GDC 2024 is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

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

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

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

AI Summit: Making the Most of NavMeshes in FPS Games: From 'Crysis 3' to 'Hunt: Showdown'

Speaker: Marek Zeman  (Crytek)

Location: Room 2002, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Machine Learning Summit: Real-time Neural Textures for Materials Compression (With Introduction from Summit Advisor Olivier Pomarez)

Summit Speaker: Olivier Pomarez  (Ubisoft la Forge)

Speakers: Antoine Houdard  (Ubisoft), Georges Nader  (Ubisoft)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Advanced GRAPHICS Summit: DX12 Memory Management in Snowdrop on PC (With Introduction from Summit Advisor Julien Merceron)

Summit Speaker: Julien Merceron  (Bandai Namco Studios)

Speaker: Gauthier Viau  (Massive Entertainment - a Ubisoft Studio)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Unity Developer Summit: Unity 6 and Beyond: A Roadmap of Unity Engine and Services (Presented by Unity)

Sponsor Speakers: Andrew Bowell  (Unity Technologies), Mathieu Muller  (Unity Technologies), Diana Kalenova  (Unity Technologies), Tara A. Lexis  (Unity Technologies), Laurent Gibert  (Unity Technologies), Simon Elliston Ball  (Unity Technologies)

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

Advanced GRAPHICS Summit: Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles

Speaker: Quentin Kuenlin  (Massive Entertainment – a Ubisoft Studio)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Machine Learning Summit: ChatAvatar: Multi-Agents Enhanced 3D Character Creation in 'Earth: Revival'

Speakers: Guozhi Xu  (ByteDance), Qixuan Zhang  (Deemos Tech)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Advanced GRAPHICS Summit: GPU Work Graphs: Welcome to the Future of GPU Programming

Speakers: Matthaeus Chajdas  (AMD), Shawn Hargreaves  (Microsoft)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Machine Learning Summit: A Robust and Fast ML-Based View of the Frustum Culling Method

Speaker: Yijie Tu  (Thunderfire Universe X Studio)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Unity Developer Summit: Rendering Customization and Performance in Unity 6 (Presented by Unity)

Sponsor Speakers: Elad Damian Nachman  (Unity Technologies), Mathieu Muller  (Unity Technologies), Adrien Moulin  (Unity Technologies), Ludovic Theobald  (Unity Technologies)

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

Unity Developer Summit: High-Fidelity GRAPHICS on Mobile, VR, PC, and Consoles with Unity 6 (Presented by Unity)

Sponsor Speakers: Steven Kent  (Unity Technologies), Mathieu Muller  (Unity Technologies), Ludovic Theobald  (Unity Technologies)

Location: Room 3022, West Hall

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

Topic: Design

Format: Sponsor Developer Summit

Advanced GRAPHICS Summit: Generalized Decoupled Shading: Enhancing Rendering Efficiency and Quality

Speaker: Dan Baker  (Oxide Games)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Independent Games Summit: Saunas, Buses, and Tandem Bikes: Stories of Finnish Game Jams

Speaker: Annakaisa Kultima  (Finnish Game Jam)

Location: Room 2009, West Hall

Pass Type: All Access Pass, Summits Pass, Indie Games Summit Pass

Topic: Independent Games

Format: Session

Visual Effects Summit: Reigniting Stars: A Decade of VFX in 'EVE Online'

Speaker: André Bragason  (CCP Games)

Location: Room 3006, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Advanced GRAPHICS Summit: Making Connections: Real-Time Path-Traced Light Transport in Game Engines

Speakers: Evan Hart  (NVIDIA), Adam Marrs  (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Tabletop Summit: How 'Dungeon Alchemist' Changed Mapmaking Forever

Speaker: Karel Crombecq  (Briganti)

Location: Room 3004, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Design

Format: Session

Machine Learning Summit: All You Can Ask! (Day 1)

Speakers: Olivier Pomarez  (Ubisoft la Forge), Antoine Houdard  (Ubisoft), Georges Nader  (Ubisoft), Jianrong Tao  (NetEase), Yusuke Mori  (SQUARE ENIX CO., LTD.), Guozhi Xu  (ByteDance), Qixuan Zhang  (Deemos Tech), Yijie Tu  (Thunderfire Universe X Studio)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Advanced GRAPHICS Summit: All You Can Ask!

Speakers: Julien Merceron  (Bandai Namco Studios), Gauthier Viau  (Massive Entertainment - a Ubisoft Studio), Dan Baker  (Oxide Games), Matthaeus Chajdas  (AMD), Quentin Kuenlin  (Massive Entertainment – a Ubisoft Studio), Evan Hart  (NVIDIA), Adam Marrs  (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Unity Developer Summit: Drive Better Gameplay Experiences on User Devices with AI (Presented by Unity)

Sponsor Speakers: Bill Cullen  (Unity Technologies), Alexandre Ribard  (Unity Technologies)

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

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

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

Location: Room 2024, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

Technical Artist Summit: H2O in H3LL: The Various Forms of Water in 'Diablo IV'

Speaker: Aaron Aikman  (Blizzard Entertainment)

Location: Room 3004, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Meta Developer Summit: Your Room is the Level: Mixing Realities in Meta's 'First Encounters' (Presented by Meta)

Sponsor Speakers: Alexander Dawson  (Meta), Zack Dawson  (Meta)

Location: Room 2011, West Hall

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

Topic: Design

Format: Sponsor Developer Summit

GiiNEX: Generative AI Game Engine (Presented by Tencent AI Lab)

Sponsor Speakers: Kai Qin  (Tencent AI Lab), Yundong Zhang  (Tencent AI Lab)

Location: Room 2000, West Hall

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

Topic: Business & Marketing

Format: Sponsored Session

Machine Learning Summit: 'Naruto Mobile': Optimization for Large-Scale Reinforcement Learning in Fighting Games

Speaker: Elvis Liu  (Tencent Games)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

CANCELED: Art Direction Summit: Lights of Dogtown: Narrative Lighting in 'Cyberpunk 2077: Phantom Liberty'

Speaker: Jakub Knapik  (CD Projekt RED)

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Autodesk Developer Summit: Maximize Efficiency and Creativity with AI for Game Asset Creation (Presented by Autodesk)

Sponsor Speakers: Avi Latner  (Sloyd), Hilmar Koch  (Autodesk), Andreas Edesberg  (Sloyd)

Location: Room 3001, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

Technical Artist Summit: GPU-Based Foliage-Interaction for 'Ark: Survival Ascended'

Speakers: Patrick Schuler  (Studio Wildcard), Mark Mihelich  (Studio Wildcard)

Location: Room 3004, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Meta Developer Summit: Quest for Game Developers (Presented by Meta)

Sponsor Speakers: David Borel  (Meta), Alexandre Thivierge  (Meta), Neel Bedekar  (Meta)

Location: Room 2011, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

Future Realities Summit: Next-Gen VR Development: PSVR 2, Quest 3 and Beyond

Speaker: Peter Akemann  (Skydance Interactive)

Location: Room 301, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: VR/AR

Format: Session

Machine Learning Summit: Panel: All You Can Ask! Day 2

Speakers: Julien Merceron  (Bandai Namco Studios), Sarra Habchi  (Ubisoft), Elvis Liu  (Tencent Games), Chenwei Ding  (NetEase), Mateusz Pilski  (Ice Code Games S.A.), Jakub Marszałkowski  (Indie Games Poland), Miyake Youichiro  (SQUARE ENIX)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Nanite GPU-Driven Materials

Speaker: Graham Wihlidal  (Epic Games)

Location: Room 2002, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

High Performance Rendering in Snowdrop Using AMD FidelityFX™ Super Resolution 3 (FSR 3) (Presented by AMD)

Sponsor Speakers: Hampus Siversson  (Massive Entertainment), Colin Riley  (AMD)

Location: Room 3001, West Hall

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

Topic: Programming

Format: Sponsored Session

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

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

Location: Room 2009, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

Modernizing Games with NVIDIA RTX Remix and Generative AI (Presented by NVIDIA)

Sponsor Speakers: Damien Bataille  (NVIDIA), Pierre-Olivier Trottier  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

Tunes of the Kingdom: Evolving Physics and Sounds for ‘The Legend of Zelda: Tears of the Kingdom’

Speakers: Takuhiro Dohta  (Nintendo Co., Ltd.), Junya Osada  (Nintendo Co., Ltd.), Takahiro Takayama  (Nintendo Co., Ltd.)

Location: Room 2002, West Hall

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

Topic: Audio, Programming

Format: Session

Using AI to Bring Your Game Characters to Life (Presented by NVIDIA)

Sponsor Speaker: Louis Marcoux  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Advances in Ray Tracing Developer Tools (Presented by NVIDIA)

Sponsor Speakers: Aurelio Reis  (NVIDIA), Ivan Fedorov  (NVIDIA)

Location: Room 2000, West Hall

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

Topic: Programming

Format: Sponsored Session

AMD Ryzen™ Processor Software Optimization (Presented by AMD)

Sponsor Speaker: Ken Mitchell  (AMD)

Location: Room 3001, West Hall

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

Topic: Programming

Format: Sponsored Session

Pushing Next-Gen Real-Time Technology (Presented by Epic Games)

Sponsor Speaker: Miles Perkins  (Epic Games)

Location: YBCA Theatre

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

Topic: Design

Format: Sponsored Session

Global Illumination With AMD FidelityFX™ Brixelizer, Plus AMD FidelityFX SDK Updates (Presented by AMD)

Sponsor Speaker: Dihara Wijetunga  (AMD)

Location: Room 3001, West Hall

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

Topic: Programming

Format: Sponsored Session

Ray-Tracing: Overdrive in 'Cyberpunk 2077' Ultimate Edition: Pushing Path Tracing One Step Further (Presented by NVIDIA)

Sponsor Speakers: Pawel Kozlowski  (NVIDIA), Jakub Knapik  (CD Projekt RED), Michael Murphy  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Delta Force World Creation: Cross-Platform Art Pipeline and Tools (Presented by Tencent Games)

Sponsor Speaker: Lichuan Wang  (Tencent Games)

Location: Room 3022, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

144FPS Rendering on Mobile: Frame Prediction in 'Arena Breakout' (Presented by Tencent Games)

Sponsor Speaker: Yue Qi  (Tencent Games)

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsored Session

Game Optimization With The Radeon™ Developer Tool Suite, and Shader Instrumentation With GPU Reshape (Presented by AMD)

Sponsor Speakers: Miguel Petersen  (Striking Distance Studios (Spain)), Amit Mulay  (AMD), Chris Hesik  (AMD)

Location: Room 3001, West Hall

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

Topic: Programming

Format: Sponsored Session

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

Sponsor Speaker: Junhong Wang  (Tencent Games)

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsored Session

Turning Headwinds into Tailwinds: The Secret to Unparalleled Success in Gaming in 2024 and Beyond (Presented by Solsten)

Sponsor Speaker: Bastian Bergmann  (Solsten)

Location: Room 2024, West Hall

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

Topic: Business & Marketing

Format: Sponsored Session

Hardware-Accelerated Global Illumination with Snapdragon and Unreal Engine 5 (Presented by Qualcomm Technologies)

Sponsor Speaker: Edward Dorobek  (Qualcomm Technologies, Inc.)

Location: Room 2011, West Hall

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

Topic: Programming

Format: Sponsored Session

ARTificial: Ethics and Aesthetics of AI and Copyright

Speakers: Micaela Mantegna  (Berkman Klein Center Harvard University (Affiliate), TED Fellow), Ryan Black  (DLA Piper), Mirjana Prpa  (Northeastern University), Andrew Maximov  (Promethean AI)

Location: Room 207, South Hall

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

Topic: Advocacy

Format: Session

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

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

Location: Room 3001, West Hall

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

Topic: Programming

Format: Sponsored Session

3D Toon Rendering in 'Hi-Fi RUSH'

Speakers: Kosuke Tanaka  (Tango Gameworks), Takashi Komada  (Tango Gameworks)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Session

Applied Mesh Analysis: Automating Distant-City LODs in 'Marvel's Spider-Man 2'

Speaker: Scott Kircher  (Insomniac Games)

Location: Room 2006, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

How We Got 10,000 Players into a Level (The Tech Behind the Aurora Concert in 'Sky: Children of the Light')

Speaker: Sam McGrath  (Thatgamecompany Inc)

Location: Room 3014, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Bringing Maximum Reality to Vulkan Games (Presented by Samsung)

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

Location: Room 3022, West Hall

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

Topic: Programming

Format: Sponsored Session

Innovation Unleashed: High-Performance UE5 Mobile Rendering and Next-Gen Character Creation Pipeline Powered by Machine Learning (Presented by Lightspeed Studios)

Sponsor Speakers: Bo Li  (LIGHTSPEED STUDIOS), Jing Gong  (LIGHTSPEED STUDIOS), Xin Qiao  (LIGHTSPEED STUDIOS), Quan Wen  (LIGHTSPEED STUDIOS)

Location: Room 2000, West Hall

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

Topic: Programming

Format: Sponsored Session

Open World Rendering Techniques in 'Hogwarts Legacy'

Speaker: Rob Hall  (Avalanche Software)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

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

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

Location: Room 2009, West Hall

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

Topic: Programming

Format: Sponsored Session

Maximizing GRAPHICS Performance with Flexible Virtualized Geometry (Presented by VIRTUOS)

Sponsor Speakers: Alexis Vaisse  (VIRTUOS), Marios Michaelides  (VIRTUOS)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

The Devil is in the Details: Exploring Environmental Graphic Design

Speaker: Hailey Del Rio  (Naughty Dog Inc)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Session

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

Sponsor Speaker: Iago Calvo Lista  (Arm)

Location: Room 2009, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

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

Speaker: Jason Bright  (Electronic Arts)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Ray Tracing in Snowdrop: Scene Representation and Custom BVH

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

Location: Room 3016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

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  (Serial Lab Sound)

Location: Room 3002, West Hall

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

Topic: Advocacy, Audio

Format: Session

Choreographing Superpowered AI Movement in 'Suicide Squad'

Speaker: Lingxiao Fu  (Rocksteady Studios)

Location: Room 2006, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Embracing Art Performance on 'Diablo IV'

Speaker: Evan Edwards  (Blizzard Entertainment)

Location: Room 2006, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Session

From Soldiers to Superheroes: Designing Combat for 'Marvel's Midnight Suns'

Speaker: Joe Weinhoffer  (Firaxis Games)

Location: Room 2002, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Session

Unity Engine Best Practices Roundtable (Presented by the IGDA)

Speaker: Mike Croswell  (Colorado Game Coders LLC)

Location: Room 203, South Hall

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

Topic: Advocacy

Format: Roundtable

Aikman, Aaron

Title: Lead Technical Artist, Graphics

Company: Blizzard Entertainment

Aaron Aikman is a Lead Technical Artist in graphics who focuses on shaders, performance, procedural art pipelines, and problem-solving. Aaron has worked on AAA titles, indie games, cinematics, remasters, film, tv, and amusement park rides – often wearing the many hats of a tech art generalist. He now specializes in graphics – from shaders and rendering technology to profiling and optimization. In addition to making and maintaining core shaders for common PBR surfaces, he frequently works on more dynamic surfaces like water, snow, ice, clouds, fog, and lava. Aaron also prioritizes streamlining art pipelines, from content creation to in-engine iteration. He looks for opportunities to improve workflows by creating tooling for Maya, Houdini, Substance, and custom standalone applications. He regularly acts as a bridge between art and engineering – translating needs and goals to facilitate new engine features and improve performance. As a lead, Aaron plays to team members' strengths, while also finding opportunities to broaden experience. He values team cohesion and growth. He’s forward-thinking, anticipating future problems while balancing rapid production schedules and team-wide troubleshooting. Above all, Aaron seeks to add quality and speed to the art his team makes, and clarity and confidence to the teams they support.

Akemann, Peter

Title: Chief Technologist

Company: Skydance Interactive

As Chief Technologist of Skydance Interactive, Dr. Akemann is responsible for the strategic vision for technology for the company. Skydance Interactive was formed in April of 2016 when Skydance acquired leading game developer The Workshop Entertainment, of which Akemann was President and Co-Founder. Akemann launched The Workshop in 2008 alongside a group of original members of Treyarch, which sold to Activision in 2001 and now leads the Call of Duty franchise. He co-founded Treyarch in 1995, where he oversaw the development of the company's cross-platform graphics engine. Akemann has shipped over 20 titles across first, second and next-generation platforms, helped build the Treyarch team from three to over 200 employees, and led The Workshop and Skydance Interactive for over a decade. His 25 year career in gaming spans a wide breadth of acclaimed franchise games, including Archangel, Gears of War 4, XCOM 2, Armored Warfare, The Evil Within, Sorcery, Spider-man, Spider-man II and Die By The Sword, among others. He holds a PhD in mathematics from University of California Berkeley and BA in mathematics from the University of California San Diego.

Baker, Dan

Title: Founder and Lead Graphics Architect

Company: Oxide Games

Dan is the Partner and the Chief Graphics Architect of Oxide Interactive. He is best known for his work in developing technology for Civilization V with the world's first threaded D3D11 engine. He's spoken at conferences like SIGGRAPH, I3D, AFDS, and GDC in previous years and is an active member of the Graphics Advisory Board.

Bedekar, Neel

Title: Tech Lead Manager

Company: Meta

Neel Bedekar is a Tech Lead Manager at Meta, focused primarily on graphics and performance. His team's main objective is to enable key graphics features through Unity and Unreal for our Quest Ecosystem, and also to make performance optimizations that enable our devs' games to go faster. Some past work that his team has shipped include Application SpaceWarp(AppSW), Quest CPU/GPU compute enhancements, latency-optimization techniques like Late Latching, and more.

Borel, David

Title: Engineering Manager, Developer Technology

Company: Meta

David manages Developer Technology at Reality Labs, delivering the engine integrations, graphics optimizations, profilers, and samples that help developers make the most of Quest. Prior to joining Oculus in Irvine to work on the Rift DK2, David spent almost a decade at zSpace, Havok, and NVIDIA. He enjoys jogging, hiking, traveling, racetrack driving, singing, and debugging early-2000s PC games on a Raspberry Pi, apparently.

Bouterse, Marco

Title: Principal Graphics Programmer

Company: Nixxes Software

After graduating from the Free University of Amsterdam, Marco started his career in 2007 at indie developer Two Tribes of Toki Tori fame. In 2014 he joined Nixxes where he worked as a graphics programmer on the Tomb Raider franchise and more recently on Marvel’s Spider-Man Remastered and Ratchet and Clank: Rift Apart for PC. Over the years he contributed to over 20 game releases on more than 10 different platforms.

Bragason, André

Title: Lead VFX Artist

Company: CCP Games

André Berg Bragason is a Lead Real-Time VFX artist with 17 years of experience in the games industry. He began his career as a junior tech artist on EVE Online in 2007, and after doing 3D art for several years he moved into environment art, in 2014 he returned to EVE Online and found there was much more need for an FX artist than 3D, André and fell in love with making visual effects and has never felt as at home. Since then André has found no lack of work in maintaining EVE's vast universe, hammering out features and graphical updates with EVE's Art/Graphics team. Since 2018 André has been Lead VFX Artist on EVE Online and works with art department leadership, art, engine and tools teams to maintain and propel EVE Online's visual quality and dynamic experiences to new heights.

Bright, Jason

Title: Senior Software Engineer

Company: Electronic Arts

Jason Bright is a Senior Software Engineer in the Efficient Quality team on the Frostbite Engine at Electronic Arts. He’s been engineering computer graphics for almost 30 years, games for 20, and at Electronic Arts for 12. He worked on the Osiris mobile engine before joining the Frostbite team in 2019

Crombecq, Karel

Title: Lead Developer

Company: Briganti

Karel graduated with a Master’s degree in Computer Science and completed a PhD on computer simulation and machine learning at the University of Antwerp. Karel is an experienced game developer and senior graphics programmer with 10+ experience in the game industry, who released games on mobile platforms and consoles. He is currently the lead developer at Briganti.

Croswell, Mike

Title: Founder

Company: Colorado Game Coders LLC

Game creation generalist and educator, specializing in the Unity game engine.
Mike Croswell founded Colorado Game Coders, LLC in 2008. He has continued to practice and study Computer Science and Game Technology for over 40 years. He has developed software for the FAA,  US Navy,  NASA, Google, Meta, Vicon Motion Capture, Colorado Medtech, and others.  He has nearly 15 years of experience teaching Computer Science at various colleges in Colorado and Wyoming, including re-training Hewlett-Packard employees to become Software Engineers. He received his MS in CS from CSU, specializing in Computer Graphics and Artificial Intelligence. He also studied Computer Vision (abd) there. His BS is in Mathematics with CS Emphasis from Lynchburg College in Virginia.

Dawson, Alexander

Title: Software Engineer

Company: Meta

Alexander Dawson is a Canadian Game Developer and Software Engineer. Alexander has worked with 3D Realms, Voidpoint, and Meta on games including Ion Fury, DroneRage, and First Encounters. With expertise in game engine, graphics, & network programming, Alexander is excited to be working to push the boundaries of VR & MR technologies.

Del Rio, Hailey

Title: Senior Graphic Designer

Company: Naughty Dog Inc

Hailey Del Rio is Senior Art Graphic Designer, she has over 10 experience years working in graphic and visual design. For the last 5 years she has worked at Naughty Dog Inc. as the Senior Graphic Designer for the art department, specializing in “in game graphics design”. Prior to her work at Naughty Dog she worked in e-commerce marketing for 7 years.

Dohta, Takuhiro

Title: Senior Director, Entertainment Planning & Development Division

Company: Nintendo Co., Ltd.

Dohta joined Nintendo Co., Ltd. in 2003 and has been involved in the development of various titles through game programming, graphics programming, and game engine development.

He has also served as a technical director for the Legend of Zelda series since Wii U.

Dorobek, Edward

Title: Engineer

Company: Qualcomm Technologies, Inc.

Edward Dorobek is an Engineer at Snapdragon Studios where he specializes in enabling advanced rendering features on mobile devices. Previously, he researched physically-based animation with the Yale Computer Graphics Group where he became passionate about bleeding-edge gaming technology. He is currently focused on optimizing Unreal Engine 5's desktop rendering technology for Snapdragon.

Edwards, Evan

Title: Senior Technical Artist I, Graphics

Company: Blizzard Entertainment

Evan Edwards is a Senior Technical Artist I, Graphics at Blizzard Entertainment working on Diablo IV. He originally graduated from Michigan State University's Game Development program in 2017, and soon thereafter started at High Moon Studios as a generalist Tech Artist. There he helped to ship several games such as Destiny 2: Forsaken, Call of Duty: Modern Warfare, and Call of Duty: Black Ops - Cold War. In 2020, Evan transferred to Blizzard Entertainment to help the VFX team on Diablo IV by delivering shaders and performance optimization, and has helped steer the creation of a 'Graphics Tech Art' team. When he's not making shaders or playing games, Evan enjoys cooking, hiking with his wife, and watching every Nicolas Cage movie to ever exist.

Fu, Lingxiao

Title: Advanced AI Programmer

Company: Rocksteady Studios

Lingxiao Fu is an Advanced AI Programmer at Rocksteady Studios Ltd, where he focuses on AI pathing systems and bot AI behaviors. He was a Linux graphics driver developer at AMD for a short time before getting his hands dirty on game development and joining Yingpei Games on an unpublished online shooter project. Before Rocksteady, he worked at Ubisoft Shanghai on Far Cry 5 & 6, where he helped realize wildlife AI behaviors, locomotion, and procedural animation.

Hall, Rob

Title: Advanced Software Engineer

Company: Avalanche Software

Rob Hall is an Advanced Software Engineer at Avalanche Software, where he has worked for over 15 years. He currently focuses on driving new graphics technology using Unreal Engine and specializes in GPU performance optimization, lighting and shadows. His other interests are in dynamic time of day, seasons, and weather. Several games he has worked on include Hogwarts Legacy, and the Disney Infinity Series.

Hart, Evan

Title: Distinguished Engineer

Company: NVIDIA

Evan is a Distinguished Engineer in NVIDIA's developer technology group focusing on Unreal Engine. With over two decades of industry experience, he has had the opportunity to work on a wide variety of code spanning the gamut of real-time graphics. His present focus is on utilizing new technology such as ray tracing to bring better lighting to games.

Kent, Steven

Title: Technical Product Manager

Company: Unity Technologies

With 20 years of industry experience, Steven has progressed through creative, technical, and leadership roles in game development and core real-time 3D technology teams – first as a 3D artist, next as a technical artist, and then as a program manager and development director. At Unity, Steven supports Unity’s graphics teams as product manager to help them build impactful solutions for real-time 3D tools and technology.

Kircher, Scott

Title: Principal Engine Programmer, Graphics

Company: Insomniac Games

Scott Kircher, Ph.D. is currently a principal member of the Core Rendering Team at Insomniac Games. Prior to joining Insomniac Games in early 2023, he spent more than fifteen years in Volition's Core Technology Group creating rendering technology used on multiple Saints Row, Red Faction, and Agents of Mayhem titles. Most recently, before joining Insomniac Games, he was Core Technology Architect in charge of Rendering at Volition. Prior to entering the games industry, he earned a Ph.D. in Computer Science (specializing in graphics) from the University of Illinois at Urbana-Champaign. His dissertation is entitled "Approximating, Editing, and Processing Free-form Motion." He has published papers in SIGGRAPH, the Transactions on Graphics Journal, the Symposium for Computer Animation, and the Journal for Computer Aided Geometric Design.

Knapik, Jakub

Title: VP of Art and Global Art Director

Company: CD Projekt RED

VP of Art and Global Art Director, Jakub is a VFX Supervisor / Art Director and CG Artist with over 22 years of experience working in the Film and Commercial industry, currently working at CD PROJEKT RED. In his position, he oversees art in all of the projects the studio is developing. Before becoming the Global Art Director, Jakub worked as a Lighting and FX Art Director on “Cyberpunk 2077” and finally as an Art Director on “Cyberpunk 2077 Phantom Liberty”. He also has broad experience from before joining game dev: as a generalist, Compositing Artist, Lighting Artist, and Visual Effects Supervisor both directly with clients, but also on set with the film crews. He had an opportunity to explore a wide world of projects and video clips starting with deeply art-driven films like Lars Von Trier's "Melancholia", through special projects for European Space Agency's mission Rosetta, sophisticated commercials for BMW or "ARES" for "The Martian" movie but also video clips for rock legend like Radiohead. A few years ago he decided to dive into the vivid world of game development with its fast-growing technology and visual language. He is deeply fascinated by both beautiful and smart visual storytelling and the complex technical side of computer graphics.

Koch, Hilmar

Title: M&E Research

Company: Autodesk

Hilmar Koch leads Media and Entertainment research at Autodesk Research. He brings his experience from the Strategic Foresight team, where he built up fluency in all of Autodesk’s industries. In this role, Hilmar is applying the theory of future studies in the industry he calls home. His research plots a path towards preferable futures with visionary customers. Hilmar joined Autodesk in 2017 after a career at Blue Sky Studios, and Industrial Light and Magic. He worked in various roles in many movies and won an Academy Award for his work. In entertainment, Hilmar has always been focused on innovation for storytelling and has held positions as Head of Computer Graphics, Director of Virtual Production, and Director of the Advanced Development Group. Hilmar pivoted towards real-time in 2012, eventually becoming Director of the Advanced Development Group, charged with integrating multi-disciplinary games and film and development teams to create immersive real-time experiences.  

Komada, Takashi

Title: Graphics/Physics Programmer

Company: Tango Gameworks

Takashi Komada is a graphics/physics/animation programmer at Tango Gameworks. He joined Tango Gameworks in 2016 to work as graphics/physics programmer for The Evil Within 2. Following The Evil Within 2, he worked as physics/animation programmer for Ghostwire:Tokyo. For Hi-Fi RUSH, he worked mainly as a graphics/physics programmer, but also did animation programming.

Koshlo, Oleksandr

Title: Render Architect

Company: Massive Entertainment - A Ubisoft Studio

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

Kozlowski, Pawel

Title: Principal Developer Technology Engineer

Company: NVIDIA

Pawel Kozlowski is a Principal Developer Technology Engineer in the Developer and Performance Technology group at NVIDIA with over 10 years of experience in computer graphics. He had the good fortune to become one of the first people to integrate real-time ray tracing into a AAA game (Battlefield V). Since then, he has contributed to many other games and engines in the real-time ray tracing space (Cyberpunk 2077, multiple Call of Duty titles, Minecraft, and Unreal Engine). Pawel has seen the transforming power of technology firsthand and is a true believer in real-time path tracing, powered by AI and ReSTIR-like sampling algorithms, as the (near) future of real-time graphics. He has a PhD from the University of Oslo, Norway, and a BS and MSc from the University of Warsaw, Poland.

Kultima, Annakaisa

Title: Founder

Company: Finnish Game Jam

Dr. Annakaisa Kultima is a veteran game jammer and organizer. She has been running over 50 game jams since 2010 and is a founding member of the award-winning Finnish Game Jam organization. She led the Global Game Jam theme committee 2010-2012 and literally gave her heart to the global jamming community in 2012 when the theme of the year was an audio clip of her heart beating. Dr. Kultima acted as a president of Finnish Game Jam organization 2013-2020 and led multiple experimental and inspiring game jams, such as Survival Mode, Bus Jam, Quantum Game Jam, Sami Game Jam and Pikku Kakkonen Game Jam. During her period of presidency, she also founded Jam Jam Festival, which brings together game jam enthusiasts around the world. Kultima has participated in several game jams herself, for instance Train Jam 2014 and Train Jam 2016, 0h Game Jam, Retro Jam Helsinki, and multiple Global Game Jams. In the jams, she mostly works in graphics roles, but has also used a sewing machine while jamming. As a day job, she has been studying game jams as a phenomenon, focusing a lot in Finnish game jams, claiming that Finnish jam scene is the most studied game jam community in the world. Currently, Dr. Kultima is enjoying her life as a university lecturer utilizing game jams also in her teaching. She exhibits jam games and other playful experiences in her art gallery, Kumma.

Liu, Elvis

Title: Expert Engineer

Company: Tencent Games

Dr Elvis Liu is an Expert Engineer at Tencent Games, where he heads several research and development teams on distributed virtual environments and AI technologies. He has extensive research and teaching experience in the fields of parallel and distributed systems, computer simulations, distributed virtual environments, computer Games, AI, computer graphics, and high-performance computing, and has conducted research and development in Singapore, Hong Kong, Ireland, China, and the United Kingdom. His contributions to these research areas have been acknowledged by invitations to serve on the Programme Committee of the key conferences in these research fields, including ACM SIGSIM-PADS, ACM/IEEE DS-RT, and Winter Simulation Conference. He has also been an Editorial Board Member of the Springer Encyclopedia of Computer Graphics and Games since 2016. Before joining Tencent, Dr Liu had been an Assistant Professor at Nanyang Technological University, Singapore and an IRCSET Fellow of IBM Ireland, which is a prestigious position awarded by the Irish Government. He has received various awards and recognitions throughout his career. Most notably, his work at IBM was selected by ACM for the "19th Annual Best of Computing" list, a collection of the best articles published in computing in 2014.

Marcoux, Louis

Title: Technical Specialist | Omniverse for Games Developers

Company: NVIDIA

Louis Marcoux is a technical expert for 3D animation, visual effects and real-time rendering within the Omniverse group at NVIDIA and, prior to that, at Autodesk. He also worked as a real-time broadcast graphics specialist for both Discreet Logic and VertigoXMedia. Marcoux received a bachelor’s degree in electrical engineering from Polytechnique in Montréal, a Bachelor of Communications degree from Université du Québec and a Bachelor of Fine Arts degree in film production from Concordia University. Marcoux has received the Best Speaker Award at the Autodesk University conference three times.

Martin, Rob

Title: Fellow Software Engineer

Company: AMD

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

Maximov, Andrew

Title: CEO, Founder

Company: Promethean AI

Games industry veteran, former Technical Art Director for Sony Interactive, Andrew pushed cutting edge art technology that powered the biggest entertainment franchises in the world. Develop and Forbes magazine's 30 under 30, artist, programmer, consultant and entrepreneur. Andrew taught art, technology and production at Universities, Schools and Computer Graphics events in Los Angeles, San Francisco, Montreal, Tokyo, Seoul, Malta, Bulgaria, Poland and Uganda to name a few. Distinguished in both art and technology he has been co-running the Art Direction Summit at Game Developers Conference for 9 years, while also sitting on the jury of SIGGRAPH Realtime Live. Democratizing the creative process, supporting artists and empowering creativity within every single person has been his unrelenting focus and singular goal throughout his entire career.

McGrath, Sam

Title: CTO

Company: Thatgamecompany Inc

Sam started his career as cofounder of S2 Games, creating the game engine for the innovative title Savage: The Battle for Newerth (released 2003), which won both the technical achievement award and audience award at the 2004 Independent Games Festival. He then went on to create the Offset Engine, which pioneered the use of advanced graphics and shader effects. In 2008, Intel bought Offset Software as part of their "Larrabee" project, and Sam continued his work on the Offset Engine from 2008 to 2010. After Intel, Sam founded Fractiv LLC with brothers Travis and Trevor Stringer, shifting his focus to mobile game development and releasing the successful iOS and Android title Lane Splitter, among other titles. In 2018, Jenova Chen, CEO of thatgamecompany, brought McGrath onboard during development of Sky: Children of the Light, which has seen over 200 million downloads and multiple awards since its debut in 2019. McGrath became CTO of thatgamecompany in 2021.

Mihelich, Mark

Title: Senior Engine Programmer

Company: Studio Wildcard

I have worked more than 15 years in the games industry as an Engine/Graphics programmer for various large and small studios. My experience in Unreal Engine dates back to UE3, having worked on large projects such as Gears of War 2 as well as small indie projects and tech continuing on to UE4 and now UE5.

Moulin, Adrien

Title: Senior Graphics Developer

Company: Unity Technologies

Adrien is a seasoned software developer with over eight years of experience in the simulation and real-time software industry. His professional journey began as a fluid simulation developer and has since encompassed a broad spectrum of domains, including computational geometry, computer vision, GPGPU and, more recently, graphics. At Unity, Adrien is part of the render pipeline team and is currently focused on delivering the best possible Render Graph implementation in the Universal Render Pipeline URP.

Muller, Mathieu

Title: Technical Product Manager

Company: Unity Technologies

Mathieu has over 23 years of experience as a game engine and tools programmer and middleware integrator in the real-time 3D industry. At Unity, he has spent the past nine years traveling the world to meet studios and developers as a solutions engineer and product manager for film and television, and more recently as a senior product manager for graphics.

Murphy, Michael

Title: Senior Developer Technology Engineer

Company: NVIDIA

Michael Murphy is a Senior Developer Technology Engineer in the Developer and Performance Technology group at NVIDIA. He got his start in the game industry as an intern on Call of Duty: Black Ops III and has spent the past 7 years at Nvidia working on graphics optimization, engine integrations, and graphics research. He has also led several versions of the Graphics Programming Guide for Nvidia GeForce architecture. He holds an Sc.B. and an Sc.M. from Brown University and is a big triangle fan.

Nachman, Elad Damian

Title: Senior Technical Product Manager

Company: Unity Technologies

Damian is the product manager for Unity’s low-level graphics stack. Working with the Graphics Devices, Ray Tracing and Shader System teams, his mission is to innovate and deliver the latest graphics hardware capabilities to Unity developers worldwide. Prior to joining Unity, Damian worked as a technical artist and manager at Basemark, producing numerous HMI and AR applications for the automotive industry, and participating in the development of the Rocksolid graphics engine.

Nader, Georges

Title: Research & Development Scientist

Company: Ubisoft

Georges is a researcher with a passion for geometry processing, computer graphics, and computer vision, or as he likes to call it, the shapes, lights, and eyes of the virtual world. He is currently a R&D Engineer at Ubisoft La Forge France where he spends his days taming neural networks to output the perfect pixels. Before that, he spent time at Panasonic's R&D center in Singapore, where he worked on 3D reconstruction. He completed two postdoctoral research positions, the first at Inria Bordeaux Sud-Ouest where he developed a fast solver for the optimal transport problem, and the second at Singapore University of Technology and Design where he dabbled in the exciting world of machine knitting. During his PhD, he studied the visibility of vertex displacement on a triangular mesh and developed a perceptual model that can predict it. When he's not nerding out on technical stuff, you can find him playing video games, running, hiking, and indulging in my passion for photography.

Petersen, Miguel

Title: Senior Rendering Engineer

Company: Striking Distance Studios (Spain)

Miguel Petersen is a Senior Rendering Engineer at Striking Distance Studios - Spain, where he leads the Raytraced Lighting solutions for The Callisto Protocol, additionally working on Character Rendering, VFX, and UI. Prior to Striking Distance Studios, Miguel worked at Avalanche Studios as a Graphics Programmer on Central Tech, pushing the rendering architecture, next-generation hardware, and engine R&D. He has actively contributed to Rage 2, Contraband, Generation Zero and Second Extinction.

Qi, Yue

Title: Mobile Programmer of Arena Breakout, Morefun Studios

Company: Tencent Games

Education: Master of Science from RWTH Aachen University, Germany (Graduated in 2020) Work Experience: Graphics Programmer for Game Client Development at MoreFun Studio, Tencent Games (since Oct. 2020)

Reis, Aurelio

Title: Director, Graphics Developer Tools

Company: NVIDIA

Aurelio spends his days at NVIDIA working diligently to ensure that realtime graphics developers worldwide have the best graphics tools possible. As the Director of Graphics Tools, Aurelio works with customers inside and outside of NVIDIA to help guide the vision and development of graphics tools like Nsight Graphics and Nsight Aftermath. Prior to life at NVIDIA, Aurelio was a Game Developer for 16 years, having worked at most of the “big publishers” on legendary game titles.

Siversson, Hampus

Title: Associate Lead Engine Programmer, Massive Entertainment

Company: Massive Entertainment

Hampus Siversson has been working with rendering technology since he joined the game industry back in 2018.

He is currently part of the Snowdrop engine team at Massive Entertainment, where he works on various parts of the graphics pipeline.

With focus on quality, realism and performance, his goal is to push the boundaries of real-time rendering.

In addition to the work done on Snowdrop, Hampus has actively contributed to a bunch of high profile games, such as Avatar: Frontiers of Pandora, The Callisto Protocol, and Star Wars Outlaws.

Tanaka, Kosuke

Title: Lead Graphics Programmer

Company: Tango Gameworks

Kosuke Tanaka is a graphics programmer at Tango Gameworks. He joined Tango Gameworks in 2011 to work as VFX programmer for The Evil Within. Following The Evil Within, he worked as a graphics programmer for The Evil Within 2. For Hi-Fi RUSH, he worked on the core toon rendering tech as lead graphics programmer. When he's not busy programming video games, he enjoys skiing, hiking, and running marathons.

Theobald, Ludovic

Title: Graphics Engineer

Company: Unity Technologies

Ludovic is passionate about graphics and has years of experience as a graphics engineer in the games industry. At Unity, he is part of the Visual Effect Graph team, where he strives to bring the best features and performance to creators.

Tu, Yijie

Title: Senior Game Engineer

Company: Thunderfire Universe X Studio

Yijie is a senior programmer in Thunderfire Universe X Studio. He has abundant knowledge in using machine learning methods in game developing. Currently he is working on a global online battle game and is in charge of animation and graphics.

Weinhoffer, Joe

Title: Game Director

Company: Firaxis Games

Joe Weinhoffer is a Game Director on an unannounced project at Firaxis Games. After joining the studio in 2014 as a Gameplay Engineer on XCOM 2, Joe quickly rose through the ranks to take on a senior designer-programmer role on XCOM 2's expansion War of the Chosen. As the Lead Designer on Marvel's Midnight Suns and its Season Pass DLC, Joe translated the Creative Director's grand vision for gameplay to the entire team, where they created the game's addictively compelling superhero combat and engaging strategic systems. Joe has a Masters in Computer Graphics and Game Technology and a Bachelors in Computer Science, both from the University of Pennsylvania.

Wen, Quan

Title: Senior Game Engineer

Company: LIGHTSPEED STUDIOS

Quan Wen, a senior game engineer at LIGHTSPEED STUDIOS, has immersed himself in the realms of computer graphics and computer vision since pursuing his Ph.D. at Tsinghua University. Currently, he is dedicated to exploring various cutting-edge technologies in game development, such as character creation, auto rigging, lip sync, and more.

Wihlidal, Graham

Title: Engineering Fellow (Graphics)

Company: Epic Games

Graham Wihlidal is an Engineering Fellow (Graphics) at Epic Games, primarily focused on Nanite development. Previously, Graham worked at Electronic Arts (SEED, Frostbite, BioWare), implementing and supporting technology used in many hit games like Battlefield, Dragon Age: Inquisition, Plants vs. Zombies, FIFA, Star Wars: Battlefront, and others. While at BioWare, Graham shipped numerous titles including the Mass Effect and Dragon Age trilogies, and Star Wars: The Old Republic. Graham is also a published author and has presented at several conferences.

Wijetunga, Dihara

Title: Senior Software Engineer

Company: AMD

Dihara Wijetunga is a Senior Software Engineer within AMD's Game Engineering Core Technology Group, where he works on rendering technologies for AMD GPUs and other partner ecosystems. Initially coming from a mobile graphics background, he now focuses on areas such as upscaling, real-time ray tracing, denoising and optimisation.

Zeman, Marek

Title: Principal AI Programmer for CRYENGINE

Company: Crytek

Marek Zeman is a Senior AI Programmer for Cryengine at Crytek. After graduating from Comenius University in Bratislava with a master's degree in Computer Graphics and Geometry, he dove into the game industry and since then has gained more than 15 years of experience working on multiple game titles and engine technology and with almost a decade dedicated to game AI.

Zhang, Qixuan

Title: CTO

Company: Deemos Tech

Qixuan Zhang(QX) is a graduate student at ShanghaiTech University and the CTO of DeemosTech, a digital human AI company. QX specialize in computer graphics, computational photography, and gen AI. QX's research has been accepted by top academic conferences like SIGGRAPH, ICCV, and CVPR, and their work has been applied to various film and game projects.

Zhang, Yundong

Title: Senior Engineer

Company: Tencent AI Lab

Yundong's work centering on applying computer vision and graphics techniques on game production. Specifically, he is interested in city-scale procedural content generation.

Connecting the Global Game Development Community

GDC Vault icon
Game Developers Choice Awards icon
Independent Games Festival (IGF) icon
GameDeveloper.com icon