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

Advanced Graphics Summit: From Myth to Reality: Full Ray Tracing Inside 'Black Myth: Wukong'

Summit Speaker: Xueqing Yang  (NVIDIA)

Pass Type: All Access Pass, Summits Pass

Track: Programming

Format: Lecture

Empower QA Teams With Multi-Modal AI (Presented by nvidia)

Sponsor Speakers: Logan Herche  (NVIDIA), Natasha Anisimova  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Production & Team Leadership

Format: Sponsored Session

Tools Roundtable Day 1: Engineering

Speaker: Geoff Evans  (NVIDIA)

Pass Type: All Access Pass, Core Pass

Track: Programming

Format: Roundtable

Achieving AI Teammates in 'NARAKA: BLADEPOINT' Mobile PC Version (Presented by nvidia)

Sponsor Speakers: Bill Zhao  (NVIDIA), Tangjie Lyu  (Fuxi Lab)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Building AI Assistants to Help a Gamer’s Journey (Presented by nvidia)

Sponsor Speakers: Anjul Patney  (NVIDIA), Ambrish Dantrey  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Technical Artist Roundtable Day 1

Speaker: Jeff Hanna  (NVIDIA)

Pass Type: All Access Pass, Core Pass

Track: Visual Arts

Format: Roundtable

Bringing AI NPCs to Life with nvidia ACE On-Device Small Language Models in Meaning Machine's Dead Meat (Presented by nvidia)

Sponsor Speakers: Ben Ackland  (Meaning Machine GB), Thomas Keane  (Meaning Machine GB)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Design

Format: Sponsored Session

RTX Neural Shading: Practical Techniques and Applications (Presented by nvidia)

Sponsor Speakers: Alexey Panteleev  (NVIDIA), Alexey Bekin  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

External Development (Outsourcing) Roundtable Day 1

Speaker: Carl Schmidt  (Zynga)

Pass Type: All Access Pass, Core Pass

Track: Visual Arts

Format: Roundtable

Scale Up Ray Tracing in Games With RTX Mega Geometry (Presented by nvidia)

Sponsor Speakers: Juha Sjöholm  (NVIDIA), Adam Marrs  (NVIDIA), Manuel Kraemer  (NVIDIA), Jan Schmid  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Advances in RTX (Presented by nvidia)

Sponsor Speaker: John Spitzer  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Business & Marketing

Format: Sponsored Session

External Development (Outsourcing) Roundtable Day 2

Speaker: Carl Schmidt  (Zynga)

Pass Type: All Access Pass, Core Pass

Track: Visual Arts

Format: Roundtable

Tools Roundtable Day 2: Assets

Speaker: Geoff Evans  (NVIDIA)

Pass Type: All Access Pass, Core Pass

Track: Programming

Format: Roundtable

The Magic Behind Ray-Traced Lighting in Star Wars Outlaws (Presented by nvidia)

Sponsor Speakers: Paula Jukarainen  (NVIDIA), Quentin Kuenlin  (Massive Entertainment)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Path Tracing Nanite in nvidia Zorah (Presented by nvidia)

Sponsor Speakers: Adam Marrs  (NVIDIA), Evan Hart  (NVIDIA), Jiayin Cao  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Creating Next-Gen Agents in Krafton's InZOI (Presented by nvidia)

Sponsor Speakers: Evgeny Makarov  (NVIDIA), Kangwook Lee  (KRAFTON)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Streamlining Game Development: Building a Scalable Pipeline for Multiple Titles (Presented by LIGHTSPEED STUDIOS)

Sponsor Speaker: Calvin Gu  (LIGHTSPEED STUDIOS)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Production & Team Leadership

Format: Sponsored Session

Technical Artist Roundtable Day 2

Speaker: Jeff Hanna  (NVIDIA)

Pass Type: All Access Pass, Core Pass

Track: Visual Arts

Format: Roundtable

Visualizing Next-Gen Games With RTX Neural Rendering and Unreal Engine 5 (Presented by nvidia)

Sponsor Speakers: Richard Cowgill  (NVIDIA), Kelsey Mihalatos  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Visual Arts

Format: Sponsored Session

Crossing the Uncanny Valley with RTX Neural Face Rendering (Presented by nvidia)

Sponsor Speakers: Damien Bataille  (NVIDIA), Bernado Antoniazzi  (NVIDIA), Nathan Hoobler  (NVIDIA)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass

Track: Programming

Format: Sponsored Session

Technical Artist Roundtable Day 3

Speaker: Jeff Hanna  (NVIDIA)

Track: Visual Arts

Format: Roundtable

Tools Roundtable Day 3: Build

Speaker: Geoff Evans  (NVIDIA)

Pass Type: All Access Pass, Core Pass

Track: Programming

Format: Roundtable

Anisimova, Natasha

Title: Senior Solutions Architect

Company: NVIDIA

Natasha Anisimova is a Senior Solutions Architect at NVIDIA, with extensive experience as a Software Engineer at Zynga, Microsoft, and an R&D Graphics Software Engineer in Cinematics at Blizzard. She has worked on iconic titles like Diablo, World of Warcraft, Overwatch 2 and Harry Potter. With expertise in scientific and data visualization, character effects, animation, and graphics programming, Natasha combines her deep industry experience with NVIDIA’s advanced technologies to turn visionary ideas into reality. Her work spans across gaming, AI, and graphics, enabling next-gen solutions that drive innovation and elevate production pipelines for both AAA and indie game developers.

Antoniazzi, Bernado

Title: Principal Technical Artist

Company: NVIDIA

Bernardo is a Principal Technical Artist with NVIDIA's Lightspeed team, where he focuses on advancing real-time characters and digital human technologies. Prior to this, he spent nearly two decades at Activision/Infinity Ward, working on the data acquisition and creation pipelines that brought the characters of the Call of Duty franchise to life.

Bataille, Damien

Title: Lead Software Engineer

Company: NVIDIA

Damien Bataille is a Lead Software Enginner at NVIDIA, where he leads the creations of the Lightspeed applications (RTX Remix...) and tools. Prior to NVIDIA, Damien worked for 14 years in visual effects for movies, TV shows, commercials and feature animations in different departments (from artist to visual effects supervisor to head of development).

Bekin, Alexey

Title: Senior Engineer

Company: NVIDIA

Alexey Bekin is a Senior Developer Technology Engineer at NVIDIA, where he specializes in productizing innovative rendering algorithms, neural graphics technologies, and developing SDKs. With extensive experience in the tech industry, Alexey's expertise encompasses a wide range of disciplines, including game development, computer-aided design (CAD), GPU programming, and high-performance computing (HPC).

Cao, Jiayin

Title: Senior Engineer

Company: NVIDIA

Jiayin Cao is a Senior Developer Technology Engineer at NVIDIA, specializing in light transport systems for the NvRTX branch of Unreal Engine. Prior to joining NVIDIA in the US, he spent over a decade working at companies including Naughty Dog, Ready At Dawn, Ubisoft, and NVIDIA Shanghai. His contributions include The Last of Us Part II, Lone Echo II, and several other titles.

Cowgill, Richard

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.

Dantrey, Ambrish

Title: Senior Manager, AI for Games

Company: NVIDIA

Ambrish Dantery is a Senior Manager at NVIDIA. He joined NVIDIA right after graduating from the Indian Institute of Technology (IIT), Roorkee. Ambrish been with NVIDIA for 16 years, during which he worked on multitude products/features, taking them from design to production. Some of them involve: NVIDIA's creating immersive audio effects in games and applications usingVRWorks Audio; NVIDIA's Gamestream audio pipeline, which is used for GeForce NOW and SHIELD gamestreaming; and NVIDIA's VRWorks Audio SDK and game engine plugins, and Audio 360 (subset of NVIDIA VR360 SDK).

Evans, Geoff

Title: Principal Engineer

Company: NVIDIA

Geoff Evans is a Principal Engineer at NVIDIA working on data models for realtime simulation. Prior to that he has been working on tools and adjacent technology for 20 years including stints at Infinity Ward, Insomniac Games, and Epic Games. Prior work focued on asset pipeline design/optimization, content editing tool construction, and erecting/optimizing internal studio services. Geoff founded The Toolsmiths (http://thetoolsmiths.org) online community of tools developers.

Gu, Calvin

Title: Game Programmer

Company: LIGHTSPEED STUDIOS

Mr. Calvin Gu has spent the last seven years developing pipelines for films and games. He is currently the senior technical artist at LIGHTSPEED STUDIOS, where he oversees a generic 3D content production solution in a team cooperating with EPIC and NVIDIA. Previously, Calvin worked for SideFX, contributing to Solaris and for WetaFX.

Hanna, Jeff

Title: Software Engineering Manager

Company: NVIDIA

After having worked on many notable titles and franchises such as Agents of Mayhem, Saints Row, Red Faction: Guerrilla, Dark Age of Camelot, Air Warrior, and Planetside, Jeff ended a three-decade video game development career in December 2021. He hasn't gone far, though. He now works on the Omniverse engine and developer tools at NVIDIA, progressing from a senior software developer to managing a team of engineers. Along with bringing his Technical Artist skills to NVIDIA's innovative real-time 3D collaboration and simulation system, Jeff helps coordinate the TA community on Tech-Artists.org. He is a member of the GDC Advisory Board and sits on a curriculum advisory board for Purdue University. Every year at GDC he hosts the Technical Art Bootcamp and the Technical Art Roundtables. He was awarded an Autodesk 3ds Max Master award in 2007 and was named an Outstanding Alum of Purdue University's School of Technology in 2012.

Hart, Evan

Title: Distinguished Engineer

Company: NVIDIA

Evan is a Distinguished Engineer in NVIDIA's developer technology group focusing on Unreal Engine. With over two decades of industry experience, he has had the opportunity to work on a wide variety of code spanning the gamut of real-time graphics. His present focus is on utilizing new technology such as ray tracing to bring better lighting to games.

Herche, Logan

Title: Principal Engineer

Company: NVIDIA

Logan Herche is a Principal Engineer at NVIDIA focused on AI solutions to address problems ranging from game QA and image quality evaluation to data analysis and discovery. Logan has a Master of Science in Engineering Sciences from the University of the Pacific, where he graduated summa cum laude.

Hoobler, Nathan

Title: Senior Software Engineer

Company: NVIDIA

Nathan is a Senior Software Engineer in NVIDIA's Developer Technology group where he works directly with game developers to continuously push the boundaries of both graphics quality and performance by leveraging new technology and hardware features in consumer-facing products.

Jukarainen, Paula

Title: Developer Technology Manager

Company: NVIDIA

Paula Jukarainen is a Developer Technology Manager at NVIDIA, specializing in RTX technologies in games. Since joining NVIDIA in 2018, Paula has been implementing ray tracing and optimizing graphics performance for multiple triple-A titles. Prior to her current role, Paula worked as a rendering engineer and team lead at Futuremark, where she contributed to several 3DMark benchmarks. Paula holds an MS degree in computer science from Aalto University.

Kraemer, Manuel

Title: Principal Engineer

Company: NVIDIA

Makarov, Evgeny

Title: Principal Engineer

Company: NVIDIA

Evgeny Makarov has been working as a developer technology engineer at NVIDIA since 2006, supporting game developers to improve visuals and performance in PC games

Marrs, Adam

Title: Principal Engineer

Company: NVIDIA

Adam is a Principal Engineer in the developer technology group at NVIDIA, where he works on real-time rendering for games with a focus on ray tracing and Unreal Engine. His experience includes engine spelunking, helping games look their best, and writing research / educational materials on rendering (Ray Tracing Gems 2). Prior to NVIDIA, Adam received a PhD in computer science with a focus on real-time rendering from North Carolina State University.

Mihalatos, Kelsey

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.

Panteleev, Alexey

Title: Distinguished Engineer

Company: NVIDIA

Alexey Panteleev is a Distinguished Engineer in the developer technology group at NVIDIA, focusing on productization of new rendering algorithms, SDK development, and optimization. He's been at NVIDIA since 2010 and has worked on various projects, including RTX game remasters, RTXDI SDK, VXGI, and HPC kernels.

Patney, Anjul

Title: Senior Manager, AI for Games

Company: NVIDIA

Anjul Patney is a Senior Manager in the AI for Games Applied Research team at NVIDIA. He leads a product-oriented research team in the area of AI for gaming. His research is centered around AI, computer graphics, and visual perception. His past work has led to advances in deep-learning for real-time graphics (co-developed Project G-Assist, RTX HDR, RTX Dynamic Vibrance, DLSS 1.0), perceptual metrics for image quality (co-developed FovVideoVDP), foveated rendering for VR, and VR redirected walking.

Schmid, Jan

Title: Senior Manager

Company: NVIDIA

Jan is a Senior Manager for the RtCore driver team, specializing in BVH construction and leading the Megageometry feature development. Prior to joining Nvidia he was a Technical Director at Electronic Arts, leading the Frostbite Rendering team and shipping several Frostbite titles, including Battlefield 2042, Mirror's Edge: Catalyst and Star Wars: Battlefront 2.

Schmidt, Carl

Title: Senior Director of External Development

Company: Zynga

Carl got his start in games in 1994. Carl has worked at small and large companies alike from a buyer and a service provider perspective, most notably Michael Crichton's Timeline Entertainment, Nvidia, Electronic Arts and his current role as Senior Director of External Development at Zynga. In this Business Operations role, he has built a worldwide organization which facilitates all of Zynga's external development and partner relations involving Art, Engineering, Audio, UI/UX, Co-Dev, QA, Localization/LQA, Narrative, UA and Marketing/Publishing.

Sjöholm, Juha

Title: Principal Engineer

Company: NVIDIA

Juha is a Principal Engineer in the developer technology group at NVIDIA. He joined 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. During the last years, he has focused on the application of RTX Ray Tracing in games, making significant contributions to Control, Crysis Remastered series and Alan Wake 2.

Spitzer, John

Title: VP of Developer and Performance Technology

Company: NVIDIA

As vice president of developer and performance technology at NVIDIA, John Spitzer directs the group which helps game developers make the most out of NVIDIA AI and graphics technology. Previously, he led development of NVIDIA’s gaming platform, GeForce Experience. John holds bachelor’s and master’s degrees in computer science from Rice University, and has been at NVIDIA since 1999.

Yang, Xueqing

Title: Distinguished Engineer

Company: NVIDIA

Xueqing YANG has more than ten years of experience in game development. At the beginning he entered TOSE Software, in there, he was sent to Japan for a half-year training in game developing, after that, he worked as a lead programmer and producer for many game titles. And after he left TOSE, he entered Spicy Horse Software, worked 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 the game developers to use them to create high quality visual effects in their games.

Zhao, Bill

Title: Senior Engineer, NVIDIA Developer Technology

Company: NVIDIA

Bill Zhao is developer technology engineer at Nvidia. He started his career in gaming and 3D software industries, focusing on creating immersive digital experience. To know better about GPUs under the hood, he moved on to become a GPU driver developer and GPU architect later. Inspired by the rapid breakthroughs in Artificial Intelligence, he developed the interests and started applied AI technology development.

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