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.
Game Narrative Summit: Comics to Games: Great Adaptations
Speakers: Jill Murray (Discoglobe Interactive), Evan Narcisse (Brass Lion Entertainment), Kim Belair (Sweet Baby Inc), Son M. (Perfect Garbage Studios), Mike Rogers (Skybound Entertainment)
Location: Room 2016, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Game Narrative
Format: Session
Speaker: Luis Brito (Bungie)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Design
Format: Session
The First 30 Years of 'Warcraft': The Making of a Game Universe
Speaker: John Hight (Blizzard Entertainment)
Location: Room 207, South Hall
Pass Type: All Access Pass, Core Pass
Topic: Business & Marketing
Format: Session
Speakers: Euna Park (That's No Moon), Shayna Moon (Sanzaru)
Location: Room 312, South Hall
Pass Type: All Access Pass, Core Pass
Topic: Visual Arts
Format: Roundtable
A Sound Strategy: Audio Project Planning for 'Marvel's Spider-Man 2'
Speakers: Jesse Allen (Insomniac Games), Daniel Birczynski (Insomniac Games), Patrick Michalak (Insomniac Games)
Location: Room 3006, West Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio, Production & Team Leadership
Format: Session
Dial Up the Diegetics: Musical Sound Effects
Speaker: Winifred Phillips (Generations Productions LLC)
Location: Room 3002, West Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio
Format: Session
Compile Score: Slay the C++ Build Time Dragon
Speaker: Ramon Viladomat (Santa Monica Studio)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: Session
Speakers: Euna Park (That's No Moon), Shayna Moon (Sanzaru)
Location: Room 308, South Hall
Pass Type: All Access Pass, Core Pass
Topic: Visual Arts
Format: Roundtable
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
Adapting Foley Techniques for Interactivity: Lessons Learned on 'Marvel's Spider-Man 2'
Speakers: Zack Bogucki (PlayStation Studios), Joanna Fang (PlayStation Studios), Blake Collins (PlayStation Studios)
Location: Room 3006, West Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio
Format: Session
Speakers: Euna Park (That's No Moon), Shayna Moon (Sanzaru)
Location: Room 306, South Hall
Pass Type: All Access Pass, Core Pass
Topic: Visual Arts
Format: Roundtable
Title: CEO
Company: Sweet Baby Inc
Kim Belair is the CEO of Sweet Baby Inc, a narrative development company based in Montreal. Part of the games industry since 2013, she's worked on a wide variety of projects, including Sable, God of War: Ragnarok, Spider-Man 2, Alan Wake II, and many more. Beyond her narrative work, Kim is an advocate for representation and inclusion in games, and for generally making things better for workers in an unfair industry.
Title: Audio Manager
Company: Insomniac Games
Daniel Birczynski is a sound designer for video games, TV, and film. Based in Los Angeles, he currently holds an Audio Manager position at Insomniac Games. His most recent credit "Ratchet & Clank: Rift Apart" earned many nominations and won Audio of the Year and Creative and Technical Achievement in Sound Design at the latest GANG Audio Awards. Before joining Insomniac Games, he worked at PlayStation Studios Creative Arts group at Sony Santa Monica. While at Sony his sound design can be heard on titles such as "Concrete Gene", "Marvel's Spider-Man", "God of War (2018)" (MPSE Golden Reel winner in 2019), "Bound", "Hohokum", "God of War: Ascension", and "Starhawk". Before joining Sony Daniel worked at Activision and 7Studios on several projects, among them "Skylanders" and "The Sopranos: Road to Respect". His musical training began at age six. He received his master's degree in Percussion Performance from the Academy of Music in Cracow, Poland, where he focused on classical, contemporary, and jazz. In 1999 he received a scholarship to Berklee College of Music in Boston. Upon earning his B.M. in Music Synthesis, he moved to Los Angeles. His music background has led him to develop a unique style of sound design combining traditional techniques with musical and tonal approaches. This has led to successful collaborations with composers and producers on a variety of musical sound design projects. His professional credits also include work as engineer, music supervisor, orchestrator, and score production coordinator. He shares his expertise through teaching and presentations at international conferences.
Title: Senior Sound Designer
Company: PlayStation Studios
Zack Bogucki is a senior sound designer at PlayStation Studios. Since joining their team in 2015, he has worked on games such as Horizon Zero Dawn, God of War, and Death Stranding. However, his most impactful contributions have been on Insomniac titles — he performed Foley, designed cinematics, and implemented SFX for Marvel's Spider-Man, Miles Morales, and Ratchet & Clank: Rift Apart. Most recently, he co-led the hero SFX pillar for Marvel's Spider-Man 2, designing in-depth interactive systems for player Foley, traversal, and combat across the title.
Title: Senior Designer
Company: Bungie
Luis is a level designer with 7 years of experience working in various studio environments. They’ve previously worked on franchises like Destiny, God of War, and Medal of Honor. Luis has spoken at various Universities and for a few online communities about Level Design, how it relates to other disciplines, and advice on how to boost careers in Level Design.
Title: Senior Foley Mixer
Company: PlayStation Studios
Blake Collins is the Senior Foley Mixer at PlayStation Studios in San Diego. With a background in Film and Television spanning over 16 years, he teamed up with Senior Foley Artist Joanna Fang to establish the Foley Department at PlayStation in 2021. Together, they've worked on titles like Marvel’s Spider-Man 2, God of War Ragnarok, Horizon Forbidden West, and MLB The Show 23. Before joining PlayStation, Blake honed his skills as a Foley/ADR mixer at respected studios including Skywalker Sound, Paramount Pictures, and One Step Up Inc. His contributions extended to projects like Top Gun Maverick, The Mandalorian, Fortnite, Skyfall, Vader Immortal, and 32 Sounds, among many others. Blake's dedication to his craft has earned him recognition, including awards from CAS, M.P.S.E., and GANG. In his free time, you’ll find him in his woodshop making new props for the Foley stage or crafting a new piece of furniture. He also enjoys mixing live sound for his church on Sundays and building Lego with his kids.
Title: Senior Foley Artist
Company: PlayStation Studios
Joanna Fang is an Emmy award winning Foley artist and sound editor. An alumna of NYU’s Tisch School of the Arts, Joanna fell in love with sound design and Foley during her studies and, after graduating with honors in 2014, immediately started apprenticing and performing under the guidance of esteemed Foley artist Leslie Bloome at Alchemy Post Sound in Peekskill, NY. In 2021, Joanna transitioned into game development and began working for Sony Playstation where she currently co-leads their new Foley department and is their first in-house Foley Artist in over 15 years. Through her decade in Foley, she has had the privilege of swinging axes in God of War Ragnarök, hunting misogynists in Promising Young Woman, and even crashing a bus for Ira Glass on This American Life. Her Foley art spans across several media from traditional narrative films, documentaries, and television series to triple A games, virtual reality and sound art. In 2016, she was recognized by the Television Academy as the first openly transgender woman of color to win a Primetime Emmy for her Foley and sound editorial work on A&E’s Cartel Land.
Title: Dialogue Designer
Company: Sony Interactive Entertainment PlayStation
Monet Gardiner is a Sound Designer with 10+ years of experience in video games, film, television, music, and multimedia. As a Sound Design graduate from Savannah College of Art and Design, Monet has worked with 343 Industries at Microsoft on Halo Infinite and Electronic Arts on NBA Live 19 and NBA Live 20. Noteworthy achievements include Production Mixer & Supervisor on Emmy award-winning live sitcom “The BUZZ”, multiple MPSE Golden Reel Nominations for Sound Editing, and Dialogue Designer on 2023 BAFTA Best Audio and EE Game of the Year “God of War:Ragnarok”. Recently in addition to her work on God of War: Ragnarok, Monet has been working on titles such as The Last of Us 2 Remastered and Death Stranding 2 as a Dialogue Designer with Sony Interactive Entertainment PlayStation. Monet's impact continues to reverberate through the industry through her commitment to giving back to the game audio community by fostering diversity and inclusion as a proactive board member of the Game Audio Diversity Alliance, a non-profit charity which aims to provide career advancement opportunities for underrepresented voices through education, mentoring, and financial support.
Title: Franchise General Manager, Warcraft Franchise
Company: Blizzard Entertainment
As the Warcraft general manager, John Hight oversees the company's collective efforts around all titles within the Warcraft universe, including the ongoing development of World of Warcraft, both the modern and Classic games, Hearthstone, and the forthcoming mobile entry Warcraft Rumble in addition to new content and projects that enhance the community's experience outside of the games, and new opportunities to extend the Warcraft universe to new audiences around the world. John joined Blizzard Entertainment in 2011 as lead game producer on the award-winning World of Warcraft expansion Mists of Pandaria. He also served as production director for Diablo III: Reaper of Souls and Diablo III on console before returning to the WoW team as production director. In the years prior to joining Blizzard, he worked on over 40 games on various platforms, including Command & Conquer and Neverwinter Nights. While at Sony Computer Entertainment of America, John was instrumental in the development of many critically acclaimed titles, including flOw, flower, and God of War 3. John holds a B.S.E. in computer science from the University of New Mexico and an MBA from USC. He served as a board member of the Academy of Interactive Arts & Sciences and was the lead author of Game Development Essentials: Game Project Management, a comprehensive introduction to game project management. He also taught game production for four years at the top-ranked Interactive Media division of the USC School of Cinematics. In his free time, John enjoys tabletop gaming, scuba diving, photography, watching movies, and riding his Harley.
Title: Technical Producer
Company: Sanzaru
Shayna Moon is a Technical Producer at Meta's Sanzaru studio, recently shipping the critically acclaimed Asgard's Wrath 2. Her previous work includes Microsoft's The Coalition, the Unity DOTS Spotlight group, and cinematic and audio production on Sony Santa Monica’s God of War (2018) and God of War: Ragnarok (2022). She also has worked to support up and coming game developers through volunteer and mentoring opportunities such as Amplifying New Voices and the GDC Conference Associates program.Shayna graduated from Ferris State University in 2014 with a degree in Digital Animation and Game Design. She later attended the University of Texas at Austin Denius-Sams Gaming Academy, completing the program with honors. She began her career in games as a Quality Assurance tester in her home state of Michigan.
Title: Gameplay Animator
Company: That's No Moon
Euna Park is a Gameplay Animator at That's No Moon. She started her career in the games industry as a graduate student at Carnegie Mellon's Entertainment Technology Center, where she had her first exposure to the creative chaos that is game development and became absolutely hooked. Previously, she worked on God of War: Ragnarok at Santa Monica Studio and Until You Fall at Schell Games.
Title: Composer
Company: Generations Productions LLC
Winifred Phillips is a BAFTA and Society of Composers & Lyricists nominated composer whose credits include titles in six of the most popular franchises in gaming: Assassin's Creed, God of War, Lineage, LittleBigPlanet, The Sims, and Total War. Phillips' other games include Sackboy: A Big Adventure, Jurassic World Primal Ops, Spore Hero, Speed Racer, and projects in blockbuster IPs such as DC Comics, Shrek, and The DaVinci Code (among others). Phillips' scores have received numerous awards, including the Academy of Interactive Arts & Sciences Award for Outstanding Music Composition, six Game Audio Network Guild Awards (including Music of the Year), and four Hollywood Music in Media Awards. Phillips has given lectures at the Library of Congress, the Society of Composers and Lyricists, the Audio Engineering Society, the Game Developers Conference, and the Montreal International Game Summit, among many others. Phillips' bestselling book, A Composer's Guide to Game Music, is published by the Massachusetts Institute of Technology Press.
Title: Senior Staff Gameplay Programmer
Company: Santa Monica Studio
Ramon Viladomat brings 13 years of experience in the industry as a game programmer. Currently working at Santa Monica Studio, he has also been part of Ubisoft, Crytek, Novarama and Reactable, working on titles such as God of War Ragnarök, Watch Dogs Legion, Hunt: Showdown, Ryse: Son of Rome, and Invizimals. He found his passion for coding at an early age at school and got hooked to games after playing Pitstop 2 on an Amstrad PC. His favorite game of all time is ‘Day of the Tentacle’.