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View, browse and sort the ever-growing list of sessions by pass type, topic, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

External Development (Outsourcing) Roundtable

Speaker: Carl Schmidt (Zynga)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Ray Tracing in Vulkan (Presented by Khronos Group)

Sponsor Speakers: Daniel Koch (NVIDIA), Eric Werness (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsor Developer Summit

Making Ray Traced Content in Unreal Engine 4 (Presented by NVIDIA)

Sponsor Speaker: Richard Cowgill (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Minecraft With RTX: Crafting a Real-Time Path-Tracer for Gaming Presented by NVIDIA)

Sponsor Speakers: Michael Seydl (Microsoft), Oli Wright (NVIDIA), Jakub Boksansky (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

DLSS – Image Reconstruction for Real-Time Rendering With Deep Learning (Presented by NVIDIA)

Sponsor Speaker: Edward Liu (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Real-Time Ray Traced Caustics in Practice (Presented by NVIDIA)

Sponsor Speaker: Xueqing Yang (NVIDIA)

Summit Speaker: Yaobin Ouyang (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Streaming Graphics With RTXGI (Presented by NVIDIA)

Sponsor Speaker: Zander Majercik (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Witcher 3 on the Nintendo Switch: CPU & Memory Optimization (Presented by NVIDIA)

Sponsor Speaker: Roman Lebedev (Saber Interactive Inc.)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Application of GPU Optical Flow Engine in Tencent START Cloud Gaming (Presented by NVIDIA)

Sponsor Speaker: Snow Wei (Tencent)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Creating Physically Based Materials for Minecraft With RTX (Presented by NVIDIA)

Sponsor Speakers: Paula Jukarainen (NVIDIA), Kelsey Blanton (NVIDIA), Joel Garvin (Microsoft)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Ray Traced Reflections in Wolfenstein: Youngblood (Presented by NVIDIA)

Sponsor Speakers: Jiho Choi (NVIDIA), Dmitry Zhdan (NVIDIA), Patrik Willbo (MachineGames), Jim Kjellin (MachineGames)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Optimizing Ray Tracing (DXR/VKR) Implementations in Games Using Nsight Graphics and Nsight Systems (Presented by NVIDIA)

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

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Fast Denoising With Self Stabilizing Recurrent Blurs (Presented by NVIDIA)

Sponsor Speaker: Dmitry Zhdan (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Raytraced Shadows in Call of Duty: Modern Warfare (Presented by NVIDIA)

Sponsor Speakers: Michal Olejnik (Infinity Ward), Pawel Kozlowski (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

A Year in the Trenches with UE4 Ray Tracing: Practical Experiences From an Engineer (Presented by NVIDIA)

Sponsor Speaker: Evan Hart (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Adventures in High Definition Rendering With Integrated Tools (Presented by NVIDIA)

Sponsor Speaker: Aurelio Reis (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Capturing the Reality of Space With RTX in Deliver Us the Moon (Presented by NVIDIA)

Sponsor Speakers: Koen Deetman (KeokeN Interactive), Daniel Torkar (KeokeN Interactive), Vladimir Bondarev (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Decoupled Graphics (Presented by NVIDIA)

Sponsor Speaker: Morgan McGuire (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

JX3: Bring Vulkan Ray Tracing to the Online Game With DXVK (Presented by NVIDIA)

Sponsor Speaker: Yang Lin (Kingsoft Seasun Studio)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

RTX Ray Tracing Best Practices (Presented by NVIDIA)

Sponsor Speakers: Juha Sjöholm (NVIDIA), Paula Jukarainen (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

RTXGI: Scalable Ray Traced Global Illumination in Real Time (Presented by NVIDIA)

Sponsor Speaker: Adam Marrs (NVIDIA)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On

Format: Sponsored Session

Bavoil, Louis

Title: Principle Devtech Engineer

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 increase the production value of PC games.

Blanton, Kelsey

Title: Associate Producer

Company: NVIDIA

Kelsey Blanton is an Associate Producer at NVIDIA currently assisting teams integrate RT in games. She started her career as a QA Engineer in 2018. Before joining NVIDIA, she volunteered as Art Gallery coordinator of the Sacandaga Valley Arts Network while earning her Bachelor's in Game Art at Full Sail University, and Fine Arts Associate's degree at Fulton-Montgomery Community College in NY. Her passion of game art comes from her long standing love of the Sims Franchise, creating mods and textures for herself to expand on her unique gameplay as well as for others to enjoy.

Boksansky, Jakub

Title: DevTech Engineer

Company: NVIDIA

Jakub Boksansky is a DevTech engineer at NVIDIA working on delivering ray tracing technology to game titles. His professional interests include ray tracing based algorithms and advanced real-time rendering techniques. Jakub discovered his interest in computer graphics while developing web-based computer games using Flash, he later developed and published several image effect packages for the Unity game engine. Prior to joining NVIDIA, he was a research scientist at CTU Prague, where he worked on improving the performance of CUDA-based path tracers.

Bondarev, Vladimir

Title: DevTech Engineer

Company: NVIDIA

Vladimir Bondarev joined NVIDIA as a DevTech engineer in 2019. His mission is to help game developers improve their raytracing and overall graphics performance. Before joining NVIDIA, he worked on medical software at Philips and before that did graphics programming at Confetti Interactive. Vladimir has been passionate about computer graphics and games for as long as he can remember. He is proud to have owned Voodoo1 and will never forget its clicking sound when 3Dfx mode was enabled.

Choi, Jiho

Title: Senior Dev Tech Engineer

Company: NVIDIA

Jiho Choi joined NVIDIA in 2013 as a DevTech engineer and worked with game developers to help improving gaming experience like visual quality and performance. Before joining NVIDIA, he has been working for Korean game studios as an engine programmer.

Cowgill, Richard

Title: RTX UE4 Game 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 UE4 Evangelist for NVIDIA, his goal is to help developers fully utilize Unreal Engine 4 and Ray Tracing technology.

Deetman, Koen

Title: CEO and Game Director

Company: KeokeN Interactive

Founder of KeokeN Interactive and an expert in games, Koen Deetman has a penchant for bringing the right people together to create captivating game experiences. As KeokeN's studio and game director, Koen strikes a careful balance between business and creativity, inspiring and creating opportunities for the industry's finest creators to work with cutting edge technology on the most compelling stories. He has collaborated with Epic Games, PlayStation, Xbox, Nintendo, NVIDIA and Wired Productions, among others. His latest project, Deliver Us The Moon, recently became the first Unreal Engine title to support NVIDIA's defining RTX technology.

Elifaz, Dana

Title: Nividia Graphics DevTools Manager

Company: NVIDIA

Dana Elifaz is a manager at NVIDIA’s graphics developer tools team. Her responsibilities include development of graphics performance tools, including GPU Trace.

She has been working for NVIDIA for the last three years. Previously, Dana worked for AMD in the Developers Tools team, leading  the Radeon GPU Analyzer application.

Hart, Evan

Title: Principal Engineer

Company: NVIDIA

Jukarainen, Paula

Title: DevTech Engineer

Company: NVIDIA

Paula Jukarainen is a Developer Technology Engineer at NVIDIA since 2018. Recently at NVIDIA she has been focusing on implementing ray tracing technology and optimizing graphics performance on current game engines. Before her current role, she has been working as a rendering engineer and team lead at UL (previously known as Futuremark) contributing to several 3DMark benchmarks. She holds an MS degree in computer science from Aalto University.

Koch, Daniel

Title: N/A

Company: NVIDIA

Kozlowski, Pawel

Title: DevTech Engineer

Company: NVIDIA

Pawel is a Devtech Engineer at NVIDIA since 2017. He works on integrating ray tracing into current game engines, developing rendering techniques, and delivering the best GPU performance possible to gamers. Unconventionally, he developed his interest in real-time graphics while pursuing his Ph.D. in medical imaging at GE Healthcare and the University of Oslo, Norway, where he worked with 3D cardiac ultrasound and volume rendering.

Liu, Edward

Title: Senior Research Scientist

Company: NVIDIA

Edward (Shiqiu) Liu is a Senior Research Scientist at NVIDIA, where he is currently doing research on the application of deep learning in computer graphics. Edward has extensive experience in developing and improving temporal coherence related techniques to improve rendering performance and quality. He is one of the main researchers of several important image reconstruction techniques used in games and technical demos, including DLSS for image upsampling using deep learning and various spatio-temporal reconstruction algorithms for low sample count ray tracing denoising. Edward also contributed to the early research and prototyping of real-time ray tracing (RTX) in modern game engines.

Majercik, Zander

Title: Research Engineer

Company: NVIDIA

Zander Majercik is a Research Engineer in the New Experiences Research Group at NVIDIA. His main research interest is in novel rendering algorithms with a focus on ray tracing. As a software engineer at NVIDIA Research, he implements software supporting projects in vision science, novel display technologies for XR systems, and deep learning algorithms. He graduated from Williams College in 2017 with a BA in Computer Science.

Marrs, Adam

Title: Senior Graphics Engineer

Company: NVIDIA

Adam Marrs is a Senior Graphics Engineer in the Game Engines and Core Technology group at NVIDIA, where he works on real-time rendering for games. His experience includes work on commercial game engines, shipped game titles, real-time ray tracing, and published graphics research. He holds PhD and MS degrees in computer science from North Carolina State University and a BS in computer science from Virginia Tech.

McGuire, Morgan

Title: Events Manager

Company: NVIDIA

Ouyang, Yaobin

Title: Devtech Engineer

Company: NVIDIA

Yaobin Ouyang is a developer technology engineer in NVIDIA, where he does research on RTX-based ray tracing techniques and consults with game developers. He is enthusiastic about computer graphics, and has worked on various graphics systems since he was in university. He implemented several rendering packages independently, including global illumination renderer, texture painting system, parameter space FEM simulation plugin, etc. He graduated in South China University of Technology in 2015, with a major in computer application technology.

Reis, Aurelio

Title: SWE 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 products like Nsight Visual Studio Edition. 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 and most recently supporting the publishing organization.

Sjöholm, Juha

Title: Events Manager

Company: NVIDIA

Juha joined NVIDIA Developer Technology group in 2015 and has been working with cutting edge rendering technologies in various games and engines. Before that, he worked for over a decade on 3DMark benchmarks being lead programmer in the end. Lately, he has focused on the application of RTX Ray Tracing in games.

Torkar, Daniel

Title: Programmer & Technical Artist

Company: KeokeN Interactive

A technical artist at heart, Daniel combines the beautiful and the cool to create visual splendor in games. Constantly on the lookout for the latest technological innovations, Daniel's open mind and combined experience in IT, hardware, game development and cinematography make him a frontrunner when it comes to efficient implementation of striking visuals. Daniel creates beauty out of chaos and makes sure everything runs smoothly. He collaborated closely with Epic Games, NVIDIA and others during his technical and creative implementation of NVIDIA's groundbreaking RTX technology, setting the bar for games for years to come.

Werness, Eric

Title: N/A

Company: NVIDIA

Wright, Oli

Title: DevTech Engineer

Company: NVIDIA

Oli Wright wrote his first triangle rasteriser in 1992. After a quarter of a century in the games industry, he is now a DevTech Engineer at NVIDIA working on real-time ray tracing in games. Oli from 1992 would have taken some convincing that real-time ray tracing would be something he'd actually be able to work on.

Yang, Xueqing

Title: Principal Devtech Engineer

Company: NVIDIA

Xueqing Yang has more than ten years of experience in game development. His first job was at TOSE Software -  following a half-year training in Japan he worked as a lead programmer and producer for many game titles. He then moved to Spicy Horse Software as a senior game programmer. He joined NVIDIA in 2011 and has been working as a developer technology engineer, focusing on creating advanced graphic techniques and helping game developers use them to create high quality visual effects in their games.

Zhdan, Dmitry

Title: Senior DevTech Engineer

Company: NVIDIA

Dmitry spends his days at NVIDIA working on performance analysis in games maximizing their efficiency on NVIDIA GPUs and delivering modern rendering technologies to AAA titles. He joined NVIDIA at 2014 and devoted his carrier to inventing something fancy what can unlock some performance or increase image quality.