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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Game Narrative Summit: Comics to Games: Great Adaptations

Summit Speakers: Jill Murray  (Discoglobe Interactive), Evan Narcisse  (Brass Lion Entertainment), Kim Belair  (Sweet Baby Inc), Son M.  (Perfect Garbage Studios), Mike Rogers  (Skybound Entertainment)

Pass Type: All Access Pass, Summits Pass

Topic: Game Narrative

Format: Session

Level Design Summit: Building Before 'Blockout': Better Communicating Your Design Before Placing Blocks

Summit Speaker: Luis Brito  (Bungie)

Pass Type: All Access Pass, Summits Pass

Topic: Design

Format: Session

Dial Up the Diegetics: Musical Sound Effects

Speaker: Winifred Phillips  (Generations Productions LLC)

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Session

Closing the Gender Gap in Game Audio Design

Speakers: Debbie Gonzalez  (The Sound Lab a Keywords Studio), Kat Wenske  (Team Audio), Monet Gardiner  (Sony Interactive Entertainment PlayStation), Alexandra Takei  (Ruckus Games), Gina Zdanowicz  (Full Service Audio Collective)

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

Topic: Advocacy, Audio

Format: Session

A Sound Strategy: Audio Project Planning for 'Marvel's Spider-Man 2'

Speakers: Jesse Allen  (Insomniac Games), Daniel Birczynski  (Insomniac Games), Patrick Michalak  (Insomniac Games)

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio, Production & Team Leadership

Format: Session

GDC Animation Roundtables 2024

Speaker: Euna Park  (That's No Moon)

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Adapting Foley Techniques for Interactivity: Lessons Learned on 'Marvel's Spider-Man 2'

Speakers: Zack Bogucki  (PlayStation Studios), Joanna Fang  (PlayStation Studios), Blake Collins  (PlayStation Studios)

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio

Format: Session

The First 30 Years of Warcraft: The Making of a Gaming Universe

Speaker: John Hight  (Blizzard Entertainment)

Pass Type: All Access Pass, Core Pass

Topic: Business & Marketing

Format: Session

Belair, Kim

Title: CEO

Company: Sweet Baby Inc

Birczynski, Daniel

Title: Audio Manager

Company: Insomniac Games

Bogucki, Zack

Title: Senior Sound Designer

Company: PlayStation Studios

Brito, Luis

Title: Senior Designer

Company: Bungie

Collins, Blake

Title: Senior Foley Mixer

Company: PlayStation Studios

Blake Collins is the Senior Foley Mixer at PlayStation Studios in San Diego. With a background in Film and Television spanning over 16 years, he teamed up with Senior Foley Artist Joanna Fang to establish the Foley Department at PlayStation in 2021. Together, they've worked on titles like Marvel’s Spider-Man 2, God of War Ragnarok, Horizon Forbidden West, and MLB The Show 23. Before joining PlayStation, Blake honed his skills as a Foley/ADR mixer at respected studios including Skywalker Sound, Paramount Pictures, and One Step Up Inc. His contributions extended to projects like Top Gun Maverick, The Mandalorian, Fortnite, Skyfall, Vader Immortal, and 32 Sounds, among many others. Blake's dedication to his craft has earned him recognition, including awards from CAS, M.P.S.E., and GANG. In his free time, you’ll find him in his woodshop making new props for the Foley stage or crafting a new piece of furniture. He also enjoys mixing live sound for his church on Sundays and building Lego with his kids.

Fang, Joanna

Title: Senior Foley Artist

Company: PlayStation Studios

Joanna Fang is an Emmy award winning Foley artist and sound editor. An alumna of NYU’s Tisch School of the Arts, Joanna fell in love with sound design and Foley during her studies and, after graduating with honors in 2014, immediately started apprenticing and performing under the guidance of esteemed Foley artist Leslie Bloome at Alchemy Post Sound in Peekskill, NY. In 2021, Joanna transitioned into game development and began working for Sony Playstation where she currently co-leads their new Foley department and is their first in-house Foley Artist in over 15 years. Through her decade in Foley, she has had the privilege of swinging axes in God of War Ragnarök, hunting misogynists in Promising Young Woman, and even crashing a bus for Ira Glass on This American Life. Her Foley art spans across several media from traditional narrative films, documentaries, and television series to triple A games, virtual reality and sound art. In 2016, she was recognized by the Television Academy as the first openly transgender woman of color to win a Primetime Emmy for her Foley and sound editorial work on A&E’s Cartel Land.

Gardiner, Monet

Title: Dialogue Coordinator

Company: Sony Interactive Entertainment PlayStation

Hight, John

Title: Franchise General Manager, Warcraft Franchise

Company: Blizzard Entertainment

As the Warcraft general manager, John Hight oversees the company's collective efforts around all titles within the Warcraft universe, including the ongoing development of World of Warcraft, both the modern and Classic games, Hearthstone, and the forthcoming mobile entry Warcraft Rumble in addition to new content and projects that enhance the community's experience outside of the games, and new opportunities to extend the Warcraft universe to new audiences around the world. John joined Blizzard Entertainment in 2011 as lead game producer on the award-winning World of Warcraft expansion Mists of Pandaria. He also served as production director for Diablo III: Reaper of Souls and Diablo III on console before returning to the WoW team as production director. In the years prior to joining Blizzard, he worked on over 40 games on various platforms, including Command & Conquer and Neverwinter Nights. While at Sony Computer Entertainment of America, John was instrumental in the development of many critically acclaimed titles, including flOw, flower, and God of War 3. John holds a B.S.E. in computer science from the University of New Mexico and an MBA from USC. He served as a board member of the Academy of Interactive Arts & Sciences and was the lead author of Game Development Essentials: Game Project Management, a comprehensive introduction to game project management. He also taught game production for four years at the top-ranked Interactive Media division of the USC School of Cinematics. In his free time, John enjoys tabletop gaming, scuba diving, photography, watching movies, and riding his Harley.

Park, Euna

Title: Gameplay Animator

Company: That's No Moon

Phillips, Winifred

Title: Composer

Company: Generations Productions LLC

Connecting the Global Game Development Community

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