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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Production Essentials Summit: The Art of Closing

Speaker: Fleur Marty  (WB Games Montreal)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Production & Team Leadership

Format: Lecture

Animation Summit: 'gotham knights': Simultaneous and Immersive Cinematic Storytelling for the Batman Family

Speaker: Wilson Mui  (Warner Bros Games Montreal)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Lecture

Level Design Summit: A Visual Approach to Level Design in 'gotham knights'

Speaker: Simon-Albert Boudreault  (Warner Bros. Games Montréal)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Design

Format: Lecture

'gotham knights': Using Systemic Audio Tools to Build a Vibrant Gotham City

Speakers: Dustin Reid  (WB Games Montreal), Stéphane Beauchemin  (WB Games Montreal)

Location: Room 3006, West Hall

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio, Design

Format: Lecture

Beauchemin, Stéphane

Title: Lead Audio Programmer

Company: WB Games Montreal

Stéphane’s education pathway could seem quite chaotic, with several program changes: from music to science, to music, to mathematics, to music technology and finally to computer science. He has been working as an Audio Programmer for almost 15 years, beginning his career as a software developer at Audiokinetic where he learned Wwise inside and out. He joined WB Montréal as a Senior Audio Programmer in 2011 to work on Batman: Arkham Origins. As Lead Audio Programmer he helped to build the audio tech used in Gotham Knights.

Marty, Fleur

Title: Executive Producer

Company: WB Games Montreal

Fleur Marty is the Executive Producer at Warner Bros. Games Montréal which she joined in 2018 to lead the development of Gotham Knights. Originally from France, Fleur started her career as a programmer but quickly evolved towards project and production management. She made the move to Canada in 2013, and prior to joining Warner Bros. Games, she was a Producer at Eidos Montréal where she worked on Deus Ex: Mankind Divided and Shadow of the Tomb Raider. Throughout her career, Fleur has had a particular focus on building inclusive teams and maintaining a culture of openness, mutual trust, and respect, allowing creativity to thrive in a safe space. She serves as an Ambassador for Women in Games, a non-profit organization dedicated to making the games industry more inclusive and empowering girls and women to thrive within it.

Mui, Wilson

Title: Cinematic Director

Company: Warner Bros Games Montreal

With +20 years of experience in the animation industry, Wilson Mui started his career as a 3D animator in TV and film before moving to Montreal in 2005 to pursue his dream of working in video games. A veteran of Ubisoft Montreal, he was fortunate to be involved in numerous AAA franchises such as Assassin's Creed, Prince of Persia, and Farcry before moving to Eidos Montreal in 2010. As Animation Director, he led multiple animation teams on successful titles such as Thief, Rise of the Tomb Raider, and Shadow of the Tomb Raider before joining as Cinematic Director at WB Games Montreal for Gotham Knights. Passionate about visual storytelling and narrative games, his personal challenge is to constantly grow and push his storytelling skillset with his teams. From his past experiences working in the trenches as an animator, to leading animation and cinematic teams as a director, to casting and directing performance capture shoots, down to critiquing pixels onscreen with the team, Wilson is well versed in all aspects of the cinematic and gameplay animation pipelines in game development with the goal of telling the best stories onscreen.