GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

'Marvel's spider-man' AI Postmortem

Summit Speaker: Adam Noonchester (Insomniac Games)

Location: Room 2002, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: AI Summit

Format: Session

Animation Bootcamp: Animating the Main Villain in 'Marvel's spider-man' (or "What, I'm Rigging HOW Many Legs?!")

Speaker: Sophie Brennan (Insomniac Games)

Location: Room 2010, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Animation Bootcamp

Animation Bootcamp: Script to Screen: The Development Diary of 'Marvel's spider-man'

Speaker: Brian Wyser (Insomniac Games)

Location: Room 2010, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Animation Bootcamp

Animation Bootcamp: Animation Microtalks

Speakers: Lana Bachynski (Blizzard Entertainment), John Paul Rhinemiller (Vicarious Visions), Gwen Frey (Chump Squad), Kristin Palach (Harmonix Music Systems), Yussef Cole (Patriot Act with Hasan Minhaj), Heather Alexandra MacIntyre (Kotaku), Nikita Taranduke (NexonOC), Mike Jungbluth (BioWare), Brandon Nason (Pocket Gems), Nikki Roth (Google Daydream), Ryan Duffin (BioWare)

Location: Room 2010, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Animation Bootcamp

The Division 2: A World of Materials (Presented by Substance)

Sponsor Speakers: Jon Lauf (Ubisoft Redstorm), Andrew Dixon (Red Storm Entertainment)

Location: Room 3009, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Visual Arts

Format: Sponsored Dev Day

Technical Artist Bootcamp: Real-Time Cloth Solutions on 'Marvel's spider-man'

Speaker: Sophie Brennan (Insomniac Games)

Location: Room 3004, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Technical Artist Bootcamp

Art Direction Bootcamp: Team Growth and Preserving Team Culture on 'Marvel's spider-man'

Speaker: Jacinda Chew (Insomniac Games)

Location: Room 2001, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Visual Arts

Format: Tutorial

Tutorials: Art Direction Bootcamp

'Marvel's spider-man': A Deep Dive into the Look Creation of Manhattan (Presented by Substance)

Sponsor Speakers: Brian Mullen (Insomniac Games), Ryan Benno (Insomniac Games), Matthew MacAuliffe (Insomniac Games)

Location: Room 3009, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Visual Arts

Format: Sponsored Dev Day

Level Design Workshop: Building New York in 'Marvel's spider-man': It's Still Just Level Design

Speaker: Josue Benavidez (Insomniac Games)

Location: Room 301, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Summits

Topic: Design

Format: Tutorial

Tutorials: Level Design Workshop

Classic Game Design Postmortem: Swinging with spider-man

Speaker: Jamie Fristrom (Happion Laboratories, LLC)

Location: Room 2001, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Design

Format: Session

Tutorials: N/A

The Animation of 'Marvel's spider-man'

Speaker: Robert Coddington (Insomniac Games)

Location: Room 303, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Visual Arts

Format: Session

Unwebbing the Music Production of Marvel's spider-man (Presented by Sony Interactive Entertainment)

Sponsor Speakers: Rob Goodson (Sony Interactive Entertainment), Scott Hanau (Sony Interactive Entertainment)

Location: Room 2011, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Audio

Format: Sponsored Session

GDC Microtalks 2019: Lightning Fast Game Design

Speakers: Richard Lemarchand (USC), Douglas Wilson (Die Gute Fabrik), Katherine Isbister (UC Santa Cruz), Jennifer Scheurle (ArenaNet), Lauren Scott (Double Fine), Nicky Case (Independent), Matthew S. Burns (Zachtronics), Mohini Freya Dutta (Antidote Games), Ryan Smith (Insomniac Games), Marcus Montgomery (Oculus)

Location: Room 303, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Design

Format: Session

(Super)Humans of New York: Managing the Many Faces in 'Marvel's spider-man'

Speaker: Noah Alzayer (Insomniac Games)

Location: Room 2005, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Visual Arts, Production & Team Management

Format: Session

Building Communities by Increasing Visibility Within the Gaming Community (Presented by Sony Interactive Entertainment)

Sponsor Speakers: Mia Watkins (Sony Interactive Entertainment), Jacinda Chew (Insomniac Games), Travis Williams (Lightstorm Entertainment), J McBride (Sony Interactive Entertainment), Laura Teclemariam (EA), Richard Horan (Sony Interactive Entertainment)

Location: Room 2000, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit

Topic: Production & Team Management

Format: Sponsored Session

Procedurally Crafting Manhattan for 'Marvel's spider-man'

Speaker: David Santiago (Insomniac Games)

Location: Room 2001, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Visual Arts, Programming

Format: Session

Conquering the Creative Challenges in 'Marvel's spider-man'

Speaker: Bryan Intihar (Insomniac Games)

Location: Room 303, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Design

Format: Session

'Reigns: Game of Thrones': A Song of Fire and License

Speakers: Nigel Lowrie (Devolver Digital), Francois Alliot (Nerial), Jeff Peters (HBO)

Location: Room 301, South Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Business & Marketing

Format: Session

Tutorials: N/A

'Marvel's spider-man': Procedural Lighting Tools

Speaker: Xray Halperin (Insomniac Games)

Location: Room 2005, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Visual Arts, Programming

Format: Session

'Marvel's spider-man': A Technical Postmortem

Speaker: Elan Ruskin (Insomniac Games)

Location: Room 3016, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Programming

Format: Session

Designing the Bustling Soundscape of New York City in 'Marvel's spider-man'

Speakers: Alex Previty (Insomniac Games), Blake Johnson (Insomniac Games)

Location: Room 3006, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, Audio Conference + Tutorial

Topic: Audio

Format: Session

Concrete Jungle Gym: Building Traversal in 'Marvel's spider-man'

Speaker: Doug Sheahan (Insomniac Games)

Location: Room 2005, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Programming, Design

Format: Session

Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists

Speakers: Greg Foertsch (Independent), Alison Kelly (Alison Kelly Consulting), Wyeth Johnson (Epic Games), Moby Francke (Riot Games), Claire Hummel (Valve), Gavin Goulden (Insomniac Games)

Location: Room 3016, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit, Student Expo

Topic: Game Career Seminar

Format: Session

Marvel's New York: A Case Study in Empowering Your Artists

Speaker: Jason Hickey (Insomniac Games)

Location: Room 2002, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Production & Team Management

Format: Session

Killer Portfolio or Portfolio Killer Part 2: Portfolio Reviews

Speakers: Greg Foertsch (Independent), Alison Kelly (Alison Kelly Consulting), Wyeth Johnson (Epic Games), Gavin Goulden (Insomniac Games), Darren Bacon (343 Industries), David Johnson (Undertone FX), Matthew Kean (Firaxis Games), Lisette Titre-Montgomery (Double Fine), Moby Francke (Riot Games), Peet Cooper (Riot Games), Claire Hummel (Valve), Gaurav Mathur (MVI Health), Scott Sinclair (2K Games), Jesse Rapczak (Studio Wildcard)

Location: Room 3005, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Expo, Audio Conference + Tutorial, Indie Games Summit, Student Expo

Topic: Game Career Seminar

Format: Session

Tools for 'Marvel's spider-man': Editing with Immutable Data

Speaker: Ronald Pieket (Insomniac Games)

Location: Room 2001, West Hall

Pass Type: All Access, GDC Conference + Summits, GDC Conference

Topic: Programming

Format: Session

Alzayer, Noah

Title: Character TD

Company: Insomniac Games

Noah is a character TD and technical artist living and working in Los Angeles, CA. He discovered rigging while in college at Savannah College of Art and Design and never looked back. After going to graduate school at Carnegie Mellon's Entertainment Technology Center, he did an internship at 2K Games, and worked at Schell Games in Pittsburgh. In 2015, he started at Insomniac games to work on what was at the time a top-secret Spider-Man project. He likes watching movies, playing games, reading, traveling, and learning about really random things and people. Always on the search of the best hefeweizen, cup of coffee, pizza, and pad thai…not all at once though.

Benavidez, Josue

Title: Senior Game Designer

Company: Insomniac Games

Josue Benavidez is a Senior Designer at Insomniac Games with over 12 years of experience in the games industry. He got his fist industry position as a QA tester a few months after graduating high school. His first design responsibilities were on multiplayer support for Resistance: Fall of Man. On Resistance 2 he was one half of the design team behind the 8 player Co-Op mode. On Resistance 3 he built Multiplayer levels, balanced multiplayer progression, and implemented weapon balance changes post launch. On Sunset Overdrive he was the primary designer building night defense bases and designed a majority of the night defense traps. For Marvel's Spider-Man he designed the layout of Manhattan, was the primary designer responsible for hero progression, and worked closely with the traversal team on tuning, tweaking, and implementing traversal moves.

Brennan, Sophie

Title: Character TD

Company: Insomniac Games

A Character TD at Insomniac Games, Sophie has worked on titles such as 'Marvel's Spider-Man' and, previously, 'The Order:1886' while at Ready At Dawn Studios. She holds a passion for rigging and the art of enabling others to bring characters and their performances to life. Fiercely Scottish and almost criminally short, she has a special place in her heart for creating rigs and tools, wrangling pipelines and lending her support to developers from all specialties.

Chew, Jacinda

Title: Studio Art Director

Company: Insomniac Games

Jacinda Chew has been in the video game industry for almost 20 years, when one could still learn modeling on the job and VHS portfolios were still a thing. She is currently the Studio Art Director at Insomniac Games in Burbank. She enjoys working in both stylized and realistic styles and is particularly proud of art directing Ratchet and Clank: A Crack in Time, Sunset Overdrive, and Marvel’s Spider-Man. With more people than ever playing games, Jacinda believes in diversity and inclusion in both games and the workplace

Duffin, Ryan

Title: Animation Director

Company: BioWare

Ryan Duffin landed a career in 3D animation after a youth misspent on cartoons, short stories, video games, pen and paper role-playing games and monster movies. The CGI of "Jurassic Park" and "Terminator 2" were religious experiences that started him on a path towards 3D animation.

After all manners of amateur, creative endeavors, he landed his first professional animation gig in 2001. After some years working on Spider-man games, he spent time abroad working on the likes of Battlefield 3, Alan Wake and Killzone 2 until he got caught back in Los Angeles’ gravitational pull and spent 7 years at EA/DICE as a Senior and Lead on Battlefield 4, 1 and V. He is currently based in Austin as Animation Director for Anthem Live.

He lives for quality storytelling, responsive gameplay, mechanical things, attention to detail and entertainment products that treat their audience with respect and intelligence.

Fristrom, Jamie

Title: Chief Scientist

Company: Happion Laboratories, LLC

Though James has been making games professionally since 1991, the most notable thing about his career was being the fourth member of Treyarch, helping that company grow through its acquisition by Activision, and acting as technical director on the first two ‘Spider-Man’ games that went along with the Sam Raimi movies. After ‘Spider-Man 2’, James went indie and has been getting beat up ever since! Making indie games is hard. After Treyarch he was partner, technical director, and designer at Torpex Games where, with help from ‘Magic: The Gathering’ creator Richard Garfield, he invented the game Schizoid, "The Most Co-Op Game Ever", available on Xbox Live Arcade. Schizoid was in the PAX 10 and nominated for both Best Original Game and Best Co-Op in the XBLA awards. After Torpex Games crashed and burned, he went solo, making games mostly by himself for Steam, the Xbox One, and Roblox. Other stuff about him: he used to write the "Manager in a Strange Land" column for Gamasutra and he thinks he holds the world record for writing game development post-mortems in Gamasutra and Game Developer magazine. He was also on the committee for the IGDA Leadership Forum for several years.

Goulden, Gavin

Title: Lead Character Artiist

Company: Insomniac Games

Gavin Goulden is the Lead Character Artist for Insomniac Games. His most recent work can be seen swinging through the skies of New York in Spider-man on the PS4 and Sunset Overdrive. With over 10 years of experience in the games industry, he came to Insomniac after having shipped Bioshock Infinite, Bioshock, Dead Rising 2, The Bigs 2 and contributing to titles such as Dragon Age, and F.E.A.R. 2.

Hickey, Jason

Title: Lead Environment Artist

Company: Insomniac Games

Jason Hickey is the Lead Environment Artist at Insomniac Games and is working on the much anticipated Spider-Man. He is an active artist in the industry, publishing articles and mentoring at Universities in his spare time. His previous experience includes Lead Artist at Crytek on the XBOX ONE award winning launch title 'Ryse: Son of Rome' and as the Environment Art Supervisor and Assistant Art Director on Sony London Studios PlayStation VR Worlds. His art direction experience throughout his career has spanned across music video, feature film, table top rpg, printed media, games and classical animation. His work has been shown in London's National Gallery as part of the 2014 Renaissance Exhibition on Italian Architecture. He graduated with a classical education in animation in 2004 from The Irish School of Animation and has worked in games and media industry for the last 13 years.

Intihar, Bryan

Title: Creative Director

Company: Insomniac Games

Bryan Intihar is a Creative Director at Insomniac Games. He has been working at the studio for more than 10 years, with his last project being 'Marvel's Spider-Man' for the PlayStation 4.

Lauf, Jon

Title: Lead Technical Artist

Company: Ubisoft Redstorm

Jon Lauf is Lead Technical Artist at Red Storm, a Ubisoft Studio, where he helped ship ‘Tom Clancy’s The Division’ and ‘Tom Clancy’s The Division 2’. He started his career as an animator at Treyarch, where he developed a knack for writing tools and streamlining pipelines while working on the ‘Spider-Man’ game franchise.

MacAuliffe, Matthew

Title: Material Artist

Company: Insomniac Games

Matt McAuliffe is currently a Material Artist at Insomniac Games where he created, updated, and implemented a variety of textures and materials for Marvel's Spider-Man. Prior to joining Insomniac Games, Matt worked at Firaxis Games on Civilization VI and XCOM 2.

Mullen, Brian

Title: Senior Lighting Artist

Company: Insomniac Games

Brian Mullen is Senior Lighting Artist at Insomniac Games where he worked on Marvel's Spider-Man, handling several missions and cinematics as well as developing the look of the open-world New York City lighting/atmosphere.  Brian has also worked in film and TV as a CG artist on projects such as The Avengers, AMC's The Walking Dead, Grey's Anatomy, and Doctor Who.

Previty, Alex

Title: Audio Designer

Company: Insomniac Games

Alex Previty has over 5 years of experience as an audio professional in the video game industry. He went to the Savannah College of Art and Design for Sound Design. After he graduated college, he worked as an audio intern at Insomniac Games and worked on 'Ratchet & Clank: Into the Nexus' for the PS3. After the internship, he worked as a freelance contractor for Insomniac Games, creating all the music and SFX for 'Slow Down, Bull'. He then worked as a technical sound designer at Somatone Interactive where he worked on over 100 console and mobile titles. Here, he did the SFX for the popular messaging app Discord and worked in cinematic audio for 'Ratchet & Clank' for the PS4. After two years at Somatone Interactive, he started work as a full-time Audio Designer at Insomniac Games, where he worked on 'Spider-Man' for the PS4.

Santiago, David

Title: Principal Technical Artist

Company: Insomniac Games

David Santiago joined Insomniac Games in 2012 to implement several Procedural Systems for 'Sunset Overdrive' (Xbox One). On other platforms his credits include 'Ratchet and Clank' for PS4, and 'Edge of Nowhere' for Oculus Rift. Production of 'Marvel's Spider-Man' relied on the largest number of procedural systems to date. Previously, David was a visual effects and animation supervisor and consultant for over ten years. His 2004 book "Creating 3D Effects for Film, TV and Games" provides a thorough introduction to the world of digital effects. David's first career out of school was developing ultra-stable fiber optic distribution systems, cryogenic microwave oscillators, and ionic frequency standards at NASA's Jet Propulsion Laboratory. David entered the visual effects industry working on 'Dante's Peak', 'The Fifth Element', 'Titanic', and 'Armageddon' at Digital Domain. He has supervised and created visual effects for feature films, music videos and commercials, and continues to concentrate on pipeline design, and process integration and optimization in support of creative needs. Other notable film projects include 'The Ant Bully', 'Sky Captain and the World of Tomorrow', 'Master and Commander: Far Side of the World', and 'Black Hawk Down'.

Smith, Ryan

Title: Game Director

Company: Insomniac Games

Ryan Smith has been at Insomniac for over a decade, working on many of Insomniac’s titles including the Resistance, Ratchet and Clank, and Sunset Overdrive franchises. Most recently, he was the Game Director on ‘Marvel’s Spider-Man’ for the PlayStation 4.

Wyser, Brian

Title: Lead Animator

Company: Insomniac Games

Brian has been kicking around the animation industry since the last century. He’s spent most of his time working on video games, though his career has taken him on a crazy ride through feature films, television, tech, and more. Brian’s spent most of the last 4 years consumed with the web-head, prototyping combat and sweating the details of visual storytelling, working on 'Marvel’s Spider-Man'. Prior to that he was a lead on other fun stuff from Insomniac Games, like 'Sunset Overdrive'. Before joining the house of Ratchet, Brian served a variety of animation roles providing content that has entertained millions for the likes of Google, Sony Pictures Imageworks, EA, and many more.