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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. All registered attendees will be able to build their personal schedule directly within the event platform, once live early July 2021. All times are listed in Pacific Time.

Advanced Graphics Summit: Shadows of Cold War: A Scalable Approach to Shadowing

Summit Speaker: Kevin Myers  (Treyarch)

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Developing Ray Tracing Content on Mobile (Presented by Arm)

Speakers: Zandro Fargnoli  (Arm), Ying-Chieh Chen  (Mediatek), Dong Dong  (Tencent)

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

Topic: Programming

Format: Sponsor Developer Summit

Enhancement of Particle Simulation Using Screen Space Techniques in 'The Last of Us Part II'

Speaker: Artem Kovalovs  (Naughty Dog, LLC)

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Session

Scriptable Core Dump Debugging and Memory Stomp Tracking

Speaker: Artem Kovalovs  (Naughty Dog, LLC)

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Collaborative Game Development with NVIDIA Omniverse (Presented by NVIDIA)

Speakers: TJ Galda  (NVIDIA), Damien Fagnou  (NVIDIA)

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

Topic: Design

Format: Sponsored Session

External Development (Outsourcing) Roundtable

Speaker: Carl Schmidt  (Zynga)

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management, Visual Arts

Format: Roundtable

NVRTX Artist Guide (Presented by NVIDIA)

Speaker: Richard Cowgill  (NVIDIA)

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

Topic: Design

Format: Sponsored Session

NVIDIA DLSS Overview & Game Integrations (Presented by NVIDIA)

Speaker: Andrew Edelsten  (NVIDIA)

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

Topic: Programming

Format: Sponsored Session

The Technology Behind NVRTX (Presented by NVIDIA)

Speaker: Evan Hart  (NVIDIA)

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

Topic: Programming

Format: Sponsored Session

DevTools for Harnessing Ray Tracing in Games (Presented by NVIDIA)

Speaker: Aurelio Reis  (NVIDIA)

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

Topic: Programming

Format: Sponsored Session

Cowgill, Richard

Title: RTX Unreal Engine Evangelist

Company: NVIDIA

Richard is a game developer with over 20 years of experience having contributed to the Battlefield and Borderlands series as well as many others.  His indie game Stay in the Light is one of the first Ray Tracing-only games.  As RTX Unreal Engine Evangelist for Nvidia, his goal is to help developers fully utilize Unreal Engine and Ray Tracing technology.

Dong, Dong

Title: Senior Graphics Engineer

Company: Tencent

Dong Dong is a graphics engineer who loves digital art. He has worked for Nvidia, NetEase and is currently building the game engine at Tencent.

Edelsten, Andrew

Title: Technical Engineering Director

Company: NVIDIA

Andrew is a Technical Engineering Director at NVIDIA where he leads a variety of projects focused on the use of deep learning to improve real-time 3D rendering. The largest recent project was the launch and developer outreach for Deep Learning Super Sampling (DLSS). Prior to NVIDIA, Andrew lived in London after departing Australia where he made computer games, 3D engines and briefly practiced law.

Fagnou, Damien

Title: Senior Director, Software

Company: NVIDIA

Damien Fagnou is currently senior director, software at NVIDIA, working on the NVIDIA Omniverse group, where he brings together his expertise in software and VFX production to help build the Omniverse Kit Application platform. Before that, Damien was the senior vice president of technology for Technicolor, where he oversaw technology and software strategy for the VFX group, including MPC Film, for which he was the CTO for many years, working directly on the Oscar-winning films "The Jungle Book" and "1917." During that time MPC also created the VFX for the groundbreaking "Lion King" remake. With almost 20 years of experience in VFX, many-time GTC contributor Damien looks forward to contributing to the future of graphics software at NVIDIA, built around compute, raytracing, and AI.

Galda, TJ

Title: Director of Product Management

Company: NVIDIA

TJ Galda is currently Director of Product Management at NVIDIA working on making Omniverse great for the content creators of the future. TJ has worked in games, film and VFX for over 20 years. From DreamWorks, Technicolor, the Vancouver Film School, and later as Development Director at EA, TJ has managed projects with critical acclaim including winning Game of the Year awards. He was the Senior Product Line Manager for the Entertainment Collection at Autodesk including products like Academy Award winning Autodesk Maya.

Hart, Evan

Title: Principal Engineer

Company: NVIDIA

Kovalovs, Artem

Title: Graphics & Game Programmer

Company: Naughty Dog, LLC

Artem graduated from University of Southern California and has been working in games industry for over 9 years. Worked at graphics and game development companies: NVIDIA, Electronic Arts, Naughty Dog, as software engineer, gameplay programmer and his current role is graphics programmer at Naughty Dog. He have also been adjunct faculty for undergraduate and graduate game development courses at University of Southern California for 8 years.

Myers, Kevin

Title: Senior Lead Graphics Engineer

Company: Treyarch

Kevin Myers is a Lead Graphics Engineer for Treyarch where he has shipped the last three Black Ops. Prior to joining Activision, Kevin worked in Hollywood developing realtime scalable renderers, and at Intel pushing graphics on many-core x86 hw. He started as a devtech engineer for NVIDIA helping numerous developers optimize their titles.

Reis, Aurelio

Title: Director of Graphics Tools

Company: NVIDIA

Aurelio spends his days at NVIDIA working diligently to ensure that real-time 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 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 titles like "Jedi Academy," "Civilization," "Wolfenstein," "Doom," and "For Honor."

Schmidt, Carl

Title: Senior Director of External Development

Company: Zynga

Carl got his start in games as a "jack-of-all-trades" artist in 1994. In his career, he has worked from a buyer and a service provider perspective, most notably at Electronic Arts, Michael Crichton's Timeline Entertainment, Nvidia and his current role as Senior Director of External Development at Zynga. At Zynga, he has built a worldwide organization which facilitates all external development and partner relations for game art, engineering, audio, UI/UX, Co-Dev, QA, localization/LQA, culturalization, narrative, marketing, User Acquisition, publishing and most recently helping to support Mergers and Acquisition integration.