robert Hornbek  (Thriving in Games Group)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Robert believes there is a lot digital game creators can learn from tabletop games. In this session Robert will present a number of player dynamics found in tabletop gaming that provide unique insight into pro-social behavior specifically. And will offer his perspective on how those lessons could help digital game developers create more pro-social experiences and communities for their own games.
  • Location:   Room 2018, West Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Xin Ning  (miHoYo)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Miliastra Wonderland, Genshin Impact's new User-Generated Content (UGC) gameplay module, is built directly into the game rather than as a separate application. This design maximizes the reuse and portability of existing, actively updated Genshin Impact content within Miliastra Wonderland, boosting both the development cycle and long-term UGC creation.

    This talk explores the technical framework for implementing UGC on top of Genshin Impact's existing architecture, highlighting its effectiveness and the challenges of maintaining performance when development focus shifts from a single-player, developer-crafted foundation to a multiplayer UGC environment. Attendees gain insights into design decisions, optimization strategies, and best practices for enabling rich, player-created experiences in a large-scale live service.
  • Location:   Room 204, South Hall
    Monday, 3:10pm - 4:10pm
    Speakers:
    Hot Pink  (HotPink Games), Adanna Nedd  (Independent), Sarah Slovak  (Lunacy Studios), Akash Thakkar  (Independent), Jenny Jiao Hsia  (Hexecutable), Ryan Ike  (Independent), Claire L. Evans  (YACHT), Jona Bechtolt  (YACHT), Cass Riordan  (No Goblin)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Independent Development
    Format: Lecture

    Matches Found in Session Description:

    Indie Soapbox is the chance for indie devs from diverse backgrounds and projects to come together to share their thoughts, lessons and provocations about indie game dev in this long standing microtalk format. This session features a rich and varied set of themes and topics, all in a punchy format that is sure to provoke, inspire, and broaden your horizons.


    Our chosen theme this year is “Playing It Unsafe": diving into the role of indie games in driving innovation and boundary pushing, where devs are exploring themes, conventions, gameplay, representations, etc. that aren't happening elsewhere, and how that breathes vitality into the rest of the industry.

  • Location:   Room 312, South Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Tulay Mcnally  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Format: Roundtable

    Matches Found in Session Description:

    What happens when you've spent decades in games—and the industry suddenly feels like it's moving on without you? In an era of upheaval and layoffs, this roundtable centers game developers aged 50 and above, offering space to reflect, reconnect, and reimagine what's next. We'll explore how to sustain creative drive, manage health and life changes, confront ageism, and navigate retirement or reinvention with confidence. Whether you're looking to stay, pivot, or simply be seen, this session is about honoring experience, finding purpose, and building futures that don't end at 50—but evolve with power, clarity, and intention.

  • Location:   Room 306, South Hall
    Monday, 3:10pm - 4:10pm
    Speaker:
    Robin-Yann Storm  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    USD stands for 'Universal Scene Description', and it is a 3D file format Pixar created over a span of many years and movies, and was released open source to the public in 2016. Although technically it is more of an API than a file format, which is an ongoing discussion into the terminology and use of USD.

    In this session, attendees can gather to talk about USD. Come and meet, discuss, and find out what everyone has been doing with USD.

    Questions can be submitted during the roundtable. For example, these may include topics such as:
    1. What are issues you have bumped into when implementing USD into your pipeline?
    2. What would be required for USD to be more widely adopted?
    3. How can studios, and vendors, best share Schemas?

    Questions can be oriented towards technical issues, design, and artistic workflows, with day 1 having a larger focus on artistic workflows, and day 2 having a larger focus on technical issues.
  • Location:   Room 2003, West Hall
    Monday, 3:10pm - 4:10pm
    Speakers:
    Dmytro Nebesh  (Firaxis Games), Geoff Knorr  (Knorr Music LLC), Finn Taylor  (Firaxis Games), Kadet Kuhne  (Firaxis Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Audio
    Format: Microtalks
    Tags: Community

    Matches Found in Session Description:

    Capturing human history has been a goal for the Civilization franchise since the first iteration. With each successive game in the franchise, the level of care into authentically representing a culture has increased. Our audio team faced challenges finding the most effective ways to accurately represent a culture's music, language, and sounds. These challenges led to new collaborations and design methodologies highlighting the unique sounds around the world and ensuring we capture as many details as possible. Our panel will consist of Dmytro Nebesh, sound designer at Firaxis games, Geoff Knorr, composer on Civilization VII, Finn Taylor, narrative designer and historian at Firaxis games, and Kadet Kuhne, Assoc. Audio Director at Firaxis games. We will discuss the challenges and importance of designing authentic cultural sounds for a game, and the positive results it can have for the overall game design and player immersion.

  • Location:   Room 3005, West Hall
    Monday, 3:10pm - 4:10pm
    Speakers:
    Dean Takahashi  (GamesBeat), Jeff Grubb  (Giant Bomb), Nathan Grayson  (Aftermath), Perrin Kaplan  (Zebra Partners), Stephen Totilo  (Game File)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Culture & Sustainability, Business Strategy
    Format: Panel

    Matches Found in Session Description:

    After a few uncertain years for games journalism, 2025 has brought a fresh wave of opportunity. Independent media organizations are proving there is life and growth beyond corporate structures that struggle to survive in the age of social media. This panel brings together leaders from GamesBeat, Giant Bomb, Aftermath, and Game File to share their journeys and explore what independence means for game studios today.
    Panelists will discuss the circumstances that led them to establish independent media brands, challenges they faced during the transition, and offer direct, actionable insights to game makers and their teams that want to break through the noise. They will also highlight how community support has fueled their resilience, how independence shapes editorial direction, and the new creative opportunities now possible. For developers, publishers, and industry professionals, the discussion presents an optimistic and practical outlook on the future of game coverage.

  • Location:   Room 213, South Hall
    Monday, 3:30pm - 4:00pm
    Speakers:
    Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Tim Nixon (thatgamecompany) & Caio Jiacomini (thatgamecompany)

    Quiet Room 213

    Take a moment from the busy show to relax and enjoy the calming sounds of crystal singing bowls intertwined with the atmosphere of Sky: Children of the Light, before sinking into a short guided meditation to help refresh the mind and body. All are welcome.


    Doors Open at 12:30PM.

  • Location:   Room 2024, West Hall
    Monday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Runhang Zeng  (Morefun Studio / Tencent Games), Luka Lebanidze  (POSTRED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Audio, Game & Production Technology

    Matches Found in Session Description:

    In Roco Kingdom, there are hundreds of creatures called "Jingling" in various forms and types. How can we bring these Jinglings to life from the perspective of audio?

    With an extremely large eco-system that had over 500 species with their own evolutionary chain, the audio team needed to conduct comprehensive sound design for them, including: Jingling voices with 19 complex emotions, Action SFX that matched all emotion movements, Riding SFX of complex motion forms, singing behavior, music designed for signature jinglings and more!

    Under the design premise of such quantity and fineness requirements, Morefun studio audio team and POSTRED jointly built feedback pipeline and multi-layered soundscape to support all the creature audio design work. This ultimately boosted the efficiency and let the teams find the balance between width and depth.

  • Location:   Room 2020, West Hall
    Monday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Sailesh Krishnamurthy  (Google Cloud), Shalin Shekhar  (Sony Interactive Entertainment), Edward Chu  (Sony Interactive Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    At the heart of the PlayStation™ ecosystem, a mission-critical service is responsible for a single, vital function: confirming every player's access to their games and digital content. For a platform with over 350 million user accounts, this entitlement system must be flawless, instant, and always available. As PlayStation's user base and content library grew, the decade-old legacy data architecture was pushed to its breaking point. Faced with spiraling costs and performance bottlenecks that directly impacted their most loyal players, Sony Interactive Entertainment (SIE) needed more than just a new database—they needed a new paradigm. This is the story of how SIE migrated its planet-scale entitlement system to Google Cloud Spanner, a database uniquely designed for this class of problem, achieving a 10x reduction in storage and a 50% drop in costs, all with zero downtime.

  • Location:   Room 2009, West Hall
    Monday, 3:40pm - 4:40pm
    Sponsor Speaker:
    Reed Berkowitz  (Curiouser LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Product Management
    Format: Partner Developer Summit

    Matches Found in Session Description:

    "As Generative AI transitions from production pipelines into core gameplay loops, developers face a paradigm shift in player safety. Integrating live Large Language Models (LLMs) moves the challenge beyond traditional content moderation into the realm of adversarial creativity. When players interact with unscripted AI, both the player and the AI actively probe for weaknesses, testing boundaries in ways static safety systems can not predict.
    This session explores the unique safety issues encountered when the ""content"" is also a ""content creator"". It examines how real-time, high-scale LLM interactions differ from standard User-Generated Content (UGC) and highlights the designer's responsibility to protect players from the AI itself. Attendees will gain insights into player behavior patterns at scale and leave with a robust mental model to help them balance player creative freedom with evolving safety concerns in the era of generative play."
  • Location:   Room 3001, West Hall
    Monday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Chad Emond  (Compulsion Games), Paulette Richardson  (Compulsion Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Paulette Richardson and Chad Emond from Compulsion Games will share insights into the handcrafted art style behind the environments and characters of South of Midnight. Paulette will talk about the texturing process for props and environments using Substance 3D Designer and Substance 3D Painter. Chad will follow with a look at the characters of South of Midnight, taking you through the team's character pipeline and showcasing how Substance 3D Painter was used during the texturing process.
  • Location:   Room 2000, West Hall
    Monday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Guy Elsmore-Paddock  (Modulate), Rachel Manzelli  (Modulate)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Game & Production Technology, Audio
    Format: Fireside Chat

    Matches Found in Session Description:

    Voice chat has become one of the most powerful tools for player connection. It deepens immersion, strengthens communities, and keeps players engaged longer than almost any other feature. But for many studios—especially smaller teams—voice chat introduces a new and unexpected challenge: moderation at scale. While game developers may be tempted to address in-game comms moderation using LLMs, this approach overlooks fundamental challenges around cost, latency, and audio understanding.

    In this session, Modulate's game engine and machine learning experts unpack the real-world tradeoffs behind the use and overreliance on LLMs for voice chat moderation. Speakers will share firsthand experience implementing voice chat moderation, both with and without LLMs: what worked, what didn't, and what operational burdens surprised them. Together, they will explore how teams often default to building internal tools to save money, only to discover that moderation infrastructure quietly drains time, talent, and focus away from making great games.

    The session concludes with a practical discussion of how purpose-built solutions, not generalist LLMs, can help studios meet safety, legal, and cost challenges without reinventing a complex moderation platform from scratch—allowing teams to stay focused on creativity and game development.
  • Location:   Room 2014, West Hall
    Monday, 4:00pm - 4:30pm
    Speaker:
    Cooper Fleishman  (Thriving in Games Group)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    In this talk, Cooper Fleishman explores what transforms a game from having players into having a true community, using Helldivers 2 as a case study in prosocial design. He argues that Arrowhead achieved this not through moderation policies or reward loops, but through deliberate systems like shared resources, emergent squad roles, and a GM-driven galactic war, which enabled player-driven movements such as the Malevelon Creek resistance and the liberation of Seyshel Beach.
  • Location:   Room 2010, West Hall
    Monday, 4:30pm - 5:00pm
    Speaker:
    Emma Smith-Bodie  (Playstack)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Independent Development
    Format: Lecture
    Tagss: Launch, Player Engagement

    Matches Found in Session Description:

    How do you build a thriving game community, then step back and let it run itself?

    In this session, Emma Smith-Bodie, Community Manager at Playstack, shares how indie hit Balatro cultivated a self-sustaining player community on Discord and Reddit. From creating the right foundations to knowing when to let go, she'll walk through practical tactics for attracting early players, maintaining long-term engagement, and handing over the reins to your fans.

    Learn how to foster loyalty, spark genuine conversation, and recognize when your players are ready to lead. You will leave with actionable strategies and a new perspective on community building, one where stepping back is the ultimate sign of success.

  • Location:   Room 304, South Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Clayton Whittle  (U.S. Green Building Council)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Team Leadership
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    The games industry holds a unique and powerful position in shaping the future of our planet’s climate. Its cultural reach, educational potential through game design, and direct influence on carbon emissions make it one of the most impactful industries of our time. Yet, many professionals within it often feel lost, overwhelmed, or powerless within a system that seems to move forward regardless of environmental consequences.

    In this session, climate psychologist, sustainability educator, and former co-chair of the IGDA Climate SIG, Dr. Clayton Whittle, creates space to explore climate challenges within the games industry and the pressures faced by its professionals as they consider their role in building a more sustainable future for games.

    Participants will find a supportive environment to discuss these issues, engage with a practical toolkit for sustainable advocacy, and discover actionable strategies for climate-conscious design.

    Grounded in the understanding that meaningful climate action requires community, this session emphasizes how collective support empowers real, lasting change across the games industry.

  • Location:   Room 312, South Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Adele Cutting  (Soundcuts Ltd), Mari Saastamoinen Minto  (EA DICE)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Team Leadership
    Format: Roundtable
    Tags: Community

    Matches Found in Session Description:

    This roundtable is a forum for attendees to build relationships and networks, to encourage and share best practices, to talk about topics such as, creative ownership, leadership strategies, mentoring, advocating for resources, cross departmental collaboration, the future of game audio and the best ways to build and maintain strong, diverse audio teams.
  • Location:   Room 308, South Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Andrew Fray  (Automated AF)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    Day 1: Process
    Automated testing provides a team with stability across development, allowing early feedback, fast iteration and empowering QA. Yet investing in automation has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as the market becomes increasingly competitive, its time has finally come.

    Day 1 consists of a discussion about the people that write the tests and the workflows used to reinforce them. How does the process work in your studio? Are the engineers responsible for automated tests, or QA? Are QA silo'd or integrated? What could be better? What doesn't work?

    These roundtables bring people together from all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See atig.dev/gdc for more details and to join our discord!

  • Location:   Room 3011, West Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Robert Hornbek  (Thriving in Games Group)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Culture & Sustainability
    Format: Special Event
    Tagss: Networking, Thriving Players Summit

    Matches Found in Session Description:

    Attendees will create trading cards of themselves, highlighting and celebrating their skills and interests in the industry with artistic flair. Then those cards will be collected and distributed randomly back out to the attendees to enjoy, trade, and even find the creators of.
  • Location:   Room 2001, West Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Xianzi Feng  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Career, Educators
    Format: Lecture

    Matches Found in Session Description:

    This session reveals how Infold Games built a top-tier romance art team for Love and Deepspace by developing fresh graduates into leaders through focused training, mentorship, and a developer mindset. It emphasizes essence-driven thinking, player-centered design, and the balance between artistic creativity and commercial goals in a demanding LiveOps setting. Attendees learn practical methods for nurturing artist growth, embracing feedback, collaborating across disciplines, and making design decisions that align with the game vision. This approach enables the creation of immersive, engaging worlds that achieve both artistic quality and business success.
  • Location:   Room 306, South Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Guy Somberg  (Blizzard Entertainment), Tomas Neumann  (CD Projekt Red)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Audio
    Format: Roundtable
    Tags: Community

    Matches Found in Session Description:

    Day 1: "Audio Programming Roundtable: Game Integration"
    This roundtable session will focus on tools and techniques for integrating with game engines. Topics will center around technology choices, game audio engine design, and tool design. Newbies and experts are welcome to come and share their wisdom.

    Day 2: "Audio Programming Roundtable: Low-Level Topics"
    This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom.

    Day 3: "Audio Programming Roundtable: Free-for-all"
    In this roundtable session we will cover any topics that we didn't get to in the previous two days. We will also have a Q&A session where your questions can be answered by expert audio programmers. Newbies and experts are welcome to come and share their wisdom.

  • Location:   Room 204, South Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Rui Hwang  (Liminal Experiences)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Special Event
    Tags: Networking

    Matches Found in Session Description:

    Wrap up your Independent Games Summit experience at "Indie Unwind", a relaxed, informal session-into-gathering led by the Independent Games Summit Chairs, designed exclusively for indie game developers. Following the thought-provoking Indie Soapbox session, this is your chance to slow down, unwind, and prepare yourself for the rest of GDC week.

    Connect with fellow indie devs, exchange ideas, share your experiences, or simply decompress in a welcoming and supportive environment. Let's celebrate our community, create new friendships, and recharge before heading back into the world of indie game creation.

  • Location:   Room 314, South Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Roundtable

    Matches Found in Session Description:

    There are countless ways to produce a game. The Game Production Roundtable aims to move the industry forward by creating space for producers of all levels to come together to share their experiences, discuss challenges they’re facing, and build relationships with their peers.

    Each day, we’ll cover topics across the spectrum of production, loosely following the themes of Process, People, and Career. Potential topics include: Supporting team motivation and fulfillment through production, identifying when a process isn’t working, using scope and schedule as tools to make a better product, navigating changes to scope, cultivating team buy-in and ownership of processes, crunch, empowering the team, scheduling, advice for first-time producers, and how to continue developing your production skills.

    Another component of the roundtable will focus on supporting the next generation of producers by allowing newcomers to ask questions that help prepare them for their production careers.

  • Location:   Room 2005, West Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Ryan Darcey  (Camouflaj | Meta), Troy Johnsen  (Camouflaj | Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    As ardent Arkham fans themselves, Camouflaj took the task of translating a fully featured version of the iconic IP to VR with great care. Countless hours of research into the lore and an extremely detailed analysis of the previous games was critical to their success. The very passionate (and very vocal) Arkham community was going to make or break how Batman: Arkham Shadow was received. Keeping it "Authentic Arkham", one of Camouflaj's daily refrains, was non-negotiable. Perhaps most daunting was translating freeflow combat, whose influence can still be felt in modern games 17 years after Batman: Arkham Asylum's original release. In this talk, Ryan Darcey (Design Director) and Troy Johnsen (Principal Gameplay Engineer) discuss how this was achieved along with how they translated core support systems like locomotion and gadgets.
  • Location:   Room 301, South Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Monica Fan  (Pipeworks Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    This is a roundtable discussion about careers in system design. We will discuss the role of system design in different developmental stages and how it interacts with other design and development disciplines in a team structure. The opportunities and challenges of different career stages for system designers. How to navigate system design with the industry’s fast-changing nature of genre/platform/audience preference.

    We hope this will be a concentrated space for system designers from different stages of their career and development experience to discuss the love (and hate) of working in the discipline and how to navigate current job markets and funding climate as a system designer.

  • Location:   Room 2016, West Hall
    Monday, 4:30pm - 5:30pm
    Speaker:
    Ben Porter  (Newzoo)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    For the third year running, Newzoo presents the definitive PC & console market update — built on exclusive global datasets and player research. Join Ben Porter, Director of Consulting, for a data-driven look at the latest market sizing, platform shifts, regional highlights, and key opportunities for developers, publishers, and platform holders. This 60-minute session will also explore 1–2 special topics based on fresh 2026 data, ensuring maximum relevance. Attendees will leave with actionable insights to inform business strategy, monetization planning, and player engagement in the year ahead.

  • Location:   Room 2006, West Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Dave Rohrl  (Mobile Game Doctor), Steve Meretzky  (PeopleFun), Scott Hartsman
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Design
    Format: Microtalks

    Matches Found in Session Description:

    In this long-running session (which ironically always finishes on time), we will shed light on the most important developments in the live service gaming market on mobile and PC/console through the lens of deep dives on some of the most important games and trends of the past year. Each segment of the talk will shed light on challenges and opportunities in the market and provide useful lessons to designers, product leaders, and strategists. The combination of information packed mini-lectures with unfortunately ample dad jokes will leave you groaning, but better informed about the state of live service games and their most important recent developments.

  • Location:   Room 3005, West Hall
    Monday, 4:30pm - 5:30pm
    Speakers:
    Laine Nooney  (New York University), Phil Salvador  (Video Game History Foundation), TreaAndrea Russworm  (University of Southern California), Jason Scott  (Internet Archive), Wes Fenlon  (PC Gamer)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    How do games live on after launch? Documenting the underrecognized last stage of the development ecosystem—game afterlives—this fast-paced panel spotlights the most vital new work in game history, preservation, and community practice. Four rapid-fire talks will cover fan-driven preservation, game history publishing, global institutional efforts, and a "Spotlight Project" featuring The Black Games Archive.

    Attendees will leave with concrete examples, resources, and insights into how games are documented, remembered, and given cultural meaning long after release. Whether you're a developer, educator, or enthusiast, this session will inspire you to think critically about the legacy of your work—and how today's industry choices become tomorrow's history.
  • Location:   Room 2024, West Hall
    Monday, 4:50pm - 5:20pm
    Sponsor Speakers:
    Chao Yang  (JoyMaker), Yiting Geng  (JoyMaker)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    This session, led by the Technical Director of Ragnarok Origin 3, explores the scalable architecture of a large-scale MMORPG on Tencent Cloud. It traces the evolution from a single-server setup to a horizontally scalable, cross-server architecture, detailing how the centralized AvatarService ensures seamless player state continuity during dynamic migration. The talk also covers the intelligent, Kubernetes-based auto-scaling system that automates operations, turning the complexity of supporting millions of concurrent users into stable, manageable infrastructure. Attendees will learn key design principles and cloud-native practices for modern MMO server architecture.
  • Location:   Room 3001, West Hall
    Monday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Vytautas Katarzis  (MachineGames), Antonio Vaz Figueiredo  (MachineGames), Michael Tran  (MachineGames)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Explores how MachineGames approached aging and texturing across diverse environments in Indiana Jones and the Great Circle. Ranging across the marble halls of the Vatican to flooded rivers in Thailand, ancient African ruins, and Marshall College, our focus was on conveying age, wear, and history in every material – both old and new.
    Using Shanghai, Vatican and Marshall College as case studies, this presentation covers research, reference gathering, and material creation, including base materials, layered blends, and geo-decals for exploring how the team approached aging and wear of the environments. The talk dives into different approaches for weathering, aging, and damage, demonstrating how these elements shape surfaces and reinforce storytelling.
    The presentation also highlights practical workflows in Substance 3D Painter, architectural module design, and environment dressing – showing how texturing, subtle wear, dust, and debris bring environments to life while balancing cinematic authenticity with playable, immersive spaces.
    Attendees will gain insight into crafting believable, aged worlds through materials and surface storytelling.
  • Location:   Room 2009, West Hall
    Monday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Katia Potapov  (Tech Coalition), Rita Fabi  (Tech Coalition), Jang Kim  (Roblox), Jessa Mellea  (Global Internet Forum to Counter Terrorism)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Product Management
    Format: Partner Developer Summit

    Matches Found in Session Description:

    "As online gaming reaches bigger audiences, it has also become a target for sadistic online extremists seeking to groom, manipulate, and recruit children. The same immersive and social features that make games engaging also create opportunities for exploitation. This is an evolving and escalating form of online child sexual exploitation and abuse (OCSEA): children are being deliberately targeted, with real-world consequences including psychological harm, radicalization, and violence.
    In this session, panelists will examine how extremist networks are attempting to weaponize gaming spaces, where the threat vectors of terrorism and violent extremism overlap with OCSEA, which children are most at risk, and what tactics are used to perpetrate abuse and evade detection. Most importantly, the discussion will examine how gaming companies can disrupt these threats and protect young players. Drawing on real-world cases and interventions from panelists leading response initiatives, attendees will leave with actionable takeaways to combat this urgent threat."
  • Location:   Room 2024, West Hall
    Monday, 5:30pm - 6:00pm
    Sponsor Speakers:
    Xianyu Wang  (Infold Games (Papergames)), Ji Zhang  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    To craft an immersive romance, Love and Deepspace relies on cinematic, film-quality cutscenes—delivered within the relentless pace of live-service development. Our core challenge was building a pipeline flexible enough to support artists from film, games, and animation backgrounds, yet streamlined to eliminate friction and technical overhead. Empowering a team of over 100 artists to focus on storytelling, not troubleshooting, has been the backbone of Love and Deepspace's consistent content delivery—leading to award-winning success and over 70 million players worldwide.
    This session unpacks our evolving cutscene pipeline—how raw scripts become polished performances with specialized tools, how we standardized collaboration between writers, mocap, and animators to bring AAA storytelling to mobile, and the challenges and solutions that kept our creative momentum high and console-quality experience achievable.
  • Location:   Oracle Park, 24 Willie Mays Plaza, San Francisco, CA 94107
    Monday, 6:00pm - 10:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: GDC Nights

    Matches Found in Session Description:

    Opening Night at the Ballpark is your all-in kickoff. This is the moment for the B2B games community to come together for tabletop battles, surprise activations, classic ballpark bites, and when the sun sets, trailers and your fan-voted movie will light up the big screen.

    Please find more information and a walking map to Oracle Park here: https://gdconf.com/opening-night-at-the-ballpark

    Backpacks (including clear backpacks) are NOT permitted inside Oracle Park. Accommodations are made for diaper bags, medical bags and guests with accessible needs. Otherwise this policy is strictly enforced and exceptions will not be made. Other bags, that do not exceed 16" x 16" x 8" in size, are permitted: paper and plastic grocery bags, purses, fanny packs, lunch bags, briefcases, diaper bags, soft-sided coolers, and handbags. Hard-sided coolers are not permitted. Bags do not need to be clear.

  • Location:   Room 213, South Hall
    Tuesday, 9:30am - 10:00am
    Speakers:
    Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Tim Nixon (thatgamecompany) & Caio Jiacomini (thatgamecompany)

    Quiet Room 213

    Take a moment from the busy show to relax and enjoy the calming sounds of crystal singing bowls intertwined with the atmosphere of Sky: Children of the Light, before sinking into a short guided meditation to help refresh the mind and body. All are welcome.


    Doors Open at 9:00 AM.

  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Tuesday, 10:00am - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Tabletop Summit

    Matches Found in Session Description:

    Grab a board game and let the games begin! Stop by the lounge and check out a game from our Free Play board game library or take a moment to playtest something brand new. Enjoy a little friendly competition and share feedback directly with the designers!

    Check out a gallery of the schedule of featured games here.

    Brought to you in partnership with Gamescape, Golden Gate Gamemakers, and Unpub!

  • Location:   Room 3014, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speaker:
    Yang Hao  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    With the continuous evolution of AI technologies such as reasoning-based LLMs, it has become feasible to enable AI-driven workflows for key processes in 3D game development, significantly lowering the threshold for game creation. This session will demonstrate, through specific game case studies, how to transform simple requirements into game prototypes, generate core logic code, UI elements, and 3D scenes driven by game engines, covering the full development workflow supported by AI technologies. Finally, we will also share our understanding of the current capabilities and limitations of AI.
  • Location:   Room 2011, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speakers:
    Lukas Medek  (Sumo Digital), Patrick Mendenall  (Arm)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Part 1 – Patrick Mendenall (Arm)

    Our global research confirms that while AI adoption accelerates development, deployment is often blocked by hardware and software fragmentation and unpredictable performance. The core challenge isn't your vision; it is the cost of navigating platform-specific complexity. You need a stable foundation to focus on the experience, not the device. To support this, we are evolving the Arm ecosystem into an accessible toolbox. We are designing solutions like KleidiAI to help you ship games without low-level optimization burdens. We are advancing Frame Advisor and our RenderDoc extensions to unify graphics and ML debugging. Furthermore, we are enabling Neural Graphics pipelines to unlock visual fidelity beyond traditional rendering limits, focusing on engine enablement to ensure readiness.

    Part 2 – Lukas Medek (Sumo Digital)

    What happens when advanced neural technology frees up performance budget on mobile? You make room for real innovation. In this session, Sumo Digital showcases a new case study demonstrating how Arm's neural technology enables the team to push the boundaries of real-time lighting and visual fidelity on mobile devices. By offloading selected workloads to neural acceleration, Sumo's developers can reallocate precious performance headroom to explore cutting-edge Unreal Engine features, including Megalights, ray tracing, and Actor Sequences, all while maintaining smooth, playable performance on mobile hardware.

  • Location:   Room 2020, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speakers:
    Colin Robinson  (Meta), Samuel Metters  (Double Jack)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Production
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Building for hands requires a different mindset than controllers. In this session, Meta shares how to evaluate whether hands fit your project, design patterns that translate player intent into action, and pitfalls that trip up first-time implementers. Double Jack built hands into their game, Maestro, from day one and shares what worked, what didn't, and what surprised them.

  • Location:   Room 3009, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speakers:
    Chris Murphy  (Epic Games), Adrien Logut  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    What happens when your world has hundreds of different procedural elements that need to talk to each other? How do you build a large system that is maintainable, fast, and enables multiple artists to work on it collaboratively?

    This talk by Senior Tools Programmer Adrien Logut and Principal Technical Artist Chris Murphy aims to cover some of the key concepts behind achieving this in large Unreal Engine projects.

    Key topics include the procedural content generation (PCG) Biome Core; runtime vs static serialization; methodologies to avoid source control contention; key performance considerations; and finally, some tips and tricks to get the most out of PCG.
  • Location:   Room 2024, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speakers:
    Chris Torne  (Qualcomm Technologies, Inc.), Srihari Babu Alla  (Qualcomm Technologies, Inc.), Yuhan Zhou  (Infold Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Modern mobile game development faces significant challenges around power efficiency, with memory access standing out as one of the most energy intensive operations on today's devices. To help developers address this, modern Adreno GPUs incorporate Adreno High Performance Memory—a fast, power efficient embedded memory solution designed to reduce energy consumption while simultaneously improving rendering throughput. By leveraging this specialized memory, developers can meaningfully lower power draw, extend battery life, and enhance overall application responsiveness.

    In this session, attendees will gain a detailed understanding of how to access and utilize Adreno High Performance Memory through the latest Vulkan API extensions. The presentation will cover recommended integration strategies, highlight best practices for maximizing efficiency, and provide insight into a reference implementation within Unreal Engine 5. Additionally, they will hear how developers from Infold Games leveraged Adreno High Performance Memory in Infinity Nikki to achieve measurable improvements in both performance and power optimization on Adreno GPUs.
  • Location:   Esplanade 158, South Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speaker:
    Chris Zimmerman  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    It's never been easy to make a game that people discover, then buy, then play, then love. Every year it seems to get harder. And, like most of you, at Sucker Punch we can only keep making games if the games we make find an audience that loves them. Over our 28-year history we've developed some guidelines and models of thinking about our audience that have helped us hit that goal for the 10 games we've made.
    This talk shares these ideas along with anecdotes about the circumstances that led us to discover them and how they've evolved since their inception. Having a good model of the audience for our games has played a big part in our history of successful games. I'm looking forward to sharing it.
  • Location:   Room 2000, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speakers:
    Eva Ryott  (King), Ryan Cooper  (Mojang), Romain Jemma  (King)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Panel
    Tagss: Community, Product Manager Summit

    Matches Found in Session Description:

    Live Service games succeed by evolving continuously, but only when that evolution stays anchored in what players love. This session brings together leaders behind long-running global live-service titles, Candy Crush Saga and Minecraft, to share how they keep games thriving year after year. The teams from King and Mojang will explore how they balance innovation with stability, modernize legacy systems, and adapt to shifting player expectations - all while maintaining trust and delivering consistent fun player experiences at scale. From multi-year updates to everyday live operations, this session offers a clear look at what it really takes to run, evolve, and future-proof two of the world’s most enduring games. Through behind-the-scenes case studies and honest lessons learned, Eva Ryott, Ryan Cooper, and Romain Jemma will share how their teams make long-term decisions, structure collaboration across disciplines, and navigate complex technical and creative trade-offs to keep their games evolving with clarity and purpose.

  • Location:   Room 3001, West Hall
    Tuesday, 10:10am - 11:10am
    Sponsor Speaker:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Join Chris Melissinos, recipient of the 2013 Game Developers Choice Award "Ambassador Award" and Principal Evangelist for Video Games and Immersive Technologies at AWS, as he explores the most significant transformation in the video game industry in over 50 years. Drawing from a lifetime of playing, collecting, and working within the gaming world, Melissinos will trace the original vision that sparked the industry, examine how video games have evolved into a defining art form, and analyze the forces currently reshaping the landscape. He will also share predictions for where the industry is headed. This keynote offers both historical perspective and forward-looking insights into what video games are today and what they can become tomorrow.

  • Location:   Blue Shield of California Theater, YBCA
    Tuesday, 10:30am - 11:00am
    Speaker:
    Jack Buser  (Google Cloud)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    Evolve beyond Live Services into "Living Games" that rapidly react to player behavior. Google demonstrates how Generative AI closes the loop between player behavior and content creation. Attendees will gain practical strategies for scalable implementation, solving IP challenges, and managing costs to build the next generation of endlessly replayable, responsive experiences.

  • Location:   Room 3002, West Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Benjamin Siders  (Lewis Rice LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Independent Development
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Game developers invest deeply in their creative work, but without a clear understanding of intellectual property (IP), that work is vulnerable to theft, misuse, or expensive legal disputes.

    This session provides essential guidance to avoid mistakes that can derail the creative process or threaten the survival of an emerging studio. IP attorney and former software engineer, Benjamin Siders, guides attendees through the process of protecting their creative work, spotting legal risks and knowing when to call in professional legal help. He will cover common, and costly, mistakes developers make with collaborators, contracts and AI-generated content.

    Using real-world examples and hypotheticals, Benjamin details what developers can manage on their own and where hidden traps often lie. Attendees will walk away with legal literacy, practical DIY strategies to reduce risk, and the confidence that their creations are protected, and that they are not unintentionally infringing on others' property.

  • Location:   Room 2006, West Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Xianzi Feng  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Visual Development
    Format: Lecture

    Matches Found in Session Description:

    This session explores how "Love and Deepspace" achieved instant emotional connection and commercial success by translating the science of attraction into character design. Through intuitive visual cues, distinctive personalities, and layered backstories, Infold Games' creative pipeline builds characters that captivate players at first sight and foster meaningful, lasting engagement. Attendees will learn practical strategies ranging from applying psychological insights to encouraging player expression, offering a framework for creating memorable, emotionally resonant characters in expansive 3D worlds.

  • Location:   Room 2003, West Hall
    Tuesday, 10:30am - 12:00pm
    Moderator:
    DJ Meadows  (HNDCRFTD LLC)
    Speakers:
    Adam Gubman  (Moonwalk Audio), Justin Bell  (Santa Monica Studio), Jay Weinland  (Interactive Audio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Career
    Format: Special Event
    Tagss: Community, Community Partner

    Matches Found in Session Description:

    The G.A.N.G. Sound Design Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for new and emerging audio professionals. Attendees can submit 120 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals. They can also participate in an active discussion with fellow panelists and audience members. The Derby is open to GDC attendees across all disciplines.


    Attendees can submit their demos using the following link: https://www.audiogang.org/demo-derby-submission/

  • Location:   Level 1, West Hall
    Tuesday, 10:30am - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Format: Special Event
    Tags: Networking

    Matches Found in Session Description:

    GDC’s version of Speed Networking. A fast-track to new contacts, partnerships, and future collaborators. Join us on Monday, Tuesday, and Friday.


    Tuesday, March 10th

    10:30am - 5:30pm

    Session 1 | 10:30am-11:30am (60min)

    Session 2 | 11:50am-12:50pm (60min)

    Session 3 | 1:20pm-2:20pm (60min)

    Session 4 | 3:10pm-4:10pm (60min)

    Session 5 | 4:30pm-5:30pm (60min)

  • Location:   Room 312, South Hall
    Tuesday, 10:30am - 11:30am
    Speakers:
    Katherine Isbister  (University of California Santa Cruz), Gillian Smith  (Worcester Polytechnic Institute)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Career
    Format: Roundtable
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    Got a strong opinion about what should be taught in game dev education? Loved or hated some things about your own education? Have ideas for what industry needs from educators and researchers? Come to this roundtable and share! We'll bring your input directly back to the game education community during Friday's educator focused sessions. Take part in shaping the future of game developer education so that everyone can be better prepared to make tomorrow's games. The session will begin with a brief state-of-education summary by the hosts, then move into key questions for participants about what's great (and could be better) and how to best prepare future students for the industry.
  • Location:   Room 301, South Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Robert Madsen  (SynaptixGames)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Independent Development
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Game development has been transformed in the last 5 to 10 years, especially for indie teams. Even AAA studios are struggling to adapt. Indies are agile enough to adapt their operational strategies to use the latest tools to increase the efficiency and quality of their game development pipeline. This session, hosted by the IGDA Indie SIG, will discuss the best tools and strategies for indie game developers to succeed in this new environment. Attendees will be encouraged to provide input on the strategies they plan to use and we will all learn together.

  • Location:   Room 2014, West Hall
    Tuesday, 10:30am - 11:30am
    Speakers:
    Toiya Kristen Finley  (Schnoodle Media, LLC), Nessa Cannon  (Independent), Matthew Weise  (Fiction Control), Ashley Ruhl  (Broadsword Online Games), Andrea Saravia Perez  (Deviant Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Narrative & Performance, Career
    Format: Forum

    Matches Found in Session Description:

    How do newer writers fit into game design and narrative design teams? Do writers coming from the worlds of film and comics have advantages getting work over prose writers? Is it easier to be a freelancer or employee? Do you have the skills to be a writer in this industry? How do you know when you've "made it"? How do you put a writing team together? Especially for individuals with little experience and those looking to break in, this session encourages participants to ask veteran writers and narrative designers questions without definitive answers. Anyone working with writers is also encouraged to attend. Whether it's finding the right job, leading writers and improving team dynamics, or establishing rates, no question about the business of game writing is off limits.
  • Location:   Room 2001, West Hall
    Tuesday, 10:30am - 11:00am
    Speaker:
    Stan Minasov  (AppMagic)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Product Management
    Format: Lecture
    Tags: Revenue Streams

    Matches Found in Session Description:

    Drawing on AppMagic's daily panel of hundreds top-grossing mobile games, this session uncovers ten LiveOps patterns — five offer mechanics and five event frameworks — that reliably lift revenue x1.5–2. It starts with a crisp market snapshot showing why few new releases become successful.

  • Location:   Room 308, South Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Carla Engelbrecht  (Betweened)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Roundtable

    Matches Found in Session Description:

    Children are not just mini versions of adult gamers. Kids' gaming preferences and abilities are affected by their developing cognitive and physical abilities. We will focus on the design of games for kids, including considering children's development at different ages and the implications for game mechanics, as well as on marketing, discovery, and business models. When the target audience is children - it is always tricky. But it's not impossible!

  • Location:   Room 203, South Hall
    Tuesday, 10:30am - 12:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join The MADE for a Community Space meetup with the game history and preservation community. Network and meet with current members of the community and preservation experts.

  • Location:   Room 204, South Hall
    Tuesday, 10:30am - 12:20pm
    Speakers:
    Fleur Marty  (Gearbox), Dave Ranyard  (Dream Reality Interactive), Brynley Gibson  (Independent), Pamina Bou  (Dream Reality Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Production
    Format: Workshop

    Matches Found in Session Description:

    This year’s Production Workshop examines every stage of the game development lifecycle, from Conception to Launch, highlighting the critical hard and soft skills required to successfully navigate them.

    This session is a deep dive into solving complex, real-world problems. Far from a "Production 101" course, this is a fully interactive day featuring roundtable exercises and collaborative discussions. Beyond the planned curriculum, participants are encouraged to workshop their own past and current challenges with the help of facilitators and peers.

    The afternoon also features a panel of experienced producers representing a wide range of expertise, from Casual and Mobile games to AAA, Co-Dev partnerships, and Publishing. Following the panel, the day concludes with a “Quick Fire” mentoring session where attendees will have the opportunity to sit down with the speakers for direct insights and advice.

    While we encourage attendees to join us for the full day, you may choose to attend only the morning or afternoon sessions.

    Hosts: Brynley Gibson (Sharkmob), Dave Ranyard (Dream Reality Interactive), and Fleur Marty (Gearbox).

    Morning Session Schedule


    · 10:30am – 10:45am: Welcome and Introduction


    · 10:45am – 12:20pm: Workshop Part 1: Conception to Alpha An interactive workshop identifying common development challenges during conception, pre-production, and early production, and the critical skills producers need to navigate them.


    · 12:20pm – 1:50pm: Lunch Break


    Afternoon Session Schedule


    · 1:50pm – 3:30pm: Workshop Part 2: Alpha to Launch An interactive workshop focusing on the challenges faced during post-production and closing, emphasizing the specific producer toolkits required to cross the finish line.


    · 3:30pm – 3:45pm: Coffee Break


    · 3:45pm – 4:30pm: Panel: The Many Roles of the Producer (Moderated by Fleur Marty; Panelists: Daphné Moyal (Virtuos), Ella Vance (The New York Times), Shayna Moon (CD Projekt RED), Shelby Martin (2K) and Zachary Beaudoin (T-Minus Zero Entertainment). Experts from across the industry, covering everything from Indie to AAA, share their perspectives on the versatile and evolving nature of the Producer role.


    · 4:30pm – 5:30pm: Quick Fire Mentoring (Brynley Gibson, Dave Ranyard, Fleur Marty, and panelists) Experienced producers offer one-on-one guidance and rapid feedback on your specific production challenges.

  • Location:   Room 3018, West Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Bryan Bornmueller  (Asmodee)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tags: Tabletop Summit

    Matches Found in Session Description:

    The tabletop games industry is fragmented, confusing, and full of some the most exciting ideas in all of game design. In this talk Bryan Bornmueller will share advice from my multiple decades of experience and current insights gained both in my current role as Director of Sourcing at Asmodee (one of the largest players in the tabletop games space) and designer of the Fellowship of the Ring: Trick-Taking Game (winner of the Golden Geek for best co-op game 2024) for current and aspiring board, card, and tabletop game designers. He will discuss the shape of the tabletop landscape, what publishers are looking for, practical advice and resources for pitching, prototyping, and promotion of modern tabletop games.

  • Location:   Room 2018, West Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    Are you eager to record live with an orchestra or chamber ensemble? This lecture breaks down the entire process—from budgeting and session planning to team roles, recording strategy, and post-production. Drawing on hundreds of hours in studios around the world, Mike will share real budgets, scheduling templates, and behind-the-scenes stories from sessions in London, Vienna, and beyond. Learn how to save thousands through smart planning, avoid costly pitfalls, and get the most out of your musicians and recording time. Whether you're a composer, audio director, or music producer, you'll walk away with practical tools to approach your first (or next) live session with confidence.

  • Location:   Room 3005, West Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Petr Smrcek  (Warhorse Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    One of Kingdom Come: Deliverance's most prominent features is the deeply simulated open world. All the NPCs are doing their daily routines and reacting to player actions even when the player is long gone. Kingdom Come: Deliverance 2 not only quadruples the number of NPCs on the map to nearly 2400 but also concentrates around half of that into a single city. To keep the frame times and memory reasonably low, new techniques for the level of detail of the AI simulation had to be introduced, while making the scripting interface as oblivious to the LODs as possible. This talk describes the evolution of AI LOD solutions and optimizations through KCD and KCD2 from a technical point of view.

  • Location:   Room 314, South Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Jeff Hanna  (NVIDIA Corporation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tagss: Community, Technical Artist Summit

    Matches Found in Session Description:

    The role of a technical artist has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable brings together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.

  • Location:   Room 2016, West Hall
    Tuesday, 10:30am - 11:30am
    Speakers:
    Jonathan Rodgers  (Playstudios), Vicki Li  (Playstudios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Production
    Format: Lecture

    Matches Found in Session Description:

    This session demystifies how to detect when a growing team needs process, how to roll out process changes, and how to evolve your team to do the detection and roll-outs on their own. Drawing on real examples from a rapidly scaling mobile game studio, Development Director Jonathan Rodgers and Engineering Manager Vicki Li demonstrate how teams can identify early signs of operational strain, translate those signals into practical process improvements, and avoid the common pitfalls of over-engineering. The talk contrasts organically evolving practices with large framework rollouts, such as SAFe Agile, outlining paths to success and how to adapt processes to fit your team's culture. Attendees leave with practical tools for building clarity, autonomy, and alignment.
  • Location:   Room 306, South Hall
    Tuesday, 10:30am - 11:30am
    Speaker:
    Robin-Yann Storm  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Roundtable
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    For day 1:
    This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year.
    Examples of topics discussed in previous years are:
    1. What user experience techniques have you seen best fit for your toolsets?
    2. Is classical UX applicable in tools, or is it very different?
    3. What differences, if any, have tool service companies seen with their tool designs?
    This years' questions may be different, or similar! Feel free to join, and ask.

    For day 2:
    This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year.
    Examples of topics discussed in previous years are:
    1. What communication channels do you use to inform users about new tool features? E-mail? Meetings? Videos? Gifs?
    2. What is a ticketing request pipeline that works really well for you?
    3. In what size team did your tool request/ticket pipeline work best?
    This years' questions may be different, or similar! Feel free to join, and ask.

    For day 3:
    This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year.
    Examples of topics are:
    1. What user research methods do you use?
    2. Do you have a dedicated user researcher on your team?
    3. What surprises has your research uncovered in the last year?
  • Location:   Room 2005, West Hall
    Tuesday, 10:30am - 11:30am
    Speakers:
    Nick Herman  (AdHoc Studio), Dennis Lenart  (AdHoc Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Narrative & Performance, Independent Development
    Format: Lecture
    Tagss: Game Narrative Summit, Ideation

    Matches Found in Session Description:

    Creative Directors Nick Herman and Dennis Lenart share how their years at Telltale Games led to the founding of AdHoc Studio and the creation of its debut title, Dispatch. Using the game as a case study, they'll discuss how they approached building a story-driven experience that satisfies longtime fans of the genre while still welcoming players who never thought they'd play one. Along the way, they'll cover how they worked to evolve a beloved genre, keeping what worked, rethinking what didn't, and bringing in new ideas in structure, agency, and a visual-first production pipeline.
  • Location:   Room 215, South Hall
    Tuesday, 10:30am - 5:30pm
    Speakers:
    Grant Shonkwiler  (Shonkventures), Trevin York  (Dire Lark), Jennifer Estaris  (Estaris Works), Paula Angela Escuadra  (2K)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Workshop

    Matches Found in Session Description:

    This full-day interactive workshop returns for the fourth time, streamlined and improved to teach teams and individuals how to integrate climate change and climate resilience messaging into their games. Through expert lectures and hands-on design activities, participants will both better understand the climate crisis and unlock their own superpowers as game developers, immediately applying new theory and practice to develop an original game pitch by the end of the day. Join us and become equipped to impact gamers and ultimately change the world with actionable design approaches.

  • Location:   GDC Gardens, Yerba Buena Gardens
    Tuesday, 11:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for lunch and entertainment in the GDC Gardens.

    Stone Stage entertainment presented by MAGWEST:

    • 11:00 AM - 12:30 PM: Lacey Johnson
    • 12:50 PM - 2:00 PM: Sixth Station Trio


    Review the full week's schedule here.

  • Location:   Blue Shield of California Theater, YBCA
    Tuesday, 11:20am - 12:00pm
    Speaker:
    John Spitzer  (NVIDIA Corporation)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    Discover the future of gaming and technology in this exclusive session with John Spitzer, Vice President at Nvidia. John will share the latest innovations in RTX hardware, neural rendering, and path tracing. See how Generative AI is transforming development workflows and unlocking player experiences once thought impossible.

  • Location:   Room 2000, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speaker:
    Issac Lee  (NEXUS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Games have always been experience machines — but for over a decade, we've been optimizing the same paradigm. Better specs, same loop between you and the screen. The next leap isn't coming from hardware. It's coming from a fundamental shift in who inhabits our worlds. Millions of autonomous AI agents are entering game worlds — not as NPCs, but as independent actors that scheme, create, and develop followings of their own. When NEXUS built the first games for them, agents formed alliances, betrayed each other, and broke our servers within hours. What emerged wasn't an incremental improvement to game design. It was a different medium. This session is a builder's account of that moment — and a vision for what comes next: that the people who design entire worlds — their rules, their economies, their stories — are about to become the most important creators alive.

  • Location:   Room 3001, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Michael Jackson  (AWS), Mark Choi  (GameLift), Michael Morris  (AWS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Reliable player connectivity is foundational to modern multiplayer games, yet increasingly difficult to maintain in the face of sophisticated network-based attacks. This session focuses on how multiplayer games can defend player traffic - without adding latency, operational complexity, or forcing studios to redesign their networking stack. The Amazon GameLift team will walk through the multiplayer-specific DDoS threat model, common failure modes observed in live service games, and architectural patterns for protecting player connections in real time. We’ll explore how protection can be integrated directly into the game server hosting layer, allowing studios to absorb large-scale attacks while preserving gameplay performance and developer velocity. Attendees will gain a practical understanding of how to approach player connectivity protection as a first-class part of their multiplayer architecture, including key design tradeoffs, adoption considerations, and lessons learned from real-world game workloads.
  • Location:   Room 3009, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speaker:
    Jay Villanueva  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Fortnite is more than a game—it’s an ecosystem where players come with different devices, inputs, and play styles, but share the same expectations for fun and quality.

    In this session. we’ll explore what it means to design cross-platform games using Unreal Editor for Fortnite (UEFN). We’ll look at how cross-platform development has traditionally fragmented design and workflows, and how UEFN reframes cross-platform not as a checkbox, but as a design philosophy baked into creation and publishing. Using examples shown across PC, console, and mobile, we’ll examine what stays consistent, what adapts, and why.

    Dive deeper into UEFN tools—like profiling, world partitioning, modular design, and systemic gameplay—that support strong design judgment, faster iteration, and sustainable development.

  • Location:   Room 3014, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speaker:
    Zhongyuan Liu  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Game & Production Technology, Design

    Matches Found in Session Description:

    This presentation introduces IntelliScene, a multi-agent 3D scene placement system for game production. Its core enables AI to complete scene layouts via "reasoning" instead of fragile handwritten rules. It encapsulates senior artist experience into data, allowing agents to conduct "slow thinking"—a form of Deliberative Reasoning. Linguistic agents use Chain-of-Thought (CoT) to parse requirements, generate a scene graph, and auto-invoke geometric solvers.The speech will explain the evolution from the LLM-based 1.0 to 2.0, which incorporates visual guidance (style-aligned image models, VLM parsing, asset retrieval, and 6D pose estimation). It will cover method iterations, results, and implementing multi-agent AI into existing art pipelines.
  • Location:   Room 2011, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speakers:
    John French  (Arm), Dominic de Graaf  (The Naked Dev)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Part 1 – John French (Arm)

    In this session, we explore three lesser-known mobile performance problems that might be affecting a Unity game, what can cause them, and how to avoid them. We use our in-house game to demonstrate what can go wrong, how to find where the problems are, and how to fix them. Learn how to ensure that your game runs efficiently on mobile devices and how hardware-level profiling tools such as Arm Performance Studio can reveal hidden performance issues with mobile 3D graphics. This talk gives mobile game developers insight into device-specific profiling tools and optimization techniques, helping you reach a wider audience with your games.

    Part 2 – Dominic de Graaf (The Naked Dev)

    High-fidelity visuals aren't just for desktop games. With the right upscaling techniques, mobile GPUs can deliver stunning graphics that feel next-gen, without tanking frame rates. In this session, Dominic de Graaf (The Naked Dev), creator of popular Unity upscaling solutions (DLSS 4 for Unity and FSR 3 for Unity) shares his experience integrating multiple upscalers, including Arm Accuracy Super Resolution (Arm ASR).

  • Location:   Esplanade 158, South Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Ben Kvalo  (Midwest Games), Jen MacLean  (Dragon Snacks), Stephen MacDonald  (Magic Potion Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Independent Development
    Format: Forum

    Matches Found in Session Description:

    Bringing a game to market has never been more complex. Is it possible to get funding? Where best do you create community? Do wishlists matter? How do I cut through the noise? What is realistic success?

    We'll aim to answer some of these questions and give better insights into most viable paths to market from early to late stage, setting expectations, and the current realities.
  • Location:   Esplanade 160, South Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Oscar Clark  (Arcanix), Fred St-Amour  (Frima Studio), Maxim Kirilenko  (Happy Faces Games), Francis Hart  (SEGA), Talia Schmuel  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    Data has transformed the way we make games; using insight to drill down into what really matters for players. However, with the complexities that have arisen from an ever more complex market what are the best ways for us to separate the signal from the noise? What can we do to insulate our insights from the impact of seismic market events like the launch of GTA6? How can we leverage difference sources of qualitative and quantitative data to get more clarity on what Success Looks like from Attribution, Gameplay behaviour, Sentiment as well as Conversion from Ads, IAP and Subscription that will allow is to understand what we need to make next, able to predict the impact and ultimately get a clear ROI for our live operations?
  • Location:   Room 2024, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speaker:
    Yizhe Chai  (Perfect World Games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    This session presents a deep dive into optimizing the UE5 mobile game "Neverness to Everness (NTE)" on devices with Snapdragon platforms. Featuring large-scale open scenes, dynamic lighting, and high-resolution rendering targets, NTE pushes the limits of mobile hardware. We will explore how UE5's mobile rendering pipeline was adapted to better align with the Adreno GPU architecture, with a focus on tile-based rendering efficiency and bandwidth reduction.

    Key topics include integrating Adreno Tile Memory Heap into UE5, render pass optimization, and real-world performance results. The session also covers advanced Snapdragon technologies such as Adreno Frame Motion Engine 2.0 (AFME2), Snapdragon Game Super Resolution 2 (SGSR2), and Snapdragon Adaptive Game Configuration (SAGC), highlighting how system-level and GPU-aware strategies can significantly improve frame stability, performance scalability, and power efficiency across a wide range of mobile devices.
  • Location:   Room 2020, West Hall
    Tuesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Dilmer Valecillos  (Meta), Joseph Carroll  (Meta), Zac Bowling  (Meta), Mike Geig  (Unity Technologies)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Ready to take your game to the next level? Here we'll cover advanced tooling secrets to accelerate your development cycle, squeeze maximum performance out of Quest, and utilize VR native features to their fullest potential. Includes a deep dive into AI-assisted development environment workflows that are changing how we build and iterate.
  • Location:   Room 2014, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Yachen Bian  (NetEase Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Business Strategy
    Format: Lecture
    Tags: Launch

    Matches Found in Session Description:

    Marvel Rivals achieved 10 million players signing up within 72 hours of its December 2024 launch. Within three months, the game had over 40 million users, peaking at 644,000 concurrent players on Steam.
    The Publishing and Marketing Director of Marvel Rivals unveils the operational strategies behind this success, establishing Marvel Rivals as a premier live-service hero shooter.
    Attendees gain actionable frameworks for building player-centric communities through real-time sentiment tracking and co-creation tools; executing effective publishing aligned with the IP lore; optimizing content cadence and transforming monetization through transparent systems; and enabling live-ops agility via cross-functional team synchronization.
    These methodologies provide a replicable blueprint for launching and sustaining hit live-service games.

  • Location:   Room 2018, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Sonia Mokhtari  (Zynga)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    This session explores the challenges and opportunities women face in the game audio industry. Drawing from extensive experience as a Senior Audio Designer and Composer at Zynga, the speaker shares personal insights and industry data on gender diversity and inclusion. Attendees learn practical strategies for women to advance their careers, build mentorship networks, and overcome common barriers. The talk also offers guidance for allies and leaders on creating supportive, inclusive work environments that foster creativity and innovation. By highlighting how diverse teams contribute to richer audio experiences, this session provides actionable advice for professionals at all levels seeking to promote equity and excellence in game audio.
  • Location:   Room 3004, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    In this talk, Brent Vincent and Lynn Gong will showcase the power of leveraging Model Context Protocol (MCP) servers and clients that are poised to revolutionize game development. The session explores how these AI-enabled tools act as a universal middleware, bridging the gap between large language models and game engine functionality. Through practical, data-backed examples, the speakers demonstrate how MCP can be leveraged to automate tasks ranging from content creation and quality assurance to complex build pipelines. Attendees will leave with a clear understanding of the architectural principles behind MCP and its direct application in creating more efficient and agile development workflows.
  • Location:   Room 2005, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Robert Donovan  (Obsidian Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    How does a game designer determine how many Hit Points an enemy should have? How does the designer determine how much damage a player should do? What are some of the fundamental structures of game design that affect this calculation? In short – how do you balance a game?

    Obsidian's "The Outer Worlds 2" is a hybrid FPS/RPG that contains both guns and leveling-up. This genre mashup posed some unique challenges to game balance and required multiple revisions to NPC Hit Points and player damage during its development. At each revision, some design philosophies became clearer and more focused, while others were discarded.

    This talk will introduce a design theory of game balance, explain the reasoning behind it, complicate it with genre expectations, and ultimately determine how to make a "balanced" game using Hit Points and damage. Throughout, this theory will be supported with concrete examples from "The Outer Worlds 2."
  • Location:   Room 2010, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Nick Kaman  (Aggro Crab)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Lecture

    Matches Found in Session Description:

    In this talk, one of the developers of PEAK will tell the story of how the game came to be, from a wild month-long game jam in Korea to the astonishing launch that none of them could have predicted. The talk will share some of the insights learned from the experience, including what was successful about it but also some reasons why you'd want to proceed with caution before booking that AirBNB. Finally, the talk will discuss how making PEAK has shifted the perspectives of the leadership at Aggro Crab towards a stronger studio culture– one that can better prevent stress and burnout while also becoming more nimble in an ever-changing industry. Is friendslop the future? You'll have to watch the talk to find out. It'll be peak.
  • Location:   Room 3002, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Hiroaki Murao  (Drecom Co., Ltd.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This session presents a post-mortem on the successful revival of the legendary Wizardry RPG series. Initially launched in 1981, the dormant franchise was revitalized by Japanese publisher Drecom Co., Ltd., achieving a market scale of over 100 million USD. We will provide a data-driven look at how a decades-old IP not only reclaimed its legacy but also attracted a significant new demographic of 20-30 year old users and achieved unexpected global success, particularly in traditional Chinese-speaking markets. The talk will detail how the development team balanced historical reverence with modern game design, and how strategic cross-media collaborations expanded its reach. This is a must-attend session for any developer or publisher seeking practical, real-world lessons on how to resurrect, modernize, and sustain a cherished gaming IP for future generations.
  • Location:   Room 2001, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Rosy (Rong) Fu  (Naughty Dog)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Visual Development
    Format: Lecture
    Tagss: Community, Technical Artist Summit

    Matches Found in Session Description:

    What if building a shader felt more like painting a portrait than solving a math equation? In this session, Naughty Dog Technical Artist and illustrator Rosy Fu reveals how classical oil painting techniques can guide the development of artistic character shaders. Drawing on metaphors from Caravaggio's process—canvas stretching, grisaille, glazing, and varnish—matching real-time shading, from UV setup and depth masking to lighting models, color packing, and final polish. This talk reframes shader authoring as an artistic process, helping attendees visualize complex systems with greater clarity and creativity.

  • Location:   Room 3018, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Lucien Parsons  (OpsCat)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture
    Tags: Funding

    Matches Found in Session Description:

    This session gives game developers a practical framework for diagnosing the problems most likely to sink a studio, before an investor, publisher, or the market finds them first.

    Drawing on 22 years of experience as a fractional COO, angel investor, and advisor to indie game studios, the speaker walks through seven categories of studio health that experienced investors and publishers use to evaluate teams, often without founders realizing it. The talk uses a simple information-quality lens, Signal, Proxy, and Placeholder, to help attendees assess whether their answers to hard questions are actually holding up, or just filling space.

    Tailored for teams of 1 to 100, the session covers founder fit and role clarity, product and market alignment, production and operational readiness, go-to-market traction, business model realism, narrative consistency, and legal and platform risk. Each category includes a concrete red flag and a before-and-after example showing the difference between a weak answer and a strong one.

    This is not a theory talk. It is a practical guide to what goes wrong, why it was usually visible in advance, and what you can do about it now.

  • Location:   Room 2006, West Hall
    Tuesday, 11:50am - 12:20pm
    Speaker:
    Lukas Offerhaus  (InnoGames GmbH)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Product Management, Business Strategy
    Format: Lecture
    Tagss: Community, Revenue Streams

    Matches Found in Session Description:

    In this session, attendees will learn how free-to-play mid-core title "Heroes of History" doubled per-player monetization performance compared to its predecessor, "Rise of Cultures". Based on this case study, Lukas will share tools and best practices for grounding games in solid business hypotheses, designing game systems that facilitate effective monetization and avoid cannibalization, and designing monetization initiatives that capture value effectively. Lukas argues that monetization is not a ploy to extract more money from players, but a win-win situation for both players and game developers: Failing to monetize effectively, UA-driven free-to-play games reach a smaller audience, receive fewer content updates, and ultimately die.

  • Location:   Room 3011, West Hall
    Tuesday, 12:35pm - 1:35pm
    Speakers:
    Damian Kastbauer  (Audiokinetic), Scott Selfon  (Meta Reality Labs Research), Phillipe Bosher  (Independent), Andy Martin, Guy Somberg  (Blizzard), Jeffrey Brice  (Independent), Edouard Brenneisen  (EB Music LLC), Maclaine Diemer  (First Name Maclaine, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Special Event
    Format: Forum
    Tags: Community

    Matches Found in Session Description:

    An opportunity for deeper conversations with audio track speakers over lunch in a smaller scale setting. Grab some food and then come back to sit at tables in the round with the day's speakers on the topics that are top of mind for you about the industry, the day's topics, and the questions at the top of attendee minds.

  • Location:   Esplanade 160, South Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Chip Thurston  (Fastspring), Cisco Maldonado  (Midwest Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Panel

    Matches Found in Session Description:

    Community is no longer a support function; it fuels growth.


    As user acquisition costs rise, platform policies tighten, and player attention fragments, durable growth increasingly depends on the strength of your community. Studios that treat community as a marketing afterthought are leaving engagement, retention, and monetization on the table.


    In this session, Chip and Cisco will explore how community strategy directly shapes product outcomes, business resilience, and long-term franchise value. Drawing from experience across publishing, live service, and cross- platform ecosystems, they will break down:
    ● The critical foundations of community design from day zero
    ● How community strategy impacts acquisition, retention, and lifetime value
    ● Why players disengage, and how to mitigate churn at the community layer
    ● Practical frameworks for scaling community from pre-launch through maturity
    ● The direct and indirect revenue impact of community-driven ecosystems
    ● Untapped opportunities studios are overlooking in 2026


    This session moves beyond platitudes to provide strategic, actionable guidance for teams building games designed to not just survive but to thrive.

  • Location:   Room 2009, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speaker:
    Beralt Lyu  (Everstone Studio, NetEase Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Production
    Format: Lecture

    Matches Found in Session Description:

    Where Winds Meet aims to create engaging open-world play in a wuxia setting, a Chinese martial arts fantasy genre. While building free, immersive exploration, the game blends a romantic sensibility with a grounded sense of historical realism, shaping its audiovisual direction and overall player experience. As an open-world wuxia game, Where Winds Meet features several distinctive design approaches. Having both solo and multiplayer modes enables a flexible and uncommon gameplay experience. Meanwhile, such a long-term live operation model with frequent updates places huge demands on both content design and the production pipeline.

    Join Lead Producer, Beralt Lyu, for a deep dive into how the Where Winds Meet team tackles the challenges of crafting wuxia immersion while integrating solo and multiplayer experiences. Discover how the team builds a production pipeline to support long-term live operations.
  • Location:   Room 3009, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Uthappa Kattera Chengappa  (Microsoft), Mithuna Srinivasan  (Valorem Reply), Rob Nelson
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Launch week is the moment a game studio discovers whether it can ship faster than chaos can compound. Join Microsoft and Valorem Reply as we demonstrate how studios can leverage AI to shorten the distance between insight and action—while keeping creators firmly in control. Attendees see how Valorem Reply's Agentic Gaming Intelligence Foundry, working with a Microsoft Fabric Data Agent, transforms live telemetry, player sentiment, and operational data into faster fixes, smarter decisions, and calmer launches. Through real-world scenarios, the session shows how AI accelerates crash resolution, surfaces unexpected player behavior insights, and absorbs launch-day support spikes without removing humans from the loop. The focus remains on empowering teams, not replacing them. The result is a studio that launches with confidence, uncovers new directions and opportunities and stays focused on what matters most: creating great games.
  • Location:   Room 3014, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Zheng Jiang  (Tencent Games), Dong Ye  (Tencent Games), Yingpeng Zhang  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Visual Development

    Matches Found in Session Description:

    This talk presents a large-scale world-generation system that relies on natural interactions such as voice commands. Users could generates physically plausible, visually realistic scenes; through natural speech enabled by LLM and MCP, they iteratively refine and optimize the results. No professional artistic or technical skills are required—anyone could craft production-quality worlds.
  • Location:   Room 2000, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Alex Chen  (Alibaba Cloud), Jeff Fu  (Alibaba Cloud)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Forum

    Matches Found in Session Description:

    AI is already transforming games—but most studios are stuck on chatbots and concept art.
    At Alibaba Cloud, we help developers embed real intelligence across their entire pipeline: dynamic NPCs with Qwen, auto-generated worlds with Wan, AI-driven QA, and live-ops powered by real-time player analytics—all running on a global cloud infrastructure built for gaming.
    In this session, you'll see real, production-ready examples from studios using:
    ● Qwen-Agents to generate quests, dialogue, and terrain
    ● AI that tests like a human—but never sleeps
    ● Predictive systems that boost retention and reduce churn
    Plus, learn how our global network (US, EU, APAC, MEA) delivers sub-50ms latency, auto-scales at launch, and cuts cloud costs by up to 40%.
    Leave with practical ways to add AI to your existing stack—and scale globally without compromise.
  • Location:   Room 2011, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Part 1 – Sergio Alapont (Arm)

    In this talk, we present the rendering pipeline behind Sumo Digital's new mobile case study featuring fully ray-traced lighting. We explain how we are pushing real-time performance on mobile hardware by combining aggressive pipeline engineering with Arm's neural rendering technologies, including neural super-resolution, neural denoising, and neural frame-rate upscaling.

    Part 2 – Willen Yang (Arm)

    Game development is entering a new era where AI-driven rendering and neural techniques redefine performance and visual fidelity. Arm's Neural Graphics SDK (NG SDK) brings advanced neural-based rendering, denoising, and super-resolution capabilities to game engines, enabling developers to achieve desktop-quality graphics on mobile and edge devices without sacrificing frame rates.

  • Location:   Room 2024, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speaker:
    Andy Michel, PhD  (Qualcomm Technologies, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    This session introduces the Snapdragon Game AI SDK, a new toolkit that makes it easy for developers to bring powerful AI into their games for local inference. We'll showcase tools that enable richer, more dynamic gameplay, including Automatic Speech Recognition, Large Language Models, and Text‑to‑Speech for AI‑driven NPC interactions. Learn how to integrate these capabilities seamlessly to unlock the power efficiency and NPU performance of Snapdragon platforms.
  • Location:   Esplanade 158, South Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Andrew Hogan  (Intorqa), Phillip Koskinas  (Riot Games), Kyle Boerstler  (Activision)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Design
    Format: Panel

    Matches Found in Session Description:

    The games industry is entering a period of rapid change, and AI is reshaping both sides of the fight against cheating. Cheat developers are already using AI to mimic human behavior, mask suspicious patterns, and automate entire cheat operations at scale. In response, studios and security partners are deploying AI-driven systems to detect non-human and unfair play faster, earlier, and with greater precision.

    This session explores how AI is redefining the battle for fair play, what the next generation of cheating threats is likely to look like, and how studios can stay ahead of them without resorting to intrusive systems that undermine player trust or experience.
  • Location:   Room 3001, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Ashley Holinger  (AWS), Trevor Moore  (AWS), Aimee Munton  (AWS), Jesse Sell  (Twitch), Andrew Echanique  (Electronic Arts (EA)), Ryan Bodlaender  (Electronic Arts (EA))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Discovery & Marketing
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Discover how EA SPORTS and Amazon joined forces to launch a 360° Madden NFL 26 activation—an ambitious effort to elevate and expand how fans engage with sports. By combining EA SPORTS' expertise in game development and immersive digital engagement with Amazon's expansive technology and media platforms, the 2025 partnership brought multi-faceted experiences to sports fans and gamers across Prime Video, Luna, Twitch, Amazon Ads, Amazon.com and more. This collaboration represents a strong first step, showcasing what's possible when two industry leaders unite their strengths across streaming, digital engagement, and retail. The session will highlight key outcomes from this inaugural year, real-world learnings, and the emerging trends that make EA SPORTS and Amazon ideally positioned to shape the future of fandom by giving fans a richer, interactive experience.
  • Location:   Room 2020, West Hall
    Tuesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    David Borel  (Meta), Neel Bedekar  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Practical deep dive into hitting and holding frame-rate on Meta Quest 3/3S. Learn why performance matters more in VR than any other medium, how to diagnose bottlenecks, and how to use the latest profiling and optimization tools to ship smoother, more comfortable experiences.
  • Location:   Blue Shield of California Theater, YBCA
    Tuesday, 1:30pm - 2:30pm
    Moderator:
    Julien Merceron  (Orion Productions)
    Speakers:
    Bryan Catanzaro  (NVIDIA), Alexandre Moufarek  (Google DeepMind), Zhen Zhai  (Blizzard Entertainment), Ross O'Dwyer  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Luminaries Speaker Series
    Format: Forum

    Matches Found in Session Description:

    Bubble or not, machine learning is here, and it works. Advanced techniques in Machine Learning have already been widely applied in the video game industry, powering products that are available on the market today, such as Nvidia DLSS and Bandai Namco Tekken8 "Super Ghost Battle" system. From content creation to runtime optimization and the underlying fabric of live service features, Machine Learning is increasingly becoming the solution to the problems many developers face. In fact, it has the potential to the whole video games industry by storm in the coming years, in many disruptive ways.

    For leaders and investors, it's essential to understand where we are, and where this technology is going. Esteemed industry leader Julien Merceron will share not only his own insights and opinions on the trends and futures of Machine Learning, but the voices of many other industry experts.

    This session is designed to prioritize YOUR questions, offering a unique opportunity to explore trends, challenges, and opportunities in an open forum. Join us for an hour of discussion, this session is all yours! Ask anything!

  • Location:   Room 2003, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Kadet Kuhne  (Firaxis)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Design
    Format: Lecture

    Matches Found in Session Description:

    UI sound design is not only necessary, it is an opportunity to bring your game to the next level. But how to ensure it is communicating clearly and intuitively, staying on brand, works well in repetition, and is also fun? In this presentation, Assoc. Audio Director Kadet Kuhne offers a deep dive into the strategies and processes behind designing UI sounds at scale for Civilization VII. The talk explores how a UI sound design system was built efficiently and effectively, incorporating hierarchies and key design principles to support Civilization VII's new visual style. With that foundation in place, building out polished UI with bespoke, engaging sounds will be fully detailed with real-world examples of challenges, solutions, and impactful results. Additionally, the presentation covers implementation within dynamic and complex game systems to ensure UI audio remains communicative, fun, and fully optimized throughout gameplay.

  • Location:   Room 3018, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Stone Librande  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tags: Tabletop Summit

    Matches Found in Session Description:

    At GDC 2011, Stone spoke about 15 tabletop games he created for his family and close friends. 15 years later, he has continued this tradition of designing a new game every year: a play-by-mail game for his sons in college, a real-time rhythm card game for drum students, a social game for a wedding, and—most recently—several highly personalized tabletop games for his four grandchildren.
    In this session, Stone details those 15 games and describes how his design philosophy evolved during that time. Each game teaches its own special lesson, with unique constraints shaped by the experiences of his small audience. Many of the tips and techniques can be applied to games that you create for the people closest in your life.

  • Location:   Room 2010, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Dana Trebella  (Spoke and Wheel Strategy), Derek Lieu  (Derek Lieu Creative)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Discovery & Marketing
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Many devs love to skip all the behind-the-scenes marketing prep work that no one publicly sees. Traditional marketing best practices can seem obtuse or even useless when you do not understand the benefit they provide to marketing a game. In this talk, we will demonstrate why it's crucial to not skip this behind-the-scenes work and how things like SWOT analysis, market research, audience research, and more translate into actual marketing assets, more effective trailers, and impactful strategies. We will provide real-life examples of marketing assets and decisions created as a result of these foundational marketing pillars leaving devs with an understanding of why they matter, how to conduct them, and the benefits for their game.

  • Location:   Room 314, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Ryan Canuel  (Petricore)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Team Leadership
    Format: Roundtable

    Matches Found in Session Description:

    Many studios, new and old, are using a version of work-for-hire as a way to keep their teams afloat while developing original IP. While common, this model brings a unique set of challenges - like managing team bandwidth across projects, maintaining internal momentum, and navigating unpredictable client timelines alongside your own projects. In this roundtable, studio leaders currently balancing client work with their own original game development come together to share strategies, pitfalls, and what has worked for them. Moderated by the CEO of Petricore, Ryan Canuel, who has led a hybrid studio for over a decade - the session encourages open discussion around operations, staffing, sales, and sustainability. Attendees will leave with real-world insights and tactics they can bring back to their own teams to better manage the work-for-hire model while still moving original projects forward.

  • Location:   Room 304, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Mika Dilig  (AAPI in Gaming + Gay Gaming Professionals), Abbie Hamilton  (AAPI In Gaming)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Community doesn’t end at the controller. Hosted by AAPI In Gaming, this roundtable is a space to explore how we create and nurture belonging beyond the bounds of the gaming industry. From food and mental health to creative expression and representation, we’ll discuss how our diverse voices are shaping a more connected world. Join us as we allow attendees to share personal stories, community-building strategies, and visions for an inclusive future where AAPI identity and creativity can thrive in every space we play, create, and exist.

  • Location:   Room 207, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Steph Chow  (XAMA), Celia Hodent  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Special Event
    Tagss: Networking, UX Summit

    Matches Found in Session Description:

    The current state of the industry has been fraught with the loss of knowledge, expertise, and loss of momentum. How do we pick up the pieces to cultivate UX maturity and innovation? How do we maintain creativity and design enthusiasm when our professional future has been uncertain for years. Does the answer lie in community and grassroots knowledge sharing?

    Join this networking session to create meaningful connections through open and vulnerable conversations around our hopes for the future of UX maturity. As well, sharing our resilience strategies that have been guiding you through these tumultuous times

  • Location:   Room 2005, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Scott Hwang  (Blizzard Entertainment), Larry Wu  (Blizzard)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Join Blizzard designers Dylan and Scott as they break down the 18-month journey of creating Stadium, a brand-new game mode for Overwatch. From initial concept and design goals to prototyping, balancing, and post-launch support, this talk offers a deep dive into the challenges of building innovative experiences within an established franchise.

    Learn how the team iterated on gameplay systems, expanded hero functionality, and integrated player feedback through live testing events and limited betas. The session also explores how Stadium maintained the core Overwatch feel while introducing new mechanics, camera systems, and strategic depth.

    Attendees will leave with practical insights into cross-discipline collaboration, iterative design, and how to successfully launch new game modes in competitive multiplayer environments.
  • Location:   Room 306, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Katelyn Isaacson  (Ludogram/Independent), Star Victoria Power  (Slide20XX)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Culture & Sustainability
    Format: Roundtable

    Matches Found in Session Description:

    In a time of political uncertainty, industry layoffs, and risk-averse decision-making, open conversations about diversity and inclusion are more urgent than ever. This multi-day roundtable invites participants to explore bold topics like surviving and resisting political tension, self-advocacy, and allyship. Through deep, focused dialogue led by a variety of voices, we will examine how to support marginalized communities and drive change wherever you are in the industry. Join us to move beyond performative talk and toward actionable steps for a more inclusive future.

    Day 1: Fighting Back: How to take care of yourself as a marginalized person & offer your support as a person of privilege

    Day 2: Making it Happen and Advocating for Yourself: How to use your privilege to make change & where/how to find support as a marginalized person

  • Location:   Room 216, South Hall
    Tuesday, 1:50pm - 3:50pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Culture & Sustainability
    Format: Special Event
    Tags: Mentorship

    Matches Found in Session Description:

    The IGDA considers mentorship to be one of the critical cornerstones on which we must build a strong and diverse industry. As such, the IGDA Mentor Café program provides a way for developers to support each other and connect in person through mentorship. This event is open to GDC attendees, but individuals must register in advance as a Mentor or Mentee. Space is limited.

    Register here!

  • Location:   Room 312, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Brian Bautista  (Roseville Joint Union High School District)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Culture & Sustainability
    Format: Roundtable
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    Teaching Game Development in High Schools, Middle Schools, and Youth Activity camp settings presents unique challenges that are distinct from how post-secondary education approaches Game Development, while also differing from how other secondary educators approach the instruction of other disciplines. These issues are compounded by a lack of communication between educators, often resulting in educators having to teach in isolation, with limited meaningful support available at the site, district, county, or even state level.

    This roundtable aims to identify common challenges associated with proposing, creating, and teaching Game Development in a Youth Educational setting. Allowing educators to come together to form a community of practice and start to identify possible best practices to improve student outcomes and improve program resilience.

  • Location:   Room 3005, West Hall
    Tuesday, 1:50pm - 3:20pm
    Speakers:
    Alexa Ray Corriea  (Independent), Sam Maggs  (Critical Role), Ben Starr  (Independent), Jennifer Hale  (Independent), Khris Brown  (Vox Point LLC), Amanda Rose Smith  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Audio
    Format: Special Event

    Matches Found in Session Description:

    One of the biggest challenges in development is knowing when your game's script is ready for that final recording and implementation in the game. A scene can look great on the page but fall flat once you hear it from your actor's mouths – what then? Too often script issues are surfaced late in the process, when fixes would be rushed, prohibitively expensive, or creatively compromised. This session proposes a practical, hands-on solution: teaching teams how to "beta test" their scripts collaboratively, utilizing the entire pipeline of writers, actors, directors and developers. Complete with a live script-reading demonstration by renowned game actors, this original session demystifies the performance pipeline, strengthens cross-disciplinary trust, and equips developers with a practical method to ensure that what looks good on paper also sounds great out loud.

  • Location:   Room 204, South Hall
    Tuesday, 1:50pm - 5:30pm
    Speakers:
    Fleur Marty  (Gearbox Montreal), Dave Ranyard  (Dream Reality Interactive), Brynley Gibson  (Independent), Ella Vance  (The New York Times), Daphné Moyal  (Virtuos Montréal), Zachary Beaudoin  (T-Minus Zero Entertainment), Shelby Martin  (2K), Pamina Bou  (Dream Reality Interactive), Krystal Cooper  (Rochester Institute of Technology)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Production
    Format: Workshop

    Matches Found in Session Description:

    This year’s Production Workshop examines every stage of the game development lifecycle, from Conception to Launch, highlighting the critical hard and soft skills required to successfully navigate them.

    This session is a deep dive into solving complex, real-world problems. Far from a "Production 101" course, this is a fully interactive day featuring roundtable exercises and collaborative discussions. Beyond the planned curriculum, participants are encouraged to workshop their own past and current challenges with the help of facilitators and peers.

    The afternoon also features a panel of experienced producers representing a wide range of expertise, from Casual and Mobile games to AAA, Co-Dev partnerships, and Publishing. Following the panel, the day concludes with a “Quick Fire” mentoring session where attendees will have the opportunity to sit down with the speakers for direct insights and advice.

    While we encourage attendees to join us for the full day, you may choose to attend only the morning or afternoon sessions.

    Hosts: Brynley Gibson (Independent), Dave Ranyard (Dream Reality Interactive), and Fleur Marty (Gearbox).

    Morning Session Schedule


    · 10:30am – 10:45am: Welcome and Introduction


    · 10:45am – 12:20pm: Workshop Part 1: Conception to Alpha An interactive workshop identifying common development challenges during conception, pre-production, and early production, and the critical skills producers need to navigate them.


    · 12:20pm – 1:50pm: Lunch Break


    Afternoon Session Schedule


    · 1:50pm – 3:30pm: Workshop Part 2: Alpha to Launch An interactive workshop focusing on the challenges faced during post-production and closing, emphasizing the specific producer toolkits required to cross the finish line.


    · 3:30pm – 3:45pm: Coffee Break


    · 3:45pm – 4:30pm: Panel: The Many Roles of the Producer (Moderated by Fleur Marty; Panelists: Daphné Moyal (Virtuos), Ella Vance (The New York Times), Krystal Cooper (Rochester Institute of Technology), Shelby Martin (2K) and Zachary Beaudoin (T-Minus Zero Entertainment)) Experts from across the industry, covering everything from Indie to AAA, share their perspectives on the versatile and evolving nature of the Producer role.


    · 4:30pm – 5:30pm: Quick Fire Mentoring (Brynley Gibson, Dave Ranyard, Fleur Marty, and panelists) Experienced producers offer one-on-one guidance and rapid feedback on your specific production challenges.

  • Location:   Room 2006, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    PR Peng  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Product Management, Business Strategy
    Format: Lecture
    Tagss: Community, Product Manager Summit

    Matches Found in Session Description:

    Infinity Nikki showcases how a large live-ops game can successfully refresh core mechanics after launch through disciplined iteration and modular redesign. This session details the evolution of traversal, combat, and progression systems over the first year, revealing how thoughtful updates improved player engagement, balanced monetization, and extended retention across platforms.
  • Location:   Room 3002, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Matt Oztalay  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Forum
    Tagss: Community, Technical Artist Summit

    Matches Found in Session Description:

    The features and ease of use of game engines have grown alongside improvements in graphics hardware capabilities. Previously challenging and advanced techniques reserved only for graphics programmers to submit as white papers, the technology is now available to clever technical artists who are willing to put in a bit of elbow grease.

    Feel free bring a laptop to "sketch" along in your own projects!

    Epic Games' Matt Oztalay will show you just how easy it is to harness the power of compute shaders to build ever more advanced, and gameplay-relevant, graphics features for your next project.

  • Location:   Room 3004, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Seth Marinello  (Double Fine), Cameron Williams  (Absurd Ventures), Dan Qiao  (Obsidian Entertainment), Miles Tost  (CD Projekt RED), Scott Warner  (Natural Motion Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Panel
    Tagss: Community, Level Design Summit

    Matches Found in Session Description:

    A moderator-led discussion with industry thought-leaders covering the current state of level design, advances we've seen in the past year, and the challenges we face in the near future.
  • Location:   Room 308, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Colin Walder  (CD PROJEKT RED), Charles Tremblay  (CD PROJEKT RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    Leading the technology of a project can be a daunting task and it can often feel like a trek into uncharted territory. This roundtable invites hard-won lessons, candid insights, and practical advice between engineering leaders who share the challenge of managing the big picture of technology across games and teams.


    In this session, attendees will propose and vote on discussion topics. Expected themes include: architectural design, long-term planning, collaboration between departments, balancing performance and stability with the delivery of the team, and more. We'll move through selected topics in open conversation, guided by experienced moderators.
    Bring your problems and questions. Be ready to share solutions and insight. If you've wondered how to tackle the big picture of tech — you're not alone.

  • Location:   Room 2001, West Hall
    Tuesday, 1:50pm - 2:50pm
    Speaker:
    Nick Maksim  (Double Fine Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Design
    Format: Lecture

    Matches Found in Session Description:

    The Modular and Expressive World Art of Keeper will be a detailed run-through of the environment art development pipeline for the game. It will go over using Adobe Modeler (VR) for game environment art, the teams proprietary tech for asset instance variation, their painterly foliage brush stroke application, and their mesh morphing tech.
  • Location:   Room 301, South Hall
    Tuesday, 1:50pm - 2:50pm
    Speakers:
    Alexander Brandon  (Funky Rustic, LLC), Pat Scandalis  (moForte Inc)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Audio
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    In the roundtable for Understanding AI in Game Audio, the AI Working Group co-chairs will present findings and best practices for AI not only in the generative space but also in tooling. We will present the WIKI for roundtable members and encourage frank but respectful discussion in this space and answer any questions regarding AI in Game Audio, with a code of conduct and ethics briefly outlined at the start of the talk. This talk is hosted by the IGDA IA-SIG.

  • Location:   Room 3001, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Matt Stevenson  (AWS), Arya Subramanyam  (AWS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Agentic systems are creating new opportunities in LiveOps, from player segmentation to automated game operations. Amazon Bedrock AgentCore provides the foundation teams need to move from prototype to production with confidence. In this session, we demonstrate how AgentCore simplifies multi-agent orchestration, provides built-in security controls, enables comprehensive monitoring, and supports robust evaluation frameworks. Using real-world LiveOps examples, you'll see how teams can build scalable, production-grade agents while maintaining the reliability and observability that LiveOps demands. Whether you're building your first agent or scaling existing automation, you'll leave with a practical framework for deploying agentic AI in production gaming environments.
  • Location:   Esplanade 158, South Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Ben Williams  (Project0)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Product Management
    Format: Special Event

    Matches Found in Session Description:

    The games industry thrives when people across disciplines, career stages, and perspectives connect directly. This open networking session brings together developers, studio leaders, Trust & Safety professionals, students, job seekers, investors, and operators in one shared space to build relationships that move the industry forward.

  • Location:   Room 2009, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Erik Östsjö  (Embark Studios), Björn Arvidsson  (Embark Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    In this session Erik and Björn take you through the development journey of Embark Studios character pipeline. They discuss leveraging Houdini and USD as the core of their workflows. How it allows them the flexibility of having technical and art focused team members to work in the same shared space. The presenters explore having a procedural mentality, showing concrete examples of working within a range from manual to automated. Using USD in combination with Houdini's PDG and Solaris contexts in order to maximize artistic freedom while minimizing repetitive work. Enabling Embark to support their games Arc Raiders and The Finals, each with varying needs, continuously exploring new solutions in live production.
  • Location:   Esplanade 160, South Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Kalie Moore  (High Vibe PR), Heidi Christine  (Pixels)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    For game studios, live game operations often are major revenue drivers, especially with the rising costs of new user acquisition. LiveOps is a critical way to reduce churn, giving players new gameplay experiences worth sticking around for, rather than attempting to engage and monetize new players.

    As the CMO and Head of Community of Pixels, a social gaming platform blending farming, exploration, and community building in an open-world universe, Heidi Christine has managed 80+ LiveOps events in two years. She'll break down the five pillars of effective LiveOps, share the planning systems used to move fast, and highlight three case studies where creative LiveOps execution led to real, measurable results.
  • Location:   Room 2011, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Arvind Neelakantan  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Developing for mobile means battling finite resources. This talk presents a playbook for achieving maximum performance with your Unreal Engine mobile game. We'll analyze how to efficiently manage CPU scheduling, GPU draw calls, and memory footprints. Learn profiling tools and specific tips needed to implement optimizations that radically improve both loading speed and real-time mobile gameplay.
  • Location:   Room 2000, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Rakesh Mistry  (Helpshift, A Keywords Studios Platform), Erik Ashby  (Helpshift, A Keywords Studios Platform)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Discovery & Marketing
    Format: Lecture

    Matches Found in Session Description:

    We know that player disengagement erodes the outcomes you value the most:
    Player retention and satisfaction
    LTV
    VIPs and monetization
    Community health and safety
    In this session, we'll go deep into how you can unlock new opportunities to improve the outcomes you care about, by shifting the perspective on player support into player engagement.
    Join Rakesh Mistry (Product and GTM Director, Keywords Studios) and Erik Ashby (Head of R&D, Helpshift) for a masterclass exploring the causal factors that drive player disengagement and an exclusive showcase of Care AI, the industry's first truly player-centric AI agent - including results of recent beta trials that will surprise you.
  • Location:   Room 2024, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Lily Zhu  (Tencent), Jane Tian  (Qualcomm Technologies, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology

    Matches Found in Session Description:

    Snapdragon has partnered with "Honor of Kings" and Tencent's GVoice to enable on-device deployment of an AI automatic speech recognition (ASR) model for gaming.

    Powered by the strong computing power of the Qualcomm® Hexagon™ NPU, the solution delivers real-time speech-to-text (STT) even in complex in-game scenarios, enabling low latency and, high recognition accuracy, and improved power efficiency, for smoother player communication.

    This collaboration demonstrates the deep integration between the Snapdragon platform and GVoice in on-device AI speech technology, bringing players a more immersive gaming experience while laying the groundwork for real-time interaction between humans and AI.
  • Location:   Room 2020, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Chong Ahn  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Discover how to transform your data in the Meta Horizon Developer Dashboard into a powerful growth engine for your VR titles. Featuring case studies from AEXLAB (VAIL VR) and Caveman Game Studio (Contractors), we analyze the specific metrics that drove success for these games. Learn how to identify player friction points, optimize store conversion, and leverage platform level insights to refine your development roadmap. This session provides a practical framework for data driven decision making, whether you are scaling a live service hit or launching your first game without custom telemetry.
  • Location:   Room 3014, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Elvis Liu  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Game & Production Technology, Visual Development
    Format: Partner Developer Summit

    Matches Found in Session Description:

    The Hidden Ones, a 3D fighting game by Tencent Games, showcases the beauty and precision of Kung Fu through lifelike character motion. Traditional motion generation methods often suffer from visual artefacts such as foot sliding and rigid transitions. Previous AI solutions failed to meet the demands of real-time applications due to limitations in model size, inference speed, and post-processing complexity. This talk introduces a novel real-time AI technique for generating fluid Kung Fu motion transitions, designed specifically for the demands of fighting games. The solution combines marker-less motion capture for data collection, a dedicated generation model, and streamlined post-processing for deployment. Compared to conventional approaches, it significantly reduces data acquisition costs, shrinks package size, speeds up inference, and generates smoother, more natural transitions—especially in nuanced movements like wrists and feet. Already implemented in The Hidden Ones, this technique elevates visual realism and Kung Fu motion fluidity in fast-paced, real-time combat scenarios.
  • Location:   Room 3009, West Hall
    Tuesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Zac Liew  (Coda), Daria Berdnikova  (Coda), Junichi Sakishima  (Digital Garage, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Business Strategy, Discovery & Marketing

    Matches Found in Session Description:

    Most publishers treat web stores as a one-off project. The real upside comes when you design the full system. In this session, we share a simple model for out-of-app growth built around three levers: a web store that converts, linkouts that do not leak users, and the partners you need to really scale globally. We will break down what works, what usually goes wrong, and what to prioritise first if you want measurable incremental revenue. Clear examples, real lessons, and takeaways you can use straight away.
  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Tuesday, 2:00pm - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Networking, Tabletop Summit

    Matches Found in Session Description:

    Playing new games is fun, but helping create them is even better! Play the tabletop games of the future today in our playtesting area hosted by Unpub. There's no registration required for players — seats are first-come first-served.

    If you are a designer looking to have your game playtested, you must have reserved a table in advance. Reservations are now closed. More info: https://www.unpub.org/gdc

  • Location:   Room 2011, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Kieran Hejmadi  (Arm)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Non‑player characters (NPCs) are moving beyond pre‑scripted trees to responsive agents that converse, plan, and act in context. In this talk we share practical lessons from an Arm Developer Labs project run in partnership with North Carolina State University (NCSU), where a team of Master's students is building a proof‑of‑concept, puzzle‑style game that showcases LLM‑augmented NPCs running on Arm‑based devices.

    We walk through the end‑to‑end approach the student team uses to keep gameplay smooth while adding intelligence: selecting and sizing models for on‑device inference, applying quantization to meet 30–60 FPS budgets, and using structured generation so model outputs map deterministically to in‑engine actions.
  • Location:   Room 2009, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Andrei Krovopuskov  (Faceform)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    In this talk, we'll present a pipeline for fully automated wrapping and cleanup of dozens of FACS scans using Faceform WrapAI. Building a likeness rig from real FACS scans often involves a lot of manual work. We'll demonstrate how this can be solved in just a few clicks, with a level of quality suitable for silver-level likeness characters.
  • Location:   Room 2020, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Mahncy Mehrota  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Gain an inside look at how the Meta Horizon Store surfaces content to players across its entire ecosystem. This session demystifies the complex interplay of ranking signals, metadata optimization, and manual promotional mechanics. Hear directly from Mahncy Marotra, the Product Lead who helped build these systems, to learn how to improve your app's visibility through data-driven, strategic optimization. Attendees will walk away with a systematic toolkit of actions to optimize their store presence and drive sustainable growth.
  • Location:   Esplanade 158, South Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Hege Tokerud  (Aiba), Karin Johnson  (Magic Potion Games), Christina Camilleri  (Netflix Games), Colin Cragg  (Blue Scarab Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Lecture

    Matches Found in Session Description:

    Games have become the modern world's social commons, where friendships form, conflicts
    play out, and culture is created in real time. This panel brings together community designers,
    trust & safety leads, and game directors to explore practical strategies for how studios can
    nurture positive community behavior and transform toxicity into teachable moments.

    Panelists will share:
     Moderation frameworks that scale from indie to AAA
     Design interventions that reward pro-social behavior without feeling heavy-handed
     Player education systems that shift mindsets rather than simply punishing actions
     Case studies from studios that transformed repeat offenders into positive community
    leaders through targeted intervention

    Through data-driven insights and lived experience, the panel will demonstrate how empathy-
    driven design, transparent communication, and systemic thinking can build resilient
    communities that self-regulate and thrive.

  • Location:   Blue Shield of California Theater, YBCA
    Tuesday, 2:50pm - 3:20pm
    Speakers:
    Bill Kleyman  (Apolo.us), Robert Shearer  (AMD)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Fireside Chat

    Matches Found in Session Description:

    Join Bill Kleyman (Co-founder and CEO of Apolo.us) and Robert Shearer (Corporate Vice President, AMD) to understand the transformative impact of AI and hardware innovation on gaming and beyond. This session will delve into the evolution of AI from its early days of rack building to its current role in cloud-based production environments, highlighting the challenges of scaling AI for millions of players. Discover how emerging technologies like GPU acceleration, edge computing, and next-gen microprocessors are reshaping user experiences and game development.

    The discussion will also address the integration of AI into gaming consoles, the future of local AI processing, and the broader implications of hardware advancements for industries like autonomous vehicles. Gain insights into data center & hardware leaders are driving innovation to meet the demands of the next decade. Don’t miss this thought-provoking conversation on the future of gaming and AI.

  • Location:   Room 2024, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Kevin Hawkins  (Qualcomm Technologies, Inc.), Rob VanReenen  (Qualcomm Technologies, Inc.), Matthew Hoffman  (Qualcomm Technologies, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    In this talk, the audience will learn about Qualcomm Technologies' upcoming AI-based frame upscaling technology. We will go over some of the benefits of using this solution, how to integrate it into a game engine, and some of the results you can expect by using AI Frame Fusion.
  • Location:   Room 3001, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Haoming Li  (Tencent), Wenqiang Liu  (Tencent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Speech AI for games must work fast, integrate seamlessly, and perform under demanding conditions: noisy in-game comms, emotionally charged callouts, and rapid meta shifts. This session will cover an end-to-end approach to training and shipping speech-driven systems for games—real-time comms moderation and coaching, a multilingual AI teammate that understands and speaks naturally, and simultaneous translation for e-sports commentary. The talk will explore how Tencent balanced latency, cost, safety, and live-ops iteration using AWS as the infrastructure layer.
  • Location:   Room 3014, West Hall
    Tuesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Cheng Ge  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology

    Matches Found in Session Description:

    This Session presents how to leverage AIGC capabilities to reduce repetitive manual labor for artists, allowing them to dedicate more energy and time to creative work. The session focuses on best practices for developing AIGC tools within the 3D game character production pipeline, including but not limited to: 3D structural sketch model generation, auto-retopology, and auto-rigging.
  • Location:   Room 3016, West Hall
    Tuesday, 3:10pm - 5:10pm
    Speaker:
    Stone Librande  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Design
    Tags: Tabletop Summit

    Matches Found in Session Description:

    Bring a friend and enjoy a unique, hands-on gaming session. We'll be playing several of the games that Stone has created for his family over the past 15+ years. Build robot combatants, join in a rhythmic drum circle, destroy enemy castles, design your own monster, and more! Play by the rules, or make up your own. Stone will be there to teach the games, talk about their unique constraints, and answer any questions you may have. There is no formal presentation, so feel free to arrive and leave at any time during this session.

  • Location:   Room 301, South Hall
    Tuesday, 3:10pm - 4:10pm
    Speakers:
    Dana Ware  (Hidden Realities/The VOID), Audrey Perera  (Zero Space)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Team Leadership
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    As AI transforms creative workflows and studio cultures, many women and female-identifying professionals in game development are facing new challenges and new forms of invisibility. Generative tools promise efficiency, but they also risk erasing nuance, authorship, and the human touch that has been hard won through decades of advocacy for inclusion and recognition.
    In this roundtable, we’ll unpack the idea of AI Psychosis, a metaphor for the collective disorientation that can occur when studios prioritize machine output over human insight. We’ll discuss how this shift uniquely impacts women in creative, technical, and leadership roles. From loss of visibility in algorithm driven pipelines to emotional burnout from navigating AI accelerated expectations.
    Hosted by the Women in Games SIG+, this session invites open dialogue about reclaiming creative identity, protecting equity gains, and leading with empathy in an AI-saturated landscape. Participants will share stories, strategies, and solutions for staying grounded, visible, and valued in the next evolution of game development.

  • Location:   Room 314, South Hall
    Tuesday, 3:10pm - 4:10pm
    Speakers:
    Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Animation Summit

    Matches Found in Session Description:

    The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed:

    Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What workflow frustrations have been experienced and how were they resolved? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines?

    In addition, this roundtable discussion will focus on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get prepared (or jump-started!) in their animation careers.

  • Location:   Room 304, South Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Josh Samuels  (Raindrop Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Team Leadership
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    In Being an Effective Ally we discuss simple, everyday ways to support marginalized groups in their workplaces and communities. Participants learn techniques that work at the office, social events, conferences, and online. Attendees are encouraged to bring up personal experiences and hypothetical scenarios for group discussion. Being an Effective Ally is hosted by the IGDA Allies SIG.

  • Location:   Room 2016, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speakers:
    Monica Fan  (Pipework Studio), Ian Schreiber  (Independent), John Ryan  (Independent), Michael Jones  (Independent), Lauryn Ash  (Stealth Startup)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Microtalks
    Tags: Player Engagement

    Matches Found in Session Description:

    Video games have become a mainstream entertainment medium, and with that comes an increasing diversity in gamers' gaming backgrounds. We are moving on from the previous debate of "what are games" to the reality of game devs needing to tailor their designs to players who are coming into the game spaces from different generations and levels of genre expertise.


    In this series of microtalks, developers from various backgrounds will talk about lessons they’ve learned from their experiences matching their designs to potential players' experience and expectations, and the tools that have helped them onboard players for the maximum fun gameplay experience.

  • Location:   Room 3004, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Hannes Gille  (Hazelight)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tagss: Community, Level Design Summit

    Matches Found in Session Description:

    Split Fiction is Hazelight's third co-op exclusive game, preceded by A Way Out and It Takes Two. This talk explores how the gimmick of Split Fiction's final level turned out to be the largest co-op design challenge so far, and why its unique concept was saved for the end of the game.

    Designer Hannes Gille dives into the obstacles, and respective solutions that were discovered when designing this dual-world level. Different techniques were used to promote communication, collaboration and to create jaw dropping moments. The presenter walks through the design strategy used to reveal the concept, how the ingredients to make satisfying co-op puzzles were discovered, and why simplifying the design can give the players more room to be blown away.

    Warning for spoilers!
  • Location:   Room 306, South Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Carl Schmidt  (Zynga)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Roundtable

    Matches Found in Session Description:

    External Development, or Outsourcing as it is commonly referred, plays a huge role in the game development industry and with it comes a huge amount of challenges. The External Development Roundtable is a moderated forum discussion surrounding external development topics which are mainly generated by the participants. Whether it's team/leadership buy-in, career growth, best practices, vendor relations, etc. this roundtable will provide a forum for questions, ideas and solutions from industry peers on the front lines of external development. Attendees from all experience levels and disciplines are welcome and will benefit from the discussion. Attendees are strongly encouraged to participate in the conversation.
  • Location:   Room 2005, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speakers:
    Nick Lives  (Night Signal Entertainment LLC), Jon Perry  (Quibble Media, LLC), Adam Pype  (BEESWAX GAMES), Lucas Immanuel  (Glootschke Games, LLC), Jonny Hopkins  (boshi's place), Flan Falacci  (Flan Falacci), Juan Hernandez  (Recurring Dream), Gurn Group  (boshi's place), mut moochi  (boshi's place)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Microtalks

    Matches Found in Session Description:

    "Games about Games" are a rising trend in interactive works which are self reflexively about video games history, culture, and development. They often feature developers, players, or the history of the medium itself. Some works are nonfiction, others invent personnas or consoles, with many blurring the line between the two. This panel seeks to discuss and dissect this rising trend in game development, with microtalks from across the industry that expand on the logistical and narrative challenges of making games that are about games.
  • Location:   Room 2001, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Ryan Juckett  (Hypersect)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Lecture
    Tagss: Community, Technical Artist Summit

    Matches Found in Session Description:

    The team at Hypersect wanted to stand out from the competition with the art style of its tactical RPG, Never's End, by solving the problem of rendering a true 3D world as if it was hand-drawn 2D pixel art. In this session, Ryan Juckett (game director and lead engineer) will share details about the game's art pipeline and rendering technology powered by Hypersect's proprietary game engine. Characters and the environment are fully 3D modeled allowing a level of fidelity not possible in a true 2D sprite engine. While maintaining a hand-animated sprite illusion, Never's end allows for full camera control, dynamic lighting, complex materials such as liquids, skeletal based animation of dynamic clothing and weapons, and more.

  • Location:   Room 2010, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Emily Pitcher  (SonderingEmily)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Discovery & Marketing, Independent Development
    Format: Lecture
    Tagss: Launch, Series

    Matches Found in Session Description:

    Marketing doesn't start with making TikToks or creating a Discord. It starts with game design. But viral videos help too.

    Emily Pitcher went from working on failed game to a game with 20+ publishers reaching out, participation in many showcases, and much higher wishlists. In this session, she details how she made that transition, specifically designing a game with a market in mind and making viral videos about her game. Emily gives tips on how to use market research to come up with a game idea that players will engage with and how to turn that idea into videos with millions of views. She shares actionable ways to evaluate your game idea, dissects her best and worst videos, and gives ideas for videos you can make about your game.
  • Location:   Room 2018, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speakers:
    Natalie Checo  (Black Tabby Games/Sunset Visitor), Sarah Helen Slovak  (Lunacy Studios), Emma Kidwell  (Independent), Ashley Poprik  (Independent), Samantha Low  (Neon Noroshi)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Career, Narrative & Performance
    Format: Panel

    Matches Found in Session Description:

    As the industry bleeds talent from mass layoffs, it’s more crucial than ever to not only bring juniors onto teams, but also set them up for success so they can thrive and begin the path towards becoming seniors. In this panel, industry professionals Ashley Poprik, Emma Kidwell, Sarah Helen Slovak, Natalie Checo, and Samantha Low will inform seniors of the biggest problems that juniors face in the industry. Why is consistent and accurate titling so important? When are you ready to mentor a junior? Why is hiring marginalized talent vital to the health of the industry? These questions and more will be answered by a group of developers composed of both seniors and juniors.

  • Location:   Room 312, South Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Adam Hobbs  (gamingcareers.gg)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Career
    Format: Roundtable

    Matches Found in Session Description:

    This roundtable, led by career coach and former games executive Adam Hobbs, invites attendees to explore the realities of aging in the games industry. As layoffs, shifting technologies, and age bias disproportionately impact professionals over 40, many are questioning how to stay visible, relevant, and fulfilled in a youth-driven field. Through open dialogue and guided discussion prompts, participants share insights on navigating layoffs, reframing their experience, and designing sustainable mid-to-late career paths in games. Topics include consulting and fractional work, personal rebranding, and long-term career visioning. Whether currently employed, recently laid off, or considering a pivot, attendees walk away with new strategies, shared encouragement, and a deeper understanding of what’s possible after 40.

  • Location:   Room 207, South Hall
    Tuesday, 3:10pm - 5:10pm
    Speakers:
    Marlena Abraham  (Steel Wool Studios/Bit Bridge), Michael Lee  (Another Axiom), Daniel Lin  (Schell Games/Bit Bridge), Laia Bee  (Pincer Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Culture & Sustainability
    Format: Forum

    Matches Found in Session Description:

    The Local Game Community Organizers roundtable is for people who are currently organizing events and communities in their areas for independent or professional game developers or people who are looking to start a game developer community. Organizing events and meetups for your local game development community can be a fun and rewarding experience that creates lasting friendships and memories for both organizers and participants. In building those communities, the organizers can often find themselves without a community of their own to lean on for knowledge and support. This roundtable invites games industry community organizers of all experience levels to come together, meet one another, learn from each other's experience in building and growing their respective communities and forming the basis for a support network for organizers around the world. In this roundtable, we will poll the group on topics that they are interested in discussing and then break into smaller groups based around those topics to have deeper discussions with the chance to switch groups to discuss different topics and make new connections.

  • Location:   Room 2006, West Hall
    Tuesday, 3:10pm - 4:10pm
    Speaker:
    Liza Dobrovoljc  (King)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Game & Production Technology
    Format: Lecture
    Tags: Community

    Matches Found in Session Description:

    In live games, it's often not the feature itself that fails - it's how players find it, understand it, and choose to engage with it.

    This session shares how King's Candy Crush Soda Saga is strategically redesigning its Communication & Navigation systems after a decade of feature sprawl, UX debt, and scattered entry points. It's a candid look at system-level transformation on a live game played by millions: one that required cross-discipline alignment, buy-in to address invisible friction, and the willingness to challenge legacy assumptions.

    The talk explores how Communication & Navigation is becoming a foundation for improvements in gameplay clarity, personalization, and scalability. For anyone evolving a live game without starting from scratch, this session offers a blueprint for redesigning the layer players rarely notice, but always feel.
  • Location:   Room 203, South Hall
    Tuesday, 3:15pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    This salon organizes and elevates the community of Asian gamer and gaming professionals across entertainment and media. After opening remarks and a short panel, we will dive deep in a group discussion.


    The topics to discuss will range from:


    * How we accelerate the growth and success of Asian talent and working professionals
    * Improving representation in game art, design, stories, characters, worlds, and campaigns
    * Building a vibrant community of gamers, designers, developers, artists, marketers, publishers, leaders and executives


    Together, we can make a real difference and unlock the transformative power of games to improve how society views us.

  • Location:   Room 2024, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Tomáš Barák  (Warhorse Studios), John Parsaie  (Qualcomm Technologies, Inc.), Carlos Dominguez Caballero  (Qualcomm Technologies, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Learn how to maximize your game's performance for the Windows on Snapdragon platform. This talk will highlight how the overhead of x64-emulation may leave free performance on the table, and how porting your game to Windows on Snapdragon captures the full benefits of a native runtime. Includes a real-world case study of the porting process of the award-winning Kingdom Come: Deliverance II.
  • Location:   Room 3014, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Yu Yu  (Tencent Games), Qian Mu  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology

    Matches Found in Session Description:

    This session explores the challenges of using AI programming tools in large-scale game projects and introduces a new differentiable AI solution. Attendees will learn how this solution addresses key pain points of traditional LLMs, including context limitations and hallucinations, enabling effective AI implementation in complex engineering environments. Practical case studies on automatic crash diagnosis and automated system development will be presented, offering actionable technical insights.
  • Location:   Room 2000, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Michail Greshishchev  (Amazon Game Studios), Tom van Dijck  (Embark Studios), Andreas Ullmann  (Denuvo by Irdeto), Niels Haverkorn  (Denuvo by Irdeto)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Maintaining game integrity is critical for revenue, community health, and long-term viability. This panel brings together experts from Amazon Games, Embark Studios, and Denuvo to explore the modern security landscape.

    The discussion focuses on the strategic integration of robust, low-level protections—including kernel-level access—alongside sophisticated, data-driven detection methods. Beyond the technical "arms race", panelists will address the industry's most delicate challenge: navigating community sentiment. The session will highlight the crucial balance of maximizing security efficacy while ensuring an invisible, frictionless experience for legitimate players. Attendees will learn how to maintain fair play without alienating their audience, gaining a comprehensive view of the strategic, technical, and operational efforts required to protect competitive environments while building—rather than breaking—player trust.
  • Location:   Blue Shield of California Theater, YBCA
    Tuesday, 3:40pm - 4:10pm
    Speaker:
    Nathan Chen  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    This session, presented by Nathan Chen, Head of Technology at Tencent Games, will delve into the profound reshaping of the gaming industry by AI, based on insights and practical applications from Tencent Games' technology. He will provide a multi-faceted analysis of how AI fundamentally enhances the efficiency of digital content production, enables intelligent and refined operations management, and propels the evolution of gaming experiences towards new paradigms characterized by emotionally responsive NPCs and natural interaction.

  • Location:   Room 2011, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speaker:
    Tianlong Ruan  (Infold Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Love and Deepspace is a mobile game dedicated to providing players with a near-realistic romantic experience. Providing realistic rendering on mobile devices is our constant goal. Global illumination is one of the most challenging technical issues. Mobile platforms have significant constraints in terms of memory, bandwidth, and hardware performance, making traditional algorithms difficult to directly apply. This was especially true after we introduced user-generated content (UGC) gameplay. Players can customize scenes and lighting, making changes in real time. Traditional static baking algorithms are unable to cope with such flexibility.

    We developed a real-time GI algorithm based on Surfel and 3D Radiance Cascade, which runs smoothly on mobile, supports dynamic transformations of objects and light sources, and offers performance comparable to mainstream PC algorithms. We precalculate surfel data during the model asset importing phase, avoiding any baking operations during game runtime or scene editing, and achieving near-fully dynamic global illumination.
  • Location:   Room 3001, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Sergey Rudenko  (AWS), Maxim Garber  (Amber)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Partner Developer Summit

    Matches Found in Session Description:

    This session will explain how the team behind Courtroom Chaos: Starring Snoop Dogg designed, built, and shipped a conversational AI game with AWS services on Amazon Luna. The talk will outline the design framework behind player and AI interaction, how the team structured goals and feedback around freeform spoken dialogue, and the prototyping process that shaped the final mechanics. The session will also cover the technical approach and backend services that ensured stability, personality, and speed.
  • Location:   Room 2020, West Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Patricia Wayne  (Meta), David Yee  (Another Axiom)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Partner Developer Summit

    Matches Found in Session Description:

  • Location:   Esplanade 158, South Hall
    Tuesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Amir Satvat  (Tencent Games), Chris Melissinos  (AWS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Join Amir Satvat, the founder of the Always Supporting Games Community (ASGC) and Business Development Director at Tencent Games, and Chris Melissinos, Games Industry advocate and the Principal Evangelist for Video Games at AWS, for a frank and illuminating conversation discussing the current state of the games industry and why they still believe it's the greatest time to be a game developer. Backed by data, experience, and historical context, this conversation will focus on the changing landscape of the games industry, changes to embrace, new opportunities that may be overlooked, and where the video game industry may be headed next.
  • Location:   Room 3009, West Hall
    Tuesday, 4:30pm - 5:00pm
    Speaker:
    Julian Cordero  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    When we think about media that captures the world around us, we tend to think of photography, film, or literature - but rarely video games. Through the process of making "despelote", a slice-of-life soccer game set in 2001 Quito, Ecuador, Julián Cordero has come to believe that video games are a perfect vessel for capturing the real world. He talks about how using 3D scans, improvised dialogue, archival footage and ambient sound recordings create a world that feels lived-in. Drawing from personal memories and real places, the game becomes a collage of time, space, and feeling. It feels incredibly inspiring to conceive video games as an unexpected medium for documenting reality, to make games by stepping out of the computer and into the real world.

  • Location:   Room 314, South Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Keith Self-Ballard  (PlayStation Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Visual Development, Team Leadership
    Format: Roundtable
    Tagss: Art Direction Summit, Community

    Matches Found in Session Description:

    The art leadership roundtable is an open discussion forum for topics concerning the leadership of creative teams. All attendees are welcome to learn from industry veterans as we all seek to navigate the ubiquitous challenges of inspiring teams to their best work, while navigating both change and uncertainty. Come to listen. Come to share. Join us as we learn from each other and build better creative cultures.
  • Location:   Room 304, South Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Kenna Lindsay  (IGDA Foundation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Educators
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    In Children and Safety: An Ever Changing Landscape, we will discuss the rapidly shifting online social environment and protections that exist for children and vulnerable people of all ages. Participants share and discuss children's safety strategies in legal considerations to design/UX strategies to technical tools, moderation practices and more with real world examples and a closing exercise. Attendees are encouraged to share personal experiences or insights related to moderation and design with online safety in mind.

  • Location:   Room 3002, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Simon Zhu  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture
    Tags: Funding

    Matches Found in Session Description:

    Simon Zhu, an experienced game investor and advisor, delivers a grounded lecture on the gaming industry's resilient growth. Drawing from a decade of supporting nearly 100 studios worldwide, Zhu shares practical insights from his achievements and lessons learned. He explains how gaming thrives through bold innovation and authentic creator-driven stories, offering strategies to navigate industry challenges. Aimed at veteran developers, studio leads, investors, and aspiring creators, Zhu underscores gaming's enduring potential and motivates attendees to shape its promising future.

  • Location:   Room 308, South Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Mathieu Nayrolles  (Supercell)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    From classic ML to more recent generative approaches, we keep trying to push ML further into the runtime of our games and create delightful experiences for the players. Sometimes it works. Sometimes it barely works. Sometimes it really should not have worked at all.

    This round table is about sharing what we actually managed to ship at runtime last year. What made it on screen. What survived real frame budgets, memory constraints, and certification. And what we had to kill along the way. Expect concrete examples, uncomfortable tradeoffs, small wins, and a few embarrassing failures.

    This is not a theory discussion. It is a conversation about real systems running in real games.

  • Location:   Room 2010, West Hall
    Tuesday, 4:30pm - 5:00pm
    Speaker:
    Celia Schilling  (Yacht Club Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Discovery & Marketing
    Format: Lecture

    Matches Found in Session Description:

    When you're a one-person marketing department, the number of tasks you have to balance can feel like spinning WAY too many plates. Yacht Club Games' Marketing Director, Celia Schilling, handles PR, community, partner relations, campaigns, licensing (cameo & merchandising), copywriting, and more for the Shovel Knight franchise and Mina The Hollower. In this talk, she offers a practical and personal deep dive into how she manages multiple skillsets to create a sustainable workflow. Using Mina the Hollower's campaign as an example, she'll break down workflow strategies, reverse calendar planning, task estimation, and more to navigate time constraints and avoid burnout!

  • Location:   Room 2001, West Hall
    Tuesday, 4:30pm - 5:00pm
    Speaker:
    Wenya He  (Amazing Seasun Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Lecture
    Tagss: Community, Technical Artist Summit

    Matches Found in Session Description:

    Based on the successful massive worldbuilding practices of Mecha BREAK, this session will be talking about how Wenya confronted with significant environmental production challenges.

    Wenya will provide an in-depth analysis of how her team achieved efficient production and optimization of ultra-large-scale maps.

  • Location:   Room 2016, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speakers:
    Monica Fan  (Pipeworks Studio), Nina Kim  (Rare Ltd.), Leyla Lacombe  (Santa Monica Studio), Nahir Fajardo  (Dreams of Heaven Games / We Love Games Chile), Michael Jones  (Independent), Lyn Dang  (Studio Citrus)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Career, Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    In 2026, marginalized game developers will face a lot of new challenges due to changes in the global political climate and video game funding preferences. While there are still some resources for people who want to join the industry, the opportunities and resources who those who are beyond "junior level" have been a lot slimmer in comparison.

    Hear the stories of marginalized game developers about their unique challenges after a few years into their career, how they managed to survive in the industry against all odds, and shatter the industry glass ceiling to leadership roles. As well as how the industry can better support marginalized game developers under the current climate.
  • Location:   Room 2006, West Hall
    Tuesday, 4:30pm - 5:00pm
    Speaker:
    Jan Richter  (Sixteen Tons Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Design
    Format: Lecture
    Tagss: Community, Product Manager Summit

    Matches Found in Session Description:

    Forget the trendy sales, placement, event template gimmicks. In this case study, a seven-year-old live game doubles monthly revenue in a year by focusing on real game-play value—then monetizing the engagement that follows. No interstitials, no personalization rabbit holes; just systems and gameplay that matter, events that showcase them, and candid lessons from what didn't work.
  • Location:   Room 312, South Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Mark LaCroix  (Noble Robot)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Roundtable

    Matches Found in Session Description:

    You spent years working on the biggest game of your career, only for it to be cancelled. Your studio ran out of money, your publisher wanted to go in another direction, or maybe it happened for seemingly no reason at all.

    Okay, sad. But your next chapter has already begun. So let's get a bunch of us in a room and learn from each other how to write it!

    For indies, how can you salvage your work and recover lost opportunities? For studio employees, how can you rebuild trust (or find a new job)? For everyone, can we find the positives? How do we mourn, and how do we move on? What can we take with us?

    Share your perspective and hear from others across the industry. We'll take a moment to commiserate, but this isn't a place to discuss industry remedies, the focus is on what's next for you.
  • Location:   Room 2018, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Camille Kay  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Career, Visual Development
    Format: Lecture
    Tags: Animation Summit

    Matches Found in Session Description:

    Soft skills are a key part of working with a team in our highly-collaborative industry, but they're often taught indirectly and on-the-job. In this session, we demystify expectations and explore these skills in the context of a work product's lifecycle: from understanding the heart of the work, to managing stakeholder expectations, communicating with teammates, highlighting your contributions, and more. It's focused on context, communication, consideration, and industry-specific tips that will hopefully make it easier and more enjoyable to work together on what we're passionate about.
  • Location:   Room 2005, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speakers:
    Guillaume Pierre  (Magic Fuel Games/Playstack), Tyler Coleman  (Ludo Systems Inc.), Ridima Ramesh  (IDEO), Everest Pipkin  (Pratt Institute), Mike Rossmassler  (Turtle Rock Studios), Tomo Moriwaki  (Hyperkinetic Studios), Cheryl Platz  (Ideaplatz, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Microtalks
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    Spreadsheets! Spreadsheets! Spreadsheets! (Now you can't say you haven't been warned)

    In these microtalks, spreadsheet gurus will showcase their creations, sharing insights on their origins, workflow, design choices, and the discoveries they made along the way.

    Mike Rossmassler will share his process for creating paper prototypes informed by spreadsheets.

    Tyler Coleman will discuss how to combine Google Forms & Sheets to create mini paper prototypes using just sheets and survey forms, a low-code solution to test gameplay and UI

    Everest Pipkin will discuss using spreadsheets to update websites in realtime, and how this can be utilized both for responsive, flexible webgame development as well as community-sourced solidarity work and resource-building.

    Guillaume Pierre will talk about the economy spreadsheet he created for Targon Studios' indie coop horror game Darkwater, simulating every loot drop, every room, every outpost and every district the game procedurally generates.

    Ridima Ramesh will share how she drew on the versatility of spreadsheets in the process of developing an immersive strategy simulation; initially to alleviate complexity in early playtesting, and eventually to guide the creation of a companion app that facilitated player decision-making.

    Tomo Moriwaki will talk about collaborating on google sheets and how Epic Tavern built directly from the google sheets into the game's data. The spreadsheets were set up to organize the data, but we needed to devise a way to work together on the story of the game in a way that worked for the data but didn't make thinking about the story impossible.

    Cheryl Platz will teach you a localization and prototyping magic trick that transforms your Figma files into any language you plug into Google Sheets while demonstrating how spreadsheets can play a role in building a stronger UX design to implementation process.
  • Location:   Room 3005, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speakers:
    Kaci Aitchison Boyle  (Valve), Tom Giardino  (Valve)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    In this talk, two members of the Steam Team outline the state of the Steam platform in 2026, walking through some of the recent feature additions and updates and the process we used to get us there. We'll share how the team approaches making improvements on Steam for both devs and players, while also touching on a few best practices for things you can do today to get the most out of Steam no matter what kind of game you're making.
  • Location:   Room 2003, West Hall
    Tuesday, 4:30pm - 5:30pm
    Speaker:
    Todd Castillo  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    Go behind-the-scenes with the Diablo Immortal audio team to explore how creature vocals are crafted from the ground up—without relying on human language. This session breaks down the creative and technical workflow of building monster voices, from planning and recording through processing and in-game implementation. Through detailed examples and live session materials, learn how Diablo Immortal's monsters speak the universal language of hell.

  • Location:   Room 2014, West Hall
    Tuesday, 4:40pm - 5:40pm
    Speakers:
    Kelli Dunlap  (Take This, Inc.), Sarah Hays  (Take This), Laureline Chiapello  (NAD-UQAC), Ashley Guajardo  (NYU Game Center), Kyra Wills-Umdenstock  (City College of New York/EGD Collective), Ross A. Hersemann  (Loading Law)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Culture & Sustainability
    Format: Microtalks
    Tags: Educators Summit

    Matches Found in Session Description:

    This session consists of a series of enlightening, opinion based microtalks as given by veteran educators and game scholars. Experience different perspectives on topics including: student design of games about ‘risky’ topics, games and mental health, 5 things academics need to know about videogame law, the loss of international students in game education programs, and ethics in preparing students for the current job landscape.

  • Location:   Room 203, South Hall
    Tuesday, 4:45pm - 5:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Discover the creativity and innovation of Peruvian game developers at GDC Festival of Gaming. This showcase brings together unique projects from Peru’s emerging gaming scene — from indie experiments to culturally inspired adventures. Join us to meet the teams, experience their games, and explore how Peruvian talent is shaping the future of interactive entertainment in Latam. Peru is Key!

  • Location:   Room 3014, West Hall
    Tuesday, 4:50pm - 5:20pm
    Sponsor Speaker:
    Jiayi Chen  (Tencent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio

    Matches Found in Session Description:

    In this session, we will introduce GMES, a comprehensive multimedia solution designed to enhance modern gaming experiences. GMES brings together in-game voice chat, security acceleration, and AI-powered capabilities into a single, integrated platform.

    You'll learn how these features work together to drive deeper player engagement, improve retention, and deliver a smoother, more immersive user experience throughout the player journey.

    We'll also share GMES's developer-first philosophy—highlighting our commitment to early-stage teams through a permanently free version, seamless integration, and an exceptional developer experience that helps studios build, launch, and scale with confidence.
  • Location:   Room 3001, West Hall
    Tuesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Pat Santora  (AWS), Armando Vargas  (AWS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Product Management
    Format: Partner Developer Summit

    Matches Found in Session Description:

    Gaming companies generate terabytes of player telemetry daily, but traditional analytics can't keep pace—insights arrive weeks late while revenue opportunities vanish. This chalk talk demonstrates building an agentic live ops solution on AWS that transforms player data interaction at scale. Using Strands Agents with Amazon Bedrock AgentCore and Knowledge Bases, we'll show how teams can instantly surface behavior patterns, segment characteristics, and personalization opportunities
  • Location:   Room 2024, West Hall
    Tuesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Guihong Xu  (TiMi Studios), Walker Wang  (TiMi Studios), Jane Tian  (Qualcomm Technologies, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology

    Matches Found in Session Description:

    With the rise of integrated PC and mobile development, maintaining high-quality visuals on mobile while managing complex PC assets is a critical balancing act. This talk reveals how the Delta Force team tackles the trade-offs between performance, visual quality, and R&D efficiency.

    We will share our journey in optimizing high-complexity scenes for mobile platforms, covering key areas such as asset pipeline management, memory usage, and solutions of CPU/GPU/Memory/Bandwidth bottlenecks.
  • Location:   Room 2011, West Hall
    Tuesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    In the fast-evolving world of game development, timing is everything. Early access to new technology like SDKs, plugins, engine integrations, and all-new technologies is the difference between following trends and setting them. In this session, Enduring Games shares real-world benefits from working closely with technology partners, including Arm and Unreal Engine, to integrate the latest hardware features before launching games.

    We walk through the typical lifecycle of a game (concept, mid-development, and release, variations like ports and remasters) and show how factoring in early access to technology enables smarter planning, smoother integration, and better performance.

    Through candid case studies and practical examples, we explore the opportunities and challenges that come with early access programs, including managing third-party dependencies and providing actionable feedback to hardware partners. We also explore forward-looking technologies such as AI/ML integration, ray-tracing, and next-generation rendering techniques, illustrating how these innovations should transform production pipelines and in-game quality.
  • Location:   Room 3014, West Hall
    Tuesday, 5:30pm - 6:00pm
    Sponsor Speaker:
    Muqing Li  (Tencent Cloud)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Production

    Matches Found in Session Description:

    This session explores how agentic AI and 3D generation reshape game design workflows. The speaker presents an end-to-end demo where a "design agent" helps define a feature (e.g., a wandering merchant), grounds it in game lore and constraints, and orchestrates multi-step workflows for quests, economy, and content briefs. In parallel, a 3D generation pipeline rapidly produces and optimizes props—from rough exploration meshes to topology- and texture-tuned assets ready for tech-art review.
  • Location:   GDC Main Stage, North Hall
    Tuesday, 6:30pm - 8:00pm
    Speaker:
    Austin Wintory  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event
    Tags: GDC Nights

    Matches Found in Session Description:

    The Developer's Concert returns for its 3rd edition at the GDC Festival of Gaming 2026!

    Now taking place after conference hours as an official GDC Nights event, come experience this unique show at the Main Stage on Tuesday evening of GDC week, for an awe-inspiring night of music led by the Grammy-nominated and BAFTA-winning composer Austin Wintory. Known for his groundbreaking scores for Journey, Abzû, The Banner Saga, Sword of the Sea, Stray Gods, and many more, Austin has redefined the role of music in games, earning global acclaim for his innovative and emotionally resonant compositions.

    Past editions have featured music from iconic games past and present, honored industry legends, and showcased original medleys of the most influential game scores. This year, the live orchestra returns with a new set of surprise special guests to bring even more unforgettable moments to life.

    Don’t miss this celebration of the artistry and legacy of video games on Tuesday, March 10th at 6:30-8pm.

    Early access to concert seating for Game Changer passholders begins at 5:45pm. Doors open to all festival passholders at 6pm. We recommend getting there early to secure seats for you and your GDC crew. Your buddies will thank you later!

  • Location:   Room 2006, West Hall
    Tuesday, 6:30pm - 8:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The Latinx Game Awards celebrates excellence in games created by Latino/a/x/e and Latin American developers and studios worldwide. Presented by Latinx Games Festival in partnership with Informa, the 2026 ceremony marks the first-ever in-person Latinx Game Awards at GDC Festival of Gaming. The evening will honor outstanding achievements across categories including Game of the Year, Excellence in Visual Art, Excellence in Audio, Excellence in Narrative, and more, recognizing creativity, storytelling, community empowerment, and industry impact. Join us as we amplify Latino/a/x/e and Latin American voices in the global games industry and celebrate the next generation of creators.

  • Location:   South Hall Lobby, Moscone Center
    Wednesday, 9:45am - 10:00am
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event
    Tagss: Festival Hall, Networking

    Matches Found in Session Description:

    The GDC Festival of Gaming 2026 marks a historic milestone as it celebrates its 40th edition by bringing together the global game industry in a celebration of innovation, creativity, and collaboration across 5 days.

    The opening of the Festival Hall in South Moscone Center on Wednesday, March 11th unlocks more engaging content across 5 stages, interactive spaces, and community networking to further connect with industry professionals and and learn in a myriad of ways!

  • Location:   Booth 1765, South Hall
    Wednesday, 10:00am - 1:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Tagss: Festival Hall, Networking

    Matches Found in Session Description:

    Formerly known as GDC Connect, this dedicated lounge in the Festival Hall offers space for both casual mingling and pre-arranged meetings scheduled through the event app.

  • Location:   Podcast Studio, GDC Commons
    Wednesday, 10:00am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a live recording of the Boss Rush podcast with game industry veterans Dean Takahashi, Mark DeLoura, Susan Cummings, and Chris Melissinos.

  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Wednesday, 10:00am - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Tabletop Summit

    Matches Found in Session Description:

    Grab a board game and let the games begin! Stop by the lounge and check out a game from our Free Play board game library or take a moment to playtest something brand new. Enjoy a little friendly competition and share feedback directly with the designers!

    Check out a gallery of the schedule of featured games here.

    Brought to you in partnership with Gamescape, Golden Gate Gamemakers, and Unpub!

  • Location:   Room 3020, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speakers:
    Hyunseung Kim  (KRAFTON AI), Evgeny Makarov  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology

    Matches Found in Session Description:

    Krafton Deep Learning engineers and NVIDIA experts deep dive into PUBG: Ally, a real-time AI companion that talks, jokes, reacts to player commands and brings extra fun and personality to every match. This session details the implementation of a complete conversational pipeline—spanning speech-to-text, small language model, and text-to-speech —powered by NVIDIA ACE. Attendees will learn how cutting-edge models were integrated and explore the latency reduction techniques required for seamless combat interaction.

  • Location:   Room 3001, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speaker:
    Jason Ronald  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    2026 marks the 25th anniversary of Xbox, a milestone that reflects a legacy of innovation, community, and the joy of play. From our first Xbox console to Xbox Series X|S, from Xbox Live, to Xbox Game Pass, and Xbox Cloud Gaming, and the recent launch of the ROG Xbox Ally, Xbox has continually evolved to meet players where they are. As we look ahead, we remain focused on empowering game creators and enabling seamless play across devices. Join us for a conversation about the vision shaping the future of Xbox and how we're building a more flexible, connected future for game creators and players everywhere.
  • Location:   Room 3014, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speakers:
    Allan Schaffer  (Apple), Alexey Vinogradov  (Apple), Rich Forster  (Apple), Charlyn Keating  (Apple)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Lecture

    Matches Found in Session Description:

    Discover how you can create incredible gaming experiences across iOS, iPadOS, macOS, and visionOS with Apple tools and technologies. Get a comprehensive technical overview of the unified architecture, tools, and system features used to build, scale, and deliver high-performance games across Apple devices. Find out how to boost performance, streamline launches, and create seamless gameplay. And explore how to port PC and console titles, craft mobile masterpieces, and create innovative spatial computing experiences.
  • Location:   Room 2009, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speakers:
    Val O'Donnell  (Google Play), Simon Cooke  (Google Play), Steven Moreland  (Google Play), Mark Dochtermann  (Google), Emil Kjæhr  (Funday Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    Ready to bring your PC game to Android? Need to optimize a demanding game for Android? In this session, Google’s Android team and Emil Kjæhr from Funday Games (creator of Deep Rock Galactic: Survivor) share real-world lessons on porting, profiling, and performance optimization. From navigating common pitfalls to leveraging the latest Android features and tools, this session offers practical strategies for developers looking to optimize their games to run well on Android.

    Topics include:

    • State of Vulkan on Android: A quick recap of how Vulkan is gaining adoption by high performance games, and what to expect for future devices.
    • Porting PC Games: Case studies, essential steps, and how to avoid the mistakes that slow down your launch.
    • New Game Profiler: An exclusive first look at Google’s upcoming system and GPU profiler for improving performance across diverse architectures.
    • 16 KB Page Size: How Android’s memory page size support boosts performance, now enabled through Unity (since 2021) and Unreal (since 5.6).
  • Location:   Room 2011, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speaker:
    Heather De Bernardi  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Product Management
    Format: Workshop

    Matches Found in Session Description:

    Bring your laptop and get real player feedback on your game elements in this interactive workshop led by Heather De Bernardi, Director of Product, Growth at Scopely. Learn how leading studios use PickFu to validate game mechanics, app store assets, art styles, new markets, and more. You'll walk away with practical workflows, fresh insights, and a clear framework for incorporating fast player feedback into your own development process.
  • Location:   Room 2020, West Hall
    Wednesday, 10:10am - 11:10am
    Sponsor Speaker:
    Chris Pruett  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    In this session, Chris Pruett (Director of Games, Meta) shares a candid look at how VR is evolving and what's next on Meta's roadmap. He'll cover changing player behavior, improvements to the Quest store, and details on the size of the ecosystem overall. This session will also cover the common characteristics of recent hits, platform trends, an update on Oculus Publishing, and Meta's plans as it continues to focus on building a sustainable business for game developers.
  • Location:   Room 301, South Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Bo Mei  (GoodDay Solution), Chase Shi  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    In today’s global game industry, East meets West more than ever, making cross-regional collaboration increasingly essential. This roundtable, hosted by the IGDA Chinese in Games SIG, is designed as a discussion-first session where attendees actively exchange perspectives on how Eastern and Western segments of the industry can collaborate more effectively. Guided by discussion prompts from two co-moderators, the session focuses on three high-impact areas: co-development, publishing and market entry, and investment and partnerships.

  • Location:   Room 3004, West Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Kenta Motokura  (Nintendo Co., Ltd.), Tatsuya Kurihara  (Nintendo Co., Ltd.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Oh, Banana! Developers Kenta Motokura and Tatsuya Kurihara discuss how they brought Donkey Kong gameplay into 3D with the Donkey Kong Bananza game on the Nintendo Switch 2 system. Stemming from their experience developing Super Mario Odyssey, the developers will peel back the layers of their game design approach for Donkey Kong Bananza and dig into how DK's action-platforming world incorporates voxel technology and destruction-based gameplay where virtually everything in sight can be destroyed.
  • Location:   Room 207, South Hall
    Wednesday, 10:30am - 12:00pm
    Speakers:
    Celia Hodent  (Independent), Rachel Kowert  (University of Cambridge)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Culture & Sustainability, Business Strategy
    Format: Forum

    Matches Found in Session Description:

    Building a sustainable and ethical gaming industry is not just the right thing to do, it is a solid business decision. Research reveals compelling financial incentives for implementing ethical workplace standards in game development. For example, employee burnout in the U.S. is estimated to cost somewhere between $4,000 and $21,000 per worker, per year, while the game industry faces particularly acute burnout challenges given crunch culture. Studios have also been facing fines from the FTC or European Union regulators that have reached hundreds of thousand dollars for exploiting players (e.g. dark patterns) or not protecting them enough in online spaces.


    The game industry can experience unsustainable development cycles, legal challenges, and bad retention metrics (e.g. toxicity in online games). This panel will share recent progress in the development of a code of ethics crafted by the Ethical Games initiative that aims to improve workplace, design, and monetization standards that will benefit players, workers, and businesses alike. This initiative is a partnership between Thriving in Games Group (formerly The Fair Play Alliance), KU Leuven's Digital Society Institute (DigiSoc), and includes game UX strategist Celia Hodent, Dr. Rachel Kowert, and developmental psychologist Fran Blumberg as active members. To date, members of the initiative have been refining a code of ethics for the game industry through consultation with game industry leaders, educators, researchers, and regulatory bodies. This panel will share the finalized code of ethics and current efforts compiling a "do's and don'ts" to guide game developers in crafting more ethical and long-term thriving games.

  • Location:   Room 304, South Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Greg Mc Guinness  (University College London)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Forum
    Tags: Community Partner

    Matches Found in Session Description:

    In our session, ‘Developing Supports for Queer Game Developers’, the LGBTQ+ SIG will discuss the current issues facing queer game developers in the USA and internationally, offering strategies for how networks of support can be built and supported to push against and overcome them. The session will be divided between a presentation and open discussion, providing opportunities for attendees to learn about various advocacy organisations and effective strategies, along with a space to voice their own personal experiences and opinions on best practice. It is requested that no photos or videos are taken during the session.

  • Location:   Room 2016, West Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Phillip Black  (Game Economist Consulting)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Business Strategy
    Tagss: Player Engagement, Revenue Streams

    Matches Found in Session Description:

    Phillip Black explores the core economics and strategies behind billion-dollar cosmetic economies in his session, "Finding The $1 Billion Cosmetic Economy." Leveraging extensive experience from Electronic Arts (Battlefield, Knockout City) and numerous PC and console titles, Phillip introduces the economic fundamentals underpinning successful cosmetic monetization, such as Veblen goods, social hierarchy, and inflation dynamics. He provides detailed, practical examples illustrating how cosmetics drive sustained revenue through rarity systems, mirrors and stages, strategic bundling, and expanded cosmetic offerings like player passports and titles. Phillip also evaluates the impacts of distribution methods (battle pass, direct store, loot boxes), supported by unique data from titles such as Fortnite, Valorant, and CS:GO.
  • Location:   Room 2018, West Hall
    Wednesday, 10:30am - 12:00pm
    Moderator:
    Nick Hartman  (Sound Lab)
    Speakers:
    Morla Gorrondona  (Independent), Tom Keegan  (Independent), Alyssa Gentile  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Audio
    Format: Special Event
    Tagss: Community, Community Partner, Series

    Matches Found in Session Description:

    Making a GDC 2026 Debut is the G.A.N.G. Voice Over Demo Derby! Attendees can submit 90 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals. They can also participate in an active discussion with fellow panelists and audience members. The Derby is open to GDC attendees across all disciplines


    Attendees can submit their demos using the following link: https://www.audiogang.org/demo-derby-submission/

  • Location:   Room 215, South Hall
    Wednesday, 10:30am - 5:30pm
    Speakers:
    Nina Kim  (Rare Ltd), Ziz Simoens  (Warcradle Studios), Ben Sabin  (Unskippable Dialogue Limited), Jefferey Sparks  (Mythwright)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Team Leadership
    Format: Workshop

    Matches Found in Session Description:

    This workshop develops an overlooked skill in game design: Communicating through clear and effective internal documentation. Attendees explore how well crafted documents support collaboration, align teams, and articulate intent and vision across disciplines and development phases.

    Through a mix of individual and group exercises, attendees draft, structure, revise, and analyze different types of documentation, featuring a selection of industry samples, guided evaluation with rubrics, and discussion of documentation best practices.
  • Location:   Indie & Education Stage, South Hall
    Wednesday, 10:30am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Microtalks

    Matches Found in Session Description:

    Every year, students at leading game design programs conduct a detailed analysis of the narrative elements of a game title of their choice as part of the Game Narrative Review Competition. The resulting papers are submitted to the GDC narrative board for review, and the submitters with the most promising entries are then invited to create a digital poster as a visual synopsis of their review.


    Successful digital poster submissions are declared winners and exhibited at the GDC. Each winner will be given 5 minutes on stage to discuss their project in front of a live GDC audience.


    This year’s winners have explored everything from big-budget blockbusters to smaller, critically acclaimed indie titles—presenting complex and detailed analyses that foreshadow the contributions they will likely make to the field of game narrative over the course of their careers.


    We’re proud to announce that this year’s winners are:



    Platinum Winners

    Anna Green, Kennesaw State University (Bayonetta)*

    Basil Tutza, Drexel University (IMMORTALITY)*

    Qi Ren Soo, DigiPen Institute of Technology (Flower)


    Gold Winners

    Aleksandra Tretiakova, Sogang University (The Last of Us Part II)

    Allison Lee, University of Southern California (Consume Me)*

    Ben Yu, University of Southern California (Klonoa 2: Lunatea's Veil)

    Blythe Watson, Sheridan College (Minecraft)

    Cary Shin, DigiPen Institute of Technology (Pokémon Black & White)*

    Hannah Geissler, Sogang University (Planet of Lana)

    Isaiah M. Singleton, Drexel University (Metal Garden)

    Jeff Chen, Rochester Institute of Technology (In Stars and Time)*

    Katherine Jordan, Northeastern University (Signs of the Sojourner)

    Li (Aiden) Jiang, Southern Methodist University (Needy Streamer Overload)*

    Sean Erren, Sheridan College (There Is No Game: Wrong Dimension)

    Theodoros-Thirimachos Davarakis, Northeastern University (Slay the Princess)

    Tyler Majewski, Rensselaer Polytechnic Institute (Fran Bow)*

    Violet Li, Sheridan College (Stray Gods: The Roleplaying Musical)*

    Xinyu (Ella) Zhang, Rensselaer Polytechnic Institute (Cyberpunk 2077)

    Zac Millman, Drexel University (PEAK)*


    *Winners denoted with an asterisk will be presenting during this session. All other winners will be presenting during the other Poster Microtalks Session (10:30-11:30am / 4:30-5:30pm).

  • Location:   Room 3011, West Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Rez Graham  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Team Leadership
    Format: Workshop

    Matches Found in Session Description:

    Step away from your computer screens and into a circle of creativity! This hands-on session uses improv and actor games to build connection, spark creative thinking, and strengthen your storytelling muscles. Led by an experienced improv instructor, actor, and magician, attendees will explore how spontaneity and collaborative play can unlock new perspectives in their work.

    The session will include spontaneity games, brain fry games, narrative exercises, and some optional scene-focused exercises. Attendees should come with an open mind, ready to be silly, think differently, and discover how the principles of improv can enhance brainstorming and team dynamics in their daily work.
  • Location:   Room 2010, West Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Rebekah Saltsman  (Finji)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    How many times have you posed a question like this: "What do indie publishers think about?" "What do the big platforms or storefronts they work with think about?" And most importantly, what does that mean for people who make games? Rebekah Saltsman, who has been self publishing Finji internal development and published titles for 15 years alongside storefronts and platforms big and small, will set a foundation for what dev teams should know about our volatile industry which spans publishing access, available development funds, decreased access to co-marketing agreements and their partners in any business development relationship. She will also describe the how it is necessary that small to midsized developers should understand the skills and principles required to self-publish. This talk stresses the importance that both new devs and experienced devs understand and build these skills to support either their own team with self publishing or their business partner who is bringing these games to the market.

  • Location:   Room 3018, West Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Adam Myhill  (Black Eye Technologies), Erin Olorenshaw  (Pull Focus Consulting), Cory Williams  (Daydream Studios), Nick Romick  (RetroPixel Digital)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Game & Production Technology
    Format: Microtalks
    Tags: Animation Summit

    Matches Found in Session Description:

    As digital storytelling becomes increasingly cinematic, the role of virtual cameras is rapidly transforming the landscape of games and entertainment.

    Presented by the Society for Game Cinematics, this session will explore how cameras (tools once constrained by physical limitations) are now virtual, dynamic, and shaped by gameplay, procedural systems, and user interactivity. Creators from AAA, indie, and solo backgrounds will present practical approaches to procedural cameras, seamless narrative-driven camera choices, scalable camera architectures for small teams, and virtual production workflows that empower individual creators.

    Through case studies and real-world examples, presenters will examine how traditional cinematography principles are upheld, challenged, or completely redefined when "shooting" in a digital world, and how modern camera systems are reshaping storytelling across diverse productions. Attendees will gain insight into how cinematic cameras are crafted for interactive experiences, how aesthetics and narrative intentions are balanced with technical constraints, and where virtual cinematography is headed next.
  • Location:   Festival Stage, South Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Samantha Beart  (Independent), Austin Wintory
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    "It Takes A Village" is a chat show now in its second season (hosted on YouTube) where we shine a light on the people who make our games, on themes of collaboration, community and co-advocacy. It's a love letter to our unsung heroes, a thank you to those who uplift others, inspiration to those interested in starting a career in games, and provides unique industry insight. Host Samantha Béart will chat with guests about how they got into games and the details of their craft, then moderate an informal audience Q&A. It is a wholesome fireside chat where developers can recognise and learn from those who've helped the industry, as well as share advice on navigating what can often be a challenging industry to work in.

    Hosted by Samantha Béart, a classically trained and BAFTA-nominated actor, best known for their role as Karlach in "Baldur's Gate 3".
  • Location:   Room 2001, West Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    John Kolencheryl  (Schell Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Game & Production Technology, Design
    Format: Lecture
    Tags: Future Realities Summit

    Matches Found in Session Description:

    I Expect You To Die is a spy themed VR puzzle game that launched as a free demo in 2015 and has since grown into an award winning trilogy. This talk will focus on the content creation pipeline and how it evolved across these games. From using monolithic classes, rigid finite state machines and singleton patterns to adopting a more modular, event driven architecture that fundamentally changed how the game was developed. Using in-engine footage and code samples, this presentation will demonstrate how improvements to the content pipeline helped the team craft bigger and more ambitious levels to fulfill the super spy fantasy.
  • Location:   Room 2003, West Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Jeffrey Brice  (Independent), Joanna Fang  (Sony Interactive Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    This session will cover the techniques, creative philosophy, and methodology of Field Recording & Foley Recording in the context of sound design for games. It will touch on the justification of these techniques over, and in addition to, using stock sound library material or generative tools. There will also be discussion on how these original recordings increase the variety and inherent originality of your game's sound vision as well as a discussion on building out a bespoke library of source material for you and your team. This lecture will emphasize how a strong and defined sound vision relies on having quality source material and how that material can be acquired from recording unique sounds.

  • Location:   Room 3016, West Hall
    Wednesday, 10:30am - 12:30pm
    Speakers:
    Cole Wehrle  (Leder Games/Wehrlegig Games), Tom Lehmann  (Independent), Jon Perry  (Quibble Media, LLC), Bryan Bornmueller  (Asmodee), Geoff Engelstein  (Mind Bullet Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Design
    Format: Special Event
    Tagss: Community, Tabletop Summit

    Matches Found in Session Description:

    This unique session will allow you to play a board or card game with the designer present, who will discuss design decisions and options during play and their development process. This session will feature Tom Lehmann (Race for the Galaxy, Res Arcana), Cole Wehrle (Roots, Arc), Bryan Bornmuller (Lord of the Rings Trick Taking Game), Jon Perry (Hot Streak, Air Land and Sea), and Geoff Engelstein (Super Skill Pinball, The Expanse). Participants will be able to play in or observe one or two games.

  • Location:   Room 308, South Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Roundtable

    Matches Found in Session Description:

    There are countless ways to produce a game. The Game Production Roundtable aims to move the industry forward by creating space for producers of all levels to come together to share their experiences, discuss challenges they’re facing, and build relationships with their peers.

    Each day, we’ll cover topics across the spectrum of production, loosely following the themes of Process, People, and Career. Potential topics include: Supporting team motivation and fulfillment through production, identifying when a process isn’t working, using scope and schedule as tools to make a better product, navigating changes to scope, cultivating team buy-in and ownership of processes, crunch, empowering the team, scheduling, advice for first-time producers, and how to continue developing your production skills.

    Another component of the roundtable will focus on supporting the next generation of producers by allowing newcomers to ask questions that help prepare them for their production careers.

  • Location:   Room 3005, West Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Richard Rouse III  (FarBridge), Xalavier Nelson Jr  (Strange Scaffold), Ashley Ruhl  (Broadsword Online Games), Theresa Duringer  (Temple Gates), Joel Burgess  (Soft Rains), Steve Meretzky  (PeopleFun)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design
    Format: Microtalks

    Matches Found in Session Description:

    The Rules of the Game session returns for GDC 2026 to introduce you to new techniques for game design shared by a stellar lineup of successful designers. In this long running microtalks-style session, each designer gets 10 minutes to share a "rule" they use in designing their games, diving into detail about how and when the rule is best deployed. Each of these rules is unique to that designer's own sensibilities, presenting you with a new way to think about making games. Even though game design is a creative field where sometimes you might have to break a rule or two, this fast-paced and energizing session will leave you with plenty to think about and a new toolkit of rules you will want to apply to your own project.
  • Location:   Room 2014, West Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Joshua Rubin  (Subverse Interactive Narrative), Marissa Koors  (Ape Law LLC), Diandra Anne Lasrado  (iwot games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Narrative & Performance
    Format: Microtalks
    Tagss: Game Narrative Summit, Series

    Matches Found in Session Description:

    Good game writing doesn’t appear fully formed. It’s carved, reshaped, and sometimes duct-taped together at 2 a.m. In this series of microtalks, three veteran narrative professionals share their best practices for editing, patching, evolving, and polishing your game story while in the trenches of development.


    Diandra Lasrado will demonstrate that in a constantly changing world where writers are seemingly disappearing, the discipline of editing is more crucial than ever in AAA. Marissa Koors will bring the indie perspective, revealing how an editor's command of narrative magic optimizes limited resources and relieves pressure on small teams. Finally, Joshua Rubin shares hard-won triage techniques for rescuing broken stories when it’s too late for gameplay to change.


    Together, these talks give writers, narrative designers, and studio leads field-tested toolkits for strengthening story, as well as new perspective into the narrative discipline. Because great game writing isn’t born perfect—it’s edited and refined through collaboration, and sometimes saved in the nick of time.


  • Location:   Blue Shield of California Theater, YBCA
    Wednesday, 10:30am - 11:00am
    Speaker:
    Justin Sousa  (Roblox)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    As budgets rise and consolidation accelerates, the traditional model—large teams spending years building a single boxed release—is giving way to something more resilient: small, agile teams building social, live experiences that grow alongside their communities.

    In this session, Roblox’s Head of Developer Community Justin Sousa deconstructs why developers are already pivoting away from isolated platforms to build on ecosystems where distribution is baked into the social fabric. Utilizing the data of Roblox’s 141M+ daily active users, we will step into the cultural zeitgeist of Gen Z and Alpha to explore the generation shaping the future of gaming. We’ll examine the "Small Team, Big Impact" blueprint and how teams of fewer than 10 are capturing 25M+ concurrent users by prioritizing social loops and modern technology over static content.

    Walk away armed with insights on how to use real-time behavioral data to iterate faster, deliver a top-charting, high-retention title without the traditional $10M+ user acquisition budget, and understand the business programs available for professional teams moving into social-live development.

  • Location:   Room 314, South Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Geoff Evans  (Nvidia)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    The Tools Technology Roundtables focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games.

    Day 2: "Assets" focuses on export/import, interchange, persistence, collaboration, search and organization, development models (branching and/or trunking), revision control, and outsourcing.

  • Location:   Room 312, South Hall
    Wednesday, 10:30am - 11:30am
    Speakers:
    Jason Keyser  (VFX Apprentice), Ellie Koorlander  (Creative Assembly)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Visual Effects Summit

    Matches Found in Session Description:

    On Day 1, Ellie and Jason will facilitate the roundtable covering general topics and revisit ground broken in the VFX Summit earlier in the week. Be sure to also check out the Thursday session if you'd like to discuss the artistic aspects of VFX and in the Friday session the discussion will go deep on more technical aspects of VFX. See you there!

    The roundtable on Day 2 will focus on VFX through an ARTISTIC LENS. Jason will focus the discussion on your questions concerning the artistic aspects of VFX. This may include art education (as students or veterans), art direction, or whatever else comes up! See you there!

    On Day 3, the roundtable will give a TECHNICAL LENS for creating VFX. Ellie will guide the conversation through such as graph based effect authoring, effect lighting and optimization, new mesh based techniques, VR/AR/XR and/or whatever attendees want to go deep on.

  • Location:   Room 2006, West Hall
    Wednesday, 10:30am - 11:30am
    Speaker:
    Joanna Wang  (SuckerPunch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Lecture
    Tagss: Art Direction Summit, Community

    Matches Found in Session Description:

    Ghost of Yōtei blends the vibe of classic Westerns with that of Japanese samurai movies. That means long sightlines over vast, empty areas. Authentic Japanese visuals, but recast from the close quarters of Tsushima to the openness and incredible scale of Hokkaido, the frontier of Japan when the game takes place. Sometimes even a feeling of loneliness, alone with a sword and a horse with nobody in sight for miles in any direction.

    Art Director Joanna Wang walks through how the team went from this statement of purpose to the beautiful, fully realized world of Ghost of Yōtei. She covers the definition and discovery of the key focus areas that created our target vibe and follows up with the production process the team used to deliver on the emotional promise of the game.
  • Location:   Room 203, South Hall
    Wednesday, 10:45am - 11:45am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a curated panel discussion featuring four mothers from different sectors of the gaming industry, moderated by Nahir Fajardo (Social Worker and CEO of Dreams of Heaven Games). This session will explore the profound sacrifice and unwavering love behind balancing a professional career with motherhood. Through a structured conversation on specific topics—ranging from professional growth to community support—our panelists will share their personal journeys and insights. The event aims to bring visibility to the challenges we face while fostering a supportive network for all attendees. Following the discussion, we will open the floor for community connection and mutual support.

    Panelists:

    - Ashley Conley works in Business Development and Account Management at UX Is Fine (UXIF), helping game studios access world-class UX/UI design and implementation support. She guides clients from first conversation through delivery, building partnerships that last beyond a single project.

    - Christina-Marie Drake is the founder of Moms in Gaming and a senior recruiting and talent operations leader in the video game industry. As both a working mom and a hiring decision-maker, she brings a dual lens: lived experience and behind-the-scenes insight into how studios actually evaluate, promote and retain talent.

    - Jesenia Vargas: Currently a Producer on the popular card-guessing “Heads Up!” mobile game, Jesenia brings more than a decade of experience leading projects and teams across tech and games. Outside of globally recognized AAA franchises (Madden NFL, NBA Live, UFC), mobile, and indie games, Jesenia has also worked on Princess Cruise Line’s Medallion Class IoT project and played a key role in helping scale Orlando’s first Fintech Unicorn startup.

    - Shaina Grade is a game production leader based in California. She has spent her career doing everything from AAA PC/Console games at Blizzard to educational games at Filament Games, where she led studio operations/production leadership. She currently works at Obsidian Entertainment as a Senior Producer shipping The Outer Worlds 2.

    Moderator:

    Nahir Fajardo Hernández: CEO and Creative Producer at Dreams of Heaven Games. A professional social worker, rural woman, mother, and autistic person. She has participated in international game events such as GDC, Gamescom, and Tokyo Game Show, both in person and virtually. Currently organizer of the Chile Game Showcase, she advocates for inclusion, interactive storytelling, and game development from non-central regions.

  • Location:   GDC Commons Stage
    Wednesday, 11:00am - 11:30am
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Sam Carlisle  (XDS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Business Strategy
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    In this live podcast session, GDC’s Beth Elderkin chats with Sam Carlisle, a veteran of external development and co-founder of XDS Spark. Sam discusses the evolving landscape of co-development and outsourcing, highlighting the opportunities available for indie studios and developers alike.

  • Location:   GDC Gardens, Yerba Buena Gardens
    Wednesday, 11:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for lunch and entertainment in the GDC Gardens.

    Stone Stage entertainment presented by MAGWEST:

    • 11:00 AM - 12:10 PM: Anton Corazza
    • 12:30 PM -1:00 PM: Parabellum Raps
    • 1:20 PM - 2:00 PM: Cartridj


    Review the full week's schedule here.

  • Location:   Future Tech Stage, South Hall
    Wednesday, 11:10am - 11:30am
    Sponsor Speaker:
    Christopher Nuland  (Red Hat)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    This session shows how we turn a suboptimal reinforcement learning exploration agent into a route seeking speedrunner by pairing PPO with a panel of model judges orchestrated by llm-d and served with vLLM. The agent plays normally while a narrow planner handles dialog and puzzle moments, then llm-d routes short clips to a vision judge, a state checker, and a rule judge to produce preferences that train a small reward model. The next PPO burst learns with shaped rewards, improving coverage, reliable dialog completion, and key speedrun metrics. We keep it practical for game developers with YAML first deployment on OpenShift AI using KServe and vLLM, plus a reusable kit of prompts, rubrics, and metrics. We will showcase Double Dragon and Zelda: Oracle of Seasons on the original Nintendo Gameboy, but the same pattern applies to any game for automated testing or optimal route discovery for speed running.
  • Location:   International Stage, South Hall
    Wednesday, 11:10am - 11:30am
    Sponsor Speaker:
    Samantha Williams  (Testronic)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Production
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    The games industry in 2026 and beyond is evolving under mounting creative, technical, and commercial pressure. QA stands at the centre of this, but must move at the same pace – and, crucially, speak for the players.

    This session will explore how FQA is being reimagined by Testronic to deliver a service that is Player-Focussed, Partner-First and Outcomes-Led – and why the industry is ripe for disruption in this space.

    With studios under increasing strain to monetise, release faster, and maintain global reach, QA must now drive insight, efficiency, and trust, not just report bugs. Testronic's global testing floor and Centres of Excellence combine world-class, enthusiastic testing talent with leading edge technology, delivering the best possible experiences that matter most to players and partners.

    Attendees will gain a deeper understanding of QA's expanding role in shaping the future of excellence in games.
  • Location:   Monetization & Player Engagement Stage, South Hall
    Wednesday, 11:10am - 11:30am
    Sponsor Speakers:
    Andre Balta  (Epic Games), Louis Denoly  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Discovery & Marketing
    Format: Power Talk

    Matches Found in Session Description:

    Developers have made over $900M in Fortnite since UEFN launched at GDC 2023. In this session, we'll explore how the Fortnite ecosystem enables devs to build scalable businesses through two complementary revenue streams: In-Island Transactions and Engagement Payouts.
    Learn how direct in-island transactions are enabling more advanced game economies, progression systems, and premium experiences at Fortnite's massive global scale — with dev-friendly economics. We'll spotlight real examples of developers building sustainable, high-quality experiences, walk through new Creator Portal features to grow your business, and share a high-level look at how the Fortnite economy will continue to reward innovation in 2026 and beyond.
  • Location:   Blue Shield of California Theater, YBCA
    Wednesday, 11:20am - 12:00pm
    Speakers:
    Emily Greer  (1Up Ventures), Ed Fries  (1Up Ventures)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    In today’s volatile funding landscape, building a studio independently demands more than creativity -- it requires strategic capital partnerships. Ed Fries, Founder of 1Up Ventures and former Xbox executive, and Emily Greer, Venture Partner at 1Up Ventures and former CEO and Co-Founder of Kongregate -- bring deep experience backing and scaling game studios.

    In this candid discussion, they share what it’s truly like to fund a game - how investment decisions are made and how risk is evaluated. From traditional avenues like venture capital, publishing deals, and crowdsourcing to innovative methods such as UA financing, revenue-based financing, and IP licensing, the opportunities are vast but require deliberate planning. Join them to hear their stories, insights, and lessons learned from years of shaping the gaming industry.

  • Location:   Room 2024, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Lecture

    Matches Found in Session Description:

    Explore how Rovio, the creator of Angry Birds, is reimagining game asset creation using AWS's generative AI services. Using Angry Birds Dream Blast as a real example, this session explores how GenAI—powered by Amazon SageMaker and Amazon Bedrock—fits into live game production, enabling faster content creation while maintaining art direction and brand consistency.
  • Location:   Room 2020, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Vitalii Vashchuk  (EPAM), Francis Hart  (SEGA), Ryan Valenza  (PlayStation Studios), Haiyan Zhang  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    At GDC 2025, EPAM brought together a diverse group of industry experts to explore the rapidly evolving role of AI within the gaming industry. In this executive panel, experts will discuss how to leverage agentic AI and massive real-time player data to gain deeper insights into player behavior and preferences, enabling hyper-personalized gaming experiences and marketing that drives engagement and loyalty. Learn how cutting-edge AI technologies are reshaping player experience, from dynamic in-game content tailored to individual players to personalized support and adaptive storytelling. Hear from industry leaders as they share exclusive insights, real-world case studies and actionable strategies to implement AI-driven player 360 and personalization in games. This session offers a glimpse into the future of game development and the real-world impact it will have in 2026, empowering you to stay ahead in the rapidly evolving gaming landscape.
  • Location:   Room 2009, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Sergei Gourski  (Keywords Studios), Nicolas Liorzou  (Keywords Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Visual Development
    Format: Lecture

    Matches Found in Session Description:

    This session demystifies how AI can reliably produce high‑fidelity art, animation and video assets for live game production. It begins with "brand‑trained" pipelines that ingest existing assets and learn a studio's visual language; these pipelines handle data curation, model training, evaluation, inference and operations. Examples include stylized avatar creation, novel character and IP generation and synthetic dataset production. The talk then explores a Swiss‑army‑knife toolkit: LLM‑driven tools, multi‑view 3D reconstruction, multi‑modal character generation using segment prompts and image‑likeness matching, and gameplay‑footage analysis that automatically selects segments, composes trailers and adds AI‑generated audio. It covers personalized video flows, metahuman localization and motion capture via text prompts. Throughout, the emphasis is on responsible adoption, knowledge‑sharing and staying ahead of rapid technological change.
  • Location:   Room 3014, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Oleg Shatulo  (CD PROJEKT RED), Pawel Sasko  (CD PROJEKT RED), Charlyn Keating  (Apple)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Lecture

    Matches Found in Session Description:

    Go behind the scenes on how Cyberpunk 2077 came to Mac — and set a new standard for AAA gaming on macOS in the process. Find out how CD PROJEKT RED leveraged Apple's robust hardware, software, and development tools to bring this high-fidelity experience, and explore the innovative "For this Mac" preset, which automatically optimizes graphical settings and ensures a consistently smooth frame rate across the Mac lineup.
  • Location:   Room 3001, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Shawn Hargreaves  (Microsoft), Danny Chen  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    Over the past year, we've tackled some of the toughest challenges facing developers on DirectX 12. One major investment is the next chapter in game asset streaming where we're introducing Zstandard compression support in DirectStorage. Alongside this we'll release the Game Asset Conditioning Library (GACL) and talk about asset pipelines optimizations that will unlock the full potential of NVMe storage. These innovations reduce I/O latency and enable smoother streaming, paving the way for richer, more responsive worlds.

    In this session we'll also explore how we're addressing other critical developer needs, including advancing raytracing features and shader pre-compilation. We're evolving ML integration in DirectX and we're delivering tooling improvements that converge our PC and Xbox developer experience. Join us to learn more about how we're building the future of graphics.
  • Location:   Podcast Studio, GDC Commons
    Wednesday, 11:30am - 1:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a live recording of the Good Game Club podcast - where conversations about good gaming happen. Hosted by Jude Ower MBE and Mathias Gredal Nørvig, and in strategic partnership with Tencent, they shine a light on gaming’s hidden and unexpected benefits, and the positive impact digital play can have on people and the planet.

  • Location:   Room 2000, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Jacob Dini  (Perkins Coie LLP), Steven Guris  (risk3sixty), Joel Emans  (Wizards of the Coast and Hasbro Digital Games), Eugene Marder  (Pocket Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This panel would dive into ways in-house legal teams at video game companies can successfully investigate and enforce their intellectual property rights and contractual terms against a variety of harmful misuse in their games (e.g., intentional and accidental infringement, fraud, harassment and abuse of other players, cheaters, etc.). The panel will discuss ways to successfully utilize cross-company teams/departments (legal, communications, security) to identify and achieve specific enforcement goals, such as game security, player protection, IP enforcement. The panel will also discuss how to address the challenges of enforcement against anonymous online individuals and targets in foreign jurisdictions. This would be a topic focusing largely on copyright, trademark, and breach of contract (e.g., breach of EULA or Terms of Service).

  • Location:   Room 3020, West Hall
    Wednesday, 11:30am - 12:30pm
    Sponsor Speakers:
    Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    Tired of maintaining separate shader stacks for every platform? Slang modernizes graphics development with features like generics, interfaces, and first-class support for differentiable programming. However, leveraging these advanced capabilities on closed platforms requires the ability to target your specific hardware. In this session, Enduring Games presents a technical proof-of-concept demonstrating Slang’s extensibility, featuring the first public demo of Slang-compiled shaders executing on current-gen console devkits. Presenters will deconstruct the backend implementation, showing how to map Slang's intermediate representation to bespoke APIs. This case study serves as a blueprint for any developer needing to bridge modern shading languages with proprietary systems. Whether you are targeting next-gen consoles or specialized embedded devices, join us to learn how to extend the compiler and achieve a truly single-source graphics pipeline.

  • Location:   Festival Stage, South Hall
    Wednesday, 11:45am - 12:15pm
    Sponsor Speaker:
    Mark Frumkin  (Modulate)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Game & Production Technology, Product Management
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    As multiplayer games grow in scale and social complexity, player safety has become a core design challenge, and one that directly impacts retention, engagement, and community trust. In this session, Mark Frumkin, Director of Customer Success at Modulate, presents a comparative look at two live, commercially successful multiplayer games that implemented distinct approaches to moderating player behavior at scale. The talk explores:

    A large, globally distributed competitive multiplayer title, where proactive moderation, player reporting, and positive-play systems are used to address harmful voice behavior across millions of players.

    A social deduction multiplayer game built around proximity voice chat, where a shift from immediate bans to a tiered escalation system (warnings → mutes → bans) dramatically reduced negative player impact while maintaining moderation effectiveness.

    Using real production data and lessons learned, this talk demonstrates how modern moderation strategies can change player behavior without sacrificing playtime or social connection. Attendees will leave with practical guidance for designing escalation pathways, choosing enforcement severity, and measuring success beyond simple ban counts.
  • Location:   Room 2005, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Guangyun Chen  (NetEase Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    In this session, we dive into the intricate process of transforming iconic Marvel characters into compelling gameplay experiences. This session explores our unique design philosophy, emphasizing how we distill 85 years of Marvel lore into engaging game mechanics without sacrificing the essence of beloved characters like Spider-Man, Hulk, and Iron Man.

    Participants will learn about our approach to integrating superpowers as core gameplay elements, ensuring these powers enhance the hero shooter genre rather than confine it.

    The talk aims to reveal the long-term balance methodology in Marvel Rivals, allows for the creation of thrilling, strategy-rich encounters that respect and expand upon the Marvel universe.
  • Location:   Room 2014, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Dominic Law  (Neopets)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Business Strategy, Discovery & Marketing
    Format: Lecture

    Matches Found in Session Description:

    Dominic Law, CEO of Neopets, shares the transformation of one of the internet's longest-running virtual worlds into a modern, multi-platform gaming and entertainment ecosystem. For over 26 years, Neopets has captured the imagination of multiple generations – but aging technology and limited platform reach threatened its survival. Dominic details how the team rebuilt the game's core infrastructure, coordinated physical and digital product launches, and reignited fan engagement with "The Void Within," Neopets' first major plotline in over a decade. He also explores the forward-looking strategy behind expanding onto new platforms beyond the browser, designed to meet players where they are and attract new audiences. This session offers a rare look at revitalizing a nostalgic brand while preserving its heart – showcasing lessons in infrastructure modernization, transmedia storytelling, and community-driven design.
  • Location:   Monetization & Player Engagement Stage, South Hall
    Wednesday, 11:50am - 12:20pm
    Speakers:
    Kerri Norton  (Open World), Brynjar Gigja  (Cygnus Cross International Ltd)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This session is built for indie developers, small studio teams, and producer-led game projects looking to launch with the strategic precision of a AAA studio, without the AAA budget. If you're building your first go-to-market plan, trying to stretch limited resources across marketing channels, or wondering how to make data-driven decisions without a full analytics team, this panel will walk you through a proven, stage-gated approach to bringing your game to market.

    Indie games are competing in an increasingly crowded marketplace where discoverability is harder than ever and marketing budgets can't keep pace with player expectations. The difference between a successful launch and a quiet release often comes down to planning: knowing when to invest, what to prioritize, and how to adapt as you learn more about your audience.

    Led by Kerri Norton of Open World, alongside Brynjar Eli Gigja, CEO & Game Director of Cygnus Cross International Ltd, this conversation bridges research-backed strategy with on-the-ground indie execution. Together, they’ll break down real gameplay behaviors, use research to inform platform and creator strategies, and build content, paid media, and activation plans that evolve as your understanding of your players deepens. The goal is a go-to-market approach that stays dynamic, keeps data fresh, and ensures every dollar is spent intelligently.

  • Location:   Room 3018, West Hall
    Wednesday, 11:50am - 12:20pm
    Speakers:
    Alanna Cervenak  (PlayStation Studios Creative Arts), Matt Redway  (PlayStation Studios Creative Arts)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Discovery & Marketing, Visual Development
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Game branding extends beyond merely combining a logo with key art; it's the essential connection between the immersive game world you've created and the players you aim to captivate. In our discussion, we'll explore the balance between brand consistency and flexibility, and examine how branding strategies differ in live service games versus non-live service games.

    Leveraging our experience in crafting visual identities for major titles from PlayStation and Bungie, we'll reveal the strategies, creative principles, and player engagement and marketing insights that drive our approaches.
  • Location:   Room 3002, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Eyram Tawia  (Leti Arts)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Eyram Tawia returns to GDC with a powerful update on the African games industry's growth and transformation since his landmark 2013 talk. Drawing on over a decade of studio leadership, teaching, and research, Tawia explores how African creators are redefining game narratives, partnerships, and education—fulfilling and challenging earlier predictions. This session dives into concrete successes, ongoing challenges, and the meaning of "decolonizing play" in a global industry. Attendees will gain practical strategies from African studios' experiences, insights into new talent pipelines, and a candid look at the future of collaboration between the continent and the world. Essential for anyone interested in global markets, diversity, and new creative frontiers.

  • Location:   Room 3004, West Hall
    Wednesday, 11:50am - 12:50pm
    Speaker:
    Tom Hammersley  (Electronic Arts / Codemasters)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    How do you deliver the pinnacle of lighting technologies to a racing game engine and ship in a yearly cycle? In this session, Tom Hammersley, Principal Engineer at EA Codemasters, shares how two senior engineers built a path tracer on EGO, the bespoke racing game engine that powers EA SPORTS F1® titles without having to change a decade of art… and shipped it in 12 months.

    Tom shares insights from throughout the journey of shipping EA SPORTS F1® 25's "Ultra Max" quality mode, including real challenges and real solutions.

    With practical tips on shortcuts, optimizations and lessons learned, this session will show you what it took to get to the finish line, and how you can do it too.

  • Location:   Room 2003, West Hall
    Wednesday, 11:50am - 12:50pm
    Speakers:
    Howard Mostrom  (Injected Senses LLC), Andy Martin
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    Join sound designers Howard Mostrom (Kerbal Space Program 2, Planetary Annihilation) and Andy Martin (Star Wars: Tales from the Galaxy's Edge, inFamous) as they explore the technical and creative challenges of extreme field recording. From the raw power of live rocket launches at Cape Canaveral to the remote, hostile stillness of deep wilderness environments, this session dives into how high-risk conditions shape the art of capturing authentic sound. Attendees gain practical insights into gear selection, safety considerations, mic techniques, and workflow strategies for both urban chaos and natural isolation. The session also reveals how these rare recordings are shaped into compelling, emotionally resonant audio experiences for games and interactive media. Whether you're braving a blast zone or waiting hours in a swamp, this talk offers the tools and inspiration to elevate your field recording craft.

  • Location:   International Stage, South Hall
    Wednesday, 11:50am - 12:10pm
    Sponsor Speakers:
    David Lorenzo  (DALOAR Studios), Juan Manuel Freire  (1st Level), Jaime Pichardo  (Odders Lab), David Carrasco  (Vermila Studios), Pablo Barea  (Embassy of Spain - Trade Commission in Los Angeles)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Power Talk

    Matches Found in Session Description:

    Spain continues to strengthen its position as a dynamic European hub for game development, combining distinctive creative identity with a growing international reach. The session opens with a brief overview of the Spanish development ecosystem, outlining the structural, institutional, and industry factors supporting its expansion.

    It then presents four Spanish titles—Crisol: Theater of Idols and BodyCombat, already released, alongside The Occultist and Bogdan's Cross, both scheduled for release in the near future. Together, they reflect the country's genre diversity, from atmospheric horror to action-driven and performance-based experiences.

    Each studio shares concise insight into its creative direction, core design pillars, and market positioning, highlighting both launch experience and upcoming release strategies. The session offers a focused industry snapshot of how Spanish studios translate creative ambition into globally competitive projects.
  • Location:   Room 2006, West Hall
    Wednesday, 11:50am - 12:20pm
    Speakers:
    Mitu Khandaker  (NYU Game Center), Phil Stuart  (PRELOADED), Irena Pereira  (Infinite Realms/Unleashed Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    The use of GenAI tools and workflows is an undoubtedly hot but often thorny topic: studio leads are often forced to navigate polarized narratives: hype-driven promises on one side, and fear-driven concerns about harm, authorship, and team trust on the other.

    This 30-minute session brings together leaders from small studios who have already navigated introducing GenAI into real production workflows. Through two concise microtalks and a short moderated discussion, the session focuses on lived experience and the challenges and opportunities of introducing these tools into existing workflows: and goes beyond the speculation.

    Speakers will share their stories about where GenAI tools or processes added value, where it created friction, and how they communicated tradeoffs to their teams. Rather than advocating for or against GenAI, the session offers grounded insight into how thoughtful leadership, clear intent, and human judgment shape whether GenAI strengthens or destabilizes a studio pipeline.

  • Location:   Room 2016, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Michael Lewis  (OFC Ads)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Business Strategy
    Format: Lecture
    Tags: Revenue Streams

    Matches Found in Session Description:

    Epic's legal victories against Apple and Google reshape the direct-to-consumer (D2C) landscape, allowing game publishers to bypass app store fees. Yet, even among games that have webstores, fewer than 20% of games with webstores currently leverage external payment links from within game. This 30-minute talk equips developers and publishers with a tactical playbook for accelerating their D2C shift. It covers key metrics, high-impact revenue strategies, in-game messaging, link-out methods, and SEO. The session also tailors insights by genre, highlights common pitfalls, and explores D2C opportunities beyond mobile, extending to PC and console. Attendees gain clear, actionable guidance to unlock D2C growth and reduce dependence on traditional app stores.
  • Location:   Room 2001, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Carey Littlefield  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Lecture

    Matches Found in Session Description:

    In modern video game dev, having QA as a design ally can provide you with more than a feeling of safety. This talk will explore how empowering QA teams as subject matter experts (SMEs) can elevate game design through intentional collaboration, visibility, and qualitative feedback. Drawing from experience as a QA Lead on World of Warcraft, Carey Littlefield will walk through real examples of how embedded QA improved features before they reached players. Attendees will learn how to integrate and align with QA to bring them into the fold early; to build trust between disciplines and find feedback congruency with design timelines. This session will challenge older, outdated models and offer actionable strategies to make QA an invaluable inclusion in your development pipeline.
  • Location:   Indie & Education Stage, South Hall
    Wednesday, 11:50am - 12:10pm
    Sponsor Speaker:
    Edgar Neto  (Reddit)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Game & Production Technology, Independent Development
    Format: Power Talk

    Matches Found in Session Description:

    Discover how Reddit is becoming the next frontier for game developers. In this session, we'll explore how to build interactive web games with Devvit (Reddit's developer platform), reach millions of cross-platform players across thousands of communities, and unlock new monetization opportunities—all within the ecosystem of Reddit. Learn how to bring your game to life where conversations, culture, and creativity collide: on Reddit.
  • Location:   Room 3005, West Hall
    Wednesday, 11:50am - 12:20pm
    Speaker:
    Chris Zukowski  (HowToMarketAGame.com)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Independent Development, Discovery & Marketing
    Format: Lecture

    Matches Found in Session Description:

    Did you release a hit game on Steam? Congrats! You actually found the goose that lays the golden egg! Now what? In this practical talk you will learn exactly what steps you need to take with your goose - I mean game - now that it's a hit. How do you get the most out of this much sought after prize?
  • Location:   Future Tech Stage, South Hall
    Wednesday, 11:50am - 12:10pm
    Sponsor Speakers:
    Paul Logan  (NVIDIA), John Li  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    As game development teams scale across larger studios, higher-fidelity content, and globally distributed workflows, purely workstation-bound development models increasingly strain productivity at scale, cost, and iteration speed. This session examines how GPU virtualization is reshaping enterprise game development by decoupling developers from fixed hardware and enabling more flexible, scalable pipelines.

    Through real-world studio patterns, the talk explores how virtualized infrastructure supports key workflows such as content creation, build and test automation, quality assurance, and live service operations. Rather than focusing on specific implementations, the session frames virtualization as a systems-level shift, highlighting the tradeoffs, organizational impacts, and practical benefits studios are seeing as they modernize their development environments. Attendees gain a clear understanding of why virtualization is becoming a foundational capability for large-scale game production and how it fits into the future of studio technology stacks.
  • Location:   GDC Commons Community Space 1
    Wednesday, 12:15pm - 1:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Do you prefer your language with a side of undefined behavior? Are you a memory management enthusiasts, who like natural free range pointers? Do you think the youth of today is too addicted to syntax sugar? Then you will be among friends at this C programmers meet-up. Hosted by a ISO Wg14 member.

  • Location:   GDC Commons Community Space 2
    Wednesday, 12:15pm - 1:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Networking

    Matches Found in Session Description:

    Looking to make new friends and build your network with peers? Join the EGD Collective for a casual gathering for students, recent graduates, early-career professionals, and anyone who cares about them. This meetup offers a space to connect, swap notes on sessions, talk about portfolios and career paths, or simply take a breather from the conference rush. We’ll have resources to support your career journey, as well as games and prizes!

  • Location:   Festival Stage, South Hall
    Wednesday, 12:35pm - 1:35pm
    Speakers:
    Rebekah Saltsman  (Finji), Jason Della Rocca  (Execution Labs), Justin Woodward  (Media Indie Exchange), Sylvain Sechi  (New Tales)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Business Strategy
    Format: Special Event
    Tags: Festival Hall

    Matches Found in Session Description:

    Five GDC Play studios have been selected to pitch their games to an opinionated panel of investors and publishers, in front of a live audience (no pressure!) followed by questions, advice, and feedback before the judges declare the day's "Best Pitch" and award a free GDC 2027 Game Changer Pass. Each year, the theater fills to capacity, as the developers compete for the judges' praise.

  • Location:   Room 3011, West Hall
    Wednesday, 12:35pm - 1:35pm
    Speakers:
    Damian Kastbauer  (Audiokinetic), Scott Selfon  (Meta Reality Labs Research), Mason Lieberman  (Interleave Inc.), Kareem Shuman  (Insomniac Games), Olivier Penchenier  (Sandfall Interactive), Paul Lipson  (Arrival), Akash Thakkar  (Independent), Charles Pateman  (Independent), Jose Angulo  (Teravision Games), Mike Ladouceur
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Special Event
    Format: Forum
    Tags: Community

    Matches Found in Session Description:

    An opportunity for deeper conversations with audio track speakers over lunch in a smaller scale setting. Grab some food and then come back to sit at tables in the round with the day's speakers on the topics that are top of mind for you about the industry, the day's topics, and the questions at the top of attendee minds.

  • Location:   Room 3014, West Hall
    Wednesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Abhishek Radhakrishnan  (Apple), Kelli King  (Apple), Nadia Thorne  (Black Salt Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Discover best practices for bringing your premium, indie, or free-to-play games to millions of players worldwide. Get to know the features that can help you elevate your game on the App Store and Apple Games app, and explore opportunities for editorial discovery. Plus, learn from the developers at Black Salt Games about how they successfully brought their Apple Design Award-winning game, DREDGE, to Apple platforms.
  • Location:   Room 3001, West Hall
    Wednesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Travis Bradshaw  (Microsoft Xbox), Andy McCalib  (Microsoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    This session shows how developers can quickly begin working on Xbox through a simplified, updated onboarding flow. Explore how recent improvements in Partner Center and the GDK — now publicly available — make it straightforward to bring up identity, data, and cross-platform services — including Xbox Network and PlayFab — enabling teams to start iterating almost immediately. Walk through setup, integration, and delivering a working development build your team can install and playtest through the Xbox app. Attendees gain a clear, practical view of how Xbox reduces early friction and helps creators build momentum quickly.

  • Location:   Room 3020, West Hall
    Wednesday, 12:45pm - 1:45pm
    Sponsor Speaker:
    Leroy Sikkes  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology

    Matches Found in Session Description:

    Learn how AI coding assistants can accelerate complex engine work—not the theory of path tracing, but the process of adding it. We’ll show how iterative design docs, AI-guided refactors, and custom helper tools (Jira/Git integrations, debugging utilities) enabled one part-time engineer to deliver a major rendering feature quickly. You’ll leave with practical workflows, prompt patterns, and realistic expectations of AI’s strengths and limits.

  • Location:   Room 2011, West Hall
    Wednesday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Kirk Barker  (Meta), Mike Lamprinos  (Meta), Alexandre Thivierge  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    The session covers top core developer tools to make great virtual reality and passthrough experiences, implementing LLMs into your games, and best practices learned from exciting new launches who are currently pushing the boundaries of what is possible on Quest.
  • Location:   Blue Shield of California Theater, YBCA
    Wednesday, 1:30pm - 2:30pm
    Speakers:
    Kabir Ahuja  (McKinsey & Co.), Ichiro Otobe  (McKinsey & Co.), Itamar Benedy  (Anzu.io), Moritz Baier-Lentz  (Lightspeed Venture Partners)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Luminaries Speaker Series
    Format: Panel

    Matches Found in Session Description:

    Join gaming industry experts across the ecosystem for a panel discussion moderated by McKinsey on Consumer Focus and how gaming wins. Explore the attention equation and how the gaming industry can capitalize on shifting trends in customer engagement. Key topics include:

    1. Consumption Trends: Understanding consumption trends across regions and demographics
    2. Consumer Engagement: Explore opportunities to leverage video game’s unique engagement model with customers to increase stickiness
    3. Marketing Strategies: Social connections drive game discovery. Marketers can learn from current trends across the industry to increase success in subsequent campaigns
    4. Ad Monetization: Gamers’ increasing openness to in-game ads offer new revenue potential revenue options
    5. Evolving Technology: Generative AI and other emerging technologies can enhance game quality and efficiency, enabling studios to produce quality games better and faster than ever
      This session will provide actionable insights for developers, publishers, and marketers to stay ahead in the battle for customer attention.
  • Location:   Room 203, South Hall
    Wednesday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Squad up with a team and complete quests for prizes! In this session, form a team to win points by networking, playing team games, answering gaming themed trivia questions, taking part in the scavenger hunt, and getting to know your fellow developers!


    This session is a friendly competition. Work together for top places on the leaderboard or play it casual by networking and playing games!


    This session is hosted by GLITCHED - Women in Game Dev, a community that organizes bi-monthly women in game development meetups in the San Francisco Bay Area.

  • Location:   GDC Commons Community Space 2
    Wednesday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Calling all Global Game Jammers! Come connect with others in the GGJ community, including organizers, staff, board members and jammers from around the world. Hear about all we've got going on in 2026, learn about other ways you can get involved, share your feedback and/or just generally discuss all things GGJ. Your insights help us shape the future of the jam.

  • Location:   GDC Commons Community Space 1
    Wednesday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The Narrative Department's annual 'we survived another year in games' gathering. Alumni, friends, and anyone who's ever stressed about branching dialogue—come hang out.

  • Location:   Room 2010, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Laia Bee  (Pincer Games), Jay Justice  (Independent), Samantha Halloran  (Unseen Inc.), Irene Cortes  (Gata Games), Briana White  (Independent), Elaine Gomez  (Midnight Hour Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    This celebrated panel carries forward the legacy of one of GDC's most impactful diversity panels, originally initiated by the legendary Brenda Romero and Leigh Alexander, and later continued by Rami Ismail. #1ReasonToBe showcases women from underrepresented sectors, engaging in candid conversations about game development from their distinct and unique perspectives.


    Through 8-minute presentations, each speaker will unveil their individual #1ReasonToBe in the game industry. These presentations will not only highlight personal motivations but also share their unique journeys in game development, touching on themes of community, culture, and opportunity.


    Featuring speakers from diverse backgrounds, #1ReasonToBe offers a revealing glimpse into the industry's true global reach—demonstrating that its impact extends far beyond what may initially meet the eye.
  • Location:   Room 2016, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Martin de Ronde  (Vertigo Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Production
    Format: Lecture
    Tags: Future Realities Summit

    Matches Found in Session Description:

    With Metro: Awakening VR, Vertigo Games brought the atmospheric, claustrophobic tension of the best-selling Metro franchise to VR. The project required rethinking of vintage Metro gameplay for VR, but also brought about many interesting challenges associated with general game development. The game also had numerous stakeholders each with their slightly differing set of objectives and expectations. All this against the backdrop of some impactful real-world events, setting the stage for a classic, but fun roller coaster ride through the world of game development.
    This post-mortem examines the creative, organizational and technical challenges Vertigo Games faced and the solutions that emerged and/or the lessons learned. It explores not just the specific VR ones, but rather, the general challenges associated with building a game of this magnitude subject to numerous constraints and conditions (VR being one of them) and how the studio dealt with them.
  • Location:   Room 2003, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Colin Walder  (CD PROJEKT RED), Guy Somberg  (Blizzard), David Su  (Naughty Dog)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Audio
    Format: Microtalks

    Matches Found in Session Description:

    In this microtalks session, several practical techniques taken from real-life game audio optimization are presented with a focus on step-by-step application.

    Colin Walder: Optimizing Cyberpunk 2077 Audio for Switch 2
    Attendees will learn how to use the Wwise CPU profiler to investigate audio performance, using real life cases taken from the port of Cyberpunk 2077 to Nintendo Switch 2.

    David Su: Managing Object Counts
    Attendees will learn about different audio performance management techniques and tradeoffs, including reducing audio object counts and processing, using a scenario from Wu-Tang: Rise of the Deceiver as a case study.

    Guy Someberg: Applied SIMD
    Attendees will learn a relatively simple recipe they can apply to problems to evaluate whether SIMD will help, then apply SIMD instructions to get 4x, 8x, or 16x performance improvements on applicable code.
  • Location:   Room 308, South Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Andrew Fray  (Automated AF)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    Day 2: Legacy
    Automated testing provides a team with stability across development, allowing early feedback, fast iteration and empowering QA. Yet investing in automation has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as the market becomes increasingly competitive, its time has finally come.

    On Day 2 we prefer to talk about introducing automated testing to an organization. Do you have a culture or a codebase that doesn't currently embrace automated testing? Are you having trouble getting people on-board, or maybe it was very easy and you can share why? Grand failures are just as interesting as successes!

    These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See atig.dev/gdc for more details and to join our discord!

  • Location:   Indie & Education Stage, South Hall
    Wednesday, 1:50pm - 2:10pm
    Sponsor Speaker:
    Alex Liu  (Silverjay Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Team Leadership, Production
    Format: Power Talk

    Matches Found in Session Description:

    Drawing from five years running a student-led game studio, this Power Talk breaks down how to start making games in college and leave something that outlasts graduation. It focuses on the unglamorous mechanics: recruiting and onboarding across semesters, building a ship-first culture, scoping for part-time teams, and setting up lightweight production systems (docs, sprints, playtests, and decision logs). Attendees see how a small group turns into a reliable pipeline: from prototype to vertical slice to release, while protecting morale and creative ambition. The talk shares hard-earned failures, the specific rituals that fixed them, and the metrics that signal whether a student studio is growing into a sustainable community or just sprinting toward burnout.
  • Location:   Room 2005, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Dan Qiao  (Obsidian Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Visual Development
    Format: Lecture
    Tagss: Community, Level Design Summit

    Matches Found in Session Description:

    In a role-playing game like The Outer Worlds 2, Points of Interest (POIs) are where worldbuilding, gameplay systems, and player progression intersect. This session breaks POI design down into four core aspects: worldbuilding, progression, spatial design, and navigation. It focuses on how aligning these elements creates readable, engaging spaces that evolve with the player, exploring each aspect through concrete production examples, from early ideas and iteration to the solutions that made them work.

  • Location:   Room 2014, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Prokop Jirsa  (Warhorse studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Production
    Format: Lecture

    Matches Found in Session Description:

    Kingdom Come: Deliverance proves that a rough but ambitious game can find a passionate audience. Its sequel, Kingdom Come: Deliverance II, shows what happens when that same studio learns how to turn passion into a more professional craft. In this session, Warhorse Studios' Lead Designer reflects on how the team evolves between the two games, focusing on the changes in both design and production that shape the sequel. The talk offers a practical look at what it takes for a studio to grow after its first major success without losing the identity that made it special.
  • Location:   Room 2001, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Joshua Howard  (OtherSide Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    What are you doing to ensure your organization has a steady supply of future leaders? Being intentional about growing your current team so they are ready to step into future leadership positions is one of the defining characteristics of great video game studios. Framing the challenge of leadership development as a game design problem helps anyone in video games begin to demystify the art of developing leaders.

    By understanding the fundamental expectations of leadership, how our mindset impacts our leadership journey, and the essential tools one can use to have leadership impact, you will be better able to grow leaders from within your current team.

    Whether you are in a leadership position today and want to ensure your team's success into the future, or you are eager to grow into a leadership position yourself, this session is meant for you.
  • Location:   Room 2006, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Dodie Gong  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Visual Development, Design
    Format: Lecture
    Tagss: Art Direction Summit, Community

    Matches Found in Session Description:

    Infinity Nikki redefines dress-up gaming by weaving deep emotional storytelling, rich open-world lore, and Unreal Engine 5 craftsmanship into every outfit. This session explores how the team creates emotionally resonant, lore-inspired costumes at scale, unlocking immersive narrative experiences that spark strong player-avatar bonds and drive lasting engagement.
  • Location:   Room 301, South Hall
    Wednesday, 1:50pm - 2:50pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The IGDA Game Writing SIG leadership would like to chat and have coffee with those involved in narrative for games. We're actively recruiting volunteers to help pursue the bold mission set out in our constitution: https://www.game-writing.com/constitution. Several SIG committee members and active volunteers will be on hand to talk about the future of the profession, the next steps for our SIG, and how we can make it better. We'll present details about our past year, talk about our growing initiatives, and field questions by attendees. Those interested in volunteering will learn about our community and find out if there's a good opportunity to get involved!

  • Location:   Room 3004, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Martin Singh-Blom  (Embark Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Visual Development
    Format: Lecture
    Tagss: Animation Summit, Machine Learning Summit

    Matches Found in Session Description:

    What does it take to make a machine feel alive? In ARC Raiders, we set out to reinvent how enemies move — not through animation clips or hand-tuned logic, but through learning. Using state of the art methods that combine animation, reinforcement learning and physics-based control, we taught our AI to walk, run, stumble, and fight with intent. Each motion emerges from experience, not scripts. Combined with a perception system built on point clouds, these agents see and react to the world around them with surprising fluidity and realism. This talk covers how we trained and deployed these agents in Unreal Engine, the challenges of achieving responsiveness and stability in a high-fidelity action setting, and the lessons learned integrating learned locomotion into a large-scale production game.
  • Location:   Room 312, South Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Sebastian Long  (Player Research)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Production
    Format: Roundtable

    Matches Found in Session Description:

    The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.

    How can teams use the 'voice of the player' rationally, effectively and deliberately?

    Are there challenges you face that player feedback could overcome?

    Can you make a greater success of the feedback and data you already have?

    How does the 'voice' of player data change through development?

    These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new perspectives on the value of the players' voice in decision-making.


    This roundtable covers Production. What routines and habits are worthwhile forming to support iterative and ongoing development? How can teams ensure secrecy, pace, and insight quality, sprint-to-sprint? Bring your challenges, questions and experiences to this roundtable focusing on player data strategy for mid-production and pre-launch.

  • Location:   Room 306, South Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Souha Al-Samkari  (Truant Pixel), Michelle Clough  (Talespinners)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Design
    Format: Roundtable
    Tags: Community

    Matches Found in Session Description:

    Making a game with romance or sex in it? Want to talk about love, lust, and intimacy in game design? Then come join fellow developers for a two-day roundtable discussion on romantic and sexual game content, touching on everything from the state of the industry to the potential future of intimacy in games! Attendees can share their thoughts on our prepared discussion topics, or bring their own questions to put to the group!

    Roundtable Day 1: Romance in Game

    This session focuses on game romance and relationships on a variety of levels such as narrative, design, and even marketing.


  • Location:   Room 304, South Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Matthew Lee  (NVIDIA), Kathleen Yin  (Nvidia)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Culture & Sustainability
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    The Serious Games Roundtable provides a forum for professional networking and discussion of critical topics in the serious games space. These topics include evergreen favorites such as funding, best practices for addressing serious topics (i.e. politics, mental health, etc), and scaling the impact of serious games, as well as emergent issues such as the continuing impact of AI (and other novel technologies), and the challenges and opportunities afforded by the economic and political landscape. Attendees are encouraged to bring up additional relevant topics for group discussion as a room and in smaller breakout discussions. The Serious Games Roundtable is hosted by the IGDA Serious Games SIG.

  • Location:   International Stage, South Hall
    Wednesday, 1:50pm - 2:10pm
    Sponsor Speakers:
    Rodrigo Terra  (Abragames), Patrícia Sato  (Brazil Games Export Program)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Power Talk

    Matches Found in Session Description:

    Any country can be reduced to stereotypes once its culture crosses borders. Emerging markets, in particular, often struggle to define themselves beyond simplified global narratives. This session examines why cultural exports matter, and how games have become one of the most powerful instruments for shaping national identity abroad. Using Brazil as a case study, the session presents over two decades of coordinated advocacy and internationalization efforts led by Abragames, together with the Brazil Games Export Program, developed in strategic partnership with ApexBrasil. From regulatory advances such as the Games Legal Framework to the creation of structured acceleration programs and cultural recognition initiatives, the talk demonstrates how games operate not only as commercial products, but as strategic cultural assets with tangible impact. The result is measurable ecosystem growth, increased exports, and a stronger, more nuanced global presence for emerging creative economies.
  • Location:   Room 2018, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Phillipe Bosher  (Independent), Yuri Lowenthal  (Independent), Cissy Jones  (Ethovox), Elias Toufexis  (Independent), Courtenay Taylor  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Narrative & Performance
    Format: Panel

    Matches Found in Session Description:

    As graphical and audio fidelity in games increases, players demand ever greater performances from their video game actors. In this panel chaired by Phillipe Bosher (Baldur's Gate 3), actors Yuri Lowenthal (Marvel's Spider-Man), Cissy Jones (Starfield), Elias Toufexis (Deus Ex: Mankind Divided), and Courtenay Taylor (Resident Evil) use their experience across stage, screen, audio, and video game to share how they achieve their best work, and how you can ensure your game utilizes its actors to their fullest potential. With a combined total of over 1,000 projects between them, the panel will discuss tips and techniques they've learned across their careers, covering topics like ensemble recording, actionable direction, the pitfalls of splitting voice and body performance, and trust and collaboration. They will also share concrete tools for how to save a session that is not going how you intended, before opening the floor to questions.

  • Location:   Room 3002, West Hall
    Wednesday, 1:50pm - 2:50pm
    Speakers:
    Tyler Coleman  (Ludo Systems Inc.), MJ Johns  (University of California Santa Cruz), Colleen Macklin  (Parsons School of Design), Jo Cronk  (DigiPen Institute of Technology), Graeme Devine  (GRL Games), Ian Schreiber  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Educators
    Format: Microtalks
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    This session explores how teaching and game development can work together to build sustainable, fulfilling careers. A panel of developers who also teach will share how this path supports both their creative work and their students’ growth.
    Topics include how to start teaching, how to build a strong portfolio or CV, and how to find or propose the right courses or workshops to offer. The panel will also discuss hiring students, avoiding burnout, staying current with industry trends, and working on research projects.
    Whether you want a steady income, a way to give back, or a new view on your own work, this session offers clear, practical advice for combining teaching and game development. No teaching background required.

  • Location:   Room 314, South Hall
    Wednesday, 1:50pm - 2:50pm
    Speaker:
    Jeff Hanna  (NVIDIA Corporation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Technical Artist Summit

    Matches Found in Session Description:

    The role of a technical artists has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable brings together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.

  • Location:   Future Tech Stage, South Hall
    Wednesday, 1:50pm - 2:10pm
    Sponsor Speaker:
    West Barnwell  (Snap Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Narrative & Performance
    Format: Power Talk

    Matches Found in Session Description:

    Reaching new audiences is harder than ever in 2026. With more competition, more channels, and more noise, marketers must cut through the clutter to drive real, incremental business growth. Yet many may be leaving revenue on the table by measuring performance in silos instead of through a unified, cross-channel lens. Without a holistic view, the channels truly driving lift can go undercredited–and underfunded.
    This session hosted by Snapchat explores how app advertisers can both optimize their campaigns and rethink how to measure them to unlock smarter growth. Guests will learn how to identify where they're seeing the greatest impact, take strategic risks with emerging ad formats, and ensure foundational elements– from pixels to attribution setups–are optimized for success. The result: clearer insight, sharper investment decisions, and sustainable growth that actually moves the business.
  • Location:   Room 3001, West Hall
    Wednesday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Karla Larriva  (Microsoft Xbox), Zach Hooper  (Microsoft Xbox), Jon Martin  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    This talk explores how developers can efficiently build and optimize games for a broad range of Windows devices to reach more players. When you ship with Xbox, build for PC and we'll give you the tools to scale across devices. Learn how to leverage remote iteration workflows, PIX, and engine integration (Unity and Unreal) to streamline Windows multi-device development. Attendees will learn practical strategies for scaling games across different form factors, ensuring compatibility and performance fit, and ultimately future proofing their titles for an evolving ecosystem.
  • Location:   Podcast Studio, GDC Commons
    Wednesday, 2:00pm - 3:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Game Developer's Bryant Francis interviews Owlchemy Labs CEO Andrew Eiche live in the GDC Podcast Studio.

  • Location:   Room 2009, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Andreas Rodman  (Lingotion)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Generative AI challenges how to interpret intellectual property rights, copyright, personal data, and artists' rights. Many companies developing generative AI use this legal uncertainty to train AI models on data without procuring the lawful rights or respecting artists rights. Generative AI has thereby become a highly contested legal area where ethics is hotly debated.

    Lingotion offers a solution of generative AI actor cloning that clones an actor with full emotional expression and generates acting in real-time on device. In this session Lingotion shares the legal research results and experience in how to navigate and mitigate these legal risks, and how to safeguard artists rights.

    The legal risks are outlined along with their underlying causes and the ways to mitigate them, helping you build a legally compliant and ethical generative AI solution.

    The knowledge is applicable for all types of generative AI for developing internally or using third-party suppliers.
  • Location:   Festival Stage, South Hall
    Wednesday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Jase Lindgren  (Perforce Software), Tom Guillermin  (Sandfall Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Join Jase Lindgren and Tom Guillermin, Co-founder and CTO of Sandfall Interactive, for an inside look at how a small indie team turned a passion project into a fully funded AAA-quality game. What began in 2019 with a single developer grew into a full 30-person studio—overcoming funding hurdles, expanding their tech stack, and building processes to stay organized along the way.


    In this lively discussion, Tom will share lessons, missteps, and breakthroughs that shaped their journey – from the initial prototypes to a vertical slice, onto signing with Kepler Interactive in 2021 and scaling up to a full team with dedicated animators, artists, and QA engineers.


    Stories like this are why we created In Development, Perforce Software's podcast spotlighting the technical minds behind today's most ambitious projects – from game development pipelines at CD PROJEKT RED to animation workflows at Nickelodeon. For our season two premiere, we'll be recording this conversation live at GDC 2026.

  • Location:   Room 3016, West Hall
    Wednesday, 2:00pm - 5:30pm
    Speakers:
    Banana Chan  (Game and a Curry), Jonaya Kemper  (UCSC), Sean Nittner  (Evil Hat Productions), Tom Lehmann  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Design
    Format: Special Event
    Tagss: Community, Tabletop Summit

    Matches Found in Session Description:

    This unique session will allow you to play a tabletop roleplaying game with the designer present, who will discuss design decisions and options during play and their development process. This session will feature Jonaya Kemper, Sean Nittner (Agon), and Banana Chan (Jiangshi: Blood in the Banquet Hall). Participants will be able to play in one of the three games that the designers will be running.

  • Location:   Room 3020, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Bhavani Gopalakrishna Rao  (NVIDIA), Ethan Peterson  (Decart)
    Speaker:
    Alex Dunn  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Decart’s Lucy Restyle is a World Transformation Model that reimagines any video, game, or camera feed into a new digital world in real time. We will dive into how Decart and NVIDIA optimized Lucy Restyle inference for low-latency, cost-efficient cloud deployment on NVIDIA B40 GPUs through GeForce NOW (GFN). Finally, we’ll demonstrate how to harness Lucy Restyle to completely restyle titles via the ultimate modding platform: RTX Remix.

  • Location:   Room 2011, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Gaurav Verma  (Skillz), Jon Radoff  (Beamable), Robert Burnett  (Skillz)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Discovery & Marketing
    Format: Fireside Chat

    Matches Found in Session Description:

    The future of competitive gaming is open, flexible, and creator-driven, and it is here. In this session, Skillz unveils the next evolution of its SDK platform, an upgrade that builds on our foundation to empower developers to monetize their games through skill-based competition. The Skillz platform powers real-money gameplay through head-to-head matchups, live events, and leaderboards that engage millions of players worldwide. The new Skillz Pro SDK builds on this foundation, increasing flexibility, expanding creative possibilities, and unlocking additional monetization opportunities. It enhances how competition, engagement tools, and rewards come together in a more advanced development flow that delivers faster gameplay, richer progression, and deeper personalization. Learn about the vision behind the Skillz Pro SDK and why you should apply for the $75 Million Skillz Developer Accelerator program, designed to fund and support the next generation of competitive game ideas, while exploring titles that showcase how the Skillz Pro SDK empowers creators to build more seamless and engaging experiences.

  • Location:   Room 3014, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Troy Batterberry  (EchoMark)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Insiders leaking gaming artwork, plots, characters, trailers, launch information, pricing, and more is a chronic, pervasive, and highly damaging problem throughout the industry.

    EchoMark, through its use of steganography, has developed an exciting new way to combat these leaks. See a live demo of content leaked through a digital copy/fragment, a camera photo of a computer screen, or even manually re-typed into another computer and how the source can be immediately identified.
  • Location:   Room 2000, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Jon Gibson  (Keywords Studios), Tara Phillips  (Keywords Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Production
    Format: Lecture

    Matches Found in Session Description:

    AI is everywhere in game development conversations, but far less visible in real, shipped production. Most studios don't fail because the tools aren't powerful enough. They fail because the surrounding realities are ignored.
    This talk cuts through the hype to examine the unsexy truth of adopting AI in day-to-day game development: how it fits (or doesn't) into existing workflows, who owns it once the experiment ends, how context and compliance shape outcomes, and why culture often matters more than capability. Drawing on real production experience across live projects and distributed teams, the session explores where AI initiatives typically stall, the hidden costs studios underestimate, and what actually enables AI to deliver sustained value without disrupting creative flow or production stability. This is a practical, experience-led look at AI as it really exists inside studios today and not as it's pitched.
  • Location:   Room 3009, West Hall
    Wednesday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Spencer Cook  (Continuum), Michael Murdock  (Continuum), Kyle Sills  (Continuum)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy

    Matches Found in Session Description:

    Successful games don't always start as hits. In this session, we share how early experimentation and failed assumptions ultimately led to the creation of UG, one of VR's fastest-growing games. We'll explore how analytics, player feedback, and strategic pivots reshaped our approach to game design, retention, and live operations. Attendees will leave with practical tools for recognizing early warning signals, knowing when to pivot, and building momentum in rapidly evolving platforms.
  • Location:   GDC Commons Stage
    Wednesday, 2:30pm - 3:00pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Samantha Beart  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Samantha Béart, a BAFTA-nominated actor and celebrated performer in games like Baldur’s Gate 3 and The Excavation of Hob’s Barrow, joins GDC for a live podcast recording on the Festival Hall floor. This session explores the growing role of actors in the games industry and why it’s essential to include talent in narrative and development conversations.

  • Location:   Booth 1765, South Hall
    Wednesday, 2:30pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Career
    Format: Special Event
    Tags: Networking

    Matches Found in Session Description:

    GamePlan brings together qualified executives, decision makers, and innovators for pre-scheduled 1:1 business meetings that drive results. Build new customer and partner relationships, reconnect with familiar faces, generate leads, pitch ideas, explore funding opportunities, discover emerging technologies, and engage with media.

  • Location:   Monetization & Player Engagement Stage, South Hall
    Wednesday, 2:30pm - 2:50pm
    Sponsor Speaker:
    Joan Da Silva  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Educators
    Format: Power Talk

    Matches Found in Session Description:

    Indie creativity starts with opportunity. In this talk, we'll spotlight real student success stories, projects born in classrooms, community spaces, and university labs that grew into meaningful indie endeavours.

    Through these examples, we'll explore how Unreal Engine and Epic's ecosystem help young creators turn early prototypes into promising careers—and how educational programs can ignite the next wave of indie innovation.
  • Location:   International Stage, South Hall
    Wednesday, 2:30pm - 2:50pm
    Sponsor Speakers:
    Ferhan Ozkan  (XR Bootcamp), Mark Val  (Photon Engine by Exit Games GmbH)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

  • Location:   Indie & Education Stage, South Hall
    Wednesday, 2:30pm - 2:50pm
    Sponsor Speakers:
    Mark Long  (VILLAIN Studios), Don Norbury  (VILLAIN Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    AI is an incredible accelerant for early-stage creativity. It excels at rapid prototyping, sketching concepts, exploring level layouts, generating quest variants, and helping engineers debug. But when it comes to a game's final creative expression—the characters players bond with, the stories that move them, the art that defines a world, and the music that anchors emotion—the work must remain unmistakably human. Anything less flirts with plagiarism.

    Mark Long and Don Norbury outline how VILLAIN Studio applies "responsible AI" on their upcoming title FRONTIER, using automation as a force multiplier while preserving the integrity of human authorship. Their framework blends ethical guardrails, transparent pipelines, and creative oversight to ensure AI supports developers without replacing them. The result is a production model that protects originality, empowers artists, and uses AI where it's strongest: speeding iteration so teams can create better, faster, and more boldly.
  • Location:   Room 3005, West Hall
    Wednesday, 2:40pm - 3:10pm
    Speaker:
    Ichiro Lambe  (Totally Human Media Corp)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Discovery & Marketing
    Format: Lecture

    Matches Found in Session Description:

    The discovery ecosystem is chaotic, misunderstood, and unforgiving. Most games sink without a trace; not because they're bad, but because developers are still using a 2010s playbook on how platforms and media actually work. Ichiro Lambe is a 30 year industry veteran who founded one of the longest-running indie studios, Dejobaan Games, and was recruited by Valve to help improve discovery on Steam. He'll deconstruct the sales funnel, reframe the roles of media and platforms, and provide a concrete, iterative framework for making your game seen, understood, and desired. You will leave knowing how to test your messaging, align with the real goals of games media, and engineer every part of your store page—from its name to its trailer—to command attention in a marketplace of 130,000+ games.
  • Location:   Room 3020, West Hall
    Wednesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Jonathan Litt  (NVIDIA), Louis Bavoil  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology

    Matches Found in Session Description:

    At NVIDIA, Nsight developer tools power daily validation systems that analyze many game titles across a wide matrix of development environments, catching performance regressions and identifying optimization opportunities at scale. This session explores the workflows that make this possible, then zooms in closer to review concrete examples of game optimization problems that required detective work to solve. You'll walk away with techniques to improve your own profiling and optimization workflows, and a deeper insight into the NVIDIA hardware capabilities behind ray tracing and other RTX features.
  • Location:   Blue Shield of California Theater, YBCA
    Wednesday, 2:50pm - 3:20pm
    Speakers:
    Matthew Ball  (Epyllion), Steven Allison  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    Developers today face unprecedented choice when it comes to distribution. Multiple storefronts, platforms, and payment models create new opportunities, but also new challenges: How do you cut through the noise? Which platforms are worth your time? What payment and revenue models lead to real success?


    Join Matthew Ball (CEO and Managing Partner, Epyllion) and Steven Allison (VP and GM, Epic Games Store) for an essential conversation about distribution strategies that drive success in today's fragmented market.


    Matthew Ball will share key insights from his newly released "The State of Video Gaming in 2026" report, revealing the trends and data reshaping how games reach players. Steven Allison will discuss proven strategies from the Epic Games Store for maximizing reach, connectivity, and revenue for indie studio AAA publishers alike.


    Whether you're launching your first title or your fiftieth, this session will equip you with actionable intelligence to thrive in today’s multi-platform, multi-store era.

  • Location:   Room 2011, West Hall
    Wednesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Sandra Li  (Ant International - Antom)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Production, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This session explores how payment strategy directly impacts global player acquisition and monetization for game publishers. As games scale beyond their home markets, understanding regional payment preferences becomes critical to reaching new audiences and reducing conversion friction.


    The session also briefly introduces Antom, a leading global payment provider connecting businesses to over 2.2 billion users worldwide. It highlights key payment trends across major gaming markets, including the rise of digital wallets and alternative payment methods preferred by players in emerging regions.


    Through real-world case studies, attendees will learn how game publishers leverage localized payment experiences to improve checkout conversion, expand into new markets, and accelerate international growth. The session provides practical insights into building a payment strategy that supports long-term global expansion.

  • Location:   Room 2009, West Hall
    Wednesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Vickie Chen  (AviaGames), Justin Butler  (PayPal), Michael Vella  (AviaGames), Qi Zhao  (AviaGames)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    AviaGames and PayPal explore how payments and payouts shape the player experience in skill-based gaming, where speed, reliability, and transparency directly impact trust and retention. The panel examines how closing the "win to wallet" gap turns winning moments into long-term engagement.

  • Location:   Room 2024, West Hall
    Wednesday, 2:50pm - 3:20pm
    Sponsor Speakers:
    Shane Happach  (Coda), Liz Adam  (Coda), Lisa Hanson  (Niko Partners)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Business Strategy, Product Management

    Matches Found in Session Description:

    The app ecosystem is changing fast. Between the EU DMA, Japan's MSCA, and the Epic rulings in the US, publishers are hearing a lot of noise about what is now possible. The reality is more complicated. Implementation differs by market, and the opportunity is real but uneven. This session gives publishers a clear and practical cheatsheet of what has changed, what it means in the real world, and what to watch next. We focus on the business impact for game publishers, not legal details, so publishers leave with clarity, not confusion.
  • Location:   Room 2000, West Hall
    Wednesday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Sharon Baylay-Bell  (Testronic)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Player growth is accelerating across regions once considered secondary, reshaping the global landscape of game development, publishing, live operations and associated industry services. This session will explore where the next billion players are emerging – and the market, cultural, and technological forces driving that expansion.

    We'll examine fast-rising audiences across MENA, Southeast Asia, LATAM and India: how mobile-first ecosystems, localised business models, and shifting demographics are redefining player expectations; and why cultural relevance, affordability, and accessibility are now essential to global success.

    As studios scale into these regions, quality and trust matter more than ever. Testronic's global Centres of Excellence – including its state-of-the-art Manila studio in the heart of SEA – deliver player-focussed, outcomes-led QA services that ensure cultural alignment, stability, and polished day-one experiences.

    Attendees will leave with actionable insight into the opportunities, and operational realities, of building for tomorrow's global audience.
  • Location:   GDC Commons Stage
    Wednesday, 3:00pm - 4:00pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Panelists:
    Liam Deane  (Omdia), Laine Nooney  (New York University), Ben Porter  (Newzoo)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    Join Laine Nooney, Ben Porter, and Liam Deane for an insightful discussion on the 2026 State of the Game Industry report from GDC Festival of Gaming. Moderated by Beth Elderkin, this panel explores key findings from the report, alongside research from Newzoo and Omdia—offering a comprehensive look at the trends shaping the future of the games industry.

    Topics will include the rise of generative AI, the impact of layoffs on the industry, the growing importance of cross-platform games, the shift toward direct-to-consumer (DTC) payment methods, and more. This session provides a unique opportunity to understand how these trends are influencing the industry and what they mean for developers, publishers, and players alike.

  • Location:   Indie & Education Stage, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Matt Takao  (Pianomania), Will Sievern  (Pianomania)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Audio
    Format: Special Event
    Tags: Festival Hall

    Matches Found in Session Description:

    Pianomania, a rhythm game in the style of Guitar Hero and Dance Dance Revolution, lets players hone their piano skills and compete against players around the world. In the game players can master their favorite songs in practice mode, as well as personalize their very own studio.

    Pianomania is founded on the idea that learning to play the piano is one of the most enriching activities for the human soul. Join this session with Pianomania founders, former professional concert pianist, Will Sievern and Google software engineer, Matt Takao to experience their creation yourself - DDR meets playing the piano!

    This hybrid session begins with a short presentation by Will and Matt, followed by Q&A and in-person tournament!

  • Location:   Room 2005, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Al Yang  (Neobards Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Breaking the mold of traditional horror game combat, SILENT HILL f was intentionally designed as the first melee only entry title in the series. During this talk we will examine and break down the critical tempo regulating design of traditional ranged horror game combat and how we adapted or created new systems in SILENT HILL f in order to preserve combat pacing.

    Examples will be given using direct system and mechanical comparisons and explaining the design process and decision making steps of: key combat systems, progression, enemy A.I., all the way to the visual and mechanical design of our main character, Hinako.
  • Location:   Room 314, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Keith Self-Ballard  (PlayStation Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Visual Development, Team Leadership
    Format: Roundtable
    Tagss: Art Direction Summit, Community

    Matches Found in Session Description:

    The art leadership roundtable is an open discussion forum for topics concerning the leadership of creative teams. All attendees are welcome to learn from industry veterans as we all seek to navigate the ubiquitous challenges of inspiring teams to their best work, while navigating both change and uncertainty. Come to listen. Come to share. Join us as we learn from each other and build better creative cultures.

  • Location:   Monetization & Player Engagement Stage, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Juniper Dev  (Independent), Nick Kaman  (Aggro Crab), Jordan Ottesen  (O. and Co. Games), Emily Pitcher  (SonderingEmily)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Culture & Sustainability
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    Many developers discover game development content through their favorite creators, whether via devlogs, shortform video, or social media clips that pull back the curtain on how games are made. This panel brings those creators to the stage -- Juniper Dev, SonderingEmily, Nick Kaman (studio head of Aggro Crab), and Jordan from O. And Co. Games -- to examine how content creation and game development increasingly intersect, and how to effectively use social media when marketing and making games.
  • Location:   Room 2003, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Mari Saastamoinen Minto  (EA DICE), David Jegutidse  (EA DICE)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Production
    Format: Lecture

    Matches Found in Session Description:

    This talk outlines the process of defining the audio vision for Battlefield 6 by learning from the franchise's past, refining its identity, and evolving it for the game's sound. We'll showcase our progress and the challenges faced during production, highlighting lessons learned for future projects. Gameplay examples will demonstrate enhancements in core audio features, like believable acoustics and a gritty soundscape, balancing immersion with gameplay readability. Additionally, we'll introduce new tools and features supporting this vision.
    The talk also highlights challenges in building a new audio team, focusing on nurturing team culture while creating a new title intended to be a return to form. Examples will show how simple yet impactful implementations were combined with complex new tech, deciding between using smoke and mirrors or simulation methods, and employing dynamic mix techniques for readability amidst the chaos of the battlefield.
  • Location:   Room 3002, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Julian Frommel  (Utrecht University), Erik Harpstead  (Carnegie Mellon University), Regan Mandryk  (University of Victoria)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Educators
    Format: Panel
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    Too busy to read academic papers, but wondering if game researchers in the ivory tower have come up with some useful findings for you? Curious about how games are used by academics to ask basic questions about how people behave? We’ve got you covered with this panel–experts from game research conferences bring the latest findings from the top academic conferences to GDC with rapid-fire summaries and a chance for you to pose your own questions.

  • Location:   Room 312, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Gillian Smith  (Worcester Polytechnic Institute)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Game & Production Technology
    Format: Roundtable
    Tags: UX Summit

    Matches Found in Session Description:

    With AI tools like ChatGPT and Gemini being enforced tools within studios, how are UX teams ethically integrating them into their frameworks and processes? What strategies are working and what ethical boundaries have teams encountered? For those required to use AI tools by their employer yet ethically opposed, how have you raised awareness around its issues, protested its use, and impacted change in development processes? This roundtable aims to create a shared discussion space around AI, UX, and ethics as this topic remains at the forefront of corporate leadership.

  • Location:   International Stage, South Hall
    Wednesday, 3:10pm - 3:30pm
    Sponsor Speaker:
    Osian Williams  (COPA Gaming)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Independent Development
    Format: Power Talk

    Matches Found in Session Description:

    In this session, Osian Williams explores the rise of the Welsh games industry through the lens of COPA Gaming, an independent studio developing The Department, a single-player detective game set in Wales.

    Drawing on over a decade of experience in UK film and television, Osian shares how cinematic craft, cultural identity, and government-backed support are converging to shape a new generation of Welsh-made interactive experiences.

    He discusses the impact of Creative Wales' Scale Up funding, the importance of building sustainable studios outside traditional industry hubs, and how diversified revenue including Unreal Engine education and marketplace assets enables creative independence.

    This talk offers practical insight into building globally competitive IP from a small nation, and demonstrates how embracing local culture can become a powerful strategic advantage in the international games market
  • Location:   Room 306, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Jessica Damerst  (Unknown Worlds), Trevin York  (Dire Lark)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Roundtable

    Matches Found in Session Description:

    What does it take to build and nurture a hybrid working environment? What are the challenges of working with and coordinating teams between on-site and remote team members? How can we foster a sense of belonging and inclusion? What are the challenges to hiring for and leading a hybrid team?

    Many companies are beginning to consciously offer hybrid work environments. With globalization leading to faster and more reliable access to internet, these development environments are becoming more feasible with each passing year. Yet they present their own unique challenges.

    Engage with other industry professionals on the topic of hybrid working arrangements—including hiring, team leadership, accountability, company events, IT solutions, and more. Challenge the status quo of working a 9-to-5 office job with this collaborative and innovative approach development.

  • Location:   Room 304, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Fae Raitt  (Code Cozy Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    This roundtable is hosted by the Devs with Kids SIG.

    Last year’s round table discussed ways to involve children in more game jams and how we, as parents, can create kid friendly game jams. This year, we want to focus on the influx of children’s games that allow for kids to make their own game modes and encourage children to participate in the game’s development through creative modes. We’ll take a look at clubs and schools that are hosting game jams for students and we’ll discuss the possibilities for children interested in game development. We’ll also discuss our responsibilities as parents and reasonable boundaries to set for game jams and the children involved.

    The goal is for attendees to be able to collaboratively discuss concerns that we have as parents about the nature of children’s games capitalizing on them as developers, game jams, and how we can be proactive in helping them navigate game development as a creative hobby.

  • Location:   Room 301, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Dario Gentiletti  (Google), Eric Guan  (Second Dinner), Christopher Kaczmarczyk-Smith  (Star Atlas)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Forum
    Tags: Community Partner

    Matches Found in Session Description:

    The Game Economics SIG is hosting an interactive session on trading! We'll explore the purposes trading serves in games, key factors that drive players to trade, and market tools to streamline or add friction as needed. Bring your game face, because we'll demonstrate these principles with a live trading game for everyone to participate in!

  • Location:   Room 2001, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Joe Tirado  (System Era Softworks/Latinos In Gaming), Spencer Kern  (System Era Softworks)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Visual Development
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    In the current landscape of game development, Marketing teams need to make countless numbers of assets to reach audiences online. This talk explores how the Marketing and Art teams behind Astroneer collaborate to build content creation pipelines and outline best practices, enabling non-technical team members to produce high-quality marketing materials over 8+ years of development.
  • Location:   Room 2006, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Ariadna Martinez  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Narrative & Performance
    Format: Lecture

    Matches Found in Session Description:

    After Ghost of Yotei's release, reactions online have made something very clear: players around the world find themselves so engaged with our open world content that they continue to delay their main story playthrough, sometimes for countless hours, as they instead choose to bask in the wandering ronin fantasy of our game.


    However, during development, this was not always how playtesters felt. In fact, there was a time when playtesters chose to skip most of our open world content while rushing into the main story instead, causing onboarding, comprehension and progression issues. So how did we manage to turn things around?


    Join Senior Writer and Narrative Designer, Ariadna Martinez, for a deep dive into how narrative design was instrumental in solving the challenges of engaging and retaining the player's investment in Ghost of Yōtei's open world. Discover how effective narrative design was able to identify and tackle the underlying issues that were causing players to lose interest in our open world content, allowing us to increase player retention, and ensure full investment in our core gameplay loops, progression systems, and story during those first crucial hours (and beyond) primarily through non-linear content.

  • Location:   Room 2018, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Mathieu Lavoie  (Side), Sam Carlisle  (XDS), Matthew Schulz  (Virtuos Games), Maciej Glomb  (Bloober Team), Amelie Meunier  (Behaviour Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Microtalks

    Matches Found in Session Description:

    Whether it's audio, codev, art, or QA, working with external contributors is the norm in today's game development cycles. But misalignment costs time, money, and morale. In this conversation between outsourcers and outsource managers from different disciplines, key insights will be shared to help developers build better workflows with outsourced teams—with a focus on clear ownership, defining goals, adapting schedules, and planning around a budget. Whether you're commissioning work for the first time or refining long-term vendor relationships, this session offers real-world advice on managing external collaborations with less friction and better results.
  • Location:   Room 2010, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Jane Perry  (Independent), Debra Wilson  (Independent), Tom Keegan  (Independent), Damien Goodwin  (Independent), Adele Cutting  (Soundcuts Ltd)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Audio
    Format: Panel

    Matches Found in Session Description:

    In this panel, actors Jane Perry and Debra Wilson with directors Damien Goodwin and Tom Keegan take a deep dive into the craft and art of performance in games.
    Jane and Damien have worked together on several projects, most notably 'Returnal' and 'As Dusk Falls'. Together, Tom and Debra have contributed to major titles like 'Wolfenstein II: The New Colossus' and 'Jedi: Fallen Order', along with numerous other projects.
    The panel will explore the relationship between actor and director, examining how their roles interact and evolve. It will also delve into the distinct skills required for voice sessions versus performance capture, along with the creative decision-making and techniques involved in shaping a compelling performance.
    They will also examine effective collaboration with the wider development team.
    Fellow Audio and Voice Director Adele Cutting will chair this discussion.
  • Location:   Room 3018, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Marcin Paczynski  (GOG), Larry Kuperman  (Nightdive Studios), Garrett Fredley  (PlayStation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    Once seen mainly as a cultural responsibility, game preservation is now proving to be a smart business move. In this session, three experienced professionals working in remastering, platform strategy, and legacy content will each deliver focused micro-talks. Together, they'll explore how retro games can generate long-term revenue, extend the life of intellectual property, and reduce risk for both publishers and platforms.
  • Location:   Room 2014, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Xin Qiao  (LIGHTSPEED STUDIOS), Xiaolin Zhang  (LIGHTSPEED STUDIOS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Lecture
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    This session presents a production-proven Neural Simulation system for skeletal physics, as seen on dozens of characters in the action game FateTrigger. The presenters explain how they overcame the notorious performance bottleneck of real-time secondary physics simulations (hair, cloth, accessories) for a large cast of characters. Their deep learning solution delivers high-fidelity, stable physics for a fraction of the cost—just 0.02-0.13ms on a single CPU core—making complex simulations viable while maintaining smooth, high-framerate gameplay. The talk explores the entire production pipeline, from its meticulously designed network architecture with quantization-aware training, to its high-performance custom C++ inference engine and a dynamic, load-balanced LOD system. It demonstrates that neural physics is no longer a research concept but a powerful solution for achieving superior performance while scaling to a higher volume of dynamic character simulations.
  • Location:   Future Tech Stage, South Hall
    Wednesday, 3:10pm - 3:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Design
    Format: Power Talk

    Matches Found in Session Description:

    Introducing XYN™ (/zin/) - an integrated software and hardware solution that supports the creation of spatial content. By using Sony's unique technology, you can accurately capture the real-world data and combine the content with a wide range of third-party tools to enable flexible workflow construction.

    We will be going over available tools and talk beta access to studios interested in "Spatial Capture Solution" for object scanning.
  • Location:   Room 3004, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Joe Mirabello  (Terrible Posture Games, Inc.), Peet Cooper  (Millions of Monsters), Josh Singh  (Epic Games), Kenny Carvalho  (Dardo Studios), Grace Liu  (Netflix Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Visual Development
    Format: Panel

    Matches Found in Session Description:

    A panel of legendary game artists reminisce about the birth of the western game-art scene, and learning how to make art in days before anyone knew how and the communities we formed to push ourselves with challenges, contests, rivalries, and more. We're talking about the old Polycount vs cgchat days, about manually obsessing over every every pixel on our character textures, and about getting our minds blown (and butts kicked) by the arrival of normal maps. We'll talk about companies poaching talent, about lifting each other up, about scandalous internet drama, mysterious art-gods and tech wizards and engine-gossip and more--all brought to you by the people who helped form and run these communities.
  • Location:   Room 2016, West Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Alexa Ray Corriea  (Gearbox), Anna C. Webster  (Independent), Jordan DeVries  (Respawn), Kevin Johnson  (Double Fine Productions), Brie Chin-Deyerle  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Career, Culture & Sustainability
    Format: Panel

    Matches Found in Session Description:

    How do you support juniors in the current industry environment? The short answer is: be brave and take the risk. The long answer, we'll share. The current state of the games industry has resulted in a landscape devoid of work for junior and entry-level developers. In a time where more universities and programs are offering game development degrees and classes, these hopefuls are graduating into a world where their field actively makes little room for them. Furthermore, those hopeful to break into the games industry have no point of entry. This panel will examine why this trend is dangerous to the overall health of the industry and why we need junior-level talent in our studios. We will also share best practices for hiring, managing, and developing interns and entry-level talent, with real-world examples of how to build effective support structures and set them, and their leads, up for success.
  • Location:   Room 308, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speaker:
    Robin-Yann Storm  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    USD stands for 'Universal Scene Description', and it is a 3D file format Pixar created over a span of many years and movies, and was released open source to the public in 2016. Although technically it is more of an API than a file format, which is an ongoing discussion into the terminology and use of USD.

    In this session, attendees can gather to talk about USD. Come and meet, discuss, and find out what everyone has been doing with USD.

    Questions can be submitted during the roundtable. For example, these may include topics such as:
    1. What are issues you have bumped into when implementing USD into your pipeline?
    2. What would be required for USD to be more widely adopted?
    3. How can studios, and vendors, best share Schemas?

    Questions can be oriented towards technical issues, design, and artistic workflows, with day 1 having a larger focus on artistic workflows, and day 2 having a larger focus on technical issues.

  • Location:   Room 204, South Hall
    Wednesday, 3:10pm - 4:10pm
    Speakers:
    Dmitri Williams  (USC & Griffin Scientific), Michal Reszka  (Wargaming, Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Product Management
    Format: Workshop
    Tagss: Product Manager Summit, Signature Session

    Matches Found in Session Description:

    This session will explain how Wargaming has used a powerful new algorithm called Social Value to first track all of the human influence in its game World of Tanks, and then test against that influence in a series of LiveOps campaigns. High-level, the results show that a large portion of revenue is driven by social interactions. Specific campaigns have proven out the idea that getting the right people to get an offer impacts their receptive friends like the proverbial ripples on a pond. This session will share the results, explain how it's done, and then offer a workshop portion in which attendees can explore how the approach might work within their specific games and communities.
  • Location:   Room 203, South Hall
    Wednesday, 3:15pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The annual BIPOC Games Studies Conference is gearing up for its next release, and we’re looking for collaborators, input and leaders. BIPOC Game Studies is a unique space where peer-reviewed research meets raw industry experience, tackling everything from decolonizing game design and Afrofuturism to digital heritage and social activism. We’re moving beyond representation as a buzzword and into representation as a mechanic, bringing together leaders from academia and the studio floor to explore the intersection of culture, tech, and the BIPOC experience.

    To make the next conference our Gold Master version, we invite your input to map the quest ahead. This interactive planning session will focus on bridging the gap between academic research and industry application, brainstorming the next Game Showcase, and expanding our community network. Whether you’re an academic pushing the boundaries of game studies, a student looking to break in, or a veteran dev interested in social impact, join us to help shape a roadmap that fosters visibility, education, and—most importantly—play. Let’s build something that matters.

  • Location:   GDC Commons Community Space 1
    Wednesday, 3:15pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Despite driving culture, innovation, and emerging player communities, women, minorities, and underrepresented founders continue to receive a disproportionately small share of gaming and tech capital. Yet history shows that the so-called “underdog” often builds the next breakthrough market.

    From Margins to Markets is a bold conversation at GDC, powered by NAMWMT, focused on transforming overlooked talent into funded, scalable companies. This session brings together founders, investors, publishers, and ecosystem leaders to address the capital gap — and more importantly, to design solutions that move real dollars.

    We will explore:

    The structural barriers limiting access to funding in gaming

    Why diverse teams outperform and unlock new player audiences

    How investors can reduce bias in sourcing and diligence

    What bridge funding, partnerships, and mentorship models actually work

    Concrete commitments to increase capital flow over the next 12 months

    This is not a diversity discussion for optics.
    This is about market expansion, competitive advantage, and building the future of gaming with those who have historically been left out of the room.

    Because when capital reaches the margins, it creates entirely new markets.

  • Location:   Festival Stage, South Hall
    Wednesday, 3:20pm - 4:20pm
    Speakers:
    Trent Kusters  (League of Geeks), Amir Rao  (Supergiant Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Independent Development
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Join host of the AIAS Game Makers Notebook podcast, Trent Kusters (League of Geeks), as he chats with Amir Rao, co-founder and studio director of Supergiant Games, developer of indie classics Bastion, Transistor, Pyre, and of course, Hades I & II.

    In this intimate conversation, Trent and Amir will discuss Supergiant's impressive portfolio of indie classics, the design and narrative innovations that led to Hades redefining the roguelike, and how Amir and the team at Supergiant succeeded in the enormous challenge of delivering a sequel worthy of Hades' immense success.

    An interestingly unique and at the same time familiar studio in the indie landscape, Trent and Amir will also discuss some of Supergiant's leadership and production philosophies that have forged one of the most critically, culturally, and commercially successful independent videogame studios of our time.
  • Location:   Room 213, South Hall
    Wednesday, 3:30pm - 4:00pm
    Speakers:
    Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Tim Nixon (thatgamecompany) & Caio Jiacomini (thatgamecompany)

    Quiet Room 213

    Take a moment from the busy show to relax and enjoy the calming sounds of crystal singing bowls intertwined with the atmosphere of Sky: Children of the Light, before sinking into a short guided meditation to help refresh the mind and body. All are welcome.


    Doors Open at 9:30AM.

  • Location:   Room 3005, West Hall
    Wednesday, 3:30pm - 4:00pm
    Speaker:
    Thomas Reisenegger  (Future Friends Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    A great Steam page can change an indie game's fate, turning obscurity into long-term sales, yet most still look like lifeless feature lists. For indie developers, Steam pages are the single most important and direct way to reach players. Still, many copy bland and boring AAA layouts, formats that only work thanks to brand power and marketing spend, and describe their game like they're selling accounting software.
    This session explores how to build pages that connect emotionally, convert quickly, and most improtantly set the right expectations for the almighty Steam algorithm. Drawing on backend insights and data from supporting over 30 game launches a year, and dissecting hands-on insights from standout examples like CloverPit, Summerhouse, Peak, Necesse, and Vampire Survivors. This talk shows why tone, honesty, and personality matter more than polish or safe feature lists. The talk also includes hard data from the backend, page-by-page breakdowns, and practical tips and tricks to optimize for visibility and conversion.

  • Location:   Room 3001, West Hall
    Wednesday, 3:40pm - 4:40pm
    Sponsor Speaker:
    Anthony Nguyen  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    As games increasingly launch across console, PC, and mobile, ensuring a seamless player experience on every platform has become crucial, yet it remains a complex challenge. PlayFab is reducing this complexity by offering a suite of cross-platform services for identity, multiplayer, progression, community, live ops, economy, and data. This session explores how PlayFab's cross‑platform capabilities help developers remove backend overhead, avoid fragmented player ecosystems, and reach larger audiences with less friction. Through real‑world examples from successful titles, we'll show how studios are already using these services to accelerate development and support players wherever they choose to play.
  • Location:   Room 2020, West Hall
    Wednesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Tom Jacques  (Discord), Mason Sciotti  (Discord), Emory Irpan  (Discord), Mark Mandel  (Discord), Sota Proffitt  (Discord)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    You already know that Discord is home to the world's largest and most engaged community of gamers, with over 200 million monthly active users. But did you know that Discord now has multiple, complementary solutions that can help fuel the success of your game across its lifecycle? Learn how a holistic Discord strategy can help you harness the power of your game's Discord community to drive deeper engagement, increased playtime, reveal meaningful insights, and open new opportunities for revenue.

    We'll share the latest solutions that Discord offers game developers, from new commerce channels and the ability to power your game's social layer by integrating with Discord, to improvements to official game servers and our growing lineup of advertising formats. You'll also hear success stories from game studios that have leveraged Discord's suite of developer solutions to gain a competitive advantage.
  • Location:   Blue Shield of California Theater, YBCA
    Wednesday, 3:40pm - 4:10pm
    Speakers:
    Tom Giles  (Bloomberg L.P.), Brian Ward  (Savvy Games Group)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Fireside Chat

    Matches Found in Session Description:

    Join Brian Ward, CEO of Savvy Games Group, and Tom Giles, a Senior Executive Editor at Bloomberg, for an executive conversation on building a global games business from Saudi Arabia. Drawing on his journey from Activision Blizzard to establishing and scaling Savvy, Brian will share how the company has built a diversified portfolio over the past four years, balancing the development of homegrown studios and talent with international investment and partnerships. He will address core C-suite challenges - risk, scale, and relative studio autonomy - and share practical do’s and don’ts for operating in Saudi Arabia and the wider MENA region.

  • Location:   Room 2011, West Hall
    Wednesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Josiah Clark  (Blizzard Entertainment and CWA Local 9510), Juniper Dowell  (Bethesda Softworks and CWA Local 2108), Carolyn Jong  (United Videogame Workers CWA Local 9433), Aurelia Augusta  (United Videogame Workers-CWA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Over the last few years, thousands of game workers across the US and Canada have won certified unions and bargained first contracts at major game studios like Bethesda, Blizzard, SEGA, Paizo, and more with the Communications Workers of America (CWA)!

    Last year at GDC 2025, the industry also saw the launch of United Videogame Workers (CWA Local 9433), a direct-to-join union established with CWA open to any game worker in North America.

    As the industry continues to face unprecedented times, CWA game union members have returned to GDC to discuss the historic rise of the game industry labor movement, how unions are making positive changes in our industry, and visions for the future!

    If you've ever wondered about the specifics of how unionization could change or benefit your workplace and our whole industry, this talk is for you!

    A moderated audience Q&A session will follow!
  • Location:   Room 3020, West Hall
    Wednesday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Duygu Cakmak  (Creative Assembly), Ambrish Dantrey  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design

    Matches Found in Session Description:

    Onboarding players into Total War: PHARAOH, which has deep, complex mechanics, can be a challenge. Discover how Creative Assembly built an experimental AI-powered assistant to help players of all skill levels master their intricate gameplay in real time. We’ll demonstrate how NVIDIA ACE models and tools enable developers to build contextually aware, on-device assistants that enhance the player experience without sacrificing privacy or performance.

  • Location:   Room 2000, West Hall
    Wednesday, 3:40pm - 4:40pm
    Sponsor Speaker:
    Larry Rye  (Multiplay Company: Rocket Science Group)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Multiplay is entering a new chapter. The server orchestration platform is joining Rocket Science Group, supporting a new phase for live game infrastructure and how studios build, scale, and operate multiplayer services. This session shares the ‘Ship of Theseus’ story told through the lens of migrating a live dedicated-server platform: keeping the player and developer experience consistent while evolving what is happening behind-the-scenes. We’ll cover what “migration at scale” really means - multiple platform variants, differing workflows, drop-in SDK replacements for Unreal, Unity, and custom engines, and updates to build distribution and supporting services - while live games and launches continue.

  • Location:   Future Tech Stage, South Hall
    Wednesday, 3:50pm - 4:10pm
    Sponsor Speaker:
    Chris Nelder  (Twisted Mountain Animation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Production, Product Management
    Format: Power Talk

    Matches Found in Session Description:

    Growth is every studio's goal. As teams scale and productions become more complex, production management often turns into a bottleneck, slowing teams down instead of powering them forward. This fast-paced session challenges long-held assumptions about how production tracking and pipelines should work in modern studios.

    Drawing on real-world studio experience, the talk unpacks the most common pains of growth—from fragmented data and manual workarounds to pipelines that can't keep up with complex projects. Attendees get an inside look at Envisage, a new approach to production management designed to level up how studios plan, track, and execute work, while leveraging data to increase visibility and drive smarter, faster decision-making across projects and teams. Expect practical insights, concrete examples, and a fresh perspective on how rethinking production management can unlock clarity, scalability, and momentum as studios grow.
  • Location:   Room 314, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Animation Summit

    Matches Found in Session Description:

    The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed:

    Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What workflow frustrations have been experienced and how were they resolved? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines?

    In addition, this roundtable discussion will focus on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get prepared (or jump-started!) in their animation careers.

  • Location:   Room 3002, West Hall
    Wednesday, 4:30pm - 5:00pm
    Speakers:
    Sabrina Mah  (GLAAD), Blair Durkee  (GLAAD)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Developers across the industry are interested in creating more authentic LGBTQ characters and storylines, but how do they start to do that, and do it well? Who exactly are they making this content for, anyway – and how do players benefit?

    Join the GLAAD Gaming team as they answer these questions, provide key insights into the LGBTQ player and market, and dive into proven best practices for development of LGBTQ content. The team will feature data from their 2024 GLAAD Gaming report, created in partnership with Nielsen, and will detail tested strategies utilized in their work consulting on LGBTQ characters across various titles, including Apex Legends, The Sims 4, and Tell Me Why.
  • Location:   Room 2010, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Kate Edwards  (Geogrify/SetJetters)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Visual Development
    Format: Lecture

    Matches Found in Session Description:

    While every game involves various degrees of world-building, the efforts required to authentically replicate real-world locations and cultures require an extra level of diligence and depth. When incorporating a historical aspect to that real-world game, it can expand the types of considerations and challenges; this is certainly no exception when it comes to creating the multicultural and diverse geographic milieu in the 1937-based world of Indiana Jones and the Great Circle. With over 30 years of experience on nearly 300 games, Kate Edwards' culturalization expertise was leveraged to help support the intense world creation process behind the hit game and build a user experience that truly immerses players into the cultural and historical landscape of the iconic character.

  • Location:   Monetization & Player Engagement Stage, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Ray Chase  (Sassy Chap Games), Logan Burdick  (Sassy Chap Games), Matthew Cohen  (Creative Artists Agency (CAA))
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    What if every talent in your game had a real stake in the outcome? Date Everything! from Sassy Chap Games didn’t just pay 100+ voice actors day rates, it built a royalty structure that gave talent true backend participation. Instead of a one-and-done transaction, the studio spearheaded a creator-to-audience pipeline where cast members directly benefited from driving awareness, sales, and sustained engagement. With a cast featuring Felicia Day, Matthew Mercer, Troy Baker, and dozens of creator voice talent with substantial platforms, aligning incentives turned hired talent into invested partners.


    The result? 725,000 copies sold since June 2025, over a billion earned impressions, and organic promotion that no marketing budget could buy.
    Ray Chase (Chief Creative Officer/Co-Founder) and Logan Burdick (COO/Chief Content Officer) will pull back the curtain on this unconventional business model, explaining how they structured deals that benefit both the studio and talent, why traditional work-for-hire models leave value on the table, and how profit-sharing created a virtuous cycle of promotion and engagement.

  • Location:   Festival Stage, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Chris Zukowski  (Howtomarketagame.com), Derek Lieu  (Derek Lieu Creative)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Discovery & Marketing
    Format: Special Event
    Tags: Festival Hall

    Matches Found in Session Description:

    Have a Steam page that isn't getting clicks? We have the cure. The marketing trauma team of Derek Lieu and Chris Zukowski are here to give you direct but encouraging feedback on how to fix your Steam Page and present your game in a better way.


    **Link to upload Steam Page can be found in GDC Event App under Session Description**

  • Location:   Room 2016, West Hall
    Wednesday, 4:30pm - 5:30pm
    Moderator:
    Ben Starr  (Independent)
    Speakers:
    Patrick Johnson  (Playstack), Harvey Elliott  (Playstack), Joe Clark  (Studio 316)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Panel
    Tagss: Launch, Pitching

    Matches Found in Session Description:

    Publishing is full of judgment calls, competing priorities, and instinctive decisions that rarely make it into public view.


    In “From Discovery to Launch: An Inside Look at the Publisher-Developer Relationship”, actor and host Ben Starr leads a 45-minute unscripted conversation with Playstack’s Harvey Elliott (CEO) and Patrick Johnson (Head of Discovery) and Joe Clark, Director at Studio 316, to uncover what truly drives publishing decisions.



    With real-world examples from an extensive portfolio, including games like Balatro and Abiotic Factor, this session de-mystifies the publisher-developer relationship and offers practical advice on building strong, sustainable partnerships. Expect interactive audience participation, honest discussion, and actionable takeaways you can apply directly to your next pitch.


  • Location:   Future Tech Stage, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Brent Bushnell  (DreamPark)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Forum
    Tags: Festival Hall

    Matches Found in Session Description:

    For decades, science fiction has served as the R&D department for the future of entertainment. From the holographic interfaces of Iron Man to the shared virtual playgrounds of Snow Crash, the "impossible" is rapidly becoming "available.” In this session, Brent Bushnell—Co-founder of DreamPark & Two Bit Circus—explores the thinning veil between science fiction and science fact. We will dive into how modern tools, specifically high-fidelity Mixed Reality (MR), spatial computing, and haptics, are finally allowing developers to build the immersive tropes we once only saw on the silver screen. Brent will break down the transition from concept to reality, sharing insights on how to leverage today’s tech stack to create social experiences that bridge the physical and digital worlds.


  • Location:   Room 308, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Rez Graham  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Game AI Summit

    Matches Found in Session Description:

    The Game AI Roundtable is organized into three sessions, with each session having its own focus.

    Session 2 is a fast-paced Q&A session aimed at all experience levels. Designers, students, programmers, animators, producers, and anyone else curious about game AI are encouraged to bring questions. The goal is to answer as many questions as possible and cover a broad range of topics rather than dive deeply into any single one.

  • Location:   Room 306, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Guy Somberg  (Blizzard Entertainment), Tomas Neumann  (CD Projekt Red)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Audio
    Format: Roundtable

    Matches Found in Session Description:

    Day 2: "Audio Programming Roundtable: Low-Level Topics"
    This roundtable session will focus on low-level topics such as DSPs and mixing. Topics will center around algorithms, interesting effects to implement, and integrating those effects into workflows. Newbies and experts are welcome to come and share their wisdom.

  • Location:   Room 312, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Katherine Isbister  (University of California Santa Cruz), Gillian Smith  (Worcester Polytechnic Institute)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Career
    Format: Roundtable
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    Got a strong opinion about what should be taught in game dev education? Loved or hated some things about your own education? Have ideas for what industry needs from educators and researchers? Come to this roundtable and share! We'll bring your input directly back to the game education community during Friday's educator focused sessions. Take part in shaping the future of game developer education so that everyone can be better prepared to make tomorrow's games. The session will begin with a brief state-of-education summary by the hosts, then move into key questions for participants about what's great (and could be better) and how to best prepare future students for the industry.

  • Location:   Indie & Education Stage, South Hall
    Wednesday, 4:30pm - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Microtalks

    Matches Found in Session Description:

    Every year, students at leading game design programs conduct a detailed analysis of the narrative elements of a game title of their choice as part of the Game Narrative Review Competition. The resulting papers are submitted to the GDC narrative board for review, and the submitters with the most promising entries are then invited to create a digital poster as a visual synopsis of their review.


    Successful digital poster submissions are declared winners and exhibited at the GDC. Each winner will be given 5 minutes on stage to discuss their project in front of a live GDC audience.


    This year’s winners have explored everything from big-budget blockbusters to smaller, critically acclaimed indie titles—presenting complex and detailed analyses that foreshadow the contributions they will likely make to the field of game narrative over the course of their careers.


    We’re proud to announce that this year’s winners are:



    Platinum Winners

    Anna Green, Kennesaw State University (Bayonetta)

    Basil Tutza, Drexel University (IMMORTALITY)

    Qi Ren Soo, DigiPen Institute of Technology (Flower)*


    Gold Winners

    Aleksandra Tretiakova, Sogang University (The Last of Us Part II)

    Allison Lee, University of Southern California (Consume Me)

    Ben Yu, University of Southern California (Klonoa 2: Lunatea's Veil)*

    Blythe Watson, Sheridan College (Minecraft)*

    Cary Shin, DigiPen Institute of Technology (Pokémon Black & White)

    Hannah Geissler, Sogang University (Planet of Lana)*

    Isaiah M. Singleton, Drexel University (Metal Garden)*

    Jeff Chen, Rochester Institute of Technology (In Stars and Time)

    Katherine Jordan, Northeastern University (Signs of the Sojourner)*

    Li (Aiden) Jiang, Southern Methodist University (Needy Streamer Overload)

    Sean Erren, Sheridan College (There Is No Game: Wrong Dimension)*

    Theodoros-Thirimachos Davarakis, Northeastern University (Slay the Princess)*

    Tyler Majewski, Rensselaer Polytechnic Institute (Fran Bow)

    Violet Li, Sheridan College (Stray Gods: The Roleplaying Musical)

    Xinyu (Ella) Zhang, Rensselaer Polytechnic Institute (Cyberpunk 2077)*

    Zac Millman, Drexel University (PEAK)


    *Winners denoted with an asterisk will be presenting during this session. All other winners will be presenting during the other Poster Microtalks Session (10:30-11:30am / 4:30-5:30pm).

  • Location:   Room 3018, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Amber Samdahl  (PBS Wisconsin), Chad Davis  (Nebraska Public Media), Danielle Broza  (PBS Nature), Jacob Schwitzer  (Nebraska Public Media)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Educators
    Format: Microtalks

    Matches Found in Session Description:

    Public media has a long history of using storytelling to educate, inform, and build community. Now it's embracing games as a platform for lifelong learning and play. This session explores how PBS stations and national partners are creating games across generations - from early literacy games to civics-based experiences for teens and adults. Nearly 30% of U.S. gamers are over age 50, a group that aligns closely with public media's core audience and remains largely underserved in the commercial gaming space. With a trusted brand, educational mission, and community reach, public media is uniquely positioned to design accessible, values-driven games for all ages. Through case studies and conversation, this session explores how public media can expand its impact by meeting audiences where they play.
  • Location:   Room 304, South Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Mei Cheng  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    The games user research roundtable is an open discussion forum for topics concerning user research and design within games. The moderator will provide starter questions and guide the conversation. Topics will include anything from best practices, emerging technology, team structures and processes, and the unique challenges and opportunities of our discipline. All attendees are welcome to listen, share, and learn from one another. The Games User Research Roundtable is hosted by the IGDA Games User Research SIG.

  • Location:   Room 2005, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Theodore Fishman  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Making a sequel that improves on the original but doesn't ruin what makes it great is a fine line to walk.
    When building combat for Ghost of Yōtei, it was vital to keep the core feel and fantasy from Ghost of Tsushima, but needed to tread new ground that is expected of a sequel.

    This talk will go into detail how we approached retaining the spirit of combat from the first game in the Ghost series, but evolved that foundation into its own identity:

    - Initial high level pitch for combat, outlining what mechanics to retain and explore
    - Deep dive into the new mechanics and iterations
    o Disarming the player and enemies
    o Multiple melee weapons design and integration with the "stance system"
    o Improving enemy variety, via core systems changes, leveraging theming and weapons swaps
    o Utilizing everything for boss fights, and matching expectations for the "Yōtei 6"
  • Location:   Room 3004, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Philip Hammer  (id Software), Dominik Lazarek  (id Software)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Game & Production Technology, Visual Development
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    We will present a breakdown of how a typical frame is rendered in idTech 8 and DOOM: The Dark Ages, which was developed by id Software and released in May 2025 on Xbox Series X|S, PlayStation 5 and PC to critical acclaim.
    The focus of this talk lies on the new geometry rendering pipeline that evolved from a pure clustered Forward+ approach into a hybrid solution that utilizes a visibility buffer, compute-based material dispatch, deferred texturing, tile classification and deferred lighting to achieve optimal performance across a wide range of platforms. Furthermore, we'll present a custom solution to software-based Variable-Rate Compute Shaders (VRCS) that helps to control shading rate in a fully compute-based lighting pipeline. In addition, we will also show how we implemented a seamless opaque mesh blending that smoothly blends mesh-intersections, advances in our shadow rendering techniques, as well as the GPU-based triangle-culling approach employed in DOOM: The Dark Ages.

  • Location:   Room 2003, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Goncalo Tavares  (EA DICE)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    Battlefield 6 is one of the projects that had the most improvements to the acoustics of the franchise since the introduction of HDR in Battlefield: Bad Company. From Early and Late Reflections to Occlusion and Obstruction, we had to adapt and rethink every system that touches sound to support a title that features destruction as a core element. This talk will be an in-depth walkthrough of all the new acoustics systems developed for this project, the reasons behind them and the errors made along the way.

  • Location:   Room 2018, West Hall
    Wednesday, 4:30pm - 5:00pm
    Speaker:
    Ella Vance  (The New York Times)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Production, Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    Every growing game studio faces the same paradox: too little process creates chaos, but too much kills creativity and velocity. This session provides a practical framework for finding the "just right" amount of structure at each stage of your team's growth. NYT Games is a team that has grown rapidly since the acquisition of Wordle in 2022. Learn the techniques we've used to balance the growth of our processes with the growth of our team.

    We'll explore a practical framework for identifying the five distinct growth phases your team will experience and the specific process needs of each stage. Learn to spot the warning signs that you've outgrown your current systems and recognize the key triggers that demand evolution.

    The session introduces the "Goldilocks Diagnostic Tool"—a straightforward method to assess whether your processes are over-engineered, missing critical structure, or hitting that productive sweet spot. Through real-world examples from the team that brings you your favorite puzzle games, you'll discover how to right-size core systems like production planning, communication flows, and decision-making structures.

    Leave with actionable tools: a growth-stage checklist, adaptable workflow templates, and clear strategies for evolving your studio's processes while preserving the creative culture that drives great games.

  • Location:   Room 2001, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speakers:
    Eleanor Todd  (Fablegate), Hilary Mason  (Hidden Door)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Business Strategy
    Format: Lecture
    Tags: Game AI Summit

    Matches Found in Session Description:

    The State of AI-Native Games is a fast-paced, data-informed tour of what's actually working in the emerging space of games built on generative AI. If you've been hearing about AI's impact on games but aren't sure what it means beyond asset generation and development speedups, this session cuts through the noise. Eleanor Todd and Hilary Mason highlight games where AI isn't a backend tool but the foundation of the experience itself—from viral vampire sandboxes to blockbuster romance sims that have found real audiences and real revenue.

    Each game is analyzed through the lenses of design innovation, community response, and available performance data. What worked? What flopped? What does player behavior tell us about where this space is headed? The session wraps with key takeaways and bold predictions for 2026 and beyond.

    Whether you're evaluating whether to build in this space, trying to understand what your competitors might be doing, or simply want to understand what "AI-native gameplay" actually means in practice, this talk delivers a clear-eyed look at the current state of play.

  • Location:   Room 3005, West Hall
    Wednesday, 4:30pm - 5:30pm
    Speaker:
    Caio Braga  (Embark Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Production, Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    What do you do when your AAA game technically works, looks great and still isn’t fun? In this session, we share how ARC Raiders reached that moment, how we proved it to ourselves, and how we rebuilt the game without losing the team’s confidence or momentum. Through structured internal playtests, friends-and-family sessions, and survey-driven analysis, we moved past anecdotal feedback and clearly defined why the game wasn’t working, not just that it wasn’t.

    We’ll walk through the decision to reset the project: what we kept, what we threw away, and how we gave the team renewed direction without falling back on heavy design documentation. Instead, we focused on clear design intent, strong pillars, and team autonomy allowing designers, engineers, and artists to solve problems rather than execute prescribed solutions.

    The talk breaks down the iterative process that turned the game around: defining player cohorts and target audiences, running public tests, structuring feedback into actionable problem buckets, and repeatedly asking one critical question - which problem does this change actually solve? Finally, we’ll discuss how clarity of intent and trust in the team created a culture that consistently produced better solutions, and ultimately created a successful game!

  • Location:   Room 203, South Hall
    Wednesday, 4:45pm - 5:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join filmmaker and game creator Theresa Loong for a free screening, discussion, and hands-on game design workshop! Explore the intersection of storytelling and play through clips from "Game On," a documentary about pioneering game designer Brenda Romero. Together with panelists Yiyi Zhang and Elana Bell Bogdan of Women in Games NYC (WIGNYC), we will discuss our experiences as women in games.

  • Location:   GDC Commons Community Space 1
    Wednesday, 4:45pm - 5:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Backoffice, Operations, and HR Specialists and Managers - let's unite! :-)

    We spend our time supporting everyone else - let’s take an hour to support each other! Join us to exchange advice and share "war stories."
    Let's make the connections today that will help us solve the operational hurdles of tomorrow.

    There's no agenda or presentations - just come and have a chat with whomever you stumble upon ;-)

    If you struggle to make new connections, approach the organizer in a yellow Monster Couch sweatshirt; he'll be more than happy to help!

  • Location:   International Stage, South Hall
    Wednesday, 5:00pm - 5:30pm
    Speakers:
    Mihai Pohontu  (Amber Studio), Andreea Enache  (Amber Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Culture & Sustainability
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    As co-development becomes an increasingly important model in the games industry, Amber offers a compelling example of how global studios can build sustainable development ecosystems across multiple regions. With teams in places such as Bucharest (Romania), Guadalajara (Mexico), Bogotá (Colombia), and Manila (Philippines), Amber actively invests in emerging markets - developing local talent, helping grow new game development communities, and creating opportunities for developers who may not otherwise have access to the global industry. Their approach is about more than just distributed production. It's about expanding where games are made, nurturing new talent, and connecting studios around the world into a truly global development network.


    Amber's story is both unique and inspiring, and will make for a fascinating conversation. The fireside features CEO Mihai Pohontu and Chief Revenue Officer Andreea Enache, both Romanian-born industry veterans who have built international careers working with companies such as EA, Activision, and Disney / Marvel before helping shape Amber's global growth.

  • Location:   Room 3001, West Hall
    Wednesday, 5:00pm - 6:00pm
    Sponsor Speaker:
    Brady Woods  (Microsoft Xbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Partner Developer Summit

    Matches Found in Session Description:

    The way players discover, buy, and engage with games is changing and Xbox is building the Marketplace to match. This session explores the new tools and experiences Xbox is delivering for creators and players across the ecosystem. Whether you're preparing to launch a game or growing a live title, you'll see how Xbox is making it easier to reach players, operate your business, and drive results on every screen.

  • Location:   GDC Commons Community Space 2
    Wednesday, 5:00pm - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The Middle-Man Table is a facilitated speed-mentoring session that connects newer game developers with experienced industry professionals in small, low-pressure conversations. Each rotation pairs 1-3 emerging devs with a senior developer, producer, or hiring professional, with guided prompts to spark meaningful discussion and practical advice. Organized by Ryan Fontenot, game developer.

  • Location:   Room 3020, West Hall
    Wednesday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Thomas Keane  (Meaning Machine), Ben Ackland  (Meaning Machine), Dr. Richard Cole  (University of Bristol), Dr. Chris Bevan  (University of Bristol)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design

    Matches Found in Session Description:

    This session presents findings from a major in-depth player study conducted with the University of Bristol. Featuring over 100 participants, the research provides early academic evidence that AI-driven NPCs - when embedded within carefully authored experiences - can significantly increase player engagement, enjoyment, and creative freedom. We will share the design insights and technical architecture behind these results, including how NVIDIA’s In-Game Inferencing (IGI) SDK integrates with Meaning Machine’s Authored AI systems. The talk ultimately argues for a hybrid future: generative AI guided by strong human authorship, and provides studios with evidence to assess whether AI NPCs are worth pursuing in their own projects.

  • Location:   GDC Main Stage, North Hall
    Wednesday, 6:30pm - 8:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event
    Tags: GDC Nights

    Matches Found in Session Description:

    The Independent Games Festival (IGF) was established in 1998 to encourage innovation in game development and to recognize the best independent game developers. The festival consists of the IGF Ceremony and the IGF Pavilion, all taking place during the week of GDC Festival of Gaming. During the ceremony, IGF will distribute eight major awards that were judged and juried by industry professionals and experts. Learn more at https://gdconf.com/igf

  • Location:   Room 2006, West Hall
    Wednesday, 7:00pm - 9:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Audio
    Format: Special Event
    Tagss: Community, Community Partner

    Matches Found in Session Description:

    Now in its 24th year, the annual G.A.N.G. Awards Show celebrates excellence in video game music, sound design, and dialogue performance. Presented by the Game Audio Network Guild, the ceremony recognizes and honors standout creative and technical achievements across all facets of audio, from indie projects to AAA titles. The event brings together audio professionals from around the world to recognize the best in the field, in one of the largest gathering of game audio professionals each year.

  • Location:   GDC Main Stage, North Hall
    Thursday, 9:00am - 9:50am
    Speaker:
    Rob Pardo  (Bonfire Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Team Leadership
    Format: Keynote

    Matches Found in Session Description:

    Creating an enduring game that players love is the ambition for many of us in the games industry. In recent years, some business leaders have even formalized that ambition under the banner of the “Forever Game.”

    Rob Pardo has spent his career shaping games like StarCraft, World of Warcraft, Hearthstone, among others, where the goal was simpler: build games that felt deep, fun, and worth playing again tomorrow. Looking back, a pattern emerged. Every game that shipped reached a moment when the team fell so deeply in love with the core experience that they had to be told to stop playing and get back to work. Every game that was canceled never reached that point. That moment cannot be scheduled or mandated. It must be discovered.

    At Bonfire, the team has spent the past decade on its own odyssey building Arkheron. As any game developer knows, the path is rarely a straight line. It is marked by pivots, false starts, and moments of epiphany that only emerge through iteration.

    In this keynote, Rob will share what he has learned about building games with the potential to last - why playing the game to build the game is essential, how to cultivate a team that’s obsessed with creating an experience players genuinely love, and why that obsession must be paired with the humility to let players decide if it deserves to last. With Arkheron, the team were the first players and co-creators, and they are now widening that circle to build alongside their community. They do not know exactly where the road leads, but they know they have found the spark of something they cannot stop playing.

    Attend this official Festival Keynote taking place Thursday, March 12, 2026 at 9-9:50am on GDC Main Stage. Early access to keynote seating for VIP and Game Changer passholders begins at 8:15am. Doors open to all GDC passholders at 8:30am. We recommend getting there early to secure seats for you and your GDC crew!

  • Location:   Room 3024, West Hall
    Thursday, 10:00am - 12:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join industry experts for a resume & portfolio review at GDC 2026! Get feedback, level up your career, and make connections.


    Looking to break into the games industry or level up your career? Join IGDA Foundation and Unity's Portfolio & Resume Reviews for expert feedback from industry professionals. You'll be matched with a reviewer based on your discipline—whether you're a programmer, artist, designer, producer, or another role.


    In a 15-minute, one-on-one session, receive personalized feedback on your resume, or portfolio to help you stand out in the industry. Don't miss this chance to refine your materials, gain insider insights, and make meaningful connections to advance your career!


    Please note: we have limited time and spaces, so availability is first come first serve for these reviews

  • Location:   Podcast Studio, GDC Commons
    Thursday, 10:00am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a live recording of the MinnMax podcast. MinnMax creates videos/podcasts focused on games, friends, and getting better. It was created by former Game Informer employees Ben Hanson, Kyle Hilliard, Suriel Vazquez, and Jeff Marchiafava in 2019.

  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Thursday, 10:00am - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Tabletop Summit

    Matches Found in Session Description:

    Grab a board game and let the games begin! Stop by the lounge and check out a game from our Free Play board game library or take a moment to playtest something brand new. Enjoy a little friendly competition and share feedback directly with the designers!

    Check out a gallery of the schedule of featured games here.

    Brought to you in partnership with Gamescape, Golden Gate Gamemakers, and Unpub!

  • Location:   Room 2024, West Hall
    Thursday, 10:10am - 11:10am
    Sponsor Speakers:
    Ethan Hu  (Meshy AI), Fouad Jeniani  (Technicolor Games: a TransPerfect Gaming Studio), Chris Kruger  (Jars AI), Josh Loveridge  (Stratton Studio Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology

    Matches Found in Session Description:

    Presented by Meshy AI CEO Ethan Hu and friends, this session dives into two ways AI is transforming games: (1) "AI-empowered production" — using 3D AI tools like Meshy to help developers build better games, and (2) "AI-native games" — using AI to invent entirely new kinds of gameplay.In the first part, Ethan will share a 2026 perspective on what works (and what doesn't) when using 3D generative AI as your game-development copilot, and where the technology is headed next. Speakers will also demo real workflows showing how Meshy's 3D AI is used in game development and education.In the second part, we'll talk about adding an "AI engine" into games themselves. Speakers will showcase creative ways to weave AI into gameplay to make games more dynamic, surprising, and fun.
  • Location:   Room 2011, West Hall
    Thursday, 10:10am - 11:10am
    Sponsor Speaker:
    Yachen Song  (Tripo AI)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

  • Location:   Room 3020, West Hall
    Thursday, 10:10am - 11:10am
    Sponsor Speakers:
    Martin Stich  (NVIDIA), Carmelo Fernandez-Aguera  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology

    Matches Found in Session Description:

    Real-time path tracing is more powerful than ever thanks to advanced features like Shader Execution Reordering, RTX Mega Geometry, DLSS, RTX Neural Shading, and more. Understand the potential of these technologies and learn about best practices, optimizations, algorithms, and the latest standardizations that will simplify future integrations. Get a glimpse of some of the techniques we are envisioning for next-generation path traced visuals.

  • Location:   Room 2009, West Hall
    Thursday, 10:10am - 11:10am
    Sponsor Speakers:
    David Li  (Microsoft), Hamza Usmani  (Microsoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Developing games on Windows is faster when your tools work together. This session walks through an end-to-end game development workflow, from setting up a repeatable dev environment with Windows Terminal, WinGet, and GitHub Copilot, to reducing daily friction with PowerToys. Discover how integrated agents in Visual Studio accelerate build times, modernize compiler upgrades, and complement code editing with advanced C++ tools. From forking a GitHub project to running WinGet configurations and hitting F5 in Visual Studio, these experiences help you iterate faster and optimize smarter while keeping you in control. Join us to see how Windows and Visual Studio deliver secure, manageable, and AI-driven workflows for modern game development

  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 10:30am - 10:50am
    Sponsor Speakers:
    Yoland Yan  (ComfyUI), Yannik Marek  (ComfyUI), Eric Purcell  (ComfyUI)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Studios need to ship more content without losing the look or the craft. In this Power Talk, you'll see a studio playbook for making generative AI production-ready in ComfyUI, with shareable workflows your team can leverage and refine. Creative control stays with the studio: every step is visible, parameterized, and adjustable. You'll learn how one ComfyUI workflow can drive fast, reliable iteration your team can align on.
  • Location:   Room 304, South Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Dennis Mathews  (Revelation Interactive LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Career
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Acquisition and retention of diverse talent continues to be one of the most pressing challenges in the gaming industry. Hosted by the IGDA Black In Gaming SIG, this roundtable will bring together developers, leaders, and advocates to discuss the unique barriers that underrepresented talent faces, highlight successful programs that have made a positive impact, and explore actionable strategies that studios can adopt to create more inclusive environments. By combining perspectives from across the industry, participants will not only learn from real-world success stories but also engage in collaborative dialogue about future directions for diversity and inclusion.

  • Location:   Room 3004, West Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Ben Sunshine-Hill  (Havok)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Narrative & Performance
    Format: Lecture
    Tags: Game AI Summit

    Matches Found in Session Description:

    We will comprehensively describe best-practice technologies and techniques for navigation and related character behavior tasks. After touching briefly on the basic algorithms and data structures, such as A* and nav meshes, we will move to character- and use case-specific concerns: vehicles, climbing, flying, parkour-ing, and large swarms and groups. We will describe the interactions between pathfinding, path following, character animation, and character physics, and how to ensure that each system supports the others. We will also cover methods for dealing with large and dynamically changing worlds, and on non-navigation queries which support NPC AI. The focus will be on well-tested industry-standard methods which are performant and robust.

  • Location:   Room 3005, West Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Amanda Farough  (Strange Scaffold)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Independent Development
    Format: Lecture

    Matches Found in Session Description:

    You don't need to be a huge studio or have a big budget to make a great licensed game. Strange Scaffold Executive Producer, Amanda Farough, will break down the challenges and celebrations of creating a unique take on the Teenage Mutant Ninja Turtles. This talk will demonstrate how the pillars of psychological safety, developer-first production, creativity within constraints, and holistic process development resulted in a critically acclaimed PC and console title made with part-time developers and a modest budget.

    If you've been curious about how you can work with a dream IP while retaining the creative identity of both the project and your studio, let Amanda walk you through Teenage Mutant Ninja Turtles: Tactical Takedown's 18-month development cycle.

  • Location:   Room 2005, West Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Samuel Holley  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Narrative & Performance
    Format: Lecture

    Matches Found in Session Description:

    Ghost of Yotei wants players to wander, with a huge world of parallel choices, hidden corners, and non-linear narrative. But it also wants to be approachable, with an emotional story at its center. Player freedom risks both: players could become lost, overwhelmed, or disconnected from the story. Worse, wander the wrong way and they could miss something critical to enjoying the game (such as new weapons or health-increasing hot springs).

    To resolve these competing goals, a hidden system called the Event Deck brings narrative moments and guiding nudges to the player wherever they are, however they play. Like a good Dungeon Master, it adapts a linear plan to each player's non-linear journey, to ensure they have a good time.

    This talk will explain how the Event Deck works, and its benefits -- empowering player choice while making the world feel alive and connected, blurring the lines between story and side content.

  • Location:   Room 3011, West Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Lindsay Thacker  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Workshop

    Matches Found in Session Description:

    Onboarding doesn't have to be confusing, inconsistent, or quietly miserable; but too often, it is. We've all experienced that moment as a new hire: sitting alone, unsure of what to do next, and wondering if anyone even knows we started.

    This session introduces a practical framework called the Six Pillars of Impactful Onboarding, then quickly shifts into a collaborative, hands-on mini-workshop. Attendees will reflect on their own onboarding practices, swap insights with peers, and build a realistic strategy to take back to their team or studio.

    Whether you're a lead, director, or passionate teammate who wants to improve how new hires get started, you'll leave with something you can actually use and maybe even a few new connections, too!
  • Location:   Room 2006, West Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    James Collins  (Double Fine Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture
    Tags: Animation Summit

    Matches Found in Session Description:

    Keeper is a story in which a long-forgotten lighthouse is awakened and joined by a spirited seabird, it embarks upon a heartening tale of unlikely companionship. This presentation focuses on the gameplay programming required to bring that spirited seabird, Twig, to life. In Keeper, Twig acts as the player's "hands" and needs to fly around her environment in a timely manner to interact with all of the game objects the player dispatches them to. This talk explores the pathfinding, spline fitting, and physics calculations used to maintain the pace of gameplay and achieve a high visual fidelity, without bloating implementation scope for a relatively small development team. The talk also discusses how programming and animation teams can work together to add more immersive elements to the flight cycle and suggests workflows for efficiently authoring navigation data.

  • Location:   Room 314, South Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Toiya Kristen Finley  (Schnoodle Media, LLC), Souha Al-Samkari  (Truant Pixel)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Independent Development, Career
    Format: Roundtable
    Tags: Series

    Matches Found in Session Description:

    Shocking studio closings and project cancellations have left the industry volatile, and the prevalence of AI is a growing concern, forcing freelancers to rethink their business strategies and places in games. This roundtable will cover how freelancers are adjusting to these changes and what has and hasn't worked for them. Most importantly, this roundtable is a community of freelancers and independent contractors offering support and guidance. Everyone is encouraged to share practical advice and lessons learned through their hard-earned real-life experiences. Those who are new to freelancing or interested in freelancing are welcome, as well as more experienced freelancers.

  • Location:   Room 2003, West Hall
    Thursday, 10:30am - 12:30pm
    Moderator:
    Jason Hayes  (Another Axiom Inc.)
    Speakers:
    Mason Lieberman  (Interleave Inc.), Nadia Wheaton  (Independent), Paul Lipson  (Arrival), Maclaine Diemer  (First Name Maclaine, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Career
    Format: Special Event
    Tagss: Community, Community Partner

    Matches Found in Session Description:

    The G.A.N.G. Music Demo Derby is a longstanding tradition at GDC, and has been a cornerstone event for new and emerging composers. Attendees can submit 60 seconds of their best work for a detailed critique and feedback from a team of leading audio directors and professionals, and participate in an active discussion with fellow panelists and audience members. The Derby facilitates game audio practitioners of all levels and is suited for producers, composers, audio directors, and anyone interested in music for games and interactive entertainment.


    Attendees can submit their demos using the following link: https://www.audiogang.org/demo-derby-submission/

  • Location:   Booth 1765, South Hall
    Thursday, 10:30am - 12:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career

    Matches Found in Session Description:

    GamePlan brings together qualified executives, decision makers, and innovators for pre-scheduled 1:1 business meetings that drive results. Build new customer and partner relationships, reconnect with familiar faces, generate leads, pitch ideas, explore funding opportunities, discover emerging technologies, and engage with media.

  • Location:   Festival Stage, South Hall
    Thursday, 10:30am - 11:00am
    Sponsor Speaker:
    Timothy Lu  (Discord)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Business Strategy
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    Join this data insights session to delve into exclusive Discord internal data, revealing key gaming trends and user behaviors that drive successful game discovery and engagement. Discord Staff Data Scientist Timothy Lu analyzes which games have achieved success on Discord's platform while examining comprehensive user demographics across regions, age groups, platforms, and gaming preferences. The presentation explores Discord's unique community ecosystem and maps the "happy path" that game developers leverage to grow their community and keep members active. Through data-driven insights, attendees gain understanding of gaming trends as viewed through Discord's role in modern game marketing and community building. The session combines quantitative analytics with qualitative community insights to demonstrate how developers and publishers can leverage Discord's social infrastructure for sustainable user acquisition and retention strategies.
  • Location:   Room 204, South Hall
    Thursday, 10:30am - 3:30pm
    Speakers:
    Anna Waismeyer  (Xbox), Cari Watterton  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Culture & Sustainability
    Format: Workshop
    Tagss: Accessibility, UX Summit

    Matches Found in Session Description:

    Learn by doing. Work with other attendees to design a game accessibility workshop from scratch. Workshops like these are the cornerstone of culture and process changes throughout the industry. This hands-on walkthrough, hosted by two game accessibility workshop experts, Anna Waismeyer from Xbox and Cari Watterton from Scopely, covers the content, structure, and logistics behind an impactful accessibility workshop experience.

    Workshop Part 1: 10:30am – 12 pm (1.5 hr)

    10:30 – 10:50am Introduction

    10:50 – 11:20am Inclusive Design Foundations

    11:20 – 12:00pm Accessibility Workshops Overview and Q&A

    LUNCH: 12:00 – 1:30pm (1.5 hr)

    Workshop Part 2: 1:30 – 3:30 pm (2.0 hr)

    1:30 - 2:00pm Welcome back and Worksheet Overview

    2:00 - 3:30pm Workshop Planning and Creation


  • Location:   Room 2018, West Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Lisa Pak  (United Nations Environment Programme), Deborah Mensah-Bonsu  (Supercell), Galina Fedulova  (Wooga), Hommy Yang  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Panel

    Matches Found in Session Description:

    Every year during the Green Game Jam, one award becomes the ultimate indicator of resonance: Player's Choice. In 2025, Supercell, Tencent Games, and Wooga battled it out for that coveted spot. But what does it really mean to be chosen by your players? And how does this have a positive impact on the business? In this session, we'll explore how a player-first approach, especially when it comes to creating environmentally themed content, drives meaningful engagement, improves KPIs, and creates long lasting player loyalty.

    In a competitive market where players have endless choices, being chosen is more than a compliment, it's a strategy. Each year a growing number of studios participate in the Green Game Jam, where they are challenged to add environmentally themed content (green activations) into their games with the goal to create a positive impact on nature and the environment. At the end of each Green Game Jam there is an awards ceremony where the Player's Choice has become a powerful signal of what today's audiences care about: purpose-driven content, creative expression, and meaningful action in the physical world.

    In this session we will hear meaningful insights from the three amazing teams: Supercell's Hay Day, Tencent Games' Honor of Kings, and Wooga's June's Journey. They will cover topics such as:

    **The rise of player-driven preferences, talking about how each game team explores trends showing that players are looking for games that reflect their values. They'll share insights from internal player surveys where the outcomes clearly show that there is an increased demand for climate and environmental related themes.

    **Results from the Green Game Jam 2025, showcasing how each of these games have built completely different content for their players but all with the same goal - going all in for nature. The three studios will talk about how this type of content has a positive impact on player sentiment. What worked, what didn't and why. Examples include 73% of players reporting they were satisfied with the environmental content created by the studio and 71% mentioned that environmental focussed experiences make the game more enjoyable to them.

    **A win-win-win situation, where both the players, business, and planet win. These green activations, when implemented well, do not only positively impact player sentiment but can have a positive impact on key performance metrics such as engagement, retention, and monetization. Examples include a 4% YoY increase in playtime - the 2nd highest since launch and one player got so invested they attempted the green activation challenge 572 times in a single day!

    **Building a player-first strategy through purpose, understanding what this truly means in 2025 and how game design for good is evolving from a nice-to-have to a must-have. The teams will offer actionable insights for how any studio, large or indie, can leverage their game for good.

    As human beings we are all looking for empathy, connection, and community. Games have the ability to create this, and these three elements are also essential in helping to address climate change and nature protection.

  • Location:   Room 301, South Hall
    Thursday, 10:30am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join fellow Jewish game developers and allies for a casual networking meet up at GDC. This informal gathering is centered on achdut (togetherness) and shared simcha (joy) with among Jews and allies within the games industry. Take a breather from the conference to meet new friends and reconnect with familiar faces.

  • Location:   Room 2001, West Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Anran Li  (Riot Games), Hyungjin Shin  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    In this talk, Engineering & Product Lead Anran Li and Senior Software Engineer Hyungjin Shin share hard-earned lessons from building the UI/UX architecture on 2XKO, Riot Games’ free-to-play fighting game featuring characters from the League of Legends universe. This session explores how the team transitioned from a patchwork of interfaces to a unified and flexible UI system designed for a forever game. Attendees will learn how the team navigated timing technical infrastructure investments, solved for multi-platform challenges, and rolled out these changes without blocking development or compromising player experience. They share both the general mindset for architecting systems that endure beyond launch, as well as specific case studies into how 2XKO built their UI.

  • Location:   Blue Shield of California Theater, YBCA
    Thursday, 10:30am - 11:00am
    Moderator:
    Dean Takahashi  (GamesBeat)
    Speaker:
    Marcus Liassides  (Mattel)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Fireside Chat
    Tags: Revenue Streams

    Matches Found in Session Description:

    Join Marcus Liassides, SVP and Head of Digital at Mattel, for a fireside chat on how one of the world’s most iconic toy companies is evolving into a next-generation play and entertainment leader.

    In conversation with Dean Takahashi, Editorial Director at GamesBeat, Liassides will discuss how Mattel is reimagining play across physical and digital worlds—from UGC platforms like Roblox and Fortnite to licensed and self-published games, the recent acquisition of Mattel163, and immersive experiences. He’ll outline Mattel’s vision to extend physical play to the virtual world by creating digital experiences and games based on Mattel IP that drive sustained engagement for fans of all ages, and what this transformation means for creators, partners, and the future of play.


  • Location:   Room 2014, West Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Lionel Berenguier  (UbiSoft), Jack Minnetian  (UbiSoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Nanite introduced Virtualized Geometry technology, which has seen increased adoption and interest. This technology enables studios to render higher fidelity assets, eliminate undesirable level-of-detail popping, and streamline artist workflows by removing the need to manually generate LOD meshes. Ubisoft developed Micropolygon, our own virtualized geometry solution for the Anvil engine which first shipped in Assassin's Creed Shadows.
    This presentation shares practical challenges, details and solutions encountered while implementing Micropolygon for a vast open-world game. The talk covers in particular Rasterization improvements, Deferred Material system extensions and GPU-driven streaming architecture.
  • Location:   Room 2010, West Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Mark Slutsky  (Compulsion Games), Laura Michet  (Heart Machine), Kevin Snow  (KO_OP Mode)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Panel
    Tags: Game Narrative Summit

    Matches Found in Session Description:

    “Nobody Reads Anything” reads a plaque on Compulsion Games Narrative Director Mark Slutsky’s desk—a grim reminder that even the most carefully crafted narrative documentation will be, at best, skimmed. This panel offers strategies for meeting other disciplines where they live, communicating your intentions even as narrative elements evolve throughout the development process. From targeted pitching to narrative-focused storyboarding to embedding writers in multidisciplinary strike teams, these techniques will help you collaborate with your studio’s Art, Design, Tech, Audio, UI and Animation teams to create games in which your stories and characters shine.

  • Location:   Room 3018, West Hall
    Thursday, 10:30am - 11:30am
    Speakers:
    Akash Thakkar  (Independent), Ryan Ike  (Independent), Charlie Harper  (Ironwood Studios/Co-op Kitchen/Lucky Tree Studios), Jess Erion  (Hampshire College), Ziyad Duron  (Schell Games/Co-op Kitchen)
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Culture & Sustainability, Career
    Format: Microtalks

    Matches Found in Session Description:

    In an industry built on hits, hustle, and shifting expectations, even experienced developers often feel like frauds. Speakers from a variety of disciplines will pair personal experiences with practical strategies for recognizing and addressing imposter syndrome on both individual and systemic levels. Topics will include tips on disarming self-doubt, paths to building a studio environment that encourages confidence and self-reflection, a primer on the ways in which success can exacerbate impostor syndrome, and more. This series of candid microtalks explores how imposter syndrome shows up differently for marginalized devs and how studios, structures, and cultural norms often reinforce those feelings. For anyone who’s ever felt they don’t belong, this session offers tools to survive, reflect, and build something better

  • Location:   Room 3016, West Hall
    Thursday, 10:30am - 12:20pm
    Speaker:
    Jonaya Kemper  (UCSC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Workshop
    Tags: Tabletop Summit

    Matches Found in Session Description:

    What does it take to create actual transformation in your players? This workshop, aims to help rectify and demystify the process in an engaging, easy to grasp, and thoughtful way. By using an interdisciplinary approach of transformational game design theory, gender and sexuality studies, performance studies, and critical race studies participants will be able to learn the steps necessary to create change in their players and measure the success of that change. At the conclusion of the workshop, teams will walk away with a one sheet playtested game and how to integrate transformational game play into their analog game design praxis.
  • Location:   Future Tech Stage, South Hall
    Thursday, 10:30am - 10:50am
    Sponsor Speaker:
    Troy Batterberry  (EchoMark)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Insiders leaking gaming artwork, plots, characters, trailers, launch information, pricing, and more is a chronic, pervasive, and highly damaging problem throughout the industry.

    EchoMark, through its use of steganography, has developed an exciting new way to combat these leaks. See a live demo of content leaked through a digital copy/fragment, a camera photo of a computer screen, or even manually re-typed into another computer and how the source can be immediately identified.
  • Location:   Room 215, South Hall
    Thursday, 10:30am - 5:30pm
    Speaker:
    Evan Skolnick  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Narrative & Performance, Team Leadership
    Format: Workshop

    Matches Found in Session Description:

    This dynamic presentation on the essentials of story development is designed for anyone and everyone interested in improving the narrative quality of their games. Get to know folks from your own and other disciplines while learning about storytelling fundamentals and taking part in activities that promote networking in a relaxed but engaging environment.

    Hosted by Marvel and Telltale writing veteran Evan Skolnick, this comprehensive full-day tutorial covers core narrative principles, vibrant character development, storytelling best practices, and more. Nearly every member of a development team ultimately contributes to the implementation of the game’s narrative, and so becomes, to one degree or another, a storyteller. But without a shared language of story spoken by all team members, an unfocused narrative result is almost inevitable. This session is designed to provide that common frame of reference, so that everyone on the team is driving the game story in the same direction.

    Previous attendees of this perennial workshop (a broad mix of designers, artists, engineers, producers, and writers) have called it "engaging", "informative", and "absolutely amazing". The topic may be basic, but the experience will be anything but!

  • Location:   Room 306, South Hall
    Thursday, 10:30am - 11:30am
    Speaker:
    Robin-Yann Storm  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Tools Summit

    Matches Found in Session Description:

    For day 2:
    This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year.
    Examples of topics discussed in previous years are:
    1. What communication channels do you use to inform users about new tool features? E-mail? Meetings? Videos? Gifs?
    2. What is a ticketing request pipeline that works really well for you?
    3. In what size team did your tool request/ticket pipeline work best?
    This years' questions may be different, or similar! Feel free to join, and ask.

  • Location:   GDC Commons Community Space 1
    Thursday, 10:45am - 11:45am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The 135 recipients of the GDC scholarships + representatives of the countries will gather for an hour. During that hour each country will announce opportunities for collaborations between the scholarship holders and we take a group photo. It's a wonderful unique networking opportunity and the only time all the latam countries get the chance to meet up.

  • Location:   Room 203, South Hall
    Thursday, 10:45am - 11:45am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Meet with IATSE organizers and 2k motion capture workers to talk more about improving the industry for all!

  • Location:   GDC Commons Stage
    Thursday, 11:00am - 11:30am
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Austin Wintory  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Audio
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Join us for a captivating live recording of the GDC Side Quest Podcast featuring Austin Wintory, the Grammy and BAFTA-winning composer behind some of the most iconic game scores of our time. In this chat, Austin discusses the third year of the GDC Developer’s Concert, a highlight of the 2026 GDC Festival of Gaming. Known for redefining the role of music in games, Austin shares insights into his creative process, the artistry behind his groundbreaking scores, and the magic of bringing game music to life through live orchestral performances.

  • Location:   GDC Gardens, Yerba Buena Gardens
    Thursday, 11:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for lunch and entertainment in the GDC Gardens.

    Stone Stage entertainment presented by MAGWEST:

    • 11:00 AM - 11:50 PM: OrchKeystra
    • 12:10 PM - 1:00 PM: OMNI of SilvaGunner
    • 1:20 PM - 2:00 PM: Cheap Dinosaurs


    Review the full week's schedule here.

  • Location:   Future Tech Stage, South Hall
    Thursday, 11:10am - 11:30am
    Sponsor Speakers:
    Graham Henry  (METATAILOR), Marc Walls  (METATAILOR)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Manual skin-weighting and garment fitting remain the most significant labor bottlenecks in modern character production. As studios scale toward diverse, customizable wardrobes, the traditional "one-off" approach to skin-weighting fails to keep pace with rapid development cycles. In this Power Talk, METATAILOR CEO Graham Henry introduces version 2.5, demonstrating a paradigm shift from static meshes to "Smart Meshes."
    The session explores a new engine-agnostic wardrobe hub and official plugins for Unreal Engine and Unity that eliminate manual rework. Attendees will see a live demonstration of the METATAILOR Bridge, which enables seamless round-trip asset transfers and automatic, self-adaptive clothing fitting across disparate character proportions. By automating the technical burden of skin-weighting transfers and collision detection, this session provides a roadmap for studios to achieve AAA-quality character costuming while reclaiming hundreds of hours of manual art labor.
  • Location:   Indie & Education Stage, South Hall
    Thursday, 11:10am - 11:30am
    Sponsor Speaker:
    Simon Schneider  (PGDA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Power Talk

    Matches Found in Session Description:

    Discover how Pioneers of Game Development Austria (PGDA) is driving Austria's indie game movement. As the country's leading network of independent studios and creators, PGDA supports collaboration, visibility, and international growth for Austrian developers.
  • Location:   International Stage, South Hall
    Thursday, 11:10am - 11:30am
    Sponsor Speaker:
    Lígia Gonçalves  (WALKME MOBILE SOLUTIONS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

    What does it take for a small team, based on a remote island, to build products that reach millions worldwide?

    This talk shares the journey of a Portuguese studio born in Madeira — a small island in the Atlantic — that grew from developing a local hiking app into a global mobile game company with over 40 million downloads. Without large funding rounds or massive teams, growth came through resilience, long-term thinking, and the courage to compete in one of the world's most saturated industries.

    This is not a story about scale through size — it's about scale through clarity, adaptability, and belief. It's about building sustainable digital products, evolving from mobile success into immersive virtual reality, and constantly redefining what's next.

    For founders, studios, and partners, this session is a reminder: you don't need to be big to create global impact — but you do need the courage to build beyond your limits.
  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 11:10am - 11:30am
    Sponsor Speaker:
    Brad McCarty  (FusionAuth)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    We're watching the gaming industry commit suicide at the login screen.
    Studios are hemorrhaging 47% of players before they even press start. Not because the gameplay sucks. Not because of bad monetization. Because we're forcing 2025 players through 2015 authentication flows.For example: 68% of Gen Z doesn't have Facebook accounts. Yet half of mobile games still default to Facebook Login. That's like requiring a fax machine to play Fortnite.This isn't another "passwords are bad" lecture. It's a wake-up call with receipts. I'll show you exactly how Fortnite hit 100M players faster than any game in history (spoiler: they let people play first, ask questions later). How Discord accidentally became the identity backbone for an entire generation. And why the studios quietly implementing progressive authentication are seeing 3x conversion improvements while everyone else debates Web3.
  • Location:   Blue Shield of California Theater, YBCA
    Thursday, 11:20am - 12:00pm
    Speaker:
    Sharon Tal Yguado  (Astrid Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    After two decades building global franchises in Hollywood—including powerhouse series like The Walking Dead, The Boys, and Invincible, plus acclaimed hits like The Marvelous Mrs. Maisel, Fleabag, and Good Omens—Sharon Tal Yguado moved into games expecting a different set of rules, only to find the same forces at work. The former Head of Scripted Programming at Amazon and Head of Global Programming at Fox Networks Group now faces a familiar challenge in her role as Founder and CEO of Astrid Entertainment: algorithms, short form content, shrinking attention spans, and "friend slop" experiences are reshaping how younger audiences engage with entertainment, flattening meaning and pulling Gen Z and Gen Alpha away from traditional media, including games.

    In this must-attend session, Yguado examines how both Hollywood and gaming are losing the fight for attention to social platforms and why optimizing for algorithms has come at a creative and cultural cost. Drawing on her unique transition from building linear entertainment franchises at major companies like Amazon and Fox to creating interactive worlds, she explores what everyone in the business of making and marketing games should rethink now and how games can reclaim relevance by offering something algorithms cannot replace.

    With a career rooted in franchise building, long-term world creation, and deep care for fans and fandom, Yguado brings unparalleled insights from both sides of the entertainment divide to this critical conversation about the future of interactive entertainment.

  • Location:   Room 2016, West Hall
    Thursday, 11:20am - 11:50am
    Speaker:
    Celine Tricart  (COVEN)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture
    Tags: Future Realities Summit

    Matches Found in Session Description:

    Join us as we explore the creation of an acclaimed VR hand-tracking game and discuss what we learned over the course of the three years production. Discover how we leveraged insights from over 500 playtesters, primarily non-gamers, to design intuitive gesture-based controls —distinct from traditional button-based commands. Learn about our meticulous tutorial design - inspired by martial arts and self-defense training - evolving level progression - ensuring mastery before introducing complexity - and continuous playtesting - beginning with early proofs of concept and refining through each development phase. Gain insights into the technological advancements in hand tracking for VR, AR et MR, and see what the future holds for hands-first gaming experiences on Meta Quest, Apple Vision Pro and all other hand tracking- compatible devices.

  • Location:   Room 2000, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speakers:
    BING XUE  (LightSpeed Studios), WANG CHEN  (LightSpeed Studios), JIAXIN ZHANG  (LightSpeed Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    This lecture will discuss how to create an AI companion in Peacekeeper Elite that combines high human-like realism, carefully designed emotional value, and rich functionality. This AI companion serves as a combat teammate that follows player commands precisely, a coop partner for open conversation and emotionally responsive interactions, and a close friend with memory and nurturing features. The core capabilities of the AI companion are divided into four main areas: command obedience, free chat, memory system, and nurturing system. Command obedience involves executing player instructions such as searching for supplies, scouting enemy positions, and assisting in combat, accompanied by corresponding behavioral and voice feedback. Free chat allows the AI companion to initiate conversations—for example, warning about nearby enemies or praising the player’s achievements to provide emotional value—or to respond safely and appropriately to player-initiated dialogue. The memory system enables the AI companion to remember the player’s significant actions and conversations, which in turn influences its subsequent autonomous behavior and chat responses. The nurturing system lets players experience growing intimacy with the AI companion and unlock personalized tags, thereby deepening the emotional bond between the player and the AI companion.

  • Location:   Room 2024, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speakers:
    Ke Jing  (PICO Immersive US Inc./ Bytedance), Hogan Mastanduno  (PICO Immersive US Inc./ Bytedance), David Campos Rodríguez  (PICO Immersive US Inc./ Bytedance)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Project Swan is PICO's flagship device for general spatial computing, designed to support a new generation of full-space and shared-space experiences. This session introduces the core OS and platform capabilities that enable developers—from XR specialists to non-XR app, web, and game creators—to build or adapt content for this emerging medium. It presents a new paradigm for spatial experiences in which games and apps coexist, allowing a primary experience to run alongside companion applications in a shared environment. Attendees will gain an overview of Project Swan's graphics performance, multimodal interaction system, and developer toolchain, as well as practical guidance on bringing existing apps or games into spatial computing workflows. Through concrete examples and live demos, the session highlights how native app developers and game engine users can start building for general spatial computing today.
  • Location:   Room 2020, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speakers:
    Austin Kinross  (Microsoft), Budi Purnomo  (AMD), Steven Tovey  (Intel), Kevin Hawkins  (Qualcomm Technologies, Inc.), Aurelio Reis  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Join the DirectX team and our GPU hardware partners as we announce new cutting-edge tooling features in DirectX, PIX, and more – all with the goal of helping you make great, reliable, and performant DirectX games on Windows.
    The talk will introduce major new DirectX features to help you with the biggest pain points of PC graphics development today. We will give you unprecedented insight into the ambitious GPU tooling work that is happening across the industry, both today and in the future. We will show the biggest wave of new features to come to PIX on Windows in its 10-year history. And our hardware partners will join us to showcase our joint collaborations - to DirectX, to PIX, and to the wide range of other GPU tools available on Windows today.

  • Location:   GDC Commons Stage
    Thursday, 11:30am - 12:00pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speakers:
    Amra Khullar  (The New York Times), Shafik Quoraishee  (The New York Times)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    In this live podcast session, dive into the world of mobile gaming with Amra Khullar and Shafik Quoraishee from The New York Times. They discuss the development of Crossplay, NYT’s latest game, and share insights into what it takes to succeed in today’s mobile market.

  • Location:   Festival Stage, South Hall
    Thursday, 11:30am - 12:30pm
    Speakers:
    Peer Schneider  (IGN Entertainment), Ryan McCaffrey  (IGN Entertainment), Justin Davis  (IGN Entertainment), Miranda Sanchez  (IGN Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Discovery & Marketing
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    With over 490 million monthly users, 96 million social followers, across 100 countries, IGN Entertainment has been a trusted voice in games and entertainment media for over 30 years. Being featured across IGN offers developers a powerful opportunity to reach a global audience of highly engaged players.


    From flagship editorial programs like IGN First, to viral moments across social and YouTube, to homepage coverage on IGN.com, there are multiple ways games can be showcased across the IGN ecosystem.


    IGN is passionate about highlighting innovative and exciting games of all sizes. However, the volume of submissions is high, and standing out requires a thoughtful and strategic approach. This panel, featuring respected IGN editorial leaders and headlined by IGN Entertainment Co-Founder Peer Schneider, will provide practical, real-world guidance on how developers can successfully pitch their games to IGN.


    Attendees will learn how to identify the right contacts, structure an effective pitch, create compelling trailers and assets, and better understand how IGN evaluates and selects games for coverage. The session will also explore how early editorial wins can grow into broader visibility across the IGN Entertainment portfolio.

  • Location:   Room 3020, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speakers:
    Hitoshi Mishima  (Capcom), Calvin Hsu  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    See how Capcom engineers brought real-time path tracing into RE ENGINE for Resident Evil Requiem and PRAGMATA. This talk will cover the challenges of adapting a modern AAA architecture for real-time path tracing and explain the advanced optimization techniques used to squeeze every bit of performance.

    *** Live translations will be available for English speaking audience. Please bring your mobile device and headphones. ***

  • Location:   Room 2011, West Hall
    Thursday, 11:30am - 12:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community

    Matches Found in Session Description:

    Join The MADE for Video Game-themed trivia (speedrun style!!) with prizes, fun, and team-based experiences for attendees.

  • Location:   Room 2009, West Hall
    Thursday, 11:30am - 12:30pm
    Sponsor Speakers:
    Xalavier Nelson Jr  (Strange Scaffold), Andrea Rene  (Vivrato), Matt Jeffery  (Rebellion), Marcus Morgan  (Obsidian Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Hundreds of games launch every week, making discovery one of the most consequential and least understood challenges in game development today. This session brings together developers who've successfully launched on the Xbox ecosystem across 25 years—from AAA and third-party studios to indie and emerging creators—to share practical lessons on increasing visibility, reaching players, and sustaining engagement. Panelists will discuss how discovery works on Xbox today, how features such as Game Pass and Xbox Play Anywhere impact audience growth across console, PC, and cloud, and how developers can align creative and business decisions to maximize reach without compromising their vision. Attendees will leave with actionable insights they can apply to platform strategy, launch planning, and long-term player engagement as Xbox continues to support creators in the next 25 years of play.
  • Location:   Room 2005, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Adam Saltsman  (Finji)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    Independent game designer and publisher, Adam Saltsman, best known for Canabalt and Finji, has been making small games again, a lot of them, and learning a ton about game design and creativity in the process. This talk is about the four big lessons from the last 18 months (and 18 games). The first lesson is that doing things that are "easy and not obvious" is fun and funny as a designer, and quickly leads you to new things that are fun to explore. The second lesson is that your ideas are better than you think... but your drafts or formulas are probably worse than you think. The third lesson is that game design is about noticing, about listening to your game as it emerges. And the fourth lesson is how important it is to have fun when you are making a game.

  • Location:   Room 2001, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Ildar Valeev  (KOJIMA PRODUCTIONS)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Visual Development
    Format: Lecture

    Matches Found in Session Description:

    This talk presents a complete overview of the technical process behind the creation the 3D UI Voxel map for Death Stranding 2 developed by Kojima Productions. It walks through every stage of development from early game design and production requirements to capturing and processing open-world level data, as well as the voxel rendering technique used to visualize the map. This presentation explains how the 3D UI map was built without relying on artist created assets to be visually rich and memory-efficient while meeting strict performance constraints. It highlights the custom tools and workflows designed to process large scale open world data, the methods used to convert that data into engine ready assets, and the rendering strategies that made efficient voxel rendering possible.
  • Location:   Room 3002, West Hall
    Thursday, 11:50am - 12:50pm
    Speakers:
    Brad Hendricks  (Blind Squirrel Games), Steven Sargent  (Blind Squirrel Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    A globally distributed development model is no longer an option, it's essential for sustainable innovation and long-term business health. In this session, Blind Squirrel Games Founder & CEO Brad Hendricks and VP of Production Steven Sargent share a rare inside look at how their studio has successfully built scalable systems through adoptable processes, tools, and key learnings. Discover how to optimize operations and production to increase velocity without burnout, strengthen cross-cultural collaboration, and maintain quality across every discipline, no matter your studio size.
  • Location:   Future Tech Stage, South Hall
    Thursday, 11:50am - 12:10pm
    Sponsor Speakers:
    Johannes Vermandois  (Tesana AI), Eric Heimer  (Tesana AI)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Tesana introduces a new frontier in game creation: playable, AI-generated game worlds built directly from natural language. In this session, the Tessala team demonstrates how anyone can move from idea to playable experiences in minutes, generating worlds, mechanics, environments, characters, and systems through simple prompts.
  • Location:   Room 3005, West Hall
    Thursday, 11:50am - 12:20pm
    Speakers:
    Kati Nawrocki  (Computer Lunch), Andrew Garrahan  (Computer Lunch)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Independent Development, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Computer Lunch's game "Cell to Singularity" is a success. Amazing! Now what? Should they jump right into a new project? Create an expansion? Make a sequel? They look around the games industry and realize, the answer might be yes to all of those.
    This talk describes how a small, self funded indie team with no experience in LiveOps ends up turning a game that takes six weeks to beat into an evergreen LiveOps title. They break down what that looks like on the ground, and describe the challenges a developer might encounter along the way.
  • Location:   Room 3018, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Yoshio Osaki  (IDG Intelligence)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Product Management
    Format: Lecture
    Tags: Player Engagement

    Matches Found in Session Description:

    The games industry is facing a generational moment of disruption—marked by platform shifts, rising development costs, shuttered studios, and evolving player expectations. But within every disruption lies opportunity.
    In this fast-paced 30-minute session, President/CEO Yoshio Osaki will share proprietary data from IDG Intelligence—the leading global market research, analytics, and consulting firm in gaming. This State of the Industry lecture will break down the forces reshaping the industry, and spotlight actionable growth opportunities hidden beneath the turbulence.
    Using exclusive IDG market intelligence, I'll highlight:
    • The real state of player behavior across platforms
    • Where the next billion-dollar IPs are likely to emerge
    • Untapped revenue levers and business models
    • Future-proofing your strategy amid volatility
    This session will help you cut through the noise, identify the signal, and chart a smarter path forward. Don't just survive the storm—grow through it and come out stronger on the other side.
  • Location:   International Stage, South Hall
    Thursday, 11:50am - 12:10pm
    Sponsor Speakers:
    Maykool López  (Essential Costa Rica), Claudio Pinto  (Fair Play Labs)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

    Using Costa Rica as a case study, this session examines how strategic international exposure, commercial positioning, and coordinated public–private collaboration helped transform a small local game development scene into a globally trusted production partner. Drawing from the experience of Fair Play Labs and the international market development efforts supported by Essential Costa Rica, the speakers share practical insights on connecting regional talent to high-value projects and long-term global partnerships. The talk reflects on lessons learned from expanding beyond geographic limitations and competing in international markets without the advantages of traditional industry hubs. Attendees gain a real-world perspective on how emerging ecosystems can strengthen production capacity, increase global visibility, and sustainably support high-value game development.
  • Location:   Room 2006, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Sheng Feng  (tencent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    This session demonstrates how, with advanced global illumination technologies as the foundation, and through close collaboration between art and technical teams — the team reimagines the classic browser game Roco Kingdom as a 64-square-kilometer open-world cross-platform experience. While retaining the original art style, developers leverage technological innovations to overcome key limitations in memory, bandwidth, and performance. This enables delivery of dynamic day-night lighting effects across multiple platforms and devices, while maintaining visual consistency as much as possible.

    In addition, this presentation will focus on sharing the various technical challenges encountered during the implementation of global illumination in an open-world, cross-platform game — along with the team's corresponding solutions, strategies, and insights.

  • Location:   Room 2010, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Asim Tanvir  (Kinetic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Discovery & Marketing
    Format: Microtalks

    Matches Found in Session Description:

    When Kinetic Games set out to launch Phasmophobia on consoles—nearly five years after its massive PC success—the challenge was clear: reach new audiences without losing what made the game special. In this tactical session, the speaker shares how the team grew Phasmophobia from 19 million to 25 million copies sold, detailing the marketing strategies, platform partnerships, and creator activations that drove success. Attendees will learn how to tailor messaging for console-first players, work effectively with Xbox and PlayStation, and navigate internal team dynamics while staying true to a marketing vision. This talk is a practical guide for marketers, indie devs, producers, and publishing teams looking to bring established games to new platforms—without messing it up.
  • Location:   Room 3004, West Hall
    Thursday, 11:50am - 12:20pm
    Speaker:
    Chang Liu  (NetEase)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Design, Product Management
    Format: Lecture

    Matches Found in Session Description:

    Sword of Justice Mobile turns the endless-swipe habit of TikTok into a fully playable loop inside an MMO. In this session, NetEase designer Chang Liu shows how the team builds StageHub—a vertical 3-D feed—and QuickShoot Stage, where players import a live-action clip or in-game cut-scene, let AI extract motion and camera, swap avatars, and refilm the scene in under 60 seconds. One year after launch, the feature delivers five million daily swipes, 600-second sessions, and a 70 percent "Shoot the Same" conversion—14× higher than mainstream short-video remix rates. A certified-badge quest line and seasonal film festivals sustain creator output, while one-click export to a PC timeline editor lets players sell pay-per-episode shorts on TikTok, generating seven-figure USD revenue that largely flows back to them. Attendees learn the data-backed UI patterns, incentive loops and monetization blueprint behind this 3-D TikTok for MMOs.

  • Location:   Indie & Education Stage, South Hall
    Thursday, 11:50am - 12:10pm
    Sponsor Speaker:
    Yuning Yang  (Yeariver)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Independent Development
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    This session shares the development journey of Aelwater, a narrative-driven exploration game, created by a two-person team over six months to reach a playable demo and early vertical slice. The speaker presents the practical tools, workflows, and decision-making frameworks that enabled rapid, playable-first development within tight time and scope constraints. The talk explores how those constraints shaped key design choices—from the game's memory-driven narrative about grief and acceptance to the symbolic glyph puzzle mechanics that reinforce themes of memory, loss, and reflection. It also examines a narrative-first production approach, where gameplay systems, exploration structure, and puzzle design were built to support emotional pacing and environmental storytelling. Through concrete examples of implementation in Unreal Engine, including modular narrative systems, data-driven localization pipelines, and rapid iteration practices, the session highlights how a very small team can build a cohesive narrative experience efficiently.

  • Location:   Room 2014, West Hall
    Thursday, 11:50am - 12:50pm
    Speakers:
    Stephanie Boluk  (University of California, Davis), Patrick LeMieux  (University of California, Davis), Rogelio Cardona-Rivera  (University of Utah), Frank Lantz  (Everybody House Games), Gillian Smith  (Worcester Polytechnic Institute), Yuqian Sun  (Ada Eden), Samuel Pizelo  (University of Toronto, Mississauga)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Design
    Format: Microtalks

    Matches Found in Session Description:

    From Oxford commas and em dashes to hallucinated quotations and counting fingers, AI is ubiquitous in our inboxes, media feeds, and classrooms. In 2026, it seems there is no stopping how large language models impact the way we design and play games together. After all, games and play have a long and intimate history with artificial intelligence. On one hand Turing's Imitation Game, Weizenbaum's Eliza, and Conway's Game of Life each develop AI in the idiom of games. On the other hand Deep Blue's deep chess searches, AlphaGo's efficient joseki, and OpenAI Five's deathballs in Dota 2 teach us new ways to play. The question then is not only what AI teaches us about games but also what games can teach us about AI. Considering this history, we invite six educators to share a single activity, exercise, technique, or tip that played with or against AI in the classroom.

  • Location:   Room 2018, West Hall
    Thursday, 11:50am - 12:20pm
    Speakers:
    Kelli Dunlap  (Take This, Inc.), Elizabeth Kilmer  (Respec Psychological Services)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Let's talk about what's really going on with mental health in the game industry. This panel will share findings from the 2025 Mental Health in the Game Industry study, debuting at GDC 2026. Built by mental health experts who understand game dev, the study digs into what's stressing developers out, what support actually helps, and where studios are falling short. We'll share findings from the study, break down the data, and offer practical, no-fluff recommendations for making studios healthier, more supportive places to work.
  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 11:50am - 12:10pm
    Sponsor Speaker:
    Noman Ahsan  (GameLyft AI)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    In 2026, the industry faces a scaling problem; teams try to scale games by "optimizing CPI and eCPM," but very few are actually fixing the game. Ad networks claim AI to boost eCPM, UA partners promise AI that lowers CPI, Studios burn time and money while core problems in retention, LTV, and content design stay unsolved. This session will address these problems and show how games win in the era of AI. GameLyft Introduces a target and LTV-first way to win, an "Intelligent Growth OS," a system that examines your game to pinpoint systemic issues in retention, monetization, design flow, and prescribes game-specific solutions tied directly to ROAS and higher revenue. We explore why traditional dashboards fail to drive growth and how this framework unifies Product, Monetization, and UA into one actionable scoreboard. GameLyft's philosophy is simple: it should only win when it helps your game achieve sustainable revenue growth

  • Location:   City View @ Metreon
    Thursday, 12:00pm - 5:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Stop by City View at Metreon on Thursday and explore everything Amazon and Amazon Web Services (AWS) have to offer. Our showcase will feature games built on AWS, along with cozy Luna Lounge streaming areas. Unlock your creativity at our immersive Agentic Arcade, where you can leverage AI agents to help you build your own custom game. Connect with AWS gaming experts to explore the latest cloud solutions tailored for game development. Whether you're an experienced developer, an aspiring game creator, or student, stop by AWS Game Day to cap off the week at GDC.

  • Location:   Podcast Studio, GDC Commons
    Thursday, 12:00pm - 1:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Game Developer's Bryant Francis interviews Game Writer Alexa Ray Correia live in the GDC Podcast Studio.

  • Location:   GDC Commons Community Space 1
    Thursday, 12:15pm - 1:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The House of Peeps is a wholesome, supportive community of game developers from all walks of life. From students to hobbyists to professionals, come on down to meet some friendly faces and just have a nice chill social session.

  • Location:   GDC Commons Community Space 2
    Thursday, 12:15pm - 1:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The Middle-Man Table is a facilitated speed-mentoring session that connects newer game developers with experienced industry professionals in small, low-pressure conversations. Each rotation pairs 1-3 emerging devs with a senior developer, producer, or hiring professional, with guided prompts to spark meaningful discussion and practical advice. Organized by Ryan Fontenot, game developer.

  • Location:   Festival Stage, South Hall
    Thursday, 12:35pm - 1:35pm
    Speakers:
    Sigurlina Ingvarsdottir  (Behold Ventures), Jason Della Rocca  (Execution Labs), Walter Paleari  (Makers Fund), Jakob Longer  (Griffin Gaming Partners)
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Special Event, Business Strategy
    Format: Special Event
    Tags: Festival Hall

    Matches Found in Session Description:

    Five GDC Play studios have been selected to pitch their games to an opinionated panel of investors and publishers, in front of a live audience (no pressure!) followed by questions, advice, and feedback before the judges declare the day's "Best Pitch" and award a free GDC 2027 Game Changer Pass. Each year, the theater fills to capacity, as the developers compete for the judges' praise.

  • Location:   Room 3011, West Hall
    Thursday, 12:35pm - 1:35pm
    Speakers:
    Damian Kastbauer  (Audiokinetic), Scott Selfon  (Meta Reality Labs Research), Crystal Lee  (Schell Games), Sonia Mokhtari  (Zynga), David Su  (Naughty Dog), Alexis Smith  (The Flight), Joe Henson  (The Flight), Colin Walder  (CD PROJEKT RED), Goncalo Tavares  (EA DICE), Heather Plunkard-Serge  (EA - Respawn), Bo Crutcher  (Blindlight), Tim Friedlander  (soundBOX:Studio Group), Howard Mostrom  (Injected Senses LLC), Kadet Kuhne  (Firaxis)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Special Event
    Format: Forum
    Tags: Community

    Matches Found in Session Description:

    An opportunity for deeper conversations with audio track speakers over lunch in a smaller scale setting. Grab some food and then come back to sit at tables in the round with the day's speakers on the topics that are top of mind for you about the industry, the day's topics, and the questions at the top of attendee minds.

  • Location:   Room 2000, West Hall
    Thursday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Zeyu Hu  (LightSpeed Studios), Shengju Qian  (LightSpeed Studios), Jingwei Xu  (LightSpeed Studios), Keyang Luo  (LightSpeed Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    This session explores how AI technologies empower large-scale UGC creation in Peacekeeper Elite, enabling players to build complex content with minimal technical barriers. The talk presents four practical AI-driven UGC workflows currently applied in production. First, AI-assisted brick assembly allows players to input images or text, with the system intelligently selecting and assembling predefined building bricks into structures that match user intent. Second, the session covers AI-generated UGC avatars, including automatic model creation, rigging, and vision-based motion capture for animation and runtime driving. Third, it introduces 3D scene generation, where AI converts user inputs into images, performs semantic scene understanding, and transforms results into interactive 3D game environments. Finally, the talk demonstrates AI-based 3D relief generation, converting 2D line art into depth-enhanced height maps to enrich model surface detail. Together, these systems showcase scalable AI solutions for UGC ecosystems in live games.

  • Location:   Room 2024, West Hall
    Thursday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Max McMullen  (Microsoft), Hisham Chowdhury  (AMD), Steven Tovey  (Intel), Don Brittain  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Machine learning is reshaping graphics, and DirectX is evolving to meet this moment. This session explores how we're enabling neural rendering on Windows by introducing linear algebra capabilities in HLSL, unlocking dedicated hardware acceleration for AI operations and allowing developers to embed lightweight models directly in shaders. We'll also look ahead to the challenges of scaling beyond hand-authored shader models and share our vision for how we will eventually allow any developer to integrate entire models into their engines. Join us to learn how these innovations lay the groundwork for the next generation of real-time graphics and what they mean for the future of gaming.
  • Location:   Room 3020, West Hall
    Thursday, 12:45pm - 1:45pm
    Sponsor Speakers:
    Di Lu  (NVIDIA), Alexey Bekin  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    Join us to explore the latest in hardware-accelerated RTX Neural Shading. Discover how the Slang shader language simplifies development and how to use Nsight Graphics to optimize neural shading workloads. We will demonstrate how to identify performance bottlenecks, restructure shaders for maximum gains, and build novel Vulkan and DirectX applications using the RTX Neural Shading SDK.

  • Location:   Room 213, South Hall
    Thursday, 1:00pm - 1:30pm
    Speakers:
    Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Tim Nixon (thatgamecompany) & Caio Jiacomini (thatgamecompany)

    Quiet Room 213

    Take a moment from the busy show to relax and enjoy the calming sounds of crystal singing bowls intertwined with the atmosphere of Sky: Children of the Light, before sinking into a short guided meditation to help refresh the mind and body. All are welcome.


    Doors Open at 9:30AM.

  • Location:   Booth 1765, South Hall
    Thursday, 1:30pm - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Tagss: Festival Hall, Networking

    Matches Found in Session Description:

    Formerly known as GDC Connect, this dedicated lounge in the Festival Hall offers space for both casual mingling and pre-arranged meetings scheduled through the event app.

  • Location:   Blue Shield of California Theater, YBCA
    Thursday, 1:30pm - 2:30pm
    Moderator:
    Scott Edwards  (Fox Entertainment)
    Speakers:
    Brenda Cruz  (AEG World Wide), Justin Scarpone  (SEGA), Rhett Reese  (Deadpool & Zombieland Film Franchises), Dante Simpson  (Producer Call of Duty: The Film)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Luminaries Speaker Series
    Format: Panel

    Matches Found in Session Description:

    Games aren’t just a vertical - they’re a universe where global IP, fandom, and culture collide. This panel brings together senior marketers from AEG World Wide, Fox Entertainment, ESPAT TV, and SEGA to explore how today’s leading entertainment studios are expanding their worlds through gaming and redefining what “interactive entertainment” truly means.

    Sitting at the intersection of film, streaming, games, consumer products, and global fan culture, the panelists offer a holistic perspective from representing franchises, platforms, and IP ecosystems that naturally cross over with games. They’ll share how Hollywood and major entertainment brands are embracing gaming as a critical pillar of audience growth, cultural relevance, and future-forward storytelling, including how they build brands by leveraging fandoms, world-building, and cross-platform experiences that deepen emotional connection and drive engagement.

  • Location:   Room 203, South Hall
    Thursday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Special Event, Culture & Sustainability
    Tags: Community Partner

    Matches Found in Session Description:

    Across platforms and devices, energy efficiency is rapidly becoming a competitive advantage, driving longer battery life, smoother performance on lower-powered devices, and resilience against rising energy costs.

    This will be an open conversation focused on a question that is quickly becoming unavoidable for our industry: What does the next generation of performance-per-watt in games look like and what leadership is needed to move from isolated efforts to shared progress on energy-efficient code?

    Learn from Microsoft, PlayStation, and Unity what tools are currently available to get this competitive advantage in your games and see how Ubisoft has reduced the energy consumption two of their games without impacting the player UX.

    There is enough time available to ask any questions you might have to some of the most experienced industry peers when it comes to energy efficiency.


    Speakers:

    • Laurent Gilbert (Unity)
    • Daniel Jacobs (Xbox)
    • Sophie Barteau (Ubisoft)
    • Kieren Mayers (Sony Interactive Entertainment)
    • Lisa Pak (Playing for the Planet)

  • Location:   GDC Commons Community Space 1
    Thursday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Hosted by SF Gaymers, this session provides a safe space for queer attendees to take part in a casual networking event where those involved with a queer, LGBTQIA, or gayming organization can connect, share notes, and leave with new resources for their communities.

  • Location:   Future Tech Stage, South Hall
    Thursday, 1:50pm - 2:10pm
    Sponsor Speakers:
    Rodrigo Morteo  (Softtek), Hector Ramirez  (Softtek)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Testing a video game at scale rarely feels like an easy win. As games grow in complexity, flows and screens multiply, and release pressure increases, testing teams struggle to balance manual testing with automation that is costly to build and difficult to maintain.

    This session explores how AI can scale, accelerate, and optimize test cycles while keeping humans in the loop. Using the FRIDA AI Playtesting Framework, we walk through a real testing flow—from defining goals to running automated tests and reviewing rich, contextual results. The talk highlights how testers can drive powerful automation without writing a single line of code.

    This is Augmented AI Game Testing in action: testers think like players, chase edge cases, and push gameplay to its limits, while technology handles execution speed, regression cycles, and outcome tracking. Instead of sidelining human expertise, FRIDA Playtesting turns testers' intent into smart, scalable automation. The result is higher quality games, faster validation, and measurable ROI before players press start.
  • Location:   Room 2006, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Eric Wohllaib  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    Ghost of Yotei is larger and more detailed than its 2020 predecessor, Ghost of Tsushima. To achieve the increased scale, Sucker Punch Productions needed to significantly reduce the authoring burden on artists to get correct lighting results. To achieve the increased detail, we looked to leverage new ray tracing hardware present in the PS5. To solve both of these problems, we implemented new data structures for authoring and lighting ambient probes that were easier to author and integrated well with ray tracing.

    In this talk, graphics programmer Eric Wohllaib will discuss Sucker Punch Production's algorithms for baking and placing ambient diffuse probes, tools artists used to prevent light leaks, and our solution for achieving ambient lighting that reacts to light changes at runtime and while editing. Additionally, he'll provide details on augmenting our ambient diffuse with ray tracing, including how we managed data structures required for ray tracing, our methods for getting material information from ray hits, and the algorithm for our screen space probe based ray traced global illumination.
  • Location:   Room 2010, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Andrew Maximov  (ImagineMore.Art)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Culture & Sustainability
    Format: Lecture
    Tags: Art Direction Summit

    Matches Found in Session Description:

    Milton Friedman said that in times of crisis, the solutions are picked from stories lying around. Right now, artists do not have a story of a future where they feel empowered and optimistic, one in which their opinions matter and their input is valued. These stories do not produce themselves. We need to organize, bind together, and create such a story. This is what this talk aims to accomplish.

    Drawing on nearly twenty years as a professional game artist, art director, and technical art director, alongside almost a decade running an AI company serving major entertainment studios, Andrew examines how AI has already "replaced engineers" inside his own company and what artists need to learn from that shift. He outlines concrete, actionable steps artists can take to ensure their voices are not drowned out by technology and to move from merely keeping a seat at the table to helping lead the art of tomorrow.
  • Location:   Room 2001, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    David Daubitz  (Ubisoft Mainz)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Narrative & Performance
    Format: Lecture

    Matches Found in Session Description:

    Why do so many transmedia adaptations fall flat — and what can games teach us about doing it right? In this session narrative designer and transmedia strategist, David Daubitz, explores how starting with worldbuilding instead of plot creates IPs that travel better across formats. Drawing on 15+ years of experience in both AAA games and scripted series, he shares a practical framework for designing flexible, emotionally resonant story worlds.

    Using real-world case studies, including Anno 117: Pax Romana and an original audio drama co-produced with Germany's national broadcaster SWR, the session reveals how interactive "lived story" structures can inform better adaptations — and how mismatched tone, pacing, and genre expectations often lead to failure.

    This talk is designed for creative leads, writers, producers, and IP holders looking to build narrative ecosystems that go beyond a single format — and let games lead the way.

  • Location:   Festival Stage, South Hall
    Thursday, 1:50pm - 2:50pm
    Sponsor Speakers:
    Alex Hicks  (Twin Atlas), Janzen Madsen  (Splitting Point Studios), Justin Sousa  (Roblox), nosniy  (Rivals), Matthew Hufton  (99 Nights in the Forest)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Independent Development
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    Four top Roblox developer teams break down how they ship bold game ideas. From new mechanics and visual styles to live-ops and social design, they'll share how they spot opportunities, prototype fast, and decide what games are worth scaling.
    We'll dig into how these developers test with real players, use community feedback and data to guide decisions, and grow audiences over time. You'll hear how they structure experiments around retention and engagement, design monetization that players value, and recover quickly when ideas miss.
    Expect concrete examples of pipelines, iteration workflows, and Roblox tools that help teams move faster, learn faster, and build durable, player-first businesses.
  • Location:   Room 3005, West Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Ty Underwood  (Comradery.co), Cade Underwood  (Comradery.co)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Independent Development, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This session offers a practical guide to founding and running a worker cooperative game studio, with insights for both U.S. and international developers. Presenters will walk attendees through key operational, procedural, and legal considerations including founding processes, ownership structures, compensation models, and funding strategies. The session explores the strong benefits of choosing a cooperative model and when that model makes sense. We will also explore strategic differences between funded and bootstrapped teams, and how to structure projects for long-term sustainability. Real-world examples and testimonials from real co-op studios provide concrete lessons on co-op governance, hiring and separation practices, and common pitfalls.

  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 1:50pm - 2:10pm
    Sponsor Speaker:
    Chip Thurston  (FastSpring)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

    The shift to direct-to-consumer revenue in gaming has created an unprecedented opportunity to diversify revenue channels, increase profit, and harvest unfiltered data, primarily driven by recent court rulings and regulations. With Japan’s Mobile Software Competition Act, however, we see a shift. Unlike Epic v. Apple and Epic v. Google in the US, which currently allow steering to web stores without any fees paid to Apple or Google, the new policy in Japan has introduced platform fees on linked payments. This is a likely precedent as similar fees are included in the proposed global Epic v. Google settlement. What are platform fees, when do they apply, and what does this mean for the future of D2C?

    In this chat, D2C leader Chip Thurston shares:

    -The current state of play for D2C

    -How platform fees have been introduced in Japan How platform fees will likely be introduced in other regions

    -Why platform fees will accelerate growth in D2C

    -What game publishers can do to maximize D2C% today and in the future.

  • Location:   Room 304, South Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Steven Horowitz  (IASIG/GAI/SFSU), Jennifer Miller Hammel  (Classical KUSC-Arcade)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Audio
    Format: Forum
    Tags: Community Partner

    Matches Found in Session Description:

    The Interactive Audio Special Interest Group (IASIG) is dedicated to advancing the art and technology of sound in games—an essential element of what makes games engaging, emotional, and unforgettable. Why do certain pieces of music evoke powerful memories? Why are orchestras around the world bringing game scores to the concert hall? And why does that one sound effect keep echoing in your mind? This lively roundtable will bring together voices from across the game development community—composers, sound designers, game and narrative designers, animators, programmers, producers, and more—to share experiences, explore creative approaches, and discuss the latest trends.
    Moderated by Jennifer Miller Hammel (Host/Curator/Producer of Arcade on Classical California) and Steve Horowitz (IASIG Chair / Audio Director, Nickelodeon Paramount), the session will spotlight standout moments in game audio history and examine how they can inspire future innovation. We’ll tackle questions like: Does iterative design improve player retention? How might AI reshape—or disrupt—the creative process? Join us for a collaborative conversation aimed at deepening our understanding of each other’s art, workflows, and pipelines—while celebrating the role of sound in crafting unforgettable game experiences.

  • Location:   Room 314, South Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Toiya Kristen Finley  (Schnoodle Media, LLC), Souha Al-Samkari  (Truant Pixel)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Independent Development, Career
    Format: Roundtable
    Tags: Series

    Matches Found in Session Description:

    Shocking studio closings and project cancellations have left the industry volatile, and the prevalence of AI is a growing concern, forcing freelancers to rethink their business strategies and places in games. This roundtable will cover how freelancers are adjusting to these changes and what has and hasn't worked for them. Most importantly, this roundtable is a community of freelancers and independent contractors offering support and guidance. Everyone is encouraged to share practical advice and lessons learned through their hard-earned real-life experiences. Those who are new to freelancing or interested in freelancing are welcome, as well as more experienced freelancers.

  • Location:   Room 2003, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Adam Sporka  (Warhorse Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    This talk explores the technical and creative processes behind the music of Kingdom Come: Deliverance II, where I served as a music programmer, and soundtrack contributor. Using our proprietary Sequence Music Engine and music logic module, we authentically scored the game's 1400s Bohemia setting with segment-based adaptive music driven by in-game variables. Our workflow centers around the notation program Sibelius and our custom tool Converdi, which streamlines the production by converting the score symbols to preliminary MIDI streams per individual VSTs and by extracting the precise timing data necessary for the segment transitions. This enabled us to spend more time on the creative aspects of music and less time on production and implementation.
  • Location:   Room 3018, West Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Lindsay Grace  (University of Miami), Susanna Pollack  (Games for Change), Maria Burns Ortiz  (The Global Game Jam), Paul Fischer  (Accenture), Leo Olebe  (Olebe Media Group)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    How can games strengthen international connections and empower emerging creators? This 60-minute microtalk session brings together experts using games as tools for diplomacy, civic engagement, and community-building around the world.

    Moderator Dr. Lindsay Grace introduces the concept of "games as diplomacy," drawing on collaborations with colleges, NGOs, and embassies across India, Turkey, Cuba, Malaysia, and more. Susanna Pollack highlights how Games for Change's international chapters support creators in Latin America, Africa, and Asia—building networks, funding pathways, and mentorship for long-term impact.

    Maria Burns Ortiz shows how global game jams can grow local ecosystems while teaching skills in combating disinformation, exploring participatory decision-making, understanding IP rights, and preserving cultural heritage. Paul Fischer and Leo Olebe connect these efforts to policy and industry, sharing lessons from government partnerships and global platforms that uplift new developers and advance shared civic goals.
  • Location:   Room 306, South Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Jessica Damerst  (Unknown Worlds), Trevin York  (Dire Lark)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Roundtable

    Matches Found in Session Description:

    What does it take to build and nurture a remote working environment? What are the challenges of working with and coordinating teams across the globe? How can we foster a sense of belonging and inclusion across cultures and timezones? What are the challenges to hiring for and leading a hybrid team?

    Many companies are beginning to consciously offer fully remote work environments. With globalization leading to faster and more reliable access to internet, these development opportunities are becoming more feasible with each passing year. Yet they present their own unique challenges.

    Engage with other industry professionals on the topic of remote working arrangements—including hiring, team leadership, accountability, company events, IT solutions, and more. Challenge the status quo of working a 9-to-5 office job with this collaborative and innovative approach development.

  • Location:   Room 301, South Hall
    Thursday, 1:50pm - 4:10pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Curious about breaking into the game industry but don’t know where to begin? Then this beginner-friendly Women in Games+ workshop is designed for you! No prior experience is required. Participants will build a playable game prototype while learning foundational industry workflows, terminology, and development practices. Using accessible tools such as Flow Lab (browser-based), GameMaker, or Unity, attendees will gain hands-on experience and insight into real-world production pipelines. Participants should bring a laptop. For GameMaker or Unity sessions, please install the software in advance. Walk away with a functioning prototype, new technical skills, and a supportive community of Women in Games+ creators.

  • Location:   Room 308, South Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Mathieu Nayrolles  (Supercell)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    Machine Learning and generative approaches are changing how we build games, operate them, and even how we write code day-to-day.

    This round table focuses on how recent advances impacted development and operations in practice over the past year. What tools and workflows stuck. What promised productivity but fell apart at scale. What fundamentally changed how teams work, collaborate, and ship. And what we quietly rolled back.

    The goal is to share lived experience from the trenches. Not predictions. Not hype. Just what it feels like to make and run games with modern ML in the loop.

  • Location:   International Stage, South Hall
    Thursday, 1:50pm - 2:10pm
    Sponsor Speaker:
    Babar Ahmed  (Mindstorm Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

  • Location:   Room 2005, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Lizi Cheng  (Infold Games (Papergames))
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Launched as a passion project, Love and Deepspace reimagined emotional storytelling in games and grew into a global success. This session examines the creative and technical innovations behind its popularity, including the integration of real-time action with relationship-building, high-fidelity 3D characters with cinematic presentation, and deeply resonant themes that engage players worldwide. The design emphasizes combat, everyday life, and emotional narrative to expand the depth of interactive fantasy. Continuous player feedback, ambitious technology, and thoughtful storytelling ensured both polish and accessibility, demonstrating how creative vision and bold design can shape a global phenomenon.

  • Location:   Room 2018, West Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Katherine Tole  (Plant Based Audio), Matthew Kulewicz  (Socket Sound, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    Using spectrogram editors in the world of dialogue editing can be a bit like finding patterns in the noise. There is both an art, and a science, to the language of information contained within. We will dive deep into the mysterious universal language underneath the words actors speak, to empower people at all levels of editing experience to be more efficient and effective in their craft.

    Through video & audio demonstrations, using samples from well-known characters, as well as some surprise guest voices, we will highlight the differences between spectrogram behaviors and the tools available in different DAWs such as ProTools, Adobe Audition, iZotope RX, and others. Comparisons of the similarities, differences and nuances gained from waveforms vs. spectrogram views will highlight how visual editing and repair can be a powerful tool alongside classical auditory editing of dialogue to make the work more efficient.
  • Location:   Room 2014, West Hall
    Thursday, 1:50pm - 2:50pm
    Speaker:
    Naama Frenkel  (SciPlay)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Business Strategy
    Format: Lecture
    Tags: Product Manager Summit

    Matches Found in Session Description:

    We're taught to believe that successful monetization comes from pressure: tightening economies, stretching missions, pushing players toward paywalls. But what if the opposite were true? But what if generosity outperformed all of that?

    Naama Frenkel shares how her team broke conventional wisdom by giving more away and saw real revenue gains as a result. Through four case studies from live mobile games, she'll demonstrate how this approach successfully drives engagement, trust, and monetization figures that exceed expectations. This session offers both inspiration and a toolkit; not for side currencies or ad tweaks, but bold changes to your core loop.
  • Location:   Room 3004, West Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Zhipeng Tan  (Tencent Games), Leon Zhang  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Lecture
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    Driven by the demand for immersive and visually stunning experiences, developers face the challenge of creating detailed assets efficiently and cost-effectively across multiple platforms. Traditional asset creation methods are time-consuming and expensive, making them inadequate for this evolving landscape.

    This presentation explores how AI techniques, such as differentiable rendering and Artificial Intelligence Generated Content (AIGC), enhance asset production quality and efficiency. Specifically, within our game Honor Of Kings and other titles, we utilize Differential Shading Language (Slang) for material fitting, optimizing textures for low-end devices, and incorporating tools for artists to swiftly iterate designs. Innovations in geometry processing, including Software Occlusion Culling and Level of Detail (LOD) simplification, leverage rendering loss and visual importance to maintain high-quality visual experiences while reducing resource consumption.

    By adopting these cutting-edge AI technologies, we significantly improve the creation and deployment of game assets, addressing the diverse challenges of modern game development.
  • Location:   Indie & Education Stage, South Hall
    Thursday, 1:50pm - 2:10pm
    Sponsor Speaker:
    Max Filin  (WOWCube)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    Cube Your Curiosity, what if the controller itself became the game? WOWCube merges the tactile joy of a Rubik's Cube with the power of a connected digital console with 24 screens. Join us to explore how this new interface opens up endless creative opportunities for developers — from interactive puzzles to 360° storytelling.
  • Location:   Room 216, South Hall
    Thursday, 1:50pm - 2:50pm
    Speakers:
    Alexa Ray Corriea  (Independent), Diandra Anne Lasrado  (iwot games), Jennifer Svedberg-Yen  (Sandfall Interactive), Evan Narcisse  (Brass Lion Entertainment), Whitney Beltran  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Narrative & Performance, Design
    Format: Forum
    Tagss: Game Narrative Summit, Series

    Matches Found in Session Description:

    There is no hard-coded set of rules for video games writers and narrative designers, and often the form and function of the job is dependent on the culture of the studio you work with. Be it for indie, AAA, or somewhere in between, the idea of "best practices" feels nebulous when processes everywhere can vary so wildly. But something we can all agree on is that in order to persist and thrive in your craft, being open to learning and growth is critical.

    We've assembled a panel of video game writing super-veterans with decades of experience across the industry. We have worked on major IP from Call of Duty to Marvel to Dungeons and Dragons, hot new IP such as Clair Obscur: Expedition 33, and smaller indie teams. We've been full time studio hires, contract project writers, participated in writers rooms large and small and even lead or directed project narratives. We all come from vastly different backgrounds and experiences, from how we got their start, to the game genres we've written for, to where we are now. Now is the moment to ask a group of seasoned professionals every burning question you have about game writing and how to grow your craft and career.

  • Location:   Room 2024, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Ping Wang  (AviaGames), Benny Chu  (Meta), David Cheang  (Meta), Minyu Sun  (AviaGames)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    This session is about the operating model behind brand + performance. Avia and Meta will share a practical playbook for partnership-led growth—how teams co-define objectives, co-build creative, and run a shared testing and learning cadence so brand storytelling and UA execution work as one system. Attendees will walk away with an actionable framework for aligning stakeholders, accelerating iteration, and improving efficiency through a consistent measurement mindset.
  • Location:   Room 2011, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Mason Sciotti  (Discord)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Team Leadership
    Format: Lecture

    Matches Found in Session Description:

    Learn best practices for implementing the Discord Social SDK directly into your game to maximize player engagement and retention. This session provides a practical playbook for integrating Discord-powered social features—including voice chat, rich presence, and friend lists—and designing your game systems around these capabilities.

    Discover proven strategies from successful titles: when to prompt for account linking, how to design friction-free onboarding flows, where to surface social features for natural adoption, and which game moments create the strongest social hooks. The presentation addresses critical design decisions like party formation, voice channel integration, and activity feed optimization.

    Attendees gain actionable frameworks for structuring Discord integration, designing multiplayer experiences that leverage Discord's social graph, and measuring impact through retention curves and engagement metrics. Leave with clear guidance on building Discord into your game and designing around social features to create stickier, more engaging player experiences.
  • Location:   Room 3009, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Dennis Cooper  (Virtuos), John Doyle  (PlayStation Studios), Jason RM Smith  (Game Caviar), Kay Arutyunyan  (CounterPunch - A Virtuos Studio), Lindsay Gupton  (Pipeworks - A Virtuos Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Production

    Matches Found in Session Description:

    As production scales and creative ambitions rise, North American studios increasingly rely on global talent to accelerate development, reduce risk, and expand creative capacity. This panel explores how Virtuos and Pipeworks leverage distributed teams across Asia and Europe to empower local studios and deliver higher-quality AAA content.

    Through real-world case studies, we will break down how co-development has evolved from a linear outsourcing workflow into an integrated, multi-studio creative model. This session will discuss the cultural, technical, and organizational shifts required to make globally distributed development not just efficient, but truly collaborative. Topics include: establishing shared ownership across time zones, aligning pipelines and tools, ensuring quality and consistency at scale, and fostering long-term trust between teams.
  • Location:   GDC Commons Stage
    Thursday, 2:00pm - 2:30pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Gordon Bellamy  (USC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    In this special live recording of the GDC Side Quest Podcast, sit down with Gordon Bellamy, CEO of Gay Gaming Professionals (GGP), to discuss the importance of LGBTQ+ representation in the games industry. With two decades of leadership experience, Gordon share his insights on how representation shapes the industry, why advocating for your peers is essential, and how fostering inclusivity benefits everyone.

  • Location:   Room 3024, West Hall
    Thursday, 2:00pm - 4:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join industry experts for a resume & portfolio review at GDC 2026! Get feedback, level up your career, and make connections.


    Looking to break into the games industry or level up your career? Join IGDA Foundation and Unity's Portfolio & Resume Reviews for expert feedback from industry professionals. You'll be matched with a reviewer based on your discipline—whether you're a programmer, artist, designer, producer, or another role.


    In a 15-minute, one-on-one session, receive personalized feedback on your resume, or portfolio to help you stand out in the industry. Don't miss this chance to refine your materials, gain insider insights, and make meaningful connections to advance your career!


    Please note: we have limited time and spaces, so availability is first come first serve for these reviews

  • Location:   Room 2000, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speakers:
    Kristin Gallagher  (LightSpeed Studios), Christopher Jarvis  (LightSpeed Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Production
    Format: Lecture

    Matches Found in Session Description:

    This session is a look behind the scenes of the creation of a state-of-the-art motion capture studio built entirely from the ground up. It outlines the full journey of LightSpeed Mocap LA—from construction and technical infrastructure to assembling the team and designing a robust, scalable pipeline. The talk highlights how this LA-based studio collaborates with game developers to deliver high-quality data rapidly, balancing production demands with innovation. Attendees gain an inside look at the LA studio's facility: including the stage layout and gear, workshop, audio suite, and supporting spaces, as well as the organizational practices and backend systems that keep everything running smoothly.
  • Location:   Room 3020, West Hall
    Thursday, 2:00pm - 3:00pm
    Sponsor Speakers:
    Jiho Choi  (NVIDIA), Xiangshun Bei  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    Explore how Indiana Jones and the Great Circle uses NVIDIA’s Vulkan extensions to achieve cinematic, real-time strand-based hair (RTX Hair). This session breaks down the implementation of strand geometry into the Bounding Volume Heirarchy (BVH) using Linear Swept Sphere (LSS) primitives, alongside optimizations for shadows, reflections, and multi-bounce scattering. Additionally, we’ll demonstrate how path-traced subsurface scattering (RTX Skin) —as seen in Half-Life 2 RTX—integrates into a modern pipeline to deliver ultra-realistic skin for both gameplay and cutscenes.

  • Location:   Room 2009, West Hall
    Thursday, 2:00pm - 2:30pm
    Sponsor Speaker:
    Eunkyong Han  (Project Moon)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Lecture

    Matches Found in Session Description:

    Trauma and anxiety are some of the core psychological experiences inherent in human nature. Every person has a personal hell to confront, and in 'Limbus Company', the central narrative theme lies in how each character faces their own trauma in pursuit of their "true" self. In this talk, Project Moon's Lead Scenario Designer Eunkyong Han revisits both the complex and multilayered personae that have successfully resonated with the game's players, and those that have not. She presents a case-by-case comparison between characters with deeper personal histories and those who, despite the writers' best efforts, ultimately received less narrative growth. This session will explore the diverse approaches to breathing life into fictional characters and how their personal skeletons in the closet serve to sustain the overarching narrative journey of the game.
  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Thursday, 2:00pm - 5:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Networking, Tabletop Summit

    Matches Found in Session Description:

    Playing new games is fun, but helping create them is even better! Play the tabletop games of the future today in our playtesting area hosted by Unpub. There's no registration required for players — seats are first-come first-served.

    If you are a designer looking to have your game playtested, you must have reserved a table in advance. Reservations are now closed. More info: https://www.unpub.org/gdc

  • Location:   Room 3016, West Hall
    Thursday, 2:00pm - 5:30pm
    Speaker:
    Eric Zimmerman  (NYU Game Center)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Workshop
    Tagss: Signature Session, Tabletop Summit

    Matches Found in Session Description:

    Contemporary game designers often face the challenge of designing large-scale "heterogeneous" systems. In genres like Roguelikes, RPGs, MOBAs, CCGs, and strategy games, there are interacting systems of abilities, skills, equipment, etc. - that create design challenges of nearly infinite complexity. This workshop focuses specifically on concepts and methods for solving these kinds of wicked design problems, using hands-on exercises as the basis for learning and practicing skills. We will look closely at how network effects happen and try out a number of approaches for balancing massively complex problems in a many-to-many character battling game. Along the way, we will discuss and learn about relevant game design concepts like the advantages and disadvantages of automated testing, or how to leverage systems as part of content design. Please come to the session prepared to actively play and participate.
  • Location:   International Stage, South Hall
    Thursday, 2:30pm - 2:50pm
    Sponsor Speaker:
    Michael Wallen  (Testronic)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Business Strategy
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    In an era defined by shifting market forces, geopolitical tension, and evolving player expectations, the global games industry is navigating unprecedented unpredictability. This session will explore practical strategies on how studios can build resilience, maintain quality, and scale responsibly when the ground keeps moving beneath them.

    We will examine the pressures impacting development, launch, and live-operations – from regional regulation and economic volatility, to rising expectations for culturalisation, stability, and trust. Testronic's global test floor, powered by its Centres of Excellence , enables teams to respond with agility, delivering technically robust and culturally relevant player experiences at scale. This session will also discuss the opportunities for new services and solutions being introduced to assist studios around the world.

    Guided by a player-focussed, partner-first, outcomes-led approach, Testronic supports studios in consistently delivering strong player experiences by reducing risk, accelerating time-to-market, and safeguarding brand equity.
  • Location:   Indie & Education Stage, South Hall
    Thursday, 2:30pm - 2:50pm
    Sponsor Speaker:
    Christopher Ramirez  (Game Over Productions Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    Join us as we share the motivation and story behind ¡Lucha Loka!™—an upcoming co-op beat-'em-up currently in development for next-gen consoles.
    It's a tale of tacos, beer, and friendship. Set against the backdrop of modern-day Mexico, follow Lucho and his Lucha Libre amigos as they battle an ancient cartel deity whose dark ambitions threaten to succumb the country to eternal damnation.
    It's fiesta time!
  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 2:30pm - 2:50pm
    Sponsor Speaker:
    Julian Park  (Bezi)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    Traditionally, prototyping has been a filtering process. Designers pitch ideas, developers evaluate feasibility, and only a handful make it to playable form. The rest? Shelved because there isn't time. At the same time, developers spend time building prototypes that never make it to production instead of focusing on the architecture, systems and polish required to ship.

    This session explores how teams use tools like Bezi to change that dynamic. By removing technical bottlenecks, designers can translate ideas directly into playable mechanics in minutes, not days. Designers get creative freedom. Developers get to focus on production-quality work. More experimentation, more creative exploration, better games.
  • Location:   Room 2016, West Hall
    Thursday, 2:40pm - 3:10pm
    Speaker:
    Lane D. Koughan  (University of Washington)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Educators
    Format: Lecture
    Tagss: Community, Educators Summit

    Matches Found in Session Description:

    The University of Washington School of Information, building on the work by the Video Game History Foundation's "87%" study, is researching how the current game access landscape is impacting game education. With legacy games legal availability already being inconsistent, and the growing volume of games released in the market annually, we set out to discover what games included as examples in game education programs are, what they have in common, and what hinders their access and preservation. This session is the presentation of the phase 1 findings with data captured from interviews with leading game designers, educators, researchers, and historians.
  • Location:   Blue Shield of California Theater, YBCA
    Thursday, 2:50pm - 3:20pm
    Speakers:
    Justin Scarpone  (SEGA), Andrea Rene  (Shortie Media)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Luminaries Speaker Series
    Format: Fireside Chat

    Matches Found in Session Description:

    Join Justin Scarpone, Executive Vice-President & Global Head of Transmedia at Sega, and acclaimed moderator Andrea Rene (Executive Producer at Shortie Media and co-founder of What's Good Games) for an illuminating conversation on how leading gaming companies are evolving into entertainment powerhouses that captivate audiences across film, streaming, merchandise, live shows, location-based entertainment, and beyond.

    Drawing from his remarkable 30-year career spanning Disney's global entertainment empire and Scopely's mobile gaming success, Justin will share exclusive insights on Sega's ambitious transmedia strategy, including the phenomenal success of the Sonic the Hedgehog movie franchise, which has become the catalyst for explosive growth in merchandising, animation, experiences, and streaming content.

    This session offers an exclusive look into Sega's revolutionary approach to IP expansion, transforming beloved video game characters into global entertainment brands that resonate across generations and cultures.

  • Location:   Room 2000, West Hall
    Thursday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Feng Zhu  (LightSpeed Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Lecture

    Matches Found in Session Description:

    In the process of developing original intellectual properties, designers often prioritize uniqueness, which can sometimes lead to overdesign and a dilution of the core concept. This challenge is particularly common among students, who may skip essential research, jumping straight into a blank slate, resulting in less effective IP designs.

    Strong IPs aren't solely about being different; they often revolve around familiar ideas, subtly altered to provide a fresh experience. When an audience's expectations are drastically changed, the learning curve can become steep, risking disengagement and potentially harming the IP's success.

    To create a compelling IP, it's crucial to identify its fundamental selling points first. Once this foundation is established, designers can thoughtfully introduce unique elements.

    In this session, we will explore a well-known genre, dissecting its distinctive characteristics. By understanding what makes these genres iconic, participants will gain insights that will help them develop their own unique concepts for their next standout IP.
  • Location:   Room 2009, West Hall
    Thursday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Doug North Cook  (Creature)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Visual Development
    Format: Lecture

    Matches Found in Session Description:

    As we move from the virtual worlds of VR to physical room-aware Mixed Reality, the core challenge for developers is no longer just building a world, but building inside of the user’s physical world. In this session, Doug North Cook (CEO & Creative Director of Creature) explores the design philosophy behind his team’s game Starship Home and games released under Creature’s game label that leverage these features like Thomas Van Bouwel’s Laser Dance and Cubism, among others, to illustrate how architectural theory can help solve the constraints of real-world spaces. Attendees will learn how to design for the unique affordances of mixed reality while creating embodied gameplay that feels natural and intuitive on standalone hardware. This talk provides a framework for leveraging Meta’s MR APIs to create ""Playful Architecture"" that transforms any environment into a dynamic stage for immersive play.

  • Location:   Room 2011, West Hall
    Thursday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Meena Mutha  (Discord)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Discord presents its evolution into an essential advertising platform for gaming and gaming-adjacent brands. This session explores how Discord's unique position as the communication hub for 200+ million gamers worldwide creates unparalleled opportunities for authentic brand engagement. Attendees learn about Discord's expanded ads product suite launching throughout 2026, including advanced targeting capabilities and expanded measurement solutions that prove campaign effectiveness. The presentation features real client case studies demonstrating how leading gaming advertisers achieve measurable results by reaching highly engaged communities at scale.
  • Location:   Room 3009, West Hall
    Thursday, 2:50pm - 3:20pm
    Sponsor Speaker:
    Eoin O'Grady  (Black Shamrock - A Virtuos Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    In this session, Eoin O'Grady, Technical Director at Black Shamrock, explores the benefits brought by our asset validation tool in Voyagers of Nera, which gave visibility on the state of assets, leading to targeted optimizations and ensuring a stable early access release of the game.

    Join this demonstration on how our tool reviews assets for optimal configuration, elevates visibility on sub optimal assets, and fixes content en masse. We break down key features every asset validation tool should have, and how these support optimization efforts for all different types of content. Finally, we share details on some of the specific rules we implemented for Nanite static meshes, skeletal meshes textures, blueprints, and more, and how this tool affected the efficiency of the development team and the performance of the game.
  • Location:   GDC Commons Stage
    Thursday, 3:00pm - 3:30pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speakers:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Join us for a special live podcast featuring IGF-nominated Titanium Court developer AP Thomson and Consume Me creator Jenny Jiao Hsia, which won the Seumas McNally Grand Prize at IGF 2025. They discuss their creative process, the importance of creating games with social impact, and the challenges and rewards of working on deeply personal projects.

  • Location:   Podcast Studio, GDC Commons
    Thursday, 3:00pm - 4:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Game Developer's Bryant Francis interviews Marvel Rivals Publishing and Marketing Lead Yachen Bian and Marvel Games Executive Producer Danny Koo live in the GDC Podcast Studio.

  • Location:   Festival Stage, South Hall
    Thursday, 3:00pm - 4:00pm
    Speakers:
    Samantha Beart  (Independent), Patrick Michalak  (Insomniac Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    "It Takes A Village" is a chat show now in its second season (hosted on YouTube) where we shine a light on the people who make our games, on themes of collaboration, community and co-advocacy. It's a love letter to our unsung heroes, a thank you to those who uplift others, inspiration to those interested in starting a career in games, and provides unique industry insight. Host Samantha Béart will chat with guests about how they got into games and the details of their craft, then moderate an informal audience Q&A. It is a wholesome fireside chat where developers can recognise and learn from those who've helped the industry, as well as share advice on navigating what can often be a challenging industry to work in.

    Hosted by Samantha Béart, a classically trained and BAFTA-nominated actor, best known for their role as Karlach in "Baldur's Gate 3".

  • Location:   Room 3004, West Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Xiudong Zhang  (NetEase Games), Zhaoxing Yang  (NetEase Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Visual Development
    Format: Lecture
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    This session unveils a systematic approach to effectively implementing AI in game development production pipelines, addressing the gap between emerging AIGC technologies and practical applications. Drawing from real-world implementation in "LifeAfter," we'll explore principles for successful AI integration: establishing effective human-AI collaboration workflows, building value-oriented technical services, and creating cross-domain integration strategies. Through concrete case studies, we'll demonstrate how AI asset optimization toolchains and intelligent workflow transformations delivered over $6 million in cost savings and 50% efficiency improvements. Attendees will learn how to develop scientific evaluation frameworks for AI initiatives, overcome common implementation challenges, and build production-ready solutions across creative design, art production, asset management, and performance optimization. Join us to transform cutting-edge AI possibilities into substantial business value for your game development process.
  • Location:   Room 2006, West Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Aaron Scherzinger  (Ubisoft Mainz)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    As a builder game, Anno 117: Pax Romana faces a unique set of technical challenges when it comes to rendering its highly dynamic world. Visuals range from overlooking entire cities with giant amphitheaters and aqueducts to observing tiny details in the daily activities of residents in small settlements near foggy marshes. This session provides an overview of some key engine improvements that were made during the development of Anno 117 and the most important graphic features that helped shape the look of the game. In particular, it will cover a scalable raytracing implementation that is based on gathering hit feedback on the GPU to manage acceleration structures. This algorithm allows for large and highly dynamic scenes with many deformable meshes, even on consoles.

  • Location:   Future Tech Stage, South Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Taylor Rohrig  (Half Mermain), Sole Gonzalez  (Super Spline Studios), Chandrahas Tanguturi  (Firaxis Games), Matt Lake  (Independent), Frank Gordon  (Compulsion Games), Nathaniel Winckler  (That's No Moon)
    Pass Types: Festival Pass, Game Changer Pass
    Tracks: Special Event, Visual Development
    Format: Special Event
    Tagss: Animation Summit, Festival Hall

    Matches Found in Session Description:

    Join us as we try to create a functioning animation set & implementation to get through an obstacle course live! It'll be a little bit gameshow, a little bit art & technical tutorial and a lot of fun.
  • Location:   Room 216, South Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Ryan Black  (DLA Piper (Canada) LLP), Yan Perng  (Blizzard Entertainment), Angelo Alcid  (Microsoft Corp.), Brandon Huffman  (Odin Law & Media)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Forum

    Matches Found in Session Description:

    This roundtable session allows you to ask any burning legal questions* you may have from a group of industry lawyers. This is a group of video game enthusiasts who happen to be lawyers (or, sure, vice versa). They met at video game and lawyer conventions (yes, video game lawyer conventions are a thing) and have been speaking for years about legal topics near and dear to their favourite digital pastime. The topics to be discussed if nobody's brave: influencer advertising; loot boxes; IP law; corp stuff; the rise of AI; web3 (if we have to); trademarks and other intellectual property; but we'd love to answer YOUR questions and give out legal info on video game and law topics.

    * The speakers can't give specific legal advice; and aren't insured for that! Use hypotheticals, people! Of course there's a disclaimer here... we are lawyers, after all.

  • Location:   Room 308, South Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Carl Schmidt  (Zynga)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Roundtable

    Matches Found in Session Description:

    External Development, or Outsourcing as it is commonly referred, plays a huge role in the game development industry and with it comes a huge amount of challenges. The External Development Roundtable is a moderated forum discussion surrounding external development topics which are mainly generated by the participants. Whether it's team/leadership buy-in, career growth, best practices, vendor relations, etc. this roundtable will provide a forum for questions, ideas and solutions from industry peers on the front lines of external development. Attendees from all experience levels and disciplines are welcome and will benefit from the discussion. Attendees are strongly encouraged to participate in the conversation.

  • Location:   Monetization & Player Engagement Stage, South Hall
    Thursday, 3:10pm - 3:30pm
    Sponsor Speakers:
    Andrew Carr  (Cartwheel), Jonathan Jarvis  (Cartwheel)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    Pre-production is where ideas move, or stall. In this session, Cartwheel shares how AI-assisted motion tools can dramatically speed up early exploration for gameplay and cinematic teams. We'll walk through real examples of going from reference to usable animation in minutes, generating fast blockouts for combat moves, traversal, cutscenes, and character moments without disrupting existing Maya, Blender, or Unreal pipelines.

    Attendees will learn where AI fits today, where it doesn't, and how teams are using rapid motion prototypes to test ideas earlier, reduce iteration time, and unblock downstream departments. We'll cover practical workflows, common pitfalls, and how studios of all sizes are integrating lightweight AI tools into their pre-production stack to move faster without sacrificing creative control.
  • Location:   Room 2005, West Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Roland Munsil  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Before Sucker Punch had even finished shipping our previous game, Ghost of Tsushima, we knew we desperately needed to improve our writing processes for the next project. Integrating scripts required massive amounts of manual busywork, and writers had little context on how their work would actually be used in the game. So for Ghost of Yōtei, we took a big swing and decided to build a new tool from scratch which let writers write their scripts directly into mission rigging - hoping this could eliminate the busywork and get writers more closely integrated into the design process. As it turned out, not only did it end up massively helping both writers and designers, but the tool quickly expanded to help manage recording, auditing, script reviewing, and localization. So come learn what we did and why it worked, as well as where we stumbled along the way and what we learned from it.

  • Location:   Room 3005, West Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Taichiro Miyazaki  (CyberConnect2 Co.,Ltd.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Independent Development, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Game development has become larger in scale of late, requiring more manpower and longer project spans. As a result, young game creators who join mid-to-large studio are finding it harder to obtain the full scale of experiences they need, and studios are facing more challenges to train the next generation of game creators.

    One of the reasons CyberConnect2, a well-established game development studio in Japan, decided to undertake a self-publishing project was to counter this issue. Fuga: Melodies of Steel was born to help provide a wide range of experiences to newer developers.

    This session will introduce the problems encountered and knowledge gained for using self-publishing as a training tool.
  • Location:   Indie & Education Stage, South Hall
    Thursday, 3:10pm - 3:30pm
    Sponsor Speaker:
    Jean-Sebastien HABIGAND  (DisBrick.com)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    A game with 10 million bricks at 60 FPS, with thousands of different complex shapes, is now live, beta but effective & fun, and we want to share some tip, nothing ground-breaking, but incredibly efficient when consistently combined; here are the 10 deadly schemes:
    1) KISS: Keep It Simple & Stupid
    2) The world resolves around you, Grid Y
    3) Stop data waste now
    4) Oh my LOD !
    5) Size matters: don't go too far…
    6) Triangles were not created equal !
    7) What happens in the GPU stays in the GPU
    8) Unity is real !
    9) Textures are pressure
    10) DX11 is dead: long live DX12
  • Location:   Room 2001, West Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Zoe Calamar  (Escape Velocity Entertainment), Luca Azenaro-Acero  (Perfect Garbage)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Career, Narrative & Performance
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Game narrative is an extremely difficult discipline to teach, learn, and break into. In this session, narrative designers Luca Azenaro-Acero and Zoe Calamar discuss their paths into the industry and the ways they prepared themselves for their narrative careers when their formal education could not. They provide ways to self-teach the most important skills you need to be a writer and/or narrative designer, strategies to network meaningfully, and how to wring every last drop out of the resources offered to industry hopefuls without working yourself to death. If you want to learn how to DIY an education and set yourself up for a successful game narrative career, this is the session for you!


  • Location:   Room 304, South Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Alexis Biro  (Terra Localizations/IGDA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Production
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    How can localization unlock new markets for both existing and emerging IPs, and what does it take to strategically plan a global game launch? This roundtable will explore how to integrate localization thoughtfully into development pipelines, leveraging market research to uncover an IP’s cultural strengths across diverse player communities. We’ll discuss when a text-only approach is sufficient and when audio or other forms of localization can meaningfully enhance player engagement and explore how a game might sensibly be localized into other languages after launch. Participants are invited to share their experiences and engage in a lively discussion on best practices and insights for making games resonate authentically across languages and regions.

  • Location:   Room 2003, West Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Edouard Brenneisen  (EB Music LLC), Garry Schyman  (Garry Schyman Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Lecture

    Matches Found in Session Description:

    This session explores the creation of signature sounds within specific games; music that not only reflects a game's emotional core and cultural tone, but also evolves gracefully through expansions, seasonal content, and sequels. Rather than focusing on composer-wide branding, this talk looks in detail at project-level musical identity: what it is, how it's built, and how it adapts.
    Speakers will walk through concepts and show musical cues, guiding attendees through four major chapters of the creative and collaborative process.

  • Location:   Room 2014, West Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Benjamin Carcich  (Building Better Games), Ryan Scott  (2K), Shaina Grade  (Obsidian Entertainment), Serge Knystautas  (Stealth Gaming Company)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Team Leadership, Production
    Format: Microtalks

    Matches Found in Session Description:

    Most leaders in game development were promoted into "leadership" but rewarded for managing systems and tools. We then collapse "leader," "manager," "people manager," "coach," and "mentor" into one fuzzy blob and default to whatever is most comfortable. Usually that's directing or fast advice. The result is overmanaged, under-led teams and people who never develop the autonomy we say we want.


    This talk defines three roles leaders actually play - Leader, Manager, People Manager - and five skills we use to develop others - Directing, Teaching, Advising, Mentoring, Coaching. You'll see when each is appropriate, where most leaders get stuck, and how to choose your stance intentionally based on urgency, risk, context, and the other person's needs. We'll walk through concrete stories from AAA production and real-time roleplays based on audience questions, so you can walk back into your studio with a practical, usable toolkit instead of more leadership buzzwords.

  • Location:   Room 2010, West Hall
    Thursday, 3:10pm - 4:10pm
    Speaker:
    Michael Schade  (ROCKFISH Games GmbH)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Business Strategy
    Format: Lecture
    Tags: Product Manager Summit

    Matches Found in Session Description:

    This talk explores the implementation of lean GaaS methodologies in a single-player AA title, using EVERSPACE 2 as a case study. It covers a clever mix of free and paid DLC to boost long-term engagement, strategic use of Early Access, platform relations, and community building through Twitch and YouTube. Key insights include pricing strategy, wishlist conversion, performance marketing, and revenue breakdowns backed by real KPIs and sales data. Join for a detailed postmortem for studios balancing depth, trust, and visibility without a dedicated live ops team.
  • Location:   Room 2018, West Hall
    Thursday, 3:10pm - 4:10pm
    Speakers:
    Charles Pateman  (Independent), Kareem Shuman  (Insomniac Games), Monet Gardiner  (SIE - Playstation - Creative Arts), Heather Plunkard-Serge  (EA - Respawn)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Audio
    Format: Panel

    Matches Found in Session Description:

    Dialogue Design is a growing specialization within Audio Design for games and it is quickly becoming an essential addition to any audio team. Otherwise known as Voice Design or VO Design, it expands far beyond essential casting, recording and post-production work, including the design thinking behind it, the systems which drive it, and the planning and strategic thinking to make it a reality.

    Dialogue Designers wield voice as a creative tool to its greatest effect and this panel of experts will explore the many aspects of Dialogue Design for games which are often overlooked and not commonly discussed. Join us to hear how panelists approach their work, harness the psychological power of voice to support a project's creative vision and learn about both the creative and technical approaches our speakers use to bring voice to life in games.

  • Location:   Room 203, South Hall
    Thursday, 3:15pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    This session provides a look at the science behind stress, why we feel it, how much we can handle before it becomes detrimental to our health, and how to notice when stress is becoming too much. Safe In Our World supports attendees in recognizing their personal stress signatures and identifying ways to prevent stress from becoming a bigger issue or leading to burnout.

  • Location:   GDC Commons Community Space 1
    Thursday, 3:15pm - 4:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join fellow female game creators, founders, and industry leaders for an inspiring and welcoming meetup focused on shaping the future of games. Hosted by Supernova Games, this community gathering brings together developers across mobile, PC, and indie studios to connect, share experiences, and exchange ideas on creativity, leadership, and sustainable studio building.

  • Location:   Room 2016, West Hall
    Thursday, 3:30pm - 4:00pm
    Speaker:
    Jason Eppink  (Elmhurst University)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Educators, Design
    Format: Lecture
    Tags: Educators Summit

    Matches Found in Session Description:

    Class exercises are rarely worth playing outside the classroom, but we can and should strive for them to be, especially in introductory classes! Working towards and creating a successful public-facing project creates more buy-in, instills a sense of mastery, and provides a valuable opportunity for students to see how their work performs in the wild.

    Jason Eppink describes the exercise he developed for an introductory coding class–a collaboratively authored WarioWare-style adaptation of Pong–and ties it to prior projects he organized as a museum curator and designed as a participatory artist. He explains how these projects fit into a framework for designing collaborative class projects that are modular, accommodate a wide range of proficiency, and are achievable within a short time frame - with a core goal of making the game playable by a public audience.

  • Location:   Room 2011, West Hall
    Thursday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Jesse Natalie  (Microsoft), Simon Dompierre  (Beenox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    Shader compilation has long been a pain point for PC games, causing slow initial loads and disruptive stutter during gameplay. Advanced Shader Delivery introduces a new approach: distributing precompiled shaders through storefronts so players experience faster startup and smoother performance. In this session, we'll show how developers can leverage state object collection in their engines to automatically gather shader inputs, package them for submission through the Xbox PC app, and ensure updates stay in sync with game patches and driver changes. Come learn how this system streamlines deployment and improves the player experience across the PC ecosystem.
  • Location:   Room 2000, West Hall
    Thursday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Ander Bergstrom  (Qualisys), Vivek Kandasamy  (Film Engineers), Alastair Macleod  (Peel Software Development LLC), Rob Fernandez  (Gearbox Software)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    A panel discussion bringing together four industry veterans at the intersection of motion capture and game cinematics to explore how real-time performance technology is transforming interactive storytelling. The session begins with the Qualisys origin story, revealing how 35+ years of motion capture innovation has positioned the company at the forefront of game development, and where it's headed in supporting the evolving needs of game cinematics. The session then transitions to an expert panel discussion featuring a cinematic director from a major game studio, a virtual production innovator bridging film and game workflows, and a mocap software developer whose tools have become industry standard across AAA productions. These seasoned professionals explore how real-time performance capture is transforming game cinematics, democratizing technology that was once accessible only to the largest studios and shaping the next generation of interactive storytelling.
  • Location:   Room 2020, West Hall
    Thursday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Sonali Yadav  (Microsoft Xbox), Haiyan Zhang  (Microsoft Corportation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    At Xbox, we’re committed to ensuring our innovations in AI are designed responsibly and continue to serve players, developers, and our community. Xbox has been listening and learning as we implement AI in ways that help us enhance gameplay experiences for players. This session will explore key learnings around how players have been interacting with Gaming Copilot (Beta) so far – what's worked, what hasn’t, what we’re exploring - and beyond. Attendees will gain insights into how AI could shape the way game creators think about gameplay experiences in the future, how AI helps solve design challenges while creating great player experiences, and how developers can get involved in shaping the future of AI in gaming in a responsible way.

  • Location:   Blue Shield of California Theater, YBCA
    Thursday, 3:40pm - 4:30pm
    Speakers:
    Sebastian Platner  (Universal Music Publishing Group), Fran Goncalves  (Universal Music Group), Mandy Gabriel  (Universal Music Publishing Group), Beau Ballew  (Universal Production Music)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Luminaries Speaker Series
    Format: Lecture

    Matches Found in Session Description:

    Music is one of the most transformative elements in game design, capable of shaping player experiences in profound ways. Top executives from Universal Music Publishing Group will delve into the distinct roles of licensed music, original scores, and production tracks, showcasing how each can amplify storytelling, enhance gameplay dynamics, and forge lasting emotional connections. Through real-world examples and compelling data, the panel will reveal how music drives emotion, reinforces identity, and leaves an indelible mark on how players perceive and remember games. Whether you're a developer, designer, or producer, this session will offer invaluable insights into leveraging sound to create deeper immersion and make your games truly unforgettable.

  • Location:   Room 3020, West Hall
    Thursday, 3:40pm - 4:40pm
    Sponsor Speakers:
    Richard Cowgill  (NVIDIA), Kelsey Mihalatos  (NVIDIA), Evan Hart  (NVIDIA)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    The NVIDIA Branch of Unreal Engine 5 (NvRTX) continues to push the boundaries of visual fidelity and performance. Join us for a deep dive into the latest updates, including RTX Mega Geometry, ReSTIR PT, and RTX Hair, plus an exclusive preview of upcoming features. Whether you are an artist, a programmer, or a technical generalist, this session provides the insights and practical guidance needed to master the latest NvRTX technologies.
  • Location:   International Stage, South Hall
    Thursday, 3:50pm - 4:20pm
    Speakers:
    Eloise Singer  (Singer Studios), Dave Ranyard  (Dream Reality Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    The Pirate Queen began as a small, ambitious VR game and is evolving into an Emmy-nominated, multi-format franchise spanning games, publishing, TV, and audio. In this talk, executive producers Eloise Singer and Dave Ranyard break down how an indie studio can build and scale a world-class IP, sharing practical creative and production lessons for developers looking to grow their universes internationally.

  • Location:   Indie & Education Stage, South Hall
    Thursday, 3:50pm - 4:10pm
    Sponsor Speaker:
    Blake Barbosa Gama  (Questborne Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Power Talk
    Tags: Festival Hall

    Matches Found in Session Description:

    Questborne Studios presents Brass & Embers, a tabletop RPG set in a land reshaped by rapid technological change, with factions battling for the substance that powers it, sinister mechanical monsters that roam through the wilderness, and the mysterious remains of a forgotten civilization lost to time. This talk explores how the team built a game centered on hope, community, and rebellion during times of uncertainty.
    Questborne shares the creative process behind developing Brass & Embers' mechanics, shaping a world steeped in political tension, and translating narrative-driven systems into clear, intuitive play. The session highlights the unexpected differences between designing video games and TTRPGs, the lessons learned through iteration and playtesting, and how the studio has been preparing for the game's upcoming Kickstarter launch in April 2026.
    Attendees are invited to step into Calderwick and learn what it takes to bring a new world—and a new RPG—to life.
  • Location:   Podcast Studio, GDC Commons
    Thursday, 4:00pm - 6:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a live recording of the Designer Notes podcast. Soren Johnson, founder of Mohawk Games, sits down with noted designers to find out why we make games by examining their careers as a whole. This episode features a conversation with Frank Lantz.

  • Location:   GDC Commons Stage
    Thursday, 4:00pm - 5:00pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speakers:
    Alissa McAloon  (Game Developer), Bryant Francis  (Game Developer), Sam Smith  (GDC Festival of Gaming)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    Grab your coffee (or your favorite 4PM pick-me-up) and join us at the Festival of Gaming Happy Hour! Hosted by Game Developer's Bryant Francis and Alissa McAloon, along with GDC Festival of Gaming's Sam Smith and Beth Elderkin, this session is all about celebrating the games we love and the incredible industry that brings them to life. Whether you’re here for the industry insights or just want to vibe with fellow game professionals, this is the perfect way to wind down your GDC day.

  • Location:   Room 3009, West Hall
    Thursday, 4:15pm - 5:15pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Play new arcade prototypes from BumbleBear, creators of Killer Queen. Then join us for a hands-on hardware show-and-tell with joysticks, buttons, I/O boards, and other arcade components.

  • Location:   Room 2018, West Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Dave Berol  (Surfaceink Product Design & Development), Pat Scandalis  (moForte Inc), Steve Horowitz  (Game Audio Institute and SFSU), Kurt Heiden  (Independent), Alexander Brandon  (Funky Rustic, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Audio
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Want to improve game audio workflow or the professional audio tools available to you? Join fellow game audio educators, sound designers, composers, audio programmers, and other audio professionals at the Interactive Audio Special Interest Group (IASIG) Town Hall. Get an update on current IASIG efforts, and share your own ideas, suggestions, and recommendations for improving the state of the art in audio for interactive media. If you do audio, come and be heard. The IASIG works as a Special Interest Group in both The MIDI Association and the International Game Developers Association representing Game Audio Developers in those organizations.

  • Location:   Room 314, South Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Animation Summit

    Matches Found in Session Description:

    The Animation Roundtable aims to bring all disciplines together under a common cause- how to best implement and improve the field of animation in game development. The following questions are among those that will be addressed:

    Who should be directing the animation in a game? Who owns each part of the animation pipeline after export? How can all disciplines work together better, to bring the best looking and feeling animation to their game? What workflow frustrations have been experienced and how were they resolved? What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring? What is your best tip or trick that you think everyone needs to hear? What mistakes have you made that you think others can learn from? How can we all give and take feedback better, from all disciplines?

    In addition, this roundtable discussion will focus on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get prepared (or jump-started!) in their animation careers.

  • Location:   Room 304, South Hall
    Thursday, 4:30pm - 5:30pm
    Speaker:
    Keith Self-Ballard  (PlayStation Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Visual Development, Team Leadership
    Format: Roundtable
    Tagss: Art Direction Summit, Community

    Matches Found in Session Description:

    The art leadership roundtable is an open discussion forum for topics concerning the leadership of creative teams. All attendees are welcome to learn from industry veterans as we all seek to navigate the ubiquitous challenges of inspiring teams to their best work, while navigating both change and uncertainty. Come to listen. Come to share. Join us as we learn from each other and build better creative cultures.

  • Location:   Room 2005, West Hall
    Thursday, 4:30pm - 5:30pm
    Speaker:
    Sven Lohse  (ROCKFISH Games GmbH)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Mediocre localization can erode immersion and make a game feel less polished - even when translations aren't technically wrong. Many issues start in development long before text reaches a translation agency. In this talk, Sven Lohse, Technical Director at ROCKFISH Games, uses examples from EVERSPACE 2 to show how localization-aware workflows can prevent common pitfalls. He will give developers, UI designers, writers, and project managers practical steps to improve quality across languages, strengthen player immersion, and help teams use their localization budgets more efficiently.
  • Location:   Festival Stage, South Hall
    Thursday, 4:30pm - 5:30pm
    Speaker:
    Bruce Straley  (Wildflower Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    Co-creator of The Last of Us and Co-Director of Uncharted 2 & 4, former Naughty Dog Bruce Straley started the independent studio Wildflower Interactive with the big intentions of building a new work culture, mentoring a diverse team, and crafting the next “playable character story” with Coven of the Chicken Foot. Spoiler alert: things didn’t go as planned. Still learning and growing after 34 years making games, Bruce Straley shares his perspective on what drives him as a contributor to our industry, how he deals with his fears and failures as a creator and collaborator, and why he continues to show up for work every day.

  • Location:   Room 3004, West Hall
    Thursday, 4:30pm - 5:30pm
    Moderator:
    Steve Rabin  (Electronic Arts)
    Speakers:
    Damian Isla  (Cicero), Jeff Orkin, Ph.D.  (Bitpart AI)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Fireside Chat
    Tags: Game AI Summit

    Matches Found in Session Description:

    Over 20 years ago, game AI hit a brick wall with Finite State Machines as the primary architecture for game AI. Damian and Jeff each independently developed alternatives that scaled better, were easier to author, and were more expressive. Celebrate 20+ years of Behavior Trees and Automated Planning Systems as we reminisce about those pivotal years in game AI on Halo 2 and F.E.A.R., what led to each breakthrough, how it has evolved since then, and where it's likely to go in the future.

  • Location:   Room 312, South Hall
    Thursday, 4:30pm - 5:30pm
    Speaker:
    Brian Bautista  (Roseville Joint Union High School District)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Culture & Sustainability
    Format: Roundtable
    Tags: Educators Summit

    Matches Found in Session Description:

    Teaching any subject is difficult, but teaching Game Development in High Schools, Middle Schools or Youth camp settings is made more difficult by a lack of collaboration and research into the best instructional practices, curriculum structures and field-tested programs. Teachers often find themselves isolated institutionally or geographically and can struggle to get help in improving their instruction.

    This roundtable brings K12 and Youth Game Development educators together to discuss and compare curriculum models, instructional practices and assessment strategies they have employed in their Game Development programs. Providing an opportunity for Educators to share their expertise, get advice for their struggles and tap into our collective experience to improve our teaching practice.


  • Location:   Room 2006, West Hall
    Thursday, 4:30pm - 5:00pm
    Speaker:
    Jon Moore  (Iron Galaxy Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Visual Development
    Format: Lecture

    Matches Found in Session Description:

    Iron Galaxy Studios took up the challenge of delivering a visually impressive remaster in Tony Hawk's Pro Skater 3+4. Their goal was to breathe new life into the franchise with an update that looked stunning on newer consoles but was still a great game with rock solid framerates on last-gen platforms. Jon Moore, the game's lead rendering engineer, will share details on tile classified shading optimizations, automated performance testing, analysis, and a case study of working with artists to optimize a level. This exploration will be supported by examples of some of the many optimizations the team identified as they analyzed the content across the game's many SKUs.
  • Location:   Room 308, South Hall
    Thursday, 4:30pm - 5:30pm
    Speaker:
    Sebastian Long  (Player Research)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Product Management
    Format: Roundtable

    Matches Found in Session Description:

    The role of player feedback in game development can be divisive and complex. Some studios totally embrace players' engagement in design through early access, open development, routine user research, and community engagement. Other studios limit player feedback to just post-launch, or perhaps dismiss feedback completely.

    How can teams use the 'voice of the player' rationally, effectively and deliberately?

    Are there challenges you face that player feedback could overcome?

    Can you make a greater success of the feedback and data you already have?

    How does the 'voice' of player data change through development?

    These three roundtables present a valuable opportunity to surface your challenges, viewpoints and experience on the use of player feedback to inform game design. Learn from the experiences of fellow designers, researchers, data scientists, community and player champions, and take away new perspectives on the value of the players' voice in decision-making.


    This roundtable covers Live Operations. How should teams handle the overwhelming volume of data it's possible to collect post-launch? Are there good practices to balance quant and qual research, to feed teams insight that drives live products forward? Bring your experiences, challenges and questions to this roundtable focusing on player data strategy in live-ops.

  • Location:   Room 306, South Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Souha Al-Samkari  (Truant Pixel), Michelle Clough  (Talespinners)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Narrative & Performance, Design
    Format: Roundtable
    Tags: Community

    Matches Found in Session Description:

    Making a game with romance or sex in it? Want to talk about love, lust, and intimacy in game design? Then come join fellow developers for a two-day roundtable discussion on romantic and sexual game content, touching on everything from the state of the industry to the potential future of intimacy in games! Attendees can share their thoughts on our prepared discussion topics, or bring their own questions to put to the group!

    Roundtable Day 2: Sex in Games
    This session focuses on sex in games - discussing the craft, cultural significance, and unique challenges that come with developing, releasing, and selling games with sexual content.

  • Location:   Room 3005, West Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Hot Pink  (HotPink Games), Colin McInerney  (Pedalboard Games), LewdLogic  (Critical Bliss), KiwiBoxers  (Critical Bliss)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Microtalks

    Matches Found in Session Description:

    Adult Games have a naughty reputation, and we have dirty secrets that need exposing! Secrets like how to boost your wishlists with nontraditional marketing. Or even dirtier: how we've built a sustainable and inclusive studio when times have never been more harsh. Come to our microtalks to learn how developers in the NSFW space wrangle the same tricky issues as everyone else, while also navigating challenges unique to our work.

    This session will help demystify the Adult games industry as we share a wide range of tips that we've learned through our productions. You can even use these tips as a typical SFW dev. With times more challenging than ever, we promise you can't help but learn something naughty from us.
  • Location:   Room 2001, West Hall
    Thursday, 4:30pm - 5:00pm
    Speaker:
    Pasha Sol  (Electronic Arts)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Team Leadership
    Format: Lecture
    Tags: Animation Summit

    Matches Found in Session Description:

    Massive destruction, military vehicles, and cinematic chaos — that’s what fans know as the Battlefield experience. How does one translate it to a clean, soundproof MoCap stage without breaking immersion for the actors? All while adapting to evolving creative direction and meeting a high bar for realism? And doing it all on a tight schedule?
    Pasha recaps EA Create Capture’s methods behind Battlefield 6’s cinematics, from building immersive physical sets to real-time virtual production workflows. Now that the battle is over, he reflects on team dynamics and tough leadership lessons learned under the pressure of large-scale production.

  • Location:   Indie & Education Stage, South Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Justin Andarza  (Warped Worlds), June Yi  (Warped Worlds), Jason Jiang  (Warped Worlds), Shawna Zhou  (Warped Worlds), Stella Golden  (Warped Worlds)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Culture & Sustainability
    Format: Fireside Chat

    Matches Found in Session Description:

    Alternative controllers are often celebrated as one-off experiments, but what if they were designed as long-term creative platforms? This fireside-style and demo session explores three consecutive alt.ctrl.GDC award-winning experiences developed and continue on through Warped Worlds.

    Through visual breakdowns and a live interactive demo, the speakers share how comedy, satire, and narrative framing make unconventional controls feel intuitive, performative, and inviting in public spaces. Case studies from Kitchen Kauldron, Chú Mó, and ChromaCorp reveal how experimental interfaces can scale across classrooms, exhibitions, and live environments without losing their identity. The session offers a practical look at turning DIY prototypes into playable worlds that audiences don't just watch, but play for real.
  • Location:   Room 301, South Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Justin Bortnick  (Allfather Productions), Jon Myers  (Earplay)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Narrative & Performance
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    In Professional Game Writing: Best Practices And Issues, we shall discuss ways participants can improve their craft as game writers, as well as raising concerns about fulfilling the role. Participants can ask questions of the larger group or share their own experiences and techniques for succeeding in the role, creatively and professionally.

  • Location:   Room 2010, West Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Andrew Fray  (Automated AF), Branka Billante, Henry Golding  (Netflix)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Game & Production Technology
    Format: Panel

    Matches Found in Session Description:

    The games industry is facing unprecedented challenges. Budgets are squeezed, player expectations are sky high, and the market is increasingly competitive. In this environment, can automated tests and other quality engineering approaches help?

    Test automation is still not a widely-accepted practice in the industry, but those developers who are pioneering it have discovered the many benefits it can bring. These include:
    - Increased stability, allowing earlier playtesting
    - Faster iteration speed, enabling more creativity
    - And an empowered QA role, freeing testers from error-prone monotony

    Hear from a panel of three automation experts from a range of industry backgrounds across budgets, platforms and genres: Branka Billante (ex-Blizzard), Andrew Fray (Alphabear, Rollerdome), and Henry Golding (Sea of Thieves) will discuss what test automation can do for video game development, the successes they've seen across their careers, as well as the mistakes they've made.

  • Location:   Room 2003, West Hall
    Thursday, 4:30pm - 5:30pm
    Speakers:
    Austin Wintory  (Independent), Stephanie Economou  (Independent), Joe Henson  (The Flight), Alexis Smith  (The Flight), Simon Landry  (Ubisoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Career
    Format: Panel
    Tags: Mentorship

    Matches Found in Session Description:

    The art of the composer's pitch is rarely discussed and when it is, typically only a passing mention at the start of a postmortem. In this session, a seasoned panel of composers and an Audio Director will look at past successes AND failures in their pitches and analyze what works and what does not work.

  • Location:   Room 2016, West Hall
    Thursday, 4:30pm - 5:00pm
    Speaker:
    Sam Glassenberg  (Level Ex)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    When game developer Sam Glassenberg's daughter was diagnosed with Type 1 Diabetes, he was sent home with a single page of crossed-out math and cryptic instructions — and told to start injecting a lethal drug into his 5-year-old child. It was the worst-designed experience of his life. So he turned it into a game.

    This session unpacks the design of Level One — the first video game being used as the standard onboarding tool for patients facing a crushing medical diagnosis. Built by a team of veteran game developers, Level One replaces months of stressful trial-and-error with particle systems, rhythm mechanics, and a two-button loop. It's not an "educational app." It's a real game that looks and feels like top entertainment — and rewires the brain to master complex, invisible systems. This talk reveals how the tools of mass-market game design can transform the most broken real-world experiences.
  • Location:   International Stage, South Hall
    Thursday, 4:40pm - 5:40pm
    Speakers:
    Kate Edwards  (Geogrify/SetJetters), Claire Hummel  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Fireside Chat

    Matches Found in Session Description:

    Costume design in games is more than just an aesthetic choice — it’s an opportunity to inspire players in a way that lives on far beyond the screen. In this fireside chat, industry leaders (and cosplay enthusiasts) Kate Edwards (CEO/CXO & Cofounder, Geogrify/SetJetters) and Claire Hummel (Art Director, Independent) will explore how thoughtfully crafted costumes can become cultural touchstones, spark creativity in the cosplay community, and deepen player engagement.

    Through personal anecdotes and behind-the-scenes stories, these industry leaders will share insights on topics like intentionally designing costumes that are not only visually striking but also practical for cosplayers to recreate, while considering cultural authenticity, storytelling, and player expression. The discussion will also highlight how game-inspired fashion transcends the digital realm, influencing real-world trends, conventions, and fan communities. Whether you’re designing for fantasy worlds, sci-fi epics, or modern settings, this session will provide actionable insights into creating costumes that resonate with players and inspire a global movement.

  • Location:   Room 203, South Hall
    Thursday, 4:45pm - 5:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    A community meetup hosted by the Association of Video Game Developers of Ecuador (ADVEC), bringing together Ecuadorian developers and international attendees to connect, share projects, and discuss opportunities for collaboration, publishing, and international exposure. The event aims to increase visibility for Ecuador’s growing game development ecosystem and foster meaningful industry connections.

  • Location:   GDC Commons Community Space 1
    Thursday, 4:45pm - 5:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Take a break in a calm, welcoming space designed for rest and connection. This gathering offers a relaxing ambiance with crafts, small games, and other low-stim activities. Participants are welcome to chat about careers and experiences, play a game, work with their hands, or just sit and take a break. Come and go as you'd like - there is no agenda and no pressure to network.

  • Location:   Room 3020, West Hall
    Thursday, 5:00pm - 6:00pm
    Sponsor Speakers:
    Bhavyesh Maroo  (NVIDIA), Andy Jarrell  (NVIDIA), Lukasz Stawarz  (Frontier Developments)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Team Leadership
    Format: Panel

    Matches Found in Session Description:

    The GeForce NOW Developer Portal is streamlining playtesting by providing global, secure access to pre-release builds without the need for downloads or high-end local hardware. In this session, we will dive into the new 'Install-to-Play' (I2P) mode, where developers can now stream their games on day one without any content adaptation. This streamlined workflow allows teams to quickly configure custom tests or utilize the I2P Test App to install and play any Steam title—including beta branches—while observing live sessions remotely. These tools eliminate legacy barriers, allowing developers to move from installation to live cloud-based testing and observation in record time.

  • Location:   GDC Main Stage, North Hall
    Thursday, 6:30pm - 8:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event
    Tags: GDC Nights

    Matches Found in Session Description:

    The Game Developers Choice Awards (GDCA) are the premier accolades for peer-recognition in the digital games industry, celebrating creativity, artistry and technological genius. Industry professionals from around the world nominate titles for the awards, ensuring that the recipients reflect the game developer community's opinions. Learn more at https://gdconf.com/gdca

  • Location:   Room 2010, West Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Xin Ning  (miHoYo)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Game & Production Technology
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    This talk will first outline the rationale behind the development of Miliastra Wonderland, Genshin Impact's in-game user-generated content (UGC) gameplay module, as well as the project team's vision for the module including the content the team aims to cultivate and the support it intends to provide.
    Next, it will reveal the design considerations for the core functionalities of Miliastra Wonderland, detailing the technical challenges the team has overcome and the implementation process by stages.
    Finally, it will discuss the future development roadmap for Miliastra Wonderland, along with the team's plans for integrating PCG and AI functionalities.
  • Location:   Room 2018, West Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Seth Rosen  (Ironwood Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    Pacific Drive is a game that defies description while managing to appeal to a broad audience. At its core, it's a survival-crafting game, but it's also not, because survival-crafting games don't really exist. Sure, Pacific Drive has survival and crafting, but thanks to sound survival fundamentals and a focus on theme, setting, and player fantasy, it leaves many of the usual trappings of survival games in its dust.

    In this session, Seth Rosen (Game Director and Lead Designer) will lay out the fundamentals of survival gameplay he learned working on Don't Starve and dive into how they were applied in designing Pacific Drive's systems and structure. Through this dense and detailed look at what makes Pacific Drive tick, he will demonstrate how he avoided established formulas, look at how a taxonomy of survival experiences guided the design, and discuss the elements that step outside of traditional survival gameplay to offer a novel experience.

  • Location:   Room 2016, West Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Ben Li  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture

    Matches Found in Session Description:

    How do you rebuild a battle system that powers millions of daily matches in a single, global-scale MMO? After nearly a decade of live service, Pokémon GO’s original battle architecture had reached its limits. To enable a new game mode of Gigantamax Battles and reduce long-term costs, the team rebuilt the entire system from the ground up, all while the game continued running worldwide.

    This session dives deep into the architecture, design principles, and engineering decisions behind Pokémon GO’s new battle system. Learn how the team handled synchronization, state management, and scalability to support real-world encounters with over a thousand simultaneous players, ultimately lowering infrastructure and maintenance costs by millions.

  • Location:   Room 2003, West Hall
    Friday, 9:30am - 10:30am
    Speakers:
    Tim Friedlander  (soundBOX:Studio Group), Carin Gilfry  (National Association of Voice Actors (NAVA)), Matthew Parham  (National Association of Voice Actors (NAVA)), Alexis Biro  (Terra Localizations/IGDA), Michael Csurics  (Brightskull)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Audio, Team Leadership
    Format: Panel

    Matches Found in Session Description:

    This panel explores the complexities of casting authentic voices for multilingual AAA video games. A group of experienced professionals share insights on navigating creative and logistical challenges in bringing diverse characters to life across languages and cultures. Panelists discuss sourcing native-speaking talent, collaborating with unions, managing VIP and on-camera actors, and ensuring cultural consistency across global casts. Through real-world examples and recent project case studies, the session highlights how thoughtful casting decisions enhance narrative credibility, player immersion, and inclusive representation. Ideal for developers, audio directors, and localization teams, this session offers practical strategies for approaching casting as a critical part of immersive storytelling in today's global games industry.
  • Location:   Room 216, South Hall
    Friday, 9:30am - 11:30am
    Speaker:
    Verda Munir  (Robert Gordon University)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Educators, Design
    Format: Workshop
    Tagss: Community, Educators Summit, Signature Session

    Matches Found in Session Description:

    This hands-on Digital Folklore workshop explores how Photogrammetry and Animation workflows can be taught effectively in Games Development education. Drawing from their PhD research and student acclaimed module at Robert Gordon University, Verda Munir will guide attendees from scan to an intractable 3D scene in game pipeline while sharing strategies for curriculum design, student engagement, and cultural storytelling. Participants will engage in co-creation activities, workflow adaptions to various educational settings and takeaway ready to use resources. This session blends technical depth with creative exploration of preserving memories in immersive worlds through cutting-edge cost-effective workflows fostering identity and inspire play.

    Preparation for Participants
    To get the most out of this workshop, please ensure the following before attending:

    • Bring a laptop with Unity installed (latest LTS version recommended).
    • Install Polycam (or a similar photogrammetry app) on your smartphone for scanning objects.
    • Create a free Unity account if you don’t already have one.
    • Optional: Bring a small object or artifact you’d like to scan and incorporate into your scene.

    

  • Location:   Room 3002, West Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Jennifer Estaris  (Estaris Works)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Lecture

    Matches Found in Session Description:

    In this lively session, game designer Jennifer Estaris explores how games can make disagreement playful, safe, and unexpectedly joyful… through a dysfunctional dinner-table game. Drawing on the 2025 Citizens' Assembly Game Jam and the continued development of VoxPop, a daily political puzzle disguised as a family debate, the talk shares practical techniques for designing structured friction, role-based empathy, and comedic realism.

    The session culminates in a live, in-room Dinner Table Democracy encounter, where audience volunteers embody exaggerated archetypes, from the Sensible Mum to the Chaos Cousin, and attempt to solve escalating prompts before facing the ultimate final boss: Grandma. Part talk, part social experiment, part dinner-theatre chaos, this session offers designers new tools for building playful systems that hold conflict, humor, and empathy in the same space.
  • Location:   Room 308, South Hall
    Friday, 9:30am - 10:30am
    Speakers:
    Chase Bethea  (Chase Bethea/Independent), Nadia Wheaton  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Roundtable

    Matches Found in Session Description:

    In a time of political uncertainty, industry layoffs, and risk-averse decision-making, open conversations about diversity and inclusion are more urgent than ever. This multi-day roundtable invites participants to explore bold topics like surviving and resisting political tension, self-advocacy, and allyship. Through deep, focused dialogue led by a variety of voices, we'll examine how to support marginalized communities and drive change wherever you are in the industry. Join us to move beyond performative talk and toward actionable steps for a more inclusive future.

    Day 1: Fighting Back: How to take care of yourself as a marginalized person & offer your support as a person of privilege

    Day 2: Making it Happen and Advocating for Yourself: How to use your privilege to make change & where/how to find support as a marginalized person

  • Location:   Room 2001, West Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Rez Graham  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Career
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Debugging is more than setting breakpoints, it's a mindset and a skill every programmer must master. This fast-paced session goes beyond "step into" and "watch this variable" to teach practical strategies for tracking down and fixing real-world issues. Attendees will learn to reproduce bugs reliably, form and test hypotheses, and use underutilized tools like conditional and data breakpoints, memory inspection, and the Immediate window. Along the way, they'll explore the mental habits of effective debuggers and learn how to avoid common traps. The talk is packed with actionable techniques, real-world stories, and live demonstrations. Stop fearing bugs and start solving them!
  • Location:   Level 1, West Hall
    Friday, 9:30am - 2:10pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Format: Special Event
    Tags: Networking

    Matches Found in Session Description:

    GDC’s version of Speed Networking. A fast-track to new contacts, partnerships, and future collaborators. Join us on Monday, Tuesday, and Friday.

    Friday, March 13th

    9:30am - 2:10pm

    Session1| 9:30am-10:30am (60min)

    Session 2 | 10:50am-11:50am (60min)

    Session 3 | 1:10pm-2:10pm (60min)



  • Location:   Room 2005, West Hall
    Friday, 9:30am - 10:30am
    Speakers:
    Charlie Hsu  (Supercell), Heikki Joas  (Metacore)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Design
    Format: Lecture

    Matches Found in Session Description:

    This talk brings together Game Designer Heikki Joas from Metacore and Clash Royale’s Economy Manager Charlie Hsu from Supercell to explore contrasting approaches to game economy design. They draw on real-life insights from casual merge titles like Merge Mansion and midcore/hardcore PvP games like Clash Royale.

    The session sheds light on both operational and production perspectives of managing game economies. Heikki and Charlie discuss how organizational context, team structure, and game type shape economy goals and design – emphasizing the importance of understanding your genre and community.

    Representing different games and studios, Charlie and Heikki argue there’s no one-size-fits-all approach: only the right solution for your team, game, and players.

  • Location:   Room 3016, West Hall
    Friday, 9:30am - 4:00pm
    Speakers:
    Marc LeBlanc  (Riot Games), Stone Librande  (Riot Games), Eleanor Todd  (Fablegate), Marcus Montgomery  (Cornerstone Interactive Studios), Jeb Havens  (Jeb Havens Games), Eben Myers  (Relevate Health Games), Geoff Marsi  (Riot Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Design
    Format: Workshop

    Matches Found in Session Description:

    Hands On Design Workshop: Introduction

    9:30am - 12pm
    This workshop will explore the day-to-day craft of game design through hands-on activities. Working in small groups, you’ll be challenged to rapidly design, develop and playtest some example games.

    In the morning session, we’ll be looking at what paper prototypes can teach us about digital games, and how to use paper prototyping to answer the design questions that arise during ideation and early development. You’ll gain hands-on experience constructing a playable paper prototype of a popular video game.


    Hands On Design Workshop: Advanced Topics

    1pm - 4pm
    This workshop will explore the day-to-day craft of game design through hands-on activities. Working in small groups, you’ll be challenged to rapidly design, develop and playtest some example games.

    In the afternoon session, we’ll have a few different activities for you to pick from. In “Horns of a Dilemma” you’ll explore the challenges involved in designing ethical dilemmas in games. In “Prototyping Complex Systems” you’ll learn how to identify key levers in your large game systems. And in “Us vs. It” you’ll see how dramatic structure emerges from from game dynamics.


  • Location:   Room 207, South Hall
    Friday, 9:30am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Culture & Sustainability
    Format: Special Event
    Tags: Mentorship

    Matches Found in Session Description:

    The IGDA considers mentorship to be one of the critical cornerstones on which we must build a strong and diverse industry. As such, the IGDA Mentor Café program provides a way for developers to support each other and connect in person through mentorship. This event is open to GDC attendees, but individuals must register in advance as a Mentor or Mentee. Space is limited.

    Register here!

  • Location:   Room 304, South Hall
    Friday, 9:30am - 10:30am
    Speaker:
    Sho Sato  (iGi)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Independent Development
    Format: Roundtable

    Matches Found in Session Description:

    In 2025, we saw the foundation of new game incubators and accelerators in the U.S., Asia and Europe. In the meantime, various existing game incubators are struggling to manage themselves, and several game incubators have been forced to close for some reasons. In this session, we brought together incubators and accelerators around the world and provide the opportunity to engage in dialogue with stakeholders like game dev community leaders, game developers, publishers, educational institutes and public institutes. The purpose is to find how to collaborate in a better way for the success of every stakeholder related to the game incubation and game dev ecosystem.

  • Location:   Room 2006, West Hall
    Friday, 9:30am - 10:30am
    Moderator:
    Greg Foertsch  (Bit Reactor)
    Panelists:
    Jade Law  (Wardog Studios), Jeff Parrott  (Blizzard), Darren Bacon  (Bungie)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Career
    Format: Panel
    Tagss: Mentorship, Series

    Matches Found in Session Description:

    This is a two part program consisting of a panel discussion with five art directors and lead artists from across the industry. The panel session will focus on the "dos" and "don'ts" of getting your portfolio noticed. Panelists will discuss common mistakes that most artists make, as well as some of the more unique approaches they have seen. Audience participation is encouraged during the Q&A session. The panel discussion will be followed by a 3 hour session of individual portfolio reviews.

    As the game industry has become increasingly competitive, it has also become more difficult for artists to break into the industry and to obtain recognition for their work. There are, however, both positive and negative ways to stand out from the crowd. This panel, which consists of art directors and lead artists from across the industry, will expose portfolio pitfalls and how to avoid them, as well as providing real world examples of how to succeed in getting, and holding, an art director's attention. The panel will also discuss common hiring practices and variations among the studios. The panel will be followed by a 3 hour session for individual portfolio reviews.

  • Location:   Room 211, South Hall
    Friday, 9:30am - 12:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Format: Special Event

    Matches Found in Session Description:

  • Location:   Room 203, South Hall
    Friday, 9:30am - 12:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Special Event, Career
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for the Student Day workshop, geared toward high school students interested in getting involved in the video games industry. The session will include four 90-minute sessions. Attendees will be split into two separate groups and receive one interactive session and one panel each. Please note that space is limited for this session.

    SESSION OVERVIEW

    Industrial Light & Magic Panel

    ILM will be presenting on Star Wars: Beyond Victory is a Mixed Reality (MR) and VR game. The panel will begin from 11:00AM - 12:30PM. The panelists will include: Brandon Charles, David Palumbo, Jennifer Cha and Stephen Zavala.

    Double Fine Panel

    DF will be talking about life at Double Fine and presenting their soon to be released title, Kiln. This panel will be from 11:00AM - 12:30PM. Moderated by Ashley Esqueda the panel will feature Jason Morales, Fiona Gallagher, Kee Chi, Moira Marr and Tim Schaefer.

    Paper Prototyping Workshop

    The paper prototyping workshop is meant to get the students flex their creativity skills and to be more interactive. This panel will be from 930am - 11:00am. The workshop will be facilitated by Gameheads staff and industry veteran, CJ Kershner.

    The Student Day @ GDC Arcade

    This workshop will feature 13 playable demos from game devs of the Latinx in Gaming, Blacks in Gaming, Gameheads, USC and AAPI in Gaming Communities. There will be a brief panel and Q&A after gameplay time. This panel will be from 930am - 11:00am.

    Workshop feature:

    Playable demos for the following games: Spree, Things Left Unspoken, Drenched, Midautumn, Lucky Fat Cat Diner, Vejigantes, Mirror Magica, Project Jam, Go, Go, V1D10!, Sneaky Fishy, Master of MuSick, VectaGuard: Zero and Gangsta Bean 3: Night of the Rising Bread.

  • Location:   Room 2014, West Hall
    Friday, 9:30am - 10:30am
    Speakers:
    Ben Cloward  (Independent), Nicholas Burkhard  (Meta), Matt Lake  (Independent), Sen Lei Deng  (EA Criterion), Camille Kay  (Epic Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Panel
    Tags: Technical Artist Summit

    Matches Found in Session Description:

    As the boundaries of fidelity and scale continue to expand, the role of the technical artist has evolved from "bridge builder" to "architect of automation." Today’s pipelines are increasingly defined by the marriage of modern tools and techniques and traditional artistic workflows. However, the challenge remains: how do we leverage these powerful tools without losing the unique artistic vision that defines a project? This panel brings together technical artists from across the industry to discuss the integration of these workflows into production, the optimization of real-time content, and the shift toward agentic workflows.

    Moderated by Ben Cloward, a seasoned Technical Artist and educator renowned for his expertise in shaders and performance optimization, this session explores dives into the realities of managing complex toolchains in an era where the speed of content creation must match the demands of game development, VFX, and the tech industry.

    Join the discussion at tech-artists.org. Connect with the panel and check out their recommended tech art resources at https://linktr.ee/TechArtPanel

  • Location:   Room 3018, West Hall
    Friday, 9:30am - 10:00am
    Speaker:
    Noah Falstein  (The Inspiracy)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Business Strategy
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    Transformational games - AKA serious games and gamification - are a valid and growing alternative to traditional entertainment-only titles. Games for education, healthcare, and training are all finding greater acceptance. It's a great alternative if you're looking for a way to shift your career in a direction that is more stable, less rigid, and helps players in profoundly meaningful ways. This talk will give an overview of the field, how and why it is growing, and cover ways that both individuals and teams can find opportunities that fit their needs.

  • Location:   Room 306, South Hall
    Friday, 9:30am - 10:30am
    Speakers:
    Jason Keyser  (VFX Apprentice), Ellie Koorlander  (Creative Assembly)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Visual Effects Summit

    Matches Found in Session Description:

    On Day 1, Ellie and Jason will facilitate the roundtable covering general topics and revisit ground broken in the VFX Summit earlier in the week. Be sure to also check out the Thursday session if you'd like to discuss the artistic aspects of VFX and in the Friday session the discussion will go deep on more technical aspects of VFX. See you there!

    The roundtable on Day 2 will focus on VFX through an ARTISTIC LENS. Jason will focus the discussion on your questions concerning the artistic aspects of VFX. This may include art education (as students or veterans), art direction, or whatever else comes up! See you there!

    On Day 3, the roundtable will give a TECHNICAL LENS for creating VFX. Ellie will guide the conversation through such as graph based effect authoring, effect lighting and optimization, new mesh based techniques, VR/AR/XR and/or whatever attendees want to go deep on.

  • Location:   Booth 1765, South Hall
    Friday, 10:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Tagss: Festival Hall, Networking

    Matches Found in Session Description:

    Formerly known as GDC Connect, this dedicated lounge in the Festival Hall offers space for both casual mingling and pre-arranged meetings scheduled through the event app.

  • Location:   Tabletop Free Play & Playtesting Lounge, West Hall Level 3
    Friday, 10:00am - 4:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tagss: Community Partner, Tabletop Summit

    Matches Found in Session Description:

    Grab a board game and let the games begin! Stop by the lounge and check out a game from our Free Play board game library or take a moment to playtest something brand new. Enjoy a little friendly competition and share feedback directly with the designers!

    Check out a gallery of the schedule of featured games here.

    Brought to you in partnership with Gamescape, Golden Gate Gamemakers, and Unpub!

  • Location:   Podcast Studio, GDC Commons
    Friday, 10:00am - 11:30am
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for a live recording of The Secret Lives of Games podcast featuring candid conversations that dive deep into the art, craft, and process of making games.

  • Location:   Festival Stage, South Hall
    Friday, 10:30am - 11:00am
    Sponsor Speakers:
    Marko Šašić  (2DNAC), Miroslav Radmanović  (2DNAC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    Marko Š. presents RigX, a revolutionary pipeline that transforms how digital characters are created for high-end games and cinematic productions. Attendees will see firsthand how RigX shatters traditional limitations, enabling artists to produce characters of all styles—from hyper-realistic humans to stylized or cartoony designs—faster and more efficiently than ever before.

    The session features a short, high-quality rendered example followed by a live demonstration, showing RigX's seamless handling of facial animation, rigging, and performance in real-time. Marko discusses key features, shares practical tips for implementing RigX in advanced production pipelines, and answers audience questions. This session emphasizes innovation, efficiency, and the creative possibilities RigX opens for modern character creation across games, film, AR/VR, and interactive experiences.
  • Location:   Indie & Education Stage, South Hall
    Friday, 10:30am - 11:30am
    Speaker:
    Shawn Alexander Allen  (NuChallenger)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Independent Development
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    While game development is tough, actually shipping a game is basically the final boss. These days, having a polished release with lots of options is bare minimum and yet, time and time again many developers launch their games that despite being technically *done*, feel rushed & incomplete. But do not despair! This talk will give you the details (and checklists) you need to make your game feel as finished as possible.

  • Location:   International Stage, South Hall
    Friday, 10:30am - 10:50am
    Sponsor Speaker:
    Chubak Temirov  (High Technology Park Kyrgyzstan)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

    As global competition for engineering talent intensifies and labor costs continue to rise, game studios are under pressure to scale efficiently without compromising quality. But what if your next 100 developers could cost significantly less — while remaining fully compliant, internationally structured, and strategically positioned for growth?

    In this session, the High Technology Park of the Kyrgyz Republic will present a practical framework for building a tax-optimized game development structure in Kyrgyzstan. Attendees will learn how international studios are leveraging a special legal and tax regime designed specifically for tech companies — offering 0% VAT, 0% sales tax, and reduced income tax rates — while maintaining global operations and IP ownership abroad.

    We will break down how foreign game companies can register developers, establish compliant structures, reduce operational overhead, access a fast-growing pool of highly skilled engineers, and seize other international business opportunities. Real-world examples, onboarding steps, and operational considerations will be shared to provide a clear pathway from exploration to launch.
  • Location:   Room 312, South Hall
    Friday, 10:50am - 11:50am
    Speaker:
    Crystal Lee  (Schell Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Audio
    Format: Roundtable

    Matches Found in Session Description:

    Come talk and learn about how audio developers are using AI, whether it's for audio generation, sound library search, workflow assistance, or any other use-case under the sun. Composers, sound designers, programmers, and more are welcome!
  • Location:   Room 304, South Hall
    Friday, 10:50am - 11:50am
    Speakers:
    Jordan DeVries  (Respawn Entertainment), Cari Watterton  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Roundtable
    Tagss: Accessibility, Community Partner

    Matches Found in Session Description:

    Accessibility’s growth as an established professional practice has continued at pace across the video games industry–from AAA studios to indie developers–but the past couple of years have brought difficult times, with teams operating under reduced headcounts and budgets. Even without these constraints, a studio’s journey towards accessibility maturity involves figuring out how to do more with less, moving beyond initial explorations and innovations to ensure it can be a repeatably efficient part of “business as usual.”

    Wherever you are along that journey, our discussion will focus on ways to achieve this, from processes to programs, and champs to dev tools.

    Hosted by the IGDA Game Accessibility SIG, this roundtable is appropriate for all levels (students to experienced developers).

  • Location:   Room 306, South Hall
    Friday, 10:50am - 11:50am
    Speaker:
    Andrew Fray  (Automated AF)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable

    Matches Found in Session Description:

    Day 3: Implementation
    Automated testing provides a team with stability across development, allowing early feedback, fast iteration and empowering QA. Yet investing in automation has a bad reputation in the industry, where just-ship-it is the mantra. Maybe, as the market becomes increasingly competitive, its time has finally come.

    On Day 3 we prefer to discuss the many faces of automation, from locally-run functional and unit tests, to server-driven continuous integration, and even external device farms. How do you do automated testing in your team? What works well for you? More interestingly, what didn't work and why?

    These roundtables bring together people of all experience levels and budgets to discuss how they currently, or would like to, use automated testing of any form. See atig.dev/gdc for more details and to join our discord!

  • Location:   Room 2006, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Gabe Cuzzillo  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    'Baby Steps' is a 3D hiking game with a vast open world created by a very small team. While the world is completely fixed, exploring and curating undesigned random levels was an integral part of the creative process. This talk will explore in depth the ways that randomness not only created the bedrock of the world itself but also came to define the aesthetic approach to the route-finding and climbing challenges that make it up.
  • Location:   Room 2003, West Hall
    Friday, 10:50am - 11:50am
    Speaker:
    Jose Angulo  (Teravision Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Audio, Game & Production Technology
    Format: Lecture
    Tags: Tools Summit

    Matches Found in Session Description:

    Why can't we hear the right footsteps (or any footsteps) on the other client? Why is that ambient loop only broken after the 30th reload?
    This session dives into the messy reality of debugging audio systems in video games, offering practical techniques for solving everything from bizarre one-off glitches to long-standing systemic issues. Through real-world examples and a few battle-tested war stories, the speakers will walk attendees through a toolkit of strategies, ranging from logs, profilers, and breakpoints to naming conventions, documentation habits, and better cross-team communication.
    Whether you're deep in engine code or just trying to figure out why your event isn't triggering, this talk aims to demystify the debugging process, helping developers build a more methodical, reliable, and less painful approach to tracking down audio bugs.
  • Location:   Room 2016, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Lewis Burnell  (ICO Partners)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Discovery & Marketing
    Format: Lecture
    Tags: Launch

    Matches Found in Session Description:

    A data-driven post-mortem presentation of The Operator's self-publication journey, and how a year-long marketing campaign helped solo studio Bureau 81 achieve a critically acclaimed and commercially successful launch for their first title. With a modest $50,000 marketing budget, attendees can learn how the game achieved over 340,000 wishlists, 120,000+ unit sales, and $1.3M in Steam revenue. Discover the key tactics used, including funding, store page and trailer development, media outreach, custom review kits, and strategic event participation. Finally, explore the impact of its post-launch opportunities like Steam's Daily Deal, Epic Games partnership, its Switch release, and the challenges of indie marketing in a competitive landscape.
  • Location:   Room 213, South Hall
    Friday, 10:50am - 11:20am
    Speakers:
    Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Tim Nixon (thatgamecompany) & Caio Jiacomini (thatgamecompany)

    Quiet Room 213

    Take a moment from the busy show to relax and enjoy the calming sounds of crystal singing bowls intertwined with the atmosphere of Sky: Children of the Light, before sinking into a short guided meditation to help refresh the mind and body. All are welcome.


    Doors Open at 9:30AM.

    Doors Close at 12:30 PM.

  • Location:   Room 3018, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Nick Ballou  (University of Oxford)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Counting gaming hours is like counting calories—easy to track, but it won’t tell you whether your diet is healthy. What really matters is nutrition: what, when, and why you play.


    This session introduces the University of Oxford’s first-of-its-kind dataset tracking 3 million hours of multi-platform gaming, paired with 50k+ wellbeing surveys. Drawing on this unprecedented evidence, Nick shares three “core ingredients” of a healthy gaming diet:


    Timing: Why late-night sessions affect only certain people’s sleep

    Coping: How players use games after difficult days—and when this becomes risky

    Variation: The benefits of switching games more often


    The talk also explores how “nutritional needs” change across the lifespan—from social teens to caregiving adults to older players rediscovering retro classics.


    Finally, Nick explains how researchers and the private sector can become collaborative “gaming dietitians” instead of offering generic advice, and how others can use the Oxford dataset.

  • Location:   Room 2014, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Brian Cronin  (Chugga Chugga LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Independent Development, Design
    Format: Lecture

    Matches Found in Session Description:

    1-on-1 playtesting is one of the most powerful ways developers can improve their games. Yet small teams often overlook it, assuming it requires large QA departments or complex processes.

    In this session, Brian Cronin presents a lightweight, repeatable playtesting process refined over five years across multiple projects, including the indie dice roguelike Slumber Realm, Monster Train, and Dojo Islands.

    He explains how to find the right testers, run focused sessions, prepare players to give meaningful reactions, and turn feedback into clear, actionable insights. The talk covers preparation, interviewing techniques, effective feedback collection, and follow-up practices that keep playtesting continuous.
  • Location:   Room 308, South Hall
    Friday, 10:50am - 11:50am
    Speakers:
    Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Team Leadership, Production
    Format: Roundtable

    Matches Found in Session Description:

    There are countless ways to produce a game. The Game Production Roundtable aims to move the industry forward by creating space for producers of all levels to come together to share their experiences, discuss challenges they’re facing, and build relationships with their peers.

    Each day, we’ll cover topics across the spectrum of production, loosely following the themes of Process, People, and Career. Potential topics include: Supporting team motivation and fulfillment through production, identifying when a process isn’t working, using scope and schedule as tools to make a better product, navigating changes to scope, cultivating team buy-in and ownership of processes, crunch, empowering the team, scheduling, advice for first-time producers, and how to continue developing your production skills.

    Another component of the roundtable will focus on supporting the next generation of producers by allowing newcomers to ask questions that help prepare them for their production careers.

  • Location:   Room 2001, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Hannah Gallagher  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Discovery & Marketing
    Format: Microtalks
    Tags: Series

    Matches Found in Session Description:

    As user-generated content games like Roblox, Fortnite, and Horizon Worlds reshape how the industry traditionally thinks about age-appropriateness of game content, this panel brings together platform leaders to explore the need for consistent content ratings, share lessons learned, and discuss how evolving technologies like AI are impacting safety and transparency for players and families.

  • Location:   Room 2005, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Brian McNett  (Gearbox Software)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Design
    Format: Lecture
    Tagss: Series, Technical Artist Summit

    Matches Found in Session Description:

    A visual and technical showcase describing how Borderlands 4 (BL4) leverages built-in UE5 features, along with custom extensions, to create a flexible, extendable and performant weather system for its open world environment.
    Gearbox provides a behind-the-scenes look into the components that establish BL4's fully dynamic and localized weather. For example, how weather forecasts can be directed by artists using a suite of custom tools to emulate different climate conditions, how a custom render pass to apply weather effects to surfaces was used, and more. The speaker is an Associate Technical Art Director with 18+ years of game industry experience.

  • Location:   Room 2010, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Rachel Kowert  (University of Cambridge)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Culture & Sustainability
    Format: Lecture

    Matches Found in Session Description:

    Toxicity in gaming creates a measurable "toxicity tax" that erodes revenue and drives player churn across all major markets. This presentation reveals new research across six global gaming markets showing that half of all players spend (up to 60%) less money in toxic spaces or avoid games entirely based on reputation alone. It will also present a new approach to addressing toxicity - the Trust and Safety Triforce. While traditional trust and safety approaches focus on policy and tooling, education for digital community leaders has remained a largely untapped and scalable approach. This talk will present new research around player expectations, digital leadership needs, and actionable implementation strategies for scalable educational initiatives. Investing in support and education for digital community leaders in games is an effective way to reduce the toxicity tax on the bottom line while building resilient community ecosystems that drive long-term growth.
  • Location:   Room 2018, West Hall
    Friday, 10:50am - 11:20am
    Speaker:
    Richard Duck  (Meta)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Business Strategy, Discovery & Marketing
    Format: Microtalks
    Tagss: Future Realities Summit, Launch

    Matches Found in Session Description:

    You'll have only a few chances to impress and convince your potential customer to engage with your VR/MR application. As the market grows and customers have changed, we will discuss what you can focus on before, during, and after launch. Included with the essential steps you should take and what opportunities you absolutely shouldn't miss. We want to prepare you for a successful launch that you can build upon early, maximizing your opportunities while growing the long tail.

  • Location:   GDC Gardens, Yerba Buena Gardens
    Friday, 11:00am - 2:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    Join us for lunch and entertainment in the GDC Gardens.

    Stone Stage entertainment presented by MAGWEST:

    • 11:00 AM - 11:50 PM: Super Soul Bros
    • 12:10 PM - 1:00 PM: Super Soul Bros
    • 1:20 PM - 2:00 PM: Super Soul Bros


    Review the full week's schedule here.

  • Location:   Future Tech Stage, South Hall
    Friday, 11:10am - 11:30am
    Sponsor Speaker:
    Nick Romick  (Retropixel Digital)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Game & Production Technology
    Format: Power Talk

    Matches Found in Session Description:

    Nick Romick, studio lead at RetroPixel Digital, shares the story behind Green Hawk Platoon, an action-packed FPS inspired by the plastic soldiers of childhood and reimagined for modern single-player and multiplayer play. In this 20-minute talk, Nick walks through key design and development decisions, from building responsive gunplay and class-based combat at a miniature scale, to creating dynamic environments like kitchens, bedrooms, and backyards that feel larger than life. Along the way, he touches on the realities of shipping an ambitious FPS as a small studio, including iteration speed, multiplayer testing, and scaling development workflows without slowing creativity, offering subtle, practical insights into how the right tools and infrastructure can help small teams build games that feel far bigger than they are.
  • Location:   GDC Commons Stage
    Friday, 11:30am - 12:00pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Jennifer Svedberg-Yen  (Sandfall Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Special Event
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Jennifer Svedberg-Yen, who worked as lead writer and voice & localization producer for Clair Obscur: Expedition 33, joins GDC Side Quest Podcast host Beth Elderkin to discuss the experience of making this award-winning game and the power of creative storytelling.

  • Location:   Podcast Studio, GDC Commons
    Friday, 11:30am - 12:30pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    Join Game Developer staff for a live roundtable discussion at the GDC Podcast Studio.

  • Location:   Festival Stage, South Hall
    Friday, 11:30am - 12:00pm
    Speakers:
    Michael Koperwas  (B5 Studios), Andrew Maximov  (ImagineMore.Art)
    Pass Types: Festival Pass, Game Changer Pass
    Track: Visual Development
    Format: Fireside Chat
    Tagss: Art Direction Summit, Festival Hall

    Matches Found in Session Description:

    In this fireside chat, Andrew Maximov sits down with Michael Koperwas, a veteran creative technology leader whose career has spanned art, storytelling, and some of the most ambitious technological transitions in the entertainment industry. Together they explore what it means to guide artists and creative teams through waves of change, and what artists can learn from the technological transitions of the last 20 years

  • Location:   Room 2018, West Hall
    Friday, 11:40am - 12:10pm
    Speakers:
    Areej Al-Wabil  (Alfaisal University), Hanan Makki  (Qindeel Studio), Mashael Abualnaja  (Dev, Play, Go!), Rema Alyahya  (Merak Capital), Meaad Aflah  (Starvania Studio), Bayan Mashat  (Blue Tango Street Studio), Jawharah Alabdulqader  (Nomadroid Studio)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Independent Development, Culture & Sustainability
    Format: Microtalks

    Matches Found in Session Description:

    The Arab indie game scene is witnessing a quiet yet powerful shift, driven by a rising generation of women founders, developers, and designers. While Arab women gamers are gaining attention, far less is known about the women creating the games. This session sheds light on women-led indie studios across the MENA region, revealing how they navigate cultural norms, under-resourced ecosystems, and gendered barriers to carve out spaces of autonomy and expression. Through rapid-fire microtalks, attendees will hear from developers blending folklore with interactive storytelling, experimenting with hybrid genres, and founding studios in unconventional settings. The session draws from field research, case studies, and lived experience to uncover how women in the MENA region are reshaping the indie landscape with values of care, community, and resistance. Attendees will gain a fresh perspective on global game development and leave with ideas for supporting a more inclusive and visible MENA game ecosystem.
  • Location:   Room 3002, West Hall
    Friday, 11:40am - 12:40pm
    Moderator:
    Olivier Pomarez  (Ubisoft la Forge)
    Speakers:
    Martin Singh-Blom  (Embark Studios), Mathieu Nayrolles  (Supercell), Alexis Rolland  (Ubisoft, La Forge), Julien Merceron  (Orion Productions), Elvis Liu  (Tencent Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Game & Production Technology
    Format: Forum
    Tagss: Machine Learning Summit, Mentorship

    Matches Found in Session Description:

    You have a passion in Video Games and Machine Learning? You just graduated, or are looking to change your job, or considering a new Career path? This session is for you, come and ask all your questions in this Forum! We have gathered eminent speakers that can share their experience and guide you in the right direction towards the right touch points!

  • Location:   Room 2010, West Hall
    Friday, 11:40am - 12:10pm
    Speakers:
    Piercen Harbut  (Bee Swarm Simulator), Alec Kieft  (Grandma's Favourite Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Independent Development
    Format: Lecture

    Matches Found in Session Description:

    The biggest game ideas often start with a cultural ripple — before becoming a tidal wave. Presented by leading Roblox creators Alec Kieft — best known for viral hit '99 Nights in the Forest' that earned him a top 2 spot on the Roblox charts and frequently sees over 1M concurrent players — and Piercen Harbut — known for community favorite Bee Swarm Simulator that has maintained its place in the leaderboards since 2018 — this session explores how developers can read the room (and the world) to identify emerging cultural trends, subcultures, and online behaviors that spark fresh, resonant game concepts. From TikTok trends and fandom communities to viral memes and lifestyle shifts, we'll unpack real-world examples of chart-topping Roblox games that rode cultural waves to massive success — and examine how creators can tune into these signals early. Whether you're a solo dev or part of a larger studio, you'll leave with practical frameworks for trend-spotting, narrative development, and cultural synthesis that can help shape your next breakout title.
  • Location:   Room 2005, West Hall
    Friday, 11:40am - 12:10pm
    Speaker:
    Spencer Luebbert  (Disbelief)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Visual Development, Design
    Format: Lecture
    Tags: Technical Artist Summit

    Matches Found in Session Description:

    A quick recap of real-time volumetric cloud rendering techniques will be followed by a behind the scenes look into BL4’s open world clouds system. Gearbox will discuss the issues involved in shipping an open world cloud system, which responds to localized dynamic weather, is art directable through custom tools, and made use of standard Unreal Engine features. Practical examples will be used to describe the solutions, and lessons learned along the way. The speaker is an Art Director Director with 17+ years of game industry experience.

  • Location:   Room 3018, West Hall
    Friday, 11:40am - 12:40pm
    Speaker:
    Baqir Shah  (Pipeworks Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Career
    Format: Special Event
    Tagss: Level Design Summit, Mentorship

    Matches Found in Session Description:

    This session explores how level designers can build strong, effective portfolios that clearly communicate design thinking, ownership, and measurable impact. Drawing from real hiring experience across AAA and indie development, the talk breaks down what hiring teams actually evaluate when reviewing level design portfolios and why many otherwise capable designers fail to stand out.


    The presentation examines the difference between showing completed environments and communicating decision-making. It outlines how to structure compelling case studies, how to present greybox and shipped work with clarity, and how to demonstrate iteration, collaboration, and problem-solving within production constraints. Attendees will learn how to frame their contributions in a way that signals readiness for professional development environments.


    The session also addresses common portfolio weaknesses, including overreliance on visuals, lack of documented process, unclear ownership, and poor structural organization. By the end of the talk, attendees will have a practical framework for evaluating and restructuring their own portfolios to better align with what hiring teams actually look for.

  • Location:   Room 215, South Hall
    Friday, 11:40am - 2:40pm
    Speakers:
    Jordan DeVries  (Respawn Entertainment), Darren Bacon  (Bungie), Eli Tuttle  (Bit Reactor), Jeff Skalski  (Yellow Brick Games Inc.), Jeff A. Johnson  (inXile Entertainment), Ashley Sparling  (K9 Digital), Greg Knight  (Lucasfilm Games), Cutlar Nordyke III  (Keywords Studios), Gary Riley  (Raven Software), Greg Foertsch  (Bit Reactor), Rembert Montald  (Lightspeed LA), Sarah LeBlanc  (Bit Reactor), Jade Law  (Wardog Studios), Jeff Parrott  (Blizzard), Inmar Salvatier  (Maxis), Gaurav Mathur  (gamedevmap), Piero Macgowan  (Bit Reactor)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Career
    Format: Special Event
    Tagss: Mentorship, Series, Signature Session

    Matches Found in Session Description:

    As a follow up to the panel "Killer Portfolio or Portfolio Killer" this session is an opportunity for artists looking for advice to speak one-on-one with an industry professional. Immediately after the panel, reviews will be done in 10 minute increments giving attendees an opportunity to get constructive critiques and seek out advice without the stress of an interview. Ideally this session will last 3 hours to accommodate the number of people that have attended in previous years.

    Whether it is your first job in the industry or you are looking to switch jobs, getting a job as an artist in games has never been more competitive. This session follows the "Killer Portfolio or Portfolio Killer" panel discussion and will focus on one-on-one portfolio reviews from the panelists. Participants will receive constructive critiques and advice to give their portfolios an edge in this competitive market without the pressure of an interview.

  • Location:   Room 2001, West Hall
    Friday, 11:40am - 12:10pm
    Speakers:
    Roxane Zaim  (Ubisoft), Thomas Prelle  (Ubisoft)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Product Management, Production
    Format: Lecture
    Tags: Advanced Graphics Summit

    Matches Found in Session Description:

    At Ubisoft, knowledge is scattered across Confluence, Jira, GitLab, video platforms, and dozens of team silos. This fragmentation makes it harder to ramp up, debug, plan, or even stay aligned. So we built DocGPT: an internal, production-grade assistant designed to help teams search, understand, and reuse Ubisoft's knowledge using natural language.
    Our goal was simple: reduce context switching and make internal knowledge more accessible. We co-developed our tech with production teams. Then it scaled. Fast!
    Today, DocGPT supports workflows across multiple Ubisoft productions. It helps testers generate test cases from Design docs. It assists new developers with step-by-step guidance or by explaining custom pipeline code. It even supports managers by surfacing project status and Jira insights in plain English.
    In this talk we'll share honest lessons from our rollout — from organizational acrobatics to surprising wins that reshaped our roadmap.
  • Location:   Room 2016, West Hall
    Friday, 11:40am - 12:10pm
    Speaker:
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Discovery & Marketing, Product Management
    Format: Lecture

    Matches Found in Session Description:

    Candy Crush Saga reaches millions of players daily, but staying loved in a crowded mobile games market takes more than new levels and features. This session reveals how King's CRM at Candy Crush Saga evolved from a messaging tool into a full lifecycle system, built in partnership with Product, Machine Learning, and other cross-functional teams.

    You'll hear how CRM drives engagement, retention, and brand love - not just through messages, but also by designing personalized in-game experiences. From adaptive onboarding journeys tailored to player types to large-scale lifecycle campaigns, CRM has become a foundational part of how we design and deliver meaningful moments. This talk offers a blueprint for live games looking to grow and evolve with their players.
  • Location:   Room 2014, West Hall
    Friday, 11:40am - 12:10pm
    Speaker:
    Zhen Zhai  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Visual Development, Game & Production Technology
    Format: Lecture
    Tags: Machine Learning Summit

    Matches Found in Session Description:

    This session introduces Zenith, a hybrid pipeline that automates the creation of multi-layered top-down maps from 3D environments. By combining procedural geometry extraction with a multi-encoder ControlNet architecture, Zenith generates walkable areas and stylized layers—line art, shadows, and highlights—using depth, normals, and detail conditioning. By unifying multiple diffusion models, Zenith delivers visually consistent results without requiring large training datasets. We will explore how it enhances efficiency, share insights from artist feedback, and discuss practical lessons for integrating diffusion models into game development.

  • Location:   International Stage, South Hall
    Friday, 11:50am - 12:10pm
    Sponsor Speakers:
    Andreas Hinze  (Infoboard Europe GmbH), Ankit Dhillon  (BAD Spiele Studio UG)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Educators, Business Strategy
    Format: Power Talk

    Matches Found in Session Description:

    Hidden Champion makes economics playable: markets, pricing, logistics—your decisions sharpen economic thinking. You take charge of a company's international expansion and compete for regional market share. Every month you balance capacity, workforce costs, warehouse limits, product quality, and cash flow. Demand is shaped by marketing and sales offices, while fulfillment depends on transport choices (truck, rail, ship, air) and route planning across real-world cities. Higher quality can win premium customers but reduces factory output and increases handling risk, so you choose where to differentiate and where to scale. Disruptions like strikes, accidents, or bottlenecks force contingency planning and highlight resilience. Transparent numbers—margins, transport costs, penalties, and market share—let players test hypotheses, learn from outcomes, and iterate strategies. It's a sandbox for practical business trade-offs, turning abstract economic concepts into decisions you can measure. Players quickly see why pricing power, liquidity, and logistics efficiency matter—and how small decisions compound over time.
  • Location:   Monetization & Player Engagement Stage, South Hall
    Friday, 11:50am - 12:50pm
    Speakers:
    Shafik Quoraishee  (The New York Times), Amra Khullar  (The New York Times)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Advanced
    Tracks: Game & Production Technology, Design
    Format: Lecture
    Tags: Festival Hall

    Matches Found in Session Description:

    The New York Times Games team presents a technical breakdown of CrossPlay, a real-time multiplayer word game built as a standalone mobile app rather than on a traditional game engine. The session explains how CrossPlay's architecture supports fast matchmaking, responsive gameplay, and large-scale social interaction using native mobile frameworks. Speakers walk through the platform's guiding product pillars—Let Them Play, Learn & Grow, and Smarter Social—and how those principles translate into concrete engineering decisions.

    Topics include fanout-based real-time systems, performance-driven UI design, AI-assisted learning tools, and a production-ready automated content moderation service. Attendees gain insight into how disciplined release processes, data-informed iteration, and trust-focused systems enable a modern multiplayer experience that balances speed, depth, and safety at scale.

  • Location:   Future Tech Stage, South Hall
    Friday, 11:50am - 12:50pm
    Speaker:
    Neville Spiteri  (Wevr)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Forum
    Tagss: Festival Hall, Future Realities Summit

    Matches Found in Session Description:

    Step into the future of entertainment with Neville Spiteri, CEO of Wevr, he recently unveiled the groundbreaking XR experience, The Little Prince: A New Adventure Begins Here. Neville will share the journey behind creating the world’s first free-roam, location-based XR adaptation of Antoine de Saint-Exupéry’s beloved masterpiece. Neville is dedicated to showing how immersing in virtual worlds can be fun, fulfilling and transformative.

    Discover how Wevr, in partnership with HTC VIVERSE, has reimagined storytelling by blending cutting-edge technology with the timeless magic of The Little Prince. From walking across asteroids to standing under a star-filled Sahara sky, this immersive experience transforms the way families connect with stories—offering a shared, embodied adventure unlike anything seen before.

    Join Neville to explore how Wevr’s vision of interactive storytelling is shaping the "New Cinema"—a format that is physical, social, and emotional - designed for spaces where people already gather.

  • Location:   GDC Commons Stage
    Friday, 12:00pm - 12:30pm
    Moderator:
    Beth Elderkin  (GDC Festival of Gaming)
    Speaker:
    Gabe Cuzzillo  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Independent Development
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    Head to the GDC Commons for a live recording of the GDC Side Quest Podcast with Gabe Cuzzillo, one of the creative minds behind the IGF-nominated game Baby Steps. In this session, Gabe will share his journey as an indie developer, discuss the challenges and triumphs of creating unique games, and explore the growing trend of developers pursuing smaller, passion-driven projects.

  • Location:   Festival Stage, South Hall
    Friday, 12:15pm - 1:15pm
    Speakers:
    Mathieu Cote  (Behaviour Interactive Inc.), Dave Richard  (Behaviour Interactive Inc.), Eric Pope  (Behaviour Interactive Inc.), Dork  (Behaviour Interactive Inc.), Sarah Robinson  (Behaviour Interactive Inc.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Discovery & Marketing
    Format: Panel
    Tags: Festival Hall

    Matches Found in Session Description:

    Join us for an exclusive panel discussion hosted by Dork (Sr Community Manager –Behaviour Interactive Inc.) featuring Mathieu Côté (Head of Partnerships), Dave Richard (Senior Creative Director), Sarah Robinson (Associate Art Director) and Eric Pope (Community Management Director) as they reflect on the first decade of Dead by Daylight. From its humble beginnings to its rise as a global gaming phenomenon, hear firsthand stories, insights, and behind-the-scenes perspectives on the game's evolution, design challenges, and enduring community impact.

    Whether you're a longtime fan or curious about the making of a hit multiplayer experience, this is your chance to go beyond the screen and discover the journey that shaped a decade of thrills.

  • Location:   Room 2006, West Hall
    Friday, 12:30pm - 2:30pm
    Speakers:
    Andrea Lucco Borlera  (Independent), Andy Wallace  (Hypnogenesis), Allen Riley  (Hypnogenesis), Laureline Chiapello  (NAD-UQAC (Université du Québec à Chicoutimi)), Isaac Cohen  (Cabbibo), Nathan Leigh  (cirqueSaw), Nicole Orabona  (cirqueSaw), Tristan Hilaire  (KMLO), Carol Mertz  (Independent), Stefano Sanitate  (Santa Ragione), Liz Ryerson  (Independent), Cí Malone  (The Crayon Eating Company), Bjarke Alexander Larsen  (Independent), Mark LaCroix  (Noble Robot), Cory O'Brien  (Independent), Tommy Maranges  (Independent), Hanwen Xu  (Games for my Computer LLC), Hatim Benhsain  (Games for my Computer LLC), Ben Landon Elliot  (Bonk Interactive)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event

    Matches Found in Session Description:

    The Experimental Game Workshop Showcase, which featured games like 'Baba Is You', 'The Longing', 'Braid', 'Untitled Goose Game' and 'Katamari Damacy', is back for its 24th year at GDC! In this fast-paced, game-packed session, panelists will showcase a selection of surprising and intriguing prototypes made by innovation-minded game developers from all over the world. By demonstrating games that defy conventions and traditions in search of new genres and ideas, this session aims to ignite the imagination of all game makers. Come see what's happening in the world of Experimental Games, and be inspired!

  • Location:   Room 2018, West Hall
    Friday, 1:10pm - 2:10pm
    Speaker:
    Brian Schmidt  (Brian Schmidt Studios, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Audio
    Format: Special Event
    Tagss: Community, Community Partner

    Matches Found in Session Description:


    Celebrating G.A.N.G.'s 24-year anniversary, G.A.N.G. President Brian Schmidt will discuss the organization's activities over the past year including the G.A.N.G Scholars program, Student Game Music and Sound Competition, live meetups, webinars, GRAMMY submission assistance and more. There will be an open discussion with the audience on how to further improve the future of the organization and to look at what the future holds. This meeting is open to anyone interested in promoting excellence and advancements in interactive audio. Over 3000 people representing over 25 countries around the world have joined G.A.N.G. since its inception in 2002.

  • Location:   Room 2001, West Hall
    Friday, 1:10pm - 2:10pm
    Speakers:
    Jessica Roache  (Ubisoft), Steve Saylor  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Discovery & Marketing
    Format: Fireside Chat
    Tags: Accessibility

    Matches Found in Session Description:

    Marketing campaigns are about building hype – revealing just enough information to pique fans' interest, while saving key details to share at high-impact brand moments. But gamers with disabilities can't look forward to a game's launch until they know whether or not they'll be able to play it. This conversation between Ubisoft Senior Corporate Communications Manager, Jessica Roache, and Disabled Accessibility Consultant, Steve Saylor, will seek to encourage developers and marketing teams that there are clear benefits to highlighting a game's accessibility early – and creating a successful, inclusive marketing campaign. For teams who haven't yet explored accessibility, this talk will provide actionable advice on how to pitch the business case for accessibility to their leadership.

  • Location:   Room 2005, West Hall
    Friday, 1:10pm - 2:10pm
    Speaker:
    Aaron Keller  (Blizzard Entertainment)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Business Strategy
    Format: Lecture

    Matches Found in Session Description:

    Running a live-service game is one of the toughest challenges in development. In this session, Aaron Keller, Game Director of Overwatch, shares the lessons Blizzard learned the hard way about sustaining and evolving a large-scale live game. Drawing from Overwatch's transformation, Keller explores how Team 4 analyzed the game's position in the market, identified the needs of a mastery-driven audience, and turned experimentation into a repeatable process for change. He discusses how bold, analysis-driven updates, improved reward systems, and consistent communication helped rebuild player confidence and deepen engagement. The talk offers concrete insights for any developer managing a live-service title — from reading your players to turning every update into a learning opportunity.
  • Location:   Room 304, South Hall
    Friday, 1:30pm - 2:30pm
    Speaker:
    John Hopson  (Sensemitter)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Design
    Format: Roundtable
    Tags: Community Partner

    Matches Found in Session Description:

    Data science and analytics have transformed how games are designed and supported, but meaningful insight takes more than dashboards and KPIs. This roundtable explores how we connect data to decisions: framing the right questions, balancing quantitative and qualitative insight, and ensuring analytics serve creativity rather than constrain it. Participants from industry, academia, and research will share challenges, compare approaches, and discuss how to make data more actionable, reliable, and aligned with design intent. This session is hosted by the IGDA Analytics and Data Science SIG.

  • Location:   Room 314, South Hall
    Friday, 1:30pm - 2:30pm
    Speakers:
    Guy Somberg  (Blizzard Entertainment), Tomas Neumann  (CD Projekt Red)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Game & Production Technology, Audio
    Format: Roundtable

    Matches Found in Session Description:

  • Location:   Festival Stage, South Hall
    Friday, 1:30pm - 2:30pm
    Speakers:
    Samantha Beart  (Independent), Jackie I. Ko  (Broadsword Online Games)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Fireside Chat
    Tags: Festival Hall

    Matches Found in Session Description:

    "It Takes A Village" is a chat show now in its second season (hosted on YouTube) where we shine a light on the people who make our games, on themes of collaboration, community and co-advocacy. It's a love letter to our unsung heroes, a thank you to those who uplift others, inspiration to those interested in starting a career in games, and provides unique industry insight. Host Samantha Béart will chat with guests about how they got into games and the details of their craft, then moderate an informal audience Q&A. It is a wholesome fireside chat where developers can recognise and learn from those who've helped the industry, as well as share advice on navigating what can often be a challenging industry to work in.

    Hosted by Samantha Béart, a classically trained and BAFTA-nominated actor, best known for their role as Karlach in "Baldur's Gate 3".

  • Location:   Room 301, South Hall
    Friday, 1:30pm - 2:30pm
    Speaker:
    Jeff Hanna  (NVIDIA Corporation)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Visual Development
    Format: Roundtable
    Tags: Technical Artist Summit

    Matches Found in Session Description:

    The role of a technical artists has grown from a clean-up artist and data wrangler to someone who is in charge of complex content creation pipelines and asset tracking systems. Increasingly, the lines between programmer and artist are blurring for technical artists. Tool creation, scripting, shader creation, working with both programmers and artists, and managing workflow are all skills required of a modern technical artist. This roundtable brings together technical artists from across the industry to share their knowledge, experiences, and tips for being the best at their jobs.

  • Location:   Room 306, South Hall
    Friday, 1:30pm - 2:30pm
    Speaker:
    Geoff Evans  (Nvidia)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable
    Tagss: Community, Tools Summit

    Matches Found in Session Description:

    The Tools Technology Roundtables focus on discussion of best practices, novel techniques, and technical trade-offs for building game development tools and services. Game development tools are constantly evolving, so come to share what works (and what doesn't) at your studio, and listen to others' take on how to keep their creative teams producing awesome games.

    Day 3: "Build" focuses on processing assets through to the game in all its forms: build systems, caching, distribution, scalability, optimization, disc mastering and patching.

  • Location:   Room 2016, West Hall
    Friday, 1:40pm - 2:40pm
    Speaker:
    Jeffrey Waldron  (Gearbox Software)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Lecture
    Tags: Launch

    Matches Found in Session Description:

    Gearbox Software shares how its online engineering team prepared the backend platform for the launch of Borderlands 4 through large-scale, full-system load testing. Rather than validating individual features in isolation, the team built a unified test that simulated real player behavior across all online systems, from matchmaking to cross-platform play. This session details how the team generated realistic data, leveraged AWS and Serverless technology, and balanced test fidelity against cost and complexity. Attendees learn how Gearbox overcame late-stage technical challenges such as spot instance terminations and adopting Serverless Redis, and how these efforts led to both platform stability and improved team readiness. The talk provides practical takeaways for studios looking to conduct high-fidelity load testing at scale and highlights how holistic testing can strengthen both technical confidence and cross-team collaboration before launch.
  • Location:   Room 3018, West Hall
    Friday, 1:40pm - 2:40pm
    Speakers:
    Jingtian Li  (University of the Incarnate Word), Seth Hudson  (George Mason University), Tom Tesch  (DAE - Howest), MJ Johns  (University of California Santa Cruz)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Tracks: Educators, Game & Production Technology
    Format: Microtalks
    Tags: Educators Summit

    Matches Found in Session Description:

    This session has a series of microtalks from educators working in different disciplines that make up games, including game development, technical art, design, and game studies. Come learn about how to get students to write better papers, why learning about old game consoles still has value for our programmers, encouraging 3D artists to explore technical art, and how to have students meaningfully connect with community partners. There is something here for everyone, as presented by Seth Hudson (George Mason University), Tom Tesch (Howest University of Applied Sciences), Jingtian Li (University of the Incarnate Word), and MJ Johns (UC Santa Cruz).


  • Location:   Room 3002, West Hall
    Friday, 1:40pm - 2:40pm
    Speakers:
    Taichiro Miyazaki  (CyberConnect2 Co.,Ltd.), Mimmy Shen  (CyberConnect2 Co.,Ltd.)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Entry-Level
    Track: Career
    Format: Lecture
    Tags: Series

    Matches Found in Session Description:

    We presented at GDC 2025 and gave an overview between the differences in the working environment and company culture between Japan and the West. This is a follow-up panel that focuses on practical advice for raising the listeners' chances at being hired in Japan.

    The main points will discuss what Japanese companies look at when they screen applications, what they look for in portfolios, and what questions are commonly asked during interviews.

    We encourage all attendees with an interest in applying for jobs in Japan to check out the panel! Of course, some aspects will also be applicable to those searching for jobs in other countries as well.
  • Location:   Room 2010, West Hall
    Friday, 1:40pm - 2:40pm
    Speaker:
    Salaar Kohari  (CAGE Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Independent Development, Design
    Format: Lecture

    Matches Found in Session Description:

    Great traversal doesn't require a AAA team, just intentional design and clever use of physics. In this talk, Salaar breaks down the core principles behind responsive, satisfying movement in indie games. Learn essentials like input buffering, defining move sets and metrics, leveraging physics for movement and animation, and building mechanics like grapples, wallruns, dashes, and jetpacks that feel great from input to pixel. Whether you're building a tight platformer, an expressive FPS, or just want your character to feel good to control, this talk offers concrete that scale to small teams and limited budgets. Perfect for indie devs looking to make movement a core part of their game's identity.
  • Location:   Room 2003, West Hall
    Friday, 1:40pm - 2:40pm
    Speaker:
    Grey Davenport  (Sucker Punch Productions)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Audio, Game & Production Technology
    Format: Lecture
    Tags: Tools Summit

    Matches Found in Session Description:

    This session will showcase how automating asset integration can enable control over the final mix early on in development. Trying to maintain a mix during a game's development is tedious and time consuming work and can be problematic during the final mix if not done correctly. For Ghost of Yotei, Sucker Punch's Audio team decided they would try to solve these problems by creating a tool called Sound Sensei, which would be responsible for maintaining proper asset standards while fitting seamlessly between asset rendering and implementation. We will go over how Sound Sensei works for setting up mix rules, as well as how those rules get automatically applied to the corresponding assets non-destructively, and how this allows for adjusting the mix at any point during development without needing to reopen a DAW.
  • Location:   Room 2014, West Hall
    Friday, 1:40pm - 2:40pm
    Speaker:
    Lee Ridout  (Sackbird Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Business Strategy, Product Management
    Format: Lecture

    Matches Found in Session Description:

    Monetization is often seen as a business necessity, but in this session, it is treated as a game design system. Drawing from over a decade leading monetization and live operations on The Elder Scrolls Online, and now as Co-Founder and CEO of Sackbird Studios, Lee Ridout shares a principle-driven approach to building revenue systems that scale without eroding player trust. The talk covers practical frameworks for pacing content, structuring store portfolios, using scarcity responsibly, and measuring success beyond short-term revenue — all while keeping the player experience at the center.

  • Location:   Room 203, South Hall
    Friday, 1:45pm - 2:45pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event

    Matches Found in Session Description:

    A community focused session for people who run non profit game support services, game developers interested in charitable gaming initiatives and collaborative studio models, and anyone who wants to help shape a more accessible games industry. Run by Wee Tattie Studios.

  • Location:   Room 3002, West Hall
    Friday, 2:50pm - 4:00pm
    Speakers:
    Stefano Sanitate  (Santa Ragione), Ben Landon Elliot  (Bonk Interactive), Hatim Benhsain  (Games for my Computer LLC), Hanwen Xu  (Games for my Computer LLC), Tommy Maranges  (Independent), Cory O'Brien  (Independent), Mark LaCroix  (Noble Robot), Bjarke Alexander Larsen  (Independent), Cí Malone  (The Crayon Eating Company), Liz Ryerson  (Independent), Andrea Lucco Borlera  (Independent), Carol Mertz  (Independent), Tristan Hilaire  (KMLO), Nicole Orabona  (cirqueSaw), Nathan Leigh  (cirqueSaw), Isaac Cohen  (Cabbibo), Laureline Chiapello  (NAD-UQAC (Université du Québec à Chicoutimi)), Allen Riley  (Hypnogenesis), Andy Wallace  (Hypnogenesis)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Culture & Sustainability
    Format: Special Event

    Matches Found in Session Description:

    Join us to demo games from the Experimental Games Showcase LIVE!

    This is your chance for hands-on game play and the opportunity to talk to the developers that made the games.

    The Experimental Game Showcase, which featured games like 'Baba Is You', 'The Longing', 'Braid', 'Untitled Goose Game' and 'Katamari Damacy', is back for its 24th year at GDC! In this fast-paced, game-packed session, panelists showcase a selection of surprising and intriguing prototypes made by innovation-minded game developers from all over the world. By demonstrating games that defy conventions and traditions in search of new genres and ideas, the Experimental Game Showcase aims to ignite the imagination of all game makers. Come see what's happening in the world of Experimental Games, and be inspired!

  • Location:   Room 314, South Hall
    Friday, 2:50pm - 3:50pm
    Speaker:
    Rez Graham  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Game AI Summit

    Matches Found in Session Description:

    The Game AI Roundtable is organized into three sessions, with each session having its own focus.

    Session 3 focuses on machine learning and generative AI, including LLMs. Discussion will cover current uses, challenges, ethics, and the evolving role of these technologies in games.

  • Location:   Room 304, South Hall
    Friday, 2:50pm - 3:50pm
    Speakers:
    Paul Lanois  (Fieldfisher), Joe Newman  (k-ID)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Business Strategy
    Format: Forum
    Tags: Community Partner

    Matches Found in Session Description:

    In Children and Safety: An Ever Changing Landscape, we will discuss the rapidly shifting online social environment and protections that exist for children and vulnerable people of all ages. Participants share and discuss children's safety strategies in legal considerations to design/UX strategies to technical tools, moderation practices and more with real world examples and a closing exercise. Attendees are encouraged to share personal experiences or insights related to moderation and design with online safety in mind.

  • Location:   Room 306, South Hall
    Friday, 2:50pm - 3:50pm
    Speaker:
    Robin-Yann Storm  (Independent)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Track: Game & Production Technology
    Format: Roundtable
    Tags: Tools Summit

    Matches Found in Session Description:

    For day 3:
    This Tool Design roundtable is about the UX of in-house and external toolsets. Come and meet, discuss, and find out what everyone has been doing with Tool Design in the last year.
    Examples of topics are:
    1. What user research methods do you use?
    2. Do you have a dedicated user researcher on your team?
    3. What surprises has your research uncovered in the last year?

  • Location:   Room 308, South Hall
    Friday, 2:50pm - 3:50pm
    Speaker:
    Cari Watterton  (Scopely)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: Intermediate
    Tracks: Culture & Sustainability, Career
    Format: Roundtable
    Tags: UX Summit

    Matches Found in Session Description:

    Working with stakeholders, especially difficult ones, can be a challenge for the field of UX. There are many factors that come into play - underappreciation of the expertise, business needs, deprioritization of accessibility design, time constraints, upper leadership demands, lack of UX maturity, etc. What methods have worked well for you when having to work with stakeholders unfamiliar with UX? What are some ways you've been able to grow UX maturity for your team?

    This roundtable presents an opportunity for UX individuals, who are not in leadership positions, to bring their stakeholder & process challenges to ask the group for peer mentorship advice. As well, this space is open to those who’d like to share their stakeholder success stories.

  • Location:   Room 2018, West Hall
    Friday, 3:00pm - 4:00pm
    Pass Types: Festival Pass, Game Changer Pass
    Track: Special Event
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    How can an alternate reality game do more than entertain and instead create genuine connection between players? This session examines how to design ARGs that encourage collaboration, conversation, and shared discovery across physical and digital spaces. The speaker outlines practical approaches to structuring multi-layer puzzle arcs, integrating narrative with real-world environments, and designing roleplay that invites meaningful interaction rather than passive consumption.

  • Location:   Room 2010, West Hall
    Friday, 3:00pm - 4:00pm
    Speakers:
    Jakin Vela  (International Game Developers Association), Parker Wallace  (International Game Developer Association)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Special Event, Culture & Sustainability
    Format: Special Event
    Tags: Community Partner

    Matches Found in Session Description:

    The International Game Developers Association's Board of Directors and Executive Director provides developers with a summary of the association's progress over the past year, as well as an overview of what's in store for 2026. There will also be a Q&A period to get feedback and input from the community and a chance to meet the new board members. The IGDA is a non-profit professional association committed to advancing the careers and enhancing the lives of game developers worldwide.

  • Location:   Room 3011, West Hall
    Friday, 3:00pm - 4:00pm
    Speaker:
    Baqir Shah  (Pipeworks Studios)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Design, Career
    Format: Special Event
    Tagss: Level Design Summit, Mentorship, Signature Session

    Matches Found in Session Description:

    This session is a live, interactive portfolio review focused on practical and actionable feedback. Selected attendee submissions will be reviewed in real time by experienced level designers with hiring and production experience across AAA and indie development.
    The review will focus on clarity of design thinking, communication of ownership, case study structure, and overall presentation effectiveness. Attendees will gain insight into how portfolios are evaluated during actual hiring discussions, including what stands out positively and what raises concerns.
    Rather than theoretical advice, this session provides a transparent look at how design portfolios are assessed in practice. Participants will leave with a clearer understanding of how to strengthen their own work and better communicate their readiness for professional opportunities.
  • Location:   Room 3018, West Hall
    Friday, 3:00pm - 3:30pm
    Speaker:
    Brian Schmidt  (Brian Schmidt Studios, LLC)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Tracks: Culture & Sustainability, Audio
    Format: Lecture
    Tagss: Accessibility, Series

    Matches Found in Session Description:

    Recent studies have shown that frequent gamers play with headphones more than 50% of the time. While increasing immersion (which is what we try to do!), the prolonged use of headphones at high volumes is a significant contributor to hearing damage.
    There are things we as game developers can do to help mitigate impact on players' hearing health, and it turns out many are small tweaks to things we currently do for player accessibility. Accessibility and player sensory health are close cousins, from a developer perspective.
    This talk will look at some the basics of hearing safety and go over the work the World Health Organization has done in hearing safety and health in esports and video games. We will also show how incorporating simple recommendations for game software and systems can have an impact on our players' hearing health, and how your game may be doing something very similar already.
  • Location:   Room 2016, West Hall
    Friday, 3:00pm - 4:00pm
    Speakers:
    Paul Kilduff-Taylor  (Mode 7), Ian Hardingham  (Oxford Brain Diagnostics), Gina Jackson  (Pitchify), John Graham  (Elbow Grease Games), Oscar Clark  (Arcanix)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Business Strategy
    Format: Microtalks

    Matches Found in Session Description:

    Why do trending tech companies seem to attract extravagant funding where viable games studios can struggle? Does the tech world really know anything we don't and - if so - can we steal their ideas?

    This is a unique opportunity to hear from veteran games professionals who have made the treacherous leap into tech, working on everything from world-class distribution platforms to pioneering medical technology.

    Find out what the startup ecosystem can teach the games industry about funding, pitching, product management, exit strategies and more. The panel will even probe the most unspeakable question of all: should you consider starting a tech business yourself?
  • Location:   Room 2001, West Hall
    Friday, 3:00pm - 4:00pm
    Speakers:
    Adam Dolin  (Independent), Alexa Ray Corriea  (Gearbox)
    Pass Types: Festival Pass, Game Changer Pass
    Audience Level: All
    Track: Narrative & Performance
    Format: Lecture
    Tags: Game Narrative Summit

    Matches Found in Session Description:

    In a media landscape shaped by algorithms, distraction, and polarization, can writers still craft stories that require critical thinking? This talk argues not only that they can, but that they must. We'll explore how trusting the player's intelligence and rewarding deep engagement are essential for pushing our medium forward, and how these types of narratives survive studio politics and market pressures. Drawing from projects ranging from Call of Duty to Clair Obscur: Expedition 33, this talk examines the state of media literacy, the power of subtext, and the role of discourse in a game's legacy. Attendees will leave with a renewed understanding of how to create meaningful, resonant work without losing their jobs in the process.