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.
Sponsor Speakers: Miro Vesterinen (Remedy Entertainment), Benjamin Lindquist (Remedy Entertainment)
Location: Room 2020, West Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Visual Arts
Format: Sponsor Developer Summit
Speakers: Alexa Ray Corriea (Cliffhanger Games), Lis Moberly (Independent)
Location: Room 2016, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Game Narrative
Format: Session
Level Design Summit: The Player vs Dream Logic: Developing the Mission Structures for 'Alan Wake 2'
Speaker: Anne-Marie Grönroos (Remedy Entertainment)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Design
Format: Session
Large Scale GPU-Based Skinning for Vegetation in 'Alan Wake 2'
Speaker: Kiyavash Kandar (Remedy Entertainment)
Location: Room 2016, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: Session
In Your Head: Audio-Driven Everything in 'Alan Wake 2' and its Mind Place
Speaker: Joshua Bell (Remedy Entertainment)
Location: Room 3006, West Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio
Format: Session
Building Game Worlds with OpenUSD
Speaker: Vesa Paakkanen (Remedy Entertainment Plc)
Location: Room 2005, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: Session
Real-Time World Editing Technology in Northlight
Speaker: Sebastian Eriksson (Remedy Entertainment)
Location: Room 2005, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: Session
ECS in Practice: The Case Board of 'Alan Wake 2'
Speaker: Alexander Balakshin (Remedy Entertainment)
Location: Room 2016, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: Session
Bullet Time Without Bullets: Building 'El Paso, Elsewhere'
Speaker: Xalavier Nelson Jr. (Strange Scaffold)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Design, Production & Team Leadership
Format: Session
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
The Art of Characters in 'Alan Wake 2': Character Outfit Creation Process
Speaker: John Crossland (Remedy Entertainment Oy)
Location: Room 2005, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Visual Arts
Format: Session
Making Linear Story Playable: The Narrative Design of 'Alan Wake 2'
Speakers: Simon Wasselin (Remedy Entertainment Oy), Molly Maloney (Remedy Entertainment)
Location: Room 2002, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Design
Format: Session
The Dark Place of 'Alan Wake 2': Crafting an Evolving Nightmare Dimension
Speaker: Nazareno Urbano (Remedy Entertainment)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Visual Arts
Format: Session
Speakers: Jake Weidner (Independent), Liz Ryerson (ella guro), Jessica Creane (IKantKoan Play/s), Mark Lohmann (Bonte Avond), Kyon Edelenbosch (Bonte Avond), Adam Pype (Beeswax Games), Colter Wehmeier (The Haunted PS1), Beckett Rowan (goodbye.monster), Matthew Wang (goodbye.monster), Johnnemann Nordhagen (Dim Bulb Games), Marceline Leiman (Roly Poly Games), Nolen Royalty (eieio.games), Séamus Ó Buadhacháin (Failbetter Games), Emily Short (Independent), Alexander Martin (droqen), Kevin Du (Independent), Max Kreminski (Midjourney), Taj Hughes (Terrifying Jellyfish)
Location: Room 303, South Hall
Pass Type: All Access Pass, Core Pass
Topic: Design
Format: Session
Title: Senior Gameplay Programmer
Company: Remedy Entertainment
Alexander Balakshin holds an M.Sc. in Applied Mathematics and Computational Mechanics from Bauman Moscow State Technical University. Has over 15 years of commercial programming experience including 10 years in the game development industry and participated in such projects as Rainbow 6: Siege, Halo Infinite, Atomic Heart, and Alan Wake 2. He also created an Unreal Engine gameplay programming online course. Currently, Alexander is working at Remedy Entertainment as a senior gameplay programmer.
Title: Senior Technical Audio Designer
Company: Remedy Entertainment
Joshua Bell is a Senior Audio Designer at Remedy Entertainment, working on the Alan Wake 2 audio team for three years. Before joining Remedy, Joshua worked at Cloud Imperium Games working on Star Citizen and Squadron 42. He is a passionate advocate for player immersion through interactive sound and music, and loves linking creative and technical expertise to design hugely varied and detailed soundscapes while also designing tools, tech, and best practices.
Title: Principal Character Artist
Company: Remedy Entertainment Oy
Trained in fine art (with a background in graphic design), John William Crossland has been a professional character artist in the games industry for the past 15 years working on a variety of projects most recently working on Alan Wake 2 at Remedy Entertainment. He is also an instructor for the Gnomon workshop and part of Zbrush Pixologic Beta Team.
Title: Lead Core Engine Programmer
Company: Remedy Entertainment
Sebastian Eriksson holds a M.Sc. degree in Computer Science from Aalto University, Helsinki, Finland. He works as the Lead Core Engine Programmer in Remedy Entertainment's Northlight engine team, and leads the group of generalist engine programmers responsible for the core engine technology and pipelines. He has worked at Remedy for over 7 years on engine technology and shipped titles such as Quantum Break, Control, CrossfireX and Alan Wake 2. Before joining Remedy, Sebastian has worked as an entrepreneur in mobile games and a published author in game technology research. Prior to the gaming industry he worked with proprietary interactive display technology and as a consultant in business software. At present, he is extremely enthusiastic in the creative process of creating compelling worlds and game experiences, which is currently channeled into TTRPGs - a good counter-balance for the technical work done at Remedy.
Title: Lead Level Designer
Company: Remedy Entertainment
Anne-Marie Grönroos is a Lead Level Designer at Remedy Entertainment and the Lead Mission Designer on Alan Wake 2. She aims to create quirky, surprising game experiences and discover new ways to blend narrative with gameplay.
Title: Graphics Programmer
Company: Remedy Entertainment
Kiya Kandar holds a MSc degree in Computer Game Engineering from the University of Newcastle Upon Tyne, UK. He's been working on Alan Wake 2 in Remedy Entertainment's Northlight engine team for 2 years. Before joining Remedy, he worked on Grid Legends at Codemasters, and as a VFX programmer at Cloud Imperium Games for Star Citizen.
Title: Graphics Programmer, Remedy Entertainment Plc
Company: Remedy Entertainment Plc
Kiya Kandar: Kiya Kandar holds a MSc degree in Computer Game Engineering from the University of Newcastle Upon Tyne, UK. He's been working on Alan Wake 2 in Remedy Entertainment's Northlight engine team for 2 years. Before joining Remedy, he worked on Grid Legends at Codemasters, and as a VFX programmer at Cloud Imperium Games for Star Citizen.
Title: Principal Technical Environment Artist
Company: Remedy Entertainment
Benjamin Lindquist is a Principal Technical Environment artist at Remedy Entertainment responsible for the environment art team’s workflows, technical development and quality standards. Benjamin has worked in the game industry since 2012 and at Remedy for close to a decade. His shipped products range from racing games to first-person shooters.
Title: Principal Narrative Designer
Company: Remedy Entertainment
Molly Maloney is a Principal Narrative Designer at Remedy Entertainment, with a focus on developing narrative mechanics for the character of Saga Anderson on Alan Wake 2. Before joining Remedy, Molly spent 3 years with Bad Robot Games and 5 years with Telltale Games. She is dedicated to strengthening interdepartmental collaboration in order to develop new and innovative ways to tell playable stories.
Title: Creative Director
Company: Dim Bulb Games
Johnnemann is a multi-decade veteran of the game industry, who has worked in QA, research and development, programming, narrative design, and creative direction. He has published games such as the Bioshock series, Gone Home, Where the Water Tastes Like Wine and Museum of Mechanics: Lockpicking, among others. He currently works as a Senior Technical Narrative Designer at Remedy Entertainment.
Title: Lead Tools Programmer
Company: Remedy Entertainment Plc
Vesa Paakkanen holds a M.Sc. degree in Computer Science from Aalto University, Helsinki, Finland. He works as the Lead Tools Programmer in Remedy Entertainment's Northlight engine team, and leads the group of tools programmers responsible for internal tools and backend services. He has worked at Remedy for over 9 years on tools technology and shipped titles such as Quantum Break, Control, CrossfireX and Alan Wake 2. Before joining Remedy, Vesa has worked at the technology team at Rovio and as a technical consultant.
Title: Principal Environment Artist
Company: Remedy Entertainment
Nazareno Urbano is a Principal Environment artist at Remedy Entertainment, leading the environment art team working on Alan Wake 2 since 2020. Prior to this, Nazareno has been working on previous remedy games such as Quantum Break and CONTROL. https://www.linkedin.com/in/nazarenourbano/
Title: Lead Environment Artist
Company: Remedy Entertainment
Miro Vesterinen is the Head of Environment Art at Remedy Entertainment, with over a decade of experience working in the games industry. Miro joined Remedy in 2016 and has worked as the lead environment artist on CONTROL and CONTROL 2, among other Remedy titles.
Title: Lead Narrative Designer
Company: Remedy Entertainment Oy
Simon Wasselin is a Lead Narrative Designer at Remedy Entertainment and Narrative Lead on Alan Wake 2. Before joining Remedy, Simon worked at Quantic Dream for 10 years.He is focused on holistic approaches to design, blending gameplay and narrative to create memorable player experiences.