GDC 2024 is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

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.

Advanced Graphics Summit: Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles

Speaker: Quentin Kuenlin  (Massive Entertainment – a Ubisoft Studio)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Advanced Graphics Summit: Making Connections: Real-Time Path-Traced Light Transport in Game Engines

Speakers: Evan Hart  (NVIDIA), Adam Marrs  (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Advanced Graphics Summit: All You Can Ask!

Speakers: Julien Merceron  (Bandai Namco Studios), Gauthier Viau  (Massive Entertainment - a Ubisoft Studio), Dan Baker  (Oxide Games), Matthaeus Chajdas  (AMD), Quentin Kuenlin  (Massive Entertainment – a Ubisoft Studio), Evan Hart  (NVIDIA), Adam Marrs  (NVIDIA)

Location: Room 303, South Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming, Visual Arts

Format: Session

Meta Developer Summit: Quest for Game Developers (Presented by Meta)

Sponsor Speakers: David Borel  (Meta), Alexandre Thivierge  (Meta), Neel Bedekar  (Meta)

Location: Room 2011, West Hall

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

Topic: Programming

Format: Sponsor Developer Summit

External Development (Outsourcing) Roundtable Day 1

Speaker: Carl Schmidt  (Zynga)

Location: Room 312, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

GenAI-powered NPCs: Learnings from our First Experiment (Presented by nvidia)

Sponsor Speakers: Mélanie Lopez Malet  (Ubisoft), Virginie Mosser  (Ubisoft Paris), Xavier Manzanares  (Ubisoft)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Technical Artist Roundtable Day 1

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 306, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Modernizing Games with nvidia RTX Remix and Generative AI (Presented by nvidia)

Sponsor Speakers: Damien Bataille  (NVIDIA), Pierre-Olivier Trottier  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

Using AI to Bring Your Game Characters to Life (Presented by nvidia)

Sponsor Speaker: Louis Marcoux  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Advances in Ray Tracing Developer Tools (Presented by nvidia)

Sponsor Speakers: Aurelio Reis  (NVIDIA), Ivan Fedorov  (NVIDIA)

Location: Room 2000, West Hall

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

Topic: Programming

Format: Sponsored Session

Ray-Tracing: Overdrive in 'Cyberpunk 2077' Ultimate Edition: Pushing Path Tracing One Step Further (Presented by nvidia)

Sponsor Speakers: Pawel Kozlowski  (NVIDIA), Jakub Knapik  (CD Projekt RED), Michael Murphy  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Transforming Gameplay with AI NPCs (Presented by Inworld AI, nvidia and Oracle)

Sponsor Speakers: Rajiv Gandhi  (Oracle), Yasmina Benkhoui  (NVIDIA), Nathan Yu  (Inworld AI)

Location: Room 2000, West Hall

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

Topic: Programming

Format: Sponsored Session

Tools Roundtable Day 1: Engineering

Speaker: Geoff Evans  (Nvidia)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

Alan Wake 2: A Deep Dive into Path Tracing Technology (Presented by nvidia)

Sponsor Speakers: Juha Sjöholm  (NVIDIA), Kiya Kandar  (Remedy Entertainment Plc)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Slang: A Shading Language for the AI-Accelerated Future of Rendering (Presented by nvidia)

Sponsor Speakers: Theresa Foley  (NVIDIA), Ivan Fedorov  (NVIDIA)

Location: Room 3020, West Hall

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

Topic: Programming

Format: Sponsored Session

Real-Time Content Creation with Path Tracing Visuals in UE5 (Presented by nvidia)

Sponsor Speakers: Richard Cowgill  (NVIDIA), Homam Bahnassi  (NVIDIA)

Location: Room 3022, West Hall

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

Topic: Visual Arts

Format: Sponsored Session

DirectX State of the Union Ft. Work Graphs and Introducing DirectSR (Presented by Microsoft)

Speakers: Shawn Hargreaves  (Microsoft), Austin Kinross  (Microsoft), Wessam Bahnassi  (Nvidia), Rob Martin  (AMD)

Location: Room 2009, West Hall

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

Topic: Programming

Format: Sponsored Session

Tools Roundtable Day 2: Assets

Speaker: Geoff Evans  (Nvidia)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

External Development (Outsourcing) Roundtable Day 2

Speaker: Carl Schmidt  (Zynga)

Location: Room 314, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

nvidia ACE: Anatomy of a Smart NPC (Presented by nvidia)

Sponsor Speakers: Yasmina Benkhoui  (NVIDIA), Gabriele Leone  (NVIDIA), Nathan Yu  (Inworld AI)

Location: Room 3009, West Hall

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

Topic: Programming

Format: Sponsored Session

Technical Artist Roundtable Day 2

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Technical Artist Roundtable Day 3

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 306, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Tools Roundtable Day 3: Build

Speaker: Geoff Evans  (Nvidia)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

Bahnassi, Wessam

Title: Principle Engineer, Developer Technology

Company: Nvidia

Wessam is a 20-year veteran in 3D engine design and optimization. His latest published games include Batman: Arkham Knight, and his own native 120-FPS PSVR space shooter game Hyper Void. He is a contributor and section editor in several GPU programming series of books, including the latest Ray Tracing Gems. He is currently a Principal Engineer at Nvidia implementing rendering optimizations and contributing to a couple of the numerous cool research projects in the company.

Bahnassi, Homam

Title: DevTech Technical Artist

Company: NVIDIA

Homam is a Senior Tech Artist with two decades of experience in game development. He worked on several AAA titles including Dead Space and Batman. Co-authored several articles in ShaderX/GPUPro about real-time rendering techniques. Worked at Epic developing high-end enterprise features in the Unreal Engine. Currently working at NVidia on supporting RTX SDKs in Unreal.

Bataille, Damien

Title: Lead Software Engineer

Company: NVIDIA

Damien Bataille: 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).

Benkhoui, Yasmina

Title: Generative AI Strategic Partnerships

Company: NVIDIA

Yasmina Benkhoui leads ecosystem development for Generative AI with a specific focus on digital avatars and conversational AI at NVIDIA, spanning various verticals. She also manages the NVIDIA ACE early access program and works on enabling the digital avatar ecosystem with NVIDIA cutting-edge technologies such as Audio2face, Riva, and NeMo LLM. With a strong background in deep learning and computer vision, Yasmina has an extensive track record of developing end-to-end CV solutions in both academic and industrial settings., 

Borel, David

Title: Engineering Manager, Developer Technology

Company: Meta

David manages Developer Technology at Reality Labs, delivering the engine integrations, graphics optimizations, profilers, and samples that help developers make the most of Quest. Prior to joining Oculus in Irvine to work on the Rift DK2, David spent almost a decade at zSpace, Havok, and NVIDIA. He enjoys jogging, hiking, traveling, racetrack driving, singing, and debugging early-2000s PC games on a Raspberry Pi, apparently.

Cowgill, Richard

Title: RTX Unreal Engine Evangelist

Company: NVIDIA

Richard is a veteran of the game industry having worked for over 20 years as a game designer and artist. He now helps NVIDIA develop technologies and communicate those learnings to Unreal Engine developers.

Evans, Geoff

Title: Principal Engineer

Company: Nvidia

Fedorov, Ivan

Title: Developer Technology Engineer

Company: NVIDIA

Foley, Theresa

Title: Senior Research Scientist

Company: NVIDIA

Hanna, Jeff

Title: Senior Tools Programmer

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 is now a Senior Tools Programmer working on the Omniverse engine at NVIDIA. 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 Rountables. 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.

Kozlowski, Pawel

Title: Principal Developer Technology Engineer

Company: NVIDIA

Pawel Kozlowski is a Principal Developer Technology Engineer in the Developer and Performance Technology group at NVIDIA with over 10 years of experience in computer graphics. He had the good fortune to become one of the first people to integrate real-time ray tracing into a AAA game (Battlefield V). Since then, he has contributed to many other games and engines in the real-time ray tracing space (Cyberpunk 2077, multiple Call of Duty titles, Minecraft, and Unreal Engine). Pawel has seen the transforming power of technology firsthand and is a true believer in real-time path tracing, powered by AI and ReSTIR-like sampling algorithms, as the (near) future of real-time graphics. He has a PhD from the University of Oslo, Norway, and a BS and MSc from the University of Warsaw, Poland.

Leone, Gabriele

Title: Director of Real-Time Content Tech

Company: NVIDIA

Gabriele Leone, Director of Content Technology at NVIDIA, heads a dynamic team dedicated to pushing the boundaries of real-time capabilities.  Hailing from Italy, he ventured to the United States, where he graduated from the Art Center College of Design with a B.S. in industrial design. With an extensive background spanning movies, video games, and product design, Gabriele has honed his skills at renowned companies like Kojima Productions, Paramount Pictures, and Activision Blizzard, to name a few. His artistic contributions have graced numerous movies, games, commercials, keynotes, and gallery exhibitions.   Currently, Gabriele spearheads the Lightspeed Studios content technology team, driving technological innovation and creativity in the realm of real-time and AI.

Marcoux, Louis

Title: Technical Specialist | Omniverse for Games Developers

Company: NVIDIA

Louis Marcoux is a technical expert for 3D animation, visual effects and real-time rendering within the Omniverse group at NVIDIA and, prior to that, at Autodesk. He also worked as a real-time broadcast graphics specialist for both Discreet Logic and VertigoXMedia. Marcoux received a bachelor’s degree in electrical engineering from Polytechnique in Montréal, a Bachelor of Communications degree from Université du Québec and a Bachelor of Fine Arts degree in film production from Concordia University. Marcoux has received the Best Speaker Award at the Autodesk University conference three times.

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.

Murphy, Michael

Title: Senior Developer Technology Engineer

Company: NVIDIA

Michael Murphy is a Senior Developer Technology Engineer in the Developer and Performance Technology group at NVIDIA. He got his start in the game industry as an intern on Call of Duty: Black Ops III and has spent the past 7 years at Nvidia working on graphics optimization, engine integrations, and graphics research. He has also led several versions of the Graphics Programming Guide for Nvidia GeForce architecture. He holds an Sc.B. and an Sc.M. from Brown University and is a big triangle fan.

Reis, Aurelio

Title: Director, Graphics Developer Tools

Company: NVIDIA

Aurelio spends his days at NVIDIA working diligently to ensure that realtime graphics developers worldwide have the best graphics tools possible. As the Director of Graphics Tools, Aurelio works with customers inside and outside of NVIDIA to help guide the vision and development of graphics tools like Nsight Graphics and Nsight Aftermath. Prior to life at NVIDIA, Aurelio was a Game Developer for 16 years, having worked at most of the “big publishers” on legendary game titles.

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. In addition, Carl helps coordinate and facilitate M&A integrations for Zynga and its subsidiaries.

Sjöholm, Juha

Title: Senior Developer Technology Engineer

Company: NVIDIA

Juha joined NVIDIA developer technology group 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 now Alan Wake 2.

Trottier, Pierre-Olivier

Title: Game Systems Engineer

Company: NVIDIA

Pierre T: Pierre-Olivier (P-O) Trottier is a Game Systems Engineer at NVIDIA working on developing the RTX Remix toolkit and its AI Tools.

Connecting the Global Game Development Community

GDC Vault icon
Game Developers Choice Awards icon
Independent Games Festival (IGF) icon
GameDeveloper.com icon