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March 9-13, 2026
Moscone CenterSan Francisco, CA

Search Results

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

Speaker: Geoff Evans  (Nvidia)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Roundtable
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speaker: John Spitzer  (NVIDIA Corporation)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Lecture
Moderator: Julien Merceron  (Orion Productions)
Speakers: Bryan Catanzaro  (NVIDIA), Alexandre Moufarek  (Google DeepMind), Zhen Zhai  (Blizzard Entertainment), Ross O'Dwyer  (Meta)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Luminaries Speaker Series
Format: Forum
Sponsor Speakers: Hyunseung Kim  (KRAFTON AI), Evgeny Makarov  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Speaker: Geoff Evans  (Nvidia)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Roundtable
Sponsor Speakers: Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Paul Logan  (NVIDIA), John Li  (NVIDIA)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Sponsor Speaker: Leroy Sikkes  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Speakers: Matthew Lee  (NVIDIA), Kathleen Yin  (Nvidia)
Location: Room 304, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Culture & Sustainability
Format: Roundtable
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Sponsor Speakers: Bhavani Gopalakrishna Rao  (NVIDIA), Ethan Peterson  (Decart)
Speaker: Alex Dunn  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Jonathan Litt  (NVIDIA), Louis Bavoil  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Sponsor Speakers: Duygu Cakmak  (Creative Assembly), Ambrish Dantrey  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design
Sponsor Speakers: Thomas Keane  (Meaning Machine), Ben Ackland  (Meaning Machine), Dr. Richard Cole  (University of Bristol), Dr. Chris Bevan  (University of Bristol)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design
Sponsor Speakers: Martin Stich  (NVIDIA), Carmelo Fernandez-Aguera  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Sponsor Speakers: Austin Kinross  (Microsoft), Budi Purnomo  (AMD), Steven Tovey  (Intel), Kevin Hawkins  (Qualcomm Technologies, Inc.), Aurelio Reis  (NVIDIA)
Location: Room 2020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Hitoshi Mishima  (Capcom), Calvin Hsu  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Max McMullen  (Microsoft), Hisham Chowdhury  (AMD), Steven Tovey  (Intel), Don Brittain  (NVIDIA)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Di Lu  (NVIDIA), Alexey Bekin  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Jiho Choi  (NVIDIA), Xiangshun Bei  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Richard Cowgill  (NVIDIA), Kelsey Mihalatos  (NVIDIA), Evan Hart  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Bhavyesh Maroo  (NVIDIA), Andy Jarrell  (NVIDIA), Lukasz Stawarz  (Frontier Developments)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership
Format: Panel
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speaker: Geoff Evans  (Nvidia)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Roundtable
Title: Distinguished Engineer
Company: NVIDIA
Louis Bavoil has been working in the Developer and Performance Technology group at NVIDIA since 2007, helping improve the performance and visual quality of PC games using the latest GPUs. Louis has a M.S. in Computer Science from University of Utah, and a M.S. in Telecommunications from a French engineering school (ENSEIRB). During his career at NVIDIA, Louis has contributed rendering code to various games, including Mirror's Edge, Battlefield 3, the Batman Arkham games, and Indiana Jones and the Great Circle.
Title: Senior DevTech Engineer
Company: NVIDIA
Xiangshun Bei is a Senior DevTech engineer at NVIDIA, working on real-time ray tracing technologies including character rendering and RTX Remix. He is a primary contributor to the RTX Character Rendering SDK, with a focus on path-traced hair rendering and subsurface scattering. His work spans rendering algorithms, engine integration, and production pipelines. Prior to NVIDIA, he was a graphics engineer on the Frostbite Engine, contributing to the SurfelGI global illumination system and the Battlefield franchise.
Title: DevTech 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.
Title: Engineering Manager • Developer & Pro Platforms
Company: Meta
David Borel leads Developer Architecture at Reality Labs, enabling the SDKs, tools, and graphics and engine improvements that help developers make the most of VR. 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, making music, and running GOG PC games on Quest with Winlator.
Title: Distinguished Engineer
Company: NVIDIA
Don has spent the last decade at NVIDIA working on optimizing DL-based game and driver features for speed and quality.  He focuses on performance-driven DL model design and real time GPU kernel optimization techniques.
Title: VP Applied Deep Learning Research
Company: NVIDIA
Title: Principal DevTech Engineer
Company: NVIDIA
Jiho Choi is a Principal DevTech engineer at NVIDIA who works on various graphics technology and performance optimization including real-time ray tracing. Before joining NVIDIA, he worked for game studios on developing third game engines for online PC and mobile platforms.
Title: CSO
Company: Arcanix
Oscar is a pioneer in mobile and connected games. He has been working with online games since 1998 across PC, mobile, and console in various teams including Sony PlayStation, NVIDIA and Unity as well as cofounder for Fundamentally Games, a consulting and publishing team focused on LiveOps games. He literally wrote the book on 'Games as a Service' and his next book 'Playing with Balance' is due for release in March 2026. Oscar is Chief Strategy Officer for Arcanix, the LiveOps Strategy Platform. Arcanix announced pre-seed funding from ForsVC and imec.istart in August 2025.
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.
Title: Founder & Studio Head
Company: Enduring Games
Adam Creighton is the founder & CEO for Enduring Games, an independent studio in Austin, TX. Inside and outside of his studio, Adam works toward practical processes to elevate the people working in the video game industry. He has contributed to more than 40 titles, including Borderlands 4, Demon's Souls & Godfall for the launch of the PS5, Bugsnax, DOOM, Rocket League, Wolfenstein II: The New Colossus, Warframe for the Nintendo Switch, and many more. Adam has been working with NVIDIA and console technology for nearly 20 years, and started his career in the game industry in game engine development.
Title: Senior Manager, AI for Games
Company: NVIDIA
Title: Principal Engineer
Company: Nvidia
Title: Principal Engineer
Company: NVIDIA
Carmelo is a Principal Engineer at NVIDIA, where he works on advancing real-time path tracing technology for games. With over 15 years of experience in the industry, he has shipped titles across AAA, console, and mobile platforms. Prior to NVIDIA, he held engineering roles at studios including Turn 10 Studios, Digital Legends and Bravo Games. His work spans rendering, performance optimization, and production-ready graphics systems.
Title: Senior Executive Editor: Global Technology
Company: Bloomberg L.P.
Tom Giles has more than 30 years of newsroom experience in San Francisco, New York, London and Eastern Europe, focusing primarily on global technology. His work spans a broad range of tech topics for Bloomberg and Businessweek—from AI and cybersecurity to startups and the largest and most powerful tech providers, including Apple, Google, Nvidia and OpenAI. Tom is currently senior executive editor of the award-winning global technology team for Bloomberg, based in San Francisco, where he manages more than 90 reporters and editors responsible for the technology, media and entertainment industries in the US, Asia and Europe. Tom is also a lecturer in business reporting at the UC Berkeley Graduate School of Journalism. He holds a master’s degree in international affairs from Columbia University’s School of International and Public Affairs and graduated cum laude from Princeton University with a degree in Politics and certificate in Latin American studies.
Title: Director of Engineering, Geforce Now Clients
Company: NVIDIA
Title: Manager, Software Engineering
Company: NVIDIA Corporation
After falling into game development totally by accident in 1990, Jeff's first commercial credit came while he was still a university student. After graduating in 1995, he had a three decade career in game development working both for independent developers and for studios owned by Electronic Arts, Sony, and THQ. Since 2022 Jeff has worked at NVIDIA Corporation, starting off as a Python tools programmer and now managing a team and leading a project as part of NVIDIA's Omniverse engine initiative. Jeff created and has moderated the Technical Artist Roundtables at GDC for two decades. He also created the Technical Artists Bootcamp, now the Technical Artists Summit, in 2010. Jeff has served on the GDC Advisory Board since 2009.
Title: Distinguished Developer Technology 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.
Title: Senior Developer Technology Engineer
Company: NVIDIA
Calvin Hsu is a GeForce Developer Technology Engineer at NVIDIA, where he has been supporting Japanese game developers since 2021. Specializing in real-time path tracing, he is a main contributor to the RTX Mega Geometry SDK. Prior to his current role, Calvin spent 10 years working directly in game development, including a five-year tenure as Lead Render Engineer at Crystal Dynamics on Marvel's Avengers. He now leverages this decade of production experience to help studios push the boundaries of visual fidelity on modern hardware.
Title: Senior Systems Software Engineer
Company: NVIDIA
Andy is one of the lead engineers on the GeForce Now Developer Portal Playtest feature. Andy has been part of the NVIDIA teams enriching the GeForce NOW ecosystem from front-end to back-end. His last few years have been spent helping to build the GDP Playtest feature to enable game developers each access to launching, observing, and capturing game play to help speed game development. Andy got his start creating graphical user interfaces (GUIs) for controlling embedded devices and moved from small real-time systems to large real-time systems, but always with a focus on crafting powerful GUIs.
Title: Lead Generative AI Analyst
Company: NVIDIA
Title: SR. Solutions Architect
Company: NVIDIA
Title: Technical Product Manager
Company: NVIDIA
Jonathan Litt is a technical product manager in the NVIDIA Developer Tools group, where his primary aim is to improve and evolve graphics tools in alignment with the day-to-day needs of graphics engineers, performance experts, and technical artists. He has been a practitioner of real-time and offline computer graphics for over 20 years, having previously worked as a 3D artist and software developer.
Title: Senior PMM, Enterprise Game Development
Company: NVIDIA
Paul Logan is a senior product marketing manager at NVIDIA, where he leads go-to-market for enterprise game development across hardware, software, and AI. He works with studios, ISVs, and researchers to surface and connect emerging technologies, such as world foundation models, to real production workflows. Drawing on a background in developer relations, technical marketing, and storytelling, he specializes in distilling fast-moving innovations into clear, actionable insights for creators and technical leaders.
Title: Software Engineer
Company: NVIDIA
Di Lu is a Graphics Profiling Tools Engineer at NVIDIA, where she works on the Nsight Graphics team developing GPU Trace. She focuses on how GPU hardware executes Vulkan/DX12 workloads, building tools that reveal performance behavior at the instruction and shader level. Her interests center on hardware–software interactions for real time ray tracing and neural shading technologies. Di recently led a GPU Trace lab session at SIGGRAPH 2025, sharing techniques for diagnosing shader performance bottlenecks with game developers.
Title: Principal Developer Technology Engineer
Company: NVIDIA
Evgeny Makarov has been a Developer Technology Engineer at NVIDIA since 2006, with a long history of helping studios improve visuals and performance in PC games. Recently, he has expanded his technical focus to include Generative AI, specifically working on the first integrations of Large Language Models (LLMs) for real-time, local inference in gaming environments.
Title: Director, Systems Software
Company: NVIDIA
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.
Title: Director - Graphic Developer Tools
Company: NVIDIA
Aurelio spends his days at NVIDIA working diligently to ensure that real-time graphics developers worldwide have the best 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 tools like Nsight Graphics and Nsight Aftermath. Prior to his life at NVIDIA, Aurelio was a game developer for 16 years, having worked at most of the big publishers on legendary titles.
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.
Title: Senior Developer Technology Engineer
Company: NVIDIA
Leroy Sikkes is currently a Senior Developer Technology Engineer at NVIDIA, specializing in performance analysis for GeForce. Leroy assists developers with releasing their titles in the best shape they can be, and he has helped with optimization and troubleshooting of numerous AAA titles.
Title: Vice President
Company: NVIDIA Corporation
Title: Sr. Director of Engineering
Company: NVIDIA
Martin heads up Raytracing at NVIDIA as a Senior Director of Engineering. As one of the original authors of OptiX in 2008, and after a brief stint in hardware architecture working on the Maxwell SM, Martin went on to lead design and development of the software stack that powered the launch of RTX hardware raytracing in 2018. His team's responsibilities today include the development of all of NVIDIA's raytracing APIs and platforms (DirectX, Vulkan, OptiX/CUDA, Switch 2), the continuous research of future raytracing capabilities in hardware and software, and direct work with partner ISVs in the gaming and professional applications space.
Title: Generative AI Analyst
Company: Nvidia

With a background in pharmacy, academic research, localization, and UX research, as well as being the co-founder of Serious Games Australia New Zealand (now merged with Games for Change Asia-Pacific), Kathleen Yin has been involved in all aspects of serious games ideation, development, and evaluation. She has conducted academic studies on interactive experiences for health and assessed their impact, generating critical evidence on the positive mental health role that games played during the COVID-19 pandemic. She has also worked on award-winning Chinese mobile games as a localization specialist, exploring topics ranging from politics to philosophy and acting as the dramaturge in the voice recording booth, bridge cultural differences between the original script and the localized material. She now works in Nvidia to explore narrative design possibilities with AI, and how to construct realistic NPC interactions that allow unprecedented levels of player freedom.