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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.

Open Source Game Development Summit: Evolution of Open Source 3D Physics Simulators

Summit Speaker: Erwin Coumans  (NVIDIA)

Location: Room 3007, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Lecture

Neural Graphics, DLSS Frame Generation and Generative AI Models for Games and Content Creation Pipelines (Presented by nvidia)

Sponsor Speakers: Andrew Edelsten  (NVIDIA), Alex Greenen

Location: Room 2009, West Hall

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

Topic: Programming

Format: Sponsored Session

'Cyberpunk 2077' RT: Overdrive – Bringing Path Tracing into the Night City (Presented by nvidia)

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

Location: GDC Partner Stage, Expo Floor, North Hall

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

Topic: Programming

Format: Sponsored Session

Tools Roundtable Day 1: Assets

Speaker: Geoff Evans  (NVIDIA)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

Technical Artist Roundtable Day 1

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 306, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Roundtable

Change THE GAME with Oracle Cloud and nvidia GPUs (Presented by Oracle and nvidia)

Sponsor Speakers: Mans Bhuller  (Oracle), Jeremy Krinitt  (NVIDIA), Ian Andes  (NVIDIA)

Location: Room 2000, West Hall

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

Topic: Business & Marketing

Format: Sponsored Session

External Development (Outsourcing) Roundtable Day 1

Speaker: Carl Schmidt  (Zynga)

Location: Room 312, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Leadership, Visual Arts

Format: Roundtable

External Development (Outsourcing) Roundtable Day 2

Speaker: Carl Schmidt  (Zynga)

Location: Room 308, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Leadership, Visual Arts

Format: Roundtable

Evolving the Game Development Pipeline with Omniverse (Presented by nvidia)

Sponsor Speaker: Calvin Gu  (Tencent)

Location: GDC Partner Stage, Expo Floor, North Hall

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

Topic: Production & Team Leadership

Format: Sponsored Session

Technical Artist Roundtable Day 2

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 306, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Roundtable

'Farming Simulator' Postmortem

Speakers: Christian Ammann  (GIANTS Software), Stefan Geiger  (GIANTS Software)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Design

Format: Lecture

How to Build a Real-time Path Tracer (Presented by nvidia)

Sponsor Speaker: Oli Wright  (NVIDIA)

Location: Room 2000, West Hall

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

Topic: Programming

Format: Sponsored Session

'Stalker 2': Next Gen Game Development with nvidia Omniverse Audio2Face (Presented by nvidia)

Sponsor Speaker: Anton Riabchuk  (GSC Game World)

Location: GDC Partner Stage, Expo Floor, North Hall

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

Topic: Programming

Format: Sponsored Session

Tools Roundtable Day 2: Pipeline

Speaker: Geoff Evans  (NVIDIA)

Location: Room 312, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

Tech Art Game Adjacency: TAs Share Stories about Moving from Games to High Tech

Speakers: Jeff Hanna  (NVIDIA Corporation), Steve Theodore  (Unity), Bob White  (Nvidia), Kelly Snapka  (Lowe’s Innovation Labs), Andrew Maximov  (Promethean AI), Mary Denman  (Electronic Arts)

Location: Room 3016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Panel

Technical Artist Roundtable Day 3

Speaker: Jeff Hanna  (NVIDIA)

Location: Room 306, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming, Visual Arts

Format: Roundtable

Tools Roundtable Day 3: Workflow

Speaker: Geoff Evans  (NVIDIA)

Location: Room 312, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Programming

Format: Roundtable

Kozlowski, Pawel

Title: Senior Developer Technology Engineer

Company: NVIDIA

Pawel is a Senior Developer Technology Engineer in the Developer and Performance Technology group at NVIDIA with over 10 years of experience in computer graphics. Unconventionally, he developed his interest in real-time graphics while pursuing his Ph.D. in medical imaging at GE Healthcare and the University of Oslo, Norway, where he worked with volume rendering for 3D cardiac ultrasound. More recently, he focuses on integrating path tracing into the current game engines, which spans the domains of sampling and denoising algorithms, and delivering the best GPU performance possible to gamers on the GeForce platform.

Ammann, Christian

Title: CEO

Company: GIANTS Software

Christian Ammann, co-founder and CEO of GIANTS Software, studied at the University of Bern in Switzerland and graduated with a Master of Science in Computer Science. Leaving his home ground, he first worked as a Software Engineer at Sony Computer Entertainment America. Afterwards he moved to NVIDIA, climbing the career ladder becoming a Senior Software Engineer. In 2004 he met Stefan Geiger and collaborated on various projects, and together they both founded GIANTS Software in Switzerland, laying the ground for the global success of Farming Simulator.

Andes, Ian

Title: Senior Business Development Manager, Media & Entertainment

Company: NVIDIA

Ian Andes is a seasoned professional with over 25 years of experience in the Media and Entertainment industry. Currently, he holds the position of Senior Manager, Business Development, M&E at NVIDIA. Ian has an extensive background in various sectors of the industry, including post-production, visual effects, editing, storage, and technology. He has also ventured into the startup world, specifically in the fitness space. Before joining NVIDIA, Ian was the Senior Vice President of Revenue at RED Digital Cinema. At NVIDIA, Ian is responsible for promoting enterprise and AI initiatives in the gaming industry. He uses his expertise to develop strategic partnerships and identify new opportunities for growth.

Coumans, Erwin

Title: Distinguished Engineer

Company: NVIDIA

Erwin Coumans is Distinguished Engineer in the NVIDIA Omniverse team and creator of the Bullet physics engine as well as contributor to several other physics engines. Prior to joining NVIDIA he was at the Google Brain team where he was responsible for real-time physics simulation research and development, with a focus on reinforcement learning, sim-to-real for robotics and differentiable physics simulation. At Brain Robotics he founded the simulation team for the Everyday Robot project and the quadruped locomotion research team. After his study of Computer Science at Eindhoven University in the Netherlands, he has been involved in collision detection and physics simulation research for Guerrilla Games in the Netherlands, Havok in Ireland, Sony Computer Entertainment US R&D (helping porting PhysX to Playstation 3 SPU), AMD (creating an GPGPU physics pipeline) and Google Robotics in California, USA. Erwin received a Scientific and Technical Academy Award for the development of Bullet Physics in 2015.

Edelsten, Andrew

Title: Senior Director, Developer Technologies

Company: NVIDIA

Andrew is a Technical Engineering Director at NVIDIA where he leads a variety of projects focused on the use of deep learning to improve real-time 3D rendering. The largest recent project was the launch and developer outreach for Deep Learning Super Sampling (DLSS). Prior to NVIDIA, Andrew lived in London after departing Australia where he made computer games, 3D engines and briefly practiced law.

Evans, Geoff

Title: Principal Engineer

Company: NVIDIA

Geoff Evans is a Principal Engineer at Nvidia working on Omniverse Fabric. He has been working on tools and adjacent technology for 20 years including stints at Infinity Ward and Insomniac Games. Prior works focused on asset pipeline design/optimization, content editing tool construction, and advancing internal studio services. He founded The Toolsmiths (http://thetoolsmiths.org) online community of tools developers.

Greenen, Alex

Title: Devtech Engineer

Alex joined Nvidia as a Devtech engineer in 2021, after an MSc in Computer Graphics (UCL) and Mathematics (Durham). His work focuses on the interface between Graphics and ML, during his time working on Streamline and DLSS 3.0 and authored the sample app, and today he continues investigating ML image generation. 
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Gu, Calvin

Title: Senior Technical Artist

Company: Tencent

Calvin Gu has spent the last five years developing USD pipelines for films and video games. He is currently the senior Technical Artist at Tencent and oversees a PCG project in a team cooperating with NVIDIA. Previously, Calvin worked for SideFX contributing Solaris and for WetaFX

Hanna, Jeff

Title: Sr. Tools Programmer

Company: NVIDIA Corporation

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.

Krinitt, Jeremy

Title: Senior Developer Relations Manager

Company: NVIDIA

Jeremy Krinitt leads Generative AI at NVIDIA.  Prior to this role, Jeremy led the NVIDIA partner ecosystem in professional broadcast, video conferencing and virtual production.   Prior to joining NVIDIA, Jeremy was the VP of Business Development, BriefCam, now a division of Canon, focused on AI video analytics.  Jeremy has founded several companies and has more than 25 years of experience in AI, video and 3D graphics technologies, much of it driving software and hardware product development and partnerships. 

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.

White, Bob

Title: Senior Tools Engineer

Company: Nvidia

Bob has been working in the games industry for nearly 15 years, currently as a Senior Tools Engineer at Nvidia, previously the Python Software Architect and a Principal Technical Artist at Deep Silver Volition. After graduating from Ex'pression with a BAS in Animation and Visual Effects, he worked at the Army Games Studio, on the America's Army series of first person shooters, and the Go Army EDGE series of mobile sports applications. He is a board member for the Tech-Artists.org Non Profit and an administrator for the TAO slack channel.

Wright, Oli

Title: GeForce DevTech

Company: NVIDIA