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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.

Art Direction Summit: Designing the Settlements in the World of 'horizon forbidden west'

Summit Speaker: Roland IJzermans  (Guerrilla)

Location: Room 2002, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Viewing Experience: In-Person

Level Design Summit: Knocking on Death's Door: Designing a New Bunker for 'horizon forbidden west'

Summit Speaker: Blake Rebouche  (Guerrilla)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Design

Format: Session

Viewing Experience: In-Person

Adventures with Deferred Texturing in 'horizon forbidden west'

Speaker: James McLaren  (Guerrilla)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person

The Real-Time Volumetric Superstorms of 'horizon forbidden west'

Speaker: Andrew Schneider  (Guerrilla Games)

Location: Room 202, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Session

Viewing Experience: In-Person

Creating the Many Faces of 'horizon forbidden west'

Speaker: Arno Schmitz  (Guerrilla Games)

Location: Room 202, South Hall

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass

Topic: Visual Arts

Format: Session

Viewing Experience: In-Person/Virtual

Building Machines for a Better Future in 'Horizon'

Speakers: Maxim Fleury  (Machine and Weapons Team at Guerrilla Games), Lennart Franken  (Machine and Weapons Team at Guerrilla Games)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management, Visual Arts

Format: Session

Viewing Experience: In-Person

Architecting Jolt Physics for 'horizon forbidden west'

Speaker: Jorrit Rouwe  (Guerrilla Games)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person/Virtual

Evolving the 'Horizon' Series: Animating Believable Robots and Characters

Speaker: Richard Oud  (Guerrilla Games)

Location: Room 2006, West Hall

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass

Topic: Visual Arts

Format: Session

Viewing Experience: In-Person/Virtual Livestream

Fleury, Maxim

Title: Lead Asset Artist

Company: Machine and Weapons Team at Guerrilla Games

Maxim started his career in 2000 doing television and commercials as a generalist. From 2008 he worked as a generalist freelancer for a couple of years before moving to London in 2011 to work on movies at DNEG. He started as a modeler but quickly moved on to asset lead, build lead and finally build supervisor on various shows. In 2016 he made the move to ILM. Here he worked as model lead on shows like Ready Player One and Avengers: Infinity War. After spending a year as asset supervisor at MPC he moved back to Amsterdam in 2019. To fulfill his dream of working on games at Guerrilla. He uses his experience to help the Robot and weapon team to build assets for 'Horizon Forbidden West'.

Rebouche, Blake

Title: Senior Quest Designer

Company: Guerrilla

Blake is an American-born quest, content, and level designer living in Amsterdam, Netherlands. Before joining Guerrilla as a designer on Horizon Zero Dawn, he spent the early part of his career creating narratively driven MMORPGs like Star Wars: The Old Republic and Elder Scrolls Online. His most recent game is Horizon Forbidden West.

Schmitz, Arno

Title: Principal Character Artist

Company: Guerrilla Games

Principal Character Artist at Guerrilla Games. Graduated in Game Architecture and Design of the Breda University of Applied Sciences and the Intensive Drawing Program at the Florence Academy of Arts. He contributed to the development of Killzone Shadow Fall, Horizon Zero Dawn, and its DLC the Frozen Wilds. He is currently working on Horizon Forbidden West