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March 9-13, 2026
Moscone CenterSan Francisco, CA

Search Results

Your search for "RTX" returned the below results for sessions and speakers.

Speaker: John Spitzer  (NVIDIA Corporation)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Lecture
Sponsor Speakers: Bhavani Gopalakrishna Rao  (NVIDIA), Ethan Peterson  (Decart)
Speaker: Alex Dunn  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Jonathan Litt  (NVIDIA), Louis Bavoil  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Sponsor Speakers: Martin Stich  (NVIDIA), Carmelo Fernandez-Aguera  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Sponsor Speakers: Di Lu  (NVIDIA), Alexey Bekin  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Jiho Choi  (NVIDIA), Xiangshun Bei  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Richard Cowgill  (NVIDIA), Kelsey Mihalatos  (NVIDIA), Evan Hart  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Title: Senior DevTech Engineer
Company: NVIDIA
Xiangshun Bei is a Senior DevTech engineer at NVIDIA, working on real-time ray tracing technologies including character rendering and RTX Remix. He is a primary contributor to the RTX Character Rendering SDK, with a focus on path-traced hair rendering and subsurface scattering. His work spans rendering algorithms, engine integration, and production pipelines. Prior to NVIDIA, he was a graphics engineer on the Frostbite Engine, contributing to the SurfelGI global illumination system and the Battlefield franchise.
Title: RTX Unreal Engine Evangelist
Company: NVIDIA
Richard Cowgill 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 an RTX Unreal evangelist for NVIDIA, his goal is to help developers fully utilize Unreal Engine and ray-tracing technology.
Title: Senior Developer Technology Engineer
Company: NVIDIA
Calvin Hsu is a GeForce Developer Technology Engineer at NVIDIA, where he has been supporting Japanese game developers since 2021. Specializing in real-time path tracing, he is a main contributor to the RTX Mega Geometry SDK. Prior to his current role, Calvin spent 10 years working directly in game development, including a five-year tenure as Lead Render Engineer at Crystal Dynamics on Marvel's Avengers. He now leverages this decade of production experience to help studios push the boundaries of visual fidelity on modern hardware.
Title: RTX Unreal Engine Technical Artist
Company: NVIDIA
Kelsey Mihalatos came to NVIDIA in 2018, bringing her passion for game art with a strong focus on 3D modeling, texturing, and level creation in Unreal Engine. She has worn many hats since her arrival, including Quality Assurance, RTX Technologies Producer, and now with her current role as an RTX Unreal Engine Tech Artist. Using her knowledge from previous roles and her passion for game art, her goal is to help formulate and bridge the gap between cutting edge RTX Technologies and content creation workflows.
Title: Sr. Director of Engineering
Company: NVIDIA
Martin heads up Raytracing at NVIDIA as a Senior Director of Engineering. As one of the original authors of OptiX in 2008, and after a brief stint in hardware architecture working on the Maxwell SM, Martin went on to lead design and development of the software stack that powered the launch of RTX hardware raytracing in 2018. His team's responsibilities today include the development of all of NVIDIA's raytracing APIs and platforms (DirectX, Vulkan, OptiX/CUDA, Switch 2), the continuous research of future raytracing capabilities in hardware and software, and direct work with partner ISVs in the gaming and professional applications space.