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

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

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

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

Advanced Graphics Summit: Kickstart RT: Easy Open Source Ray Tracing

Summit Speaker: Bryan Dudash  (NVIDIA)

Location: Room 2005, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person

Machine Learning Summit: 4 Years of Bringing Characters to Life with Computer Brains

Summit Speaker: Sebastian Starke  (Electronic Arts, The University of Edinburgh)

Location: Room 2005, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person

Practical Vulkan - From API to Applications (Presented by NVIDIA)

Sponsor Speaker: Martin-Karl Lefrancois  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

External Development (Outsourcing) Roundtable

Speaker: Carl Schmidt  (Zynga)

Location: Room 215, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management, Visual Arts

Format: Roundtable

Viewing Experience: In-Person

Orchestrating Next-Gen Graphics With Nsight Systems (Presented by NVIDIA)

Sponsor Speaker: Uri Shomroni  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Build RTX graphics like a Pro using Nsight Graphics & NVIDIA DevTools (Presented by NVIDIA)

Sponsor Speaker: Aurelio Reis  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Deep Dive: One Click Animation Retargeting in Omniverse (Presented by NVIDIA)

Sponsor Speaker: Lina Halper  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Production & Team Management

Format: Sponsored Session

Viewing Experience: Virtual

Technical Artist Roundtable Day 1

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 208, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Viewing Experience: In-Person

The Importance of Digital Humans for Industries (Presented by NVIDIA)

Sponsor Speakers: Simon Yuen  (NVIDIA), Markus Gross  (Walt Disney Studios), Sarah Bacha  (Cedrus Digital), Vladimir Mastilovic  (Epic Games), Matt Workman  (Cine Tracer), John Martin II  (Reallusion), Tadas Baltrusaitis

Location: Virtual GDC Platform

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

Topic: Production & Team Management

Format: Sponsored Session

Viewing Experience: Virtual

NVIDIA DLSS Overview & Game Integrations (Presented by NVIDIA)

Sponsor Speaker: Andrew Edelsten  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

RTX SDKs: The Foundation of Next-gen Lighting for Games (Presented by NVIDIA)

Sponsor Speaker: Alexey Panteleev  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Optimizing Ray Tracing GPU Workloads using Nsight Graphics: GPU Trace and Nsight Systems (Presented by NVIDIA)

Sponsor Speakers: Louis Bavoil  (NVIDIA), Dana Elifaz  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Research Advances Toward Real-time Path Tracing (Presented by NVIDIA)

Sponsor Speaker: Petrik Clarberg  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Technical Artist Roundtable Day 2

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 215, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Viewing Experience: In-Person

Instant Neural Graphics Primitives (Presented by NVIDIA)

Sponsor Speaker: Thomas Müller  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Cloud Playtest: Complete Virtualization of User Testing on Pre-release Games (Presented by NVIDIA)

Sponsor Speakers: Jim Van Welzen  (NVIDIA), Chris Allen  (Red5 Pro)

Location: Virtual GDC Platform

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

Topic: Production & Team Management

Format: Sponsored Session

Viewing Experience: Virtual

Acceleration Structures in Ray Traced Open World Games (Presented by NVIDIA)

Sponsor Speaker: Peter Morley  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Advances in Spatial Hashing – A Pragmatic Approach to Robust, Realtime Light Transport (Presented by NVIDIA)

Sponsor Speaker: Pascal Gautron  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Kickstart RT : Easy Open Source Ray Tracing (Presented by NVIDIA)

Sponsor Speaker: Johannes Deligiannis  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Technical Artist Roundtable Day 3

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 215, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Viewing Experience: In-Person

Opportunities for Universal Scene Description (USD) in Game Development (Presented by NVIDIA)

Sponsor Speakers: Frank DeLise  (NVIDIA), Jay Shapiro  (Usiku Games), Eyram Tawia  (Leti Arts), Erik Östsjö  (Embark), Ike Nnoli  (NVIDIA), Adeline Aubame  (Ubisoft), Calvin Gu  (Tencent)

Location: Virtual GDC Platform

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

Topic: Production & Team Management

Format: Sponsored Session

Viewing Experience: Virtual

Bring It to Life: A Look at Omniverse's New Runtime Animation System (Presented by NVIDIA)

Sponsor Speaker: John Malaska  (NVIDIA)

Location: Virtual GDC Platform

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

Topic: Production & Team Management

Format: Sponsored Session

Viewing Experience: Virtual

Principles towards Real-Time Simulation of Material Point Method on Modern GPUs (Presented by NVIDIA)

Sponsor Speakers: Akan Huang  (NVIDIA), Ming Gao  (Tencent)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

The Making of Unity's Latest Flagship Demo, an Achievement in Graphics and Rendering (Presented by NVIDIA)

Sponsor Speaker: Mark Schoennagel  (Unity Technologies)

Location: Virtual GDC Platform

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

Topic: Programming

Format: Sponsored Session

Viewing Experience: Virtual

Lefrancois, Martin-Karl

Title: Senior Graphic Software Engineer

Company: NVIDIA

Martin-Karl Lefrançois is a senior graphic software engineer for NVIDIA's Developer Technology organization in Berlin, Germany. Martin-Karl works with various rendering and core development teams at NVIDIA to provide customers with the best possible rendering experience. Most recently, he's focused on Vulkan ray tracing. Before joining NVIDIA, Martin-Karl worked at mental images to provide automatic GPU support in mental ray. After graduating in computer science and mathematics from the University of Sherbrooke in Quebec, he worked as a graphics developer for nearly 10 years at Softimage in Montreal and Tokyo before leading the main game-engine team at A2M.

Bavoil, Louis

Title: Developer Technology

Company: NVIDIA

Louis Bavoil has been working in the Developer Technology group at NVIDIA since 2007, doing a mix of GPU performance optimizations and GameWorks software development, with the goal of helping to increase the production value of PC games.

Clarberg, Petrik

Title: Senior Research Scientist

Company: NVIDIA

DeLise, Frank

Title: VP Omniverse Product Management

Company: NVIDIA

Deligiannis, Johannes

Title: Developer Technology Engineer

Company: NVIDIA

Dudash, Bryan

Title: Senior Manager Developer Technology

Company: NVIDIA

Bryan leads the Asia Pacific Developer Technology Group assisting game developers to get the most out of Geforce GPUs and to improve the visual fidelity of their titles.  Currently based in Tokyo, Japan, Bryan has been working with developers all over the world for NVIDIA since 2003.

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.

Elifaz, Dana

Title: Engineering Manager, Graphics Developer Tools

Company: NVIDIA

Dana Elifaz is a manager at NVIDIA’s graphics developer tools team. Her responsibilities include developing graphics performance tools, including GPU Trace. She's been working for NVIDIA for the past three years. Previously, Dana worked for AMD in the Developers Tools team, leading the Radeon GPU Analyzer application.

Gautron, Pascal

Title: Senior Dev Tech Engineer

Company: NVIDIA

Pascal Gautron’s work at NVIDIA is focused on designing and optimizing fast, high-quality rendering solutions. Over the last 18 years, he's gathered an academic and industrial background in computer graphics research, photorealistic image synthesis, real-time rendering, and movie post-production.

Halper, Lina

Title: Principal Animation Engineer

Company: NVIDIA

Lina Halper is Principal Animation Engineer at NVIDIA working in the simulation technology team for Omniverse. Previously she was from Epic Games, where she worked on Unreal Engine for +12 years, specialized in Animation System, Facial Animation, and Rigging Framework. She was Tech Lead on the Meta Human project, and she has worked on many projects such as Siren, HellBlade:Senua and more as well as many games such as Battlefield, Gears of War, Paragon, and Fortnite.

Hanna, Jeff

Title: Senior Tools Programmer

Company: NVIDIA

After having worked on many notable titles and franchises such as Agents of Mayhem, Saints Row, Red Faction: Guerrilla, Dark Age of Camelot, Air Warrior, and Planetside, Jeff ended a three-decade video game development career in December 2021. He hasn't gone far, though. He is now a Senior Tools Programmer working on the Omniverse engine at NVIDIA. Along with bringing his Technical Artist skills to NVIDIA's innovative real-time 3D collaboration and simulation system, Jeff helps coordinate the TA community on Tech-Artists.org. He is a member of the GDC Advisory Board and sits on a curriculum advisory board for Purdue University. Every year at GDC he hosts the Technical Art Bootcamp and the Technical Art Rountables. He was awarded an Autodesk 3ds Max Master award in 2007 and was named an Outstanding Alum of Purdue University's School of Technology in 2012.

Huang, Akan

Title: DevTech Engineer

Company: NVIDIA

Yuhan Huang is a developer technology engineer at NVIDIA working at Shenzhen. He got his Ph.D. in fluid mechanics at Peking University and bachelor's degree in Tsinghua University. His work in NVIDIA mainly focuses on CUDA and GPU-related performance optimization of applications in AI, HPC, and computer graphics.

Malaska, John

Title: Sr. Product Manager, Animation

Company: NVIDIA

Morley, Peter

Title: Senior DevTech Engineer

Company: NVIDIA

Peter Morley works as a senior developer technology engineer at NVIDIA. Most of his work is focused on integrating DirectX Raytracing into AAA game engines. His previous work includes implementing DXR 1.0 and 1.1 in AMD's driver stack. He completed his M.S. at the University of Rhode Island in 2017 and helped research voxel space ray tracing using hidden Markov models for state estimation. When not flipping RTX on in games, he enjoys spending time with his family and playing soccer.

Müller, Thomas

Company: NVIDIA

Thomas is a senior research scientist at NVIDIA, working on the intersection of light transport simulation and machine learning. Before joining NVIDIA, Thomas obtained his Ph.D. in 2019 at ETH Zürich, where he collaborated with Disney, leading to several awards and patents in the offline rendering world. The resulting algorithms were implemented in multiple production renderers, including Pixar's RenderMan and Walt Disney Animation's Hyperion. Before that, Thomas created commercial anti-cheat software for the massively multiplayer online role-playing game ”FlyFF” and developed several core components of the online rhythm game ”osu!”.

Nnoli, Ike

Title: Senior PMM

Company: NVIDIA

Panteleev, Alexey

Title: Distinguished DevTech Engineer

Company: NVIDIA

Alexey Panteleev is a distinguished engineer in the Developer and Perf Technology group at NVIDIA, where he focuses on optimization, productization, and integration of new rendering techniques. His recent work includes the RTXDI SDK and Quake II RTX. Alexey holds a Ph.D. in computer science from Moscow Engineering and Physics Institute (MEPhI State University).

Reis, Aurelio

Title: Director, Graphics Developer 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 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 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 in 1994. His career has led him down many paths including art, design, marketing, entrepreneurship and outsource management. Carl has worked at small and large companies alike from a buyer and a service provider perspective, most notably Michael Crichton’s Timeline Entertainment, Nvidia, Electronic Arts and his current role as Senior Director of External Development at Zynga. In this Business Operations role, he has built a worldwide organization which facilitates all of Zynga’s external development and partner relations involving Art, Engineering, Audio, UI/UX, Co-Dev, QA, Localization/LQA, Narrative, UA and Marketing/Publishing. In addition, Carl coordinates and facilitates M&A integrations for Zynga and it's subsidiaries.

Shomroni, Uri

Title: Senior Systems Software Engineer

Company: NVIDIA

Uri Shomroni is a Senior Systems Software Engineer at NVIDIA, Tel Aviv, Israel. He is the technical lead for Windows and DirectX in the NVIDIA Nsight Systems team, a system-wide performance analysis tool that helps optimize software applications for multi-GPU compute hardware. Uri has a B.Sc in Pure Mathematics from Tel Aviv University and an M.Sc in Computer Science from the Technion Institute of Technology in Haifa.

Starke, Sebastian

Title: AI Scientist & PhD Student

Company: Electronic Arts, The University of Edinburgh

Sebastian Starke is an AI Scientist at Electronic Arts, EADP Data & AI, and PhD student at the University of Edinburgh, School of Informatics, supervised by Prof. Taku Komura. His current research focuses on deep learning for character animation and control to create believable characters in video games. He received his B.Sc. and M.Sc. in Informatics from the University of Hamburg, where he was also working as a research associate in robotics and evolutionary computation. Sebastian interned twice at Adobe Research, later at Electronic Arts, has so far published articles at several leading venues, including SIGGRAPH, IROS, ICRA, CEC and TEVC, with his work being featured in different keynotes, media and press releases, such as NVIDIA GTC, NVIDIA Developer, Adobe MAX, AAAS-ACM, GE Reports, CNET, Inverse and Two-Minute-Papers.

Van Welzen, Jim

Title: Director of Software

Company: NVIDIA

Yuen, Simon

Title: Director of Graphics and AI

Company: NVIDIA

Simon Yuen is director of graphics and AI at NVIDIA, where he leads the digital human efforts with the goal of developing new character technology and deep learning-based solutions that allow new and more efficient ways of creating high-quality digital characters. Prior to NVIDIA, Simon spent more than 21 years in the visual effects industry, straddling both the art and technology sides at many studios, including Method Studios, Digital Domain, Sony Pictures Imageworks, Dreamworks, Blizzard Entertainment, and others. He has built teams and technologies that push the envelope of photorealistic digital character creation.