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.
Animation Summit: Bones & Booleans: Multiclassing Animation
Summit Speakers: Jose Villarroel (Epic Games), Nathaniel Winckler (That's No Moon), Christian Mendoza (EA)
Speaker: Frank Gordon (That's No Moon)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Format: Session
Animation Summit: Technical Animation Pipeline of 'Fort Solis'
Speaker: Matthew Lake (Fallen Leaf)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Format: Session
Future Realities Summit: Techniques for Efficient Development of VR Games Using unreal engine 5
Speaker: Alexander Silkin (Survios)
Location: Room 301, South Hall
Pass Type: All Access Pass, Summits Pass
Topic: VR/AR
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
Xsolla Developer Summit: 2024 State of Play (Presented by Xsolla)
Speakers: Chris Hewish (Xsolla), David Stelzer (Xsolla)
Location: Room 2014, West Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Business & Marketing
Format: Sponsor Developer Summit
Next-Gen Tech Forum: Reimagine the Future of Gaming with Google AI (Presented by Google)
Sponsor Speakers: Dan Zaratsian (Google), Lei Zhang (Google), Jack Buser, Simon Tokumine, Giovane Moura Jr. (Google), Moonlit Beshinov (Google), Glenn Cameron
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: Next-Gen Tech Forum
Sponsor Speakers: Dohyun Kim (Google), Hak Matsuda (Google), Jungwoo Kim (Samsung), Syed Farhan Hassan (ARM)
Location: Room 2024, 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
Technical Artist Summit: GPU-Based Foliage-Interaction for 'Ark: Survival Ascended'
Speakers: Patrick Schuler (Studio Wildcard), Mark Mihelich (Studio Wildcard)
Location: Room 3004, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Format: Session
Future Realities Summit: Using Physics Constraints to Make Intuitive VR Interactions
Speaker: Antony Stevens (Greensky Games)
Location: Room 301, South Hall
Pass Type: All Access Pass, Summits Pass
Topic: VR/AR
Format: Session
Level Design Summit: The Flame: Developing a Multi-Quest Story Arc for 'Marvel's Spider-Man 2'
Speaker: Donald Barrett (Insomniac Games)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Summits Pass
Topic: Design
Format: Session
Future Realities Summit: Next-Gen VR Development: PSVR 2, Quest 3 and Beyond
Speaker: Peter Akemann (Skydance Interactive)
Location: Room 301, South Hall
Pass Type: All Access Pass, Summits Pass
Topic: VR/AR
Format: Session
Sponsor Speakers: Hampus Siversson (Massive Entertainment), Colin Riley (AMD)
Location: Room 3001, West Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Programming
Format: Sponsored Session
Meshcapade Demo (Presented by Meshcapade)
Sponsor Speakers: Talha Zaman (Meshcapade GmbH), Nathan Bajandas (Meshcapade GmbH)
Location: GDC Partner Stage, Expo Floor, North Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Design
Format: Sponsored Session
Can HLOD save your game? (Presented by Microsoft)
Speaker: Jesper Tingvall (Microsoft)
Location: GDC Industry Stage, Expo Floor, South Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Programming
Format: Sponsored Session
Pushing Next-Gen Real-Time Technology (Presented by Epic Games)
Sponsor Speaker: Miles Perkins (Epic Games)
Location: YBCA Theatre
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Design
Format: Special Event
Optimizing Game Development Workflows with Visual Studio and AI (Presented by Microsoft)
Speakers: David Li (Microsoft), Greg Denton (Microsoft)
Location: GDC Industry Stage, Expo Floor, South Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Programming
Format: Sponsored Session
unreal engine 5.4: Animation Deep Dive (Presented by Epic Games)
Sponsor Speakers: Fredrik Nilson (Epic Games), Jacob Buck (Epic Games), Scott Lemmer (Epic Games), Paddy Walker (Epic Games), Jose Villarroel (Epic Games), Samuele Rigamonti (Epic Games)
Location: YBCA Theatre
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Visual Arts
Format: Sponsored Session
Speakers: Carl Varnado (Rancho Solano), Jarory DeJesus (Lunacy Studios), Kim Belair (Sweet Baby Inc), Pamela Iluore (Indpendent), Jabari Ali (Hidden Genius)
Location: Room 215, South Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Advocacy
Format: Session
The Night Has Come: Decoding the Secret Behind the Success of 'Night Crows' (Presented by WEMADE)
Sponsor Speaker: Robin Seo (WEMADE)
Location: Room 2009, West Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Business & Marketing
Format: Sponsored Session
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
Next Level of Mobile Graphics: Ray Tracing in 'Arena Breakout' (Presented by Tencent Games)
Sponsor Speaker: Junhong Wang (Tencent Games)
Location: Room 3022, West Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Programming
Format: Sponsored Session
Sponsor Speaker: Edward Dorobek (Qualcomm Technologies, Inc.)
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: Sponsored Session
Game Audio Programming Roundtable Day 1: Game Integration
Speakers: Guy Somberg (Echtra Games), Helen Yang (Epic Games)
Location: Room 312, South Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio, Programming
Format: Roundtable
3D Toon Rendering in 'Hi-Fi RUSH'
Speakers: Kosuke Tanaka (Tango Gameworks), Takashi Komada (Tango Gameworks)
Location: Room 2016, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming, Visual Arts
Format: Session
Verse Update (Presented by Epic Games)
Sponsor Speakers: Phil Pizlo (Epic Games), Tim Tillotson (Epic Games)
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
Proceduralism Made Easy : SideFX Labs and Houdini Engine (Presented by Houdini)
Sponsor Speakers: Damien Pernuit (SideFX), Bailey Hogan (SideFX)
Location: Room 2000, 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
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
Sponsor Speakers: Bo Li (LIGHTSPEED STUDIOS), Jing Gong (LIGHTSPEED STUDIOS), Xin Qiao (LIGHTSPEED STUDIOS), Quan Wen (LIGHTSPEED STUDIOS)
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
Lessons in Integrating Third-Party Technology into unreal engine 5 (Presented by Havok)
Speakers: Oliver Strunk (Havok), Marcel Bohnenberger (Havok)
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
Open World Rendering Techniques in 'Hogwarts Legacy'
Speaker: Rob Hall (Avalanche Software)
Location: Room 2001, West Hall
Pass Type: All Access Pass, Core Pass
Topic: Programming
Format: 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
Sponsor Speaker: Alex Vasiliev (Room 8 Group)
Location: GDC Partner Stage, Expo Floor, North Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Business & Marketing
Format: Sponsored Session
Inside UEFN SceneGraph (Presented by Epic Games)
Sponsor Speakers: Kurtis Schmidt (Epic Games), Tim Tillotson (Epic Games)
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
Navigating Leadership: Insights from LGBTQ+ Managers in Gaming
Speakers: Gordon Bellamy (Gay Gaming Professionals), Ryan Canuel (Petricore, Inc), Elaine Gomez-Sanchez (LatinX in Gaming), Nicole Lewis (Howl)
Location: Room 207, South Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Topic: Advocacy
Format: Session
Game Audio Programming Roundtable Day 2: Low-Level Topics
Speakers: Guy Somberg (Echtra Games), Helen Yang (Epic Games)
Location: Room 314, South Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio, Programming
Format: Roundtable
Switching to Unreal Roundtable: Considerations, Challenges, and Benefits (Presented by the IGDA)
Speaker: Matthieu Saumon (Raindrop Games / IGDA Unreal Engine SIG Chair)
Location: Room 203, South Hall
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Friday Only Expo Pass, Indie Games Summit Pass
Topic: Advocacy
Format: Roundtable
Game Audio Programming Roundtable Day 3: Free-For-All
Speakers: Guy Somberg (Echtra Games), Helen Yang (Epic Games)
Location: Room 312, South Hall
Pass Type: All Access Pass, Core Pass, Audio Pass
Topic: Audio, Programming
Format: Roundtable
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.
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: Advanced Designer
Company: Insomniac Games
Donald began his journey in games when he was seven years old. He was obsessed with the Crash Bandicoot and Spyro the Dragon franchises growing up and knew immediately he wanted to be in game development when he grew up. He got his hands on Maya, Photoshop and Unreal Engine with a group of friends in high school and began developing personal projects to build his portfolio. He attended Gnomon School of Visual Effects taking individual classes to further his knowledge and portfolio. After a year of taking classes, he broke into the game industry starting as a Quality Assurance tester for Disney Interactive working on Disney Infinity 3.0. Through various networking opportunities, he had the privilege of joining Disney Publishing to develop promotional content for their children's books. Soon after finishing at Disney, he joined Insomniac Games to develop Marvel's Spider-Man for PS4 and has since continued climbing the ranks of design. Donald works from home and enjoys spending time with his wife and son.
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.
Title: Engineer
Company: Qualcomm Technologies, Inc.
Edward Dorobek is an Engineer at Snapdragon Studios where he specializes in enabling advanced rendering features on mobile devices. Previously, he researched physically-based animation with the Yale Computer Graphics Group where he became passionate about bleeding-edge gaming technology. He is currently focused on optimizing Unreal Engine 5's desktop rendering technology for Snapdragon.
Title: Advanced Software Engineer
Company: Avalanche Software
Rob Hall is an Advanced Software Engineer at Avalanche Software, where he has worked for over 15 years. He currently focuses on driving new graphics technology using Unreal Engine and specializes in GPU performance optimization, lighting and shadows. His other interests are in dynamic time of day, seasons, and weather. Several games he has worked on include Hogwarts Legacy, and the Disney Infinity Series.
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.
Title: Technical artist
Company: SideFX
Bailey Hogan is a technical artist on the Labs team at SideFX developing workflows and creating tools that enable a broad community of artists to create game content procedurally. Bailey hops back and forth over the line between technical and artist and enjoys blending creativity and computer science to push the boundaries of interactive experiences. Her past experience includes building city generation pipelines between Houdini and Unreal Engine as well as creating real-time content like environments, shaders, and FX in Unity. Throughout her career, her passion has always centered on empowering artists with editor tools using the power of Houdini.
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.
Title: CMO
Company: Howl
Nicole is an integrated marketing practitioner and thought leader living at the intersection of global urban culture, creativity and nerdcore entertainment. She specializes in co-creating brands with the communities that love them; having led marketing for global entertainment icons such as League of Legends, Rock Band, Dance Central, Fortnite, Unreal Engine and most recently the smash billion-dollar hit VALORANT. VALORANT pushed the boundaries with an ‘unapologetically global’ approach that denied the Western gaze its supremacy, building strong local audiences worldwide through bold hyper-local authenticity. She's interested in meeting authentic creators at all scales across the spectrum of arts and entertainment, for all kinds of chats. Let’s get some coffee or tacos together.
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.
Title: Senior Engine Programmer
Company: Studio Wildcard
I have worked more than 15 years in the games industry as an Engine/Graphics programmer for various large and small studios. My experience in Unreal Engine dates back to UE3, having worked on large projects such as Gears of War 2 as well as small indie projects and tech continuing on to UE4 and now UE5.
Title: Principal Animation Programmer
Company: Epic Games
Samuele Rigamonti, a veteran animation software engineer, boasts two decades of contributions to the industry on franchises including Fortnite, Fight Night, UFC, FIFA, NBA, NHL, and many other titles. Two years ago Samuele joined Epic's Unreal Engine animation team, continuing his specialization in procedural animation techniques, motion matching, and character interactions.
Title: Senior Manager Software Development
Company: AMD
Colin leads AMD's Game Engineering Core Technology Group. Based out of Edinburgh, Scotland, he is focused on helping game developers get the most out of new rendering technologies on AMD GPUs for PC, Unreal Engine, and other partner ecosystems.
Title: Producer / Level Designer
Company: Raindrop Games / IGDA Unreal Engine SIG Chair
Title: Framework Technical Director
Company: Epic Games
Kurtis Schmidt is the Framework Technical Director on the Unreal Engine at Epic Games. He's been working on game engine technology for the last 13 years. Since joining Epic two years ago he has been working on the creation of Unreal Editor for Fortnite, the Verse programming language APIs, and leading the creation of advanced UEFN frameworks. Previously, Kurtis was the Director of Technical Product for the Frostbite Core Engine group at Electronic Arts, where he led the visual scripting, entity component system, 3D scene editor, networking, and low level subsystem teams.
Title: President
Company: Xsolla
Unreal Engine for Epic Games, showcasing a deep understanding of the gaming ecosystem. David is known for his ability to collaborate effectively with companies of all sizes, from startups to industry giants, building high-performance teams and driving revenue growth. David's specialties include business development, corporate development, strategy, marketing, mobile games (App Store, Google Play), major gaming platforms (Xbox, PlayStation, Switch), Free-to-Play (F2P), social games, meta, IP, finance, entertainment, product development, licensing, and global management."}" data-sheets-userformat="{"2":12729,"3":{"1":0},"6":{"1":[{"1":2,"2":0,"5":{"1":2,"2":0}},{"1":0,"2":0,"3":3},{"1":1,"2":0,"4":1}]},"7":{"1":[{"1":2,"2":0,"5":{"1":2,"2":0}},{"1":0,"2":0,"3":3},{"1":1,"2":0,"4":1}]},"8":{"1":[{"1":2,"2":0,"5":{"1":2,"2":0}},{"1":0,"2":0,"3":3},{"1":1,"2":0,"4":1}]},"10":0,"11":4,"15":"Lato","16":11}">David Stelzer, President of Xsolla, is a seasoned executive with over two decades of experience in the digital entertainment and video game industry. In his most recent role, David successfully led the Games business of the Unreal Engine for Epic Games, showcasing a deep understanding of the gaming ecosystem. David is known for his ability to collaborate effectively with companies of all sizes, from startups to industry giants, building high-performance teams and driving revenue growth. David's specialties include business development, corporate development, strategy, marketing, mobile games (App Store, Google Play), major gaming platforms (Xbox, PlayStation, Switch), Free-to-Play (F2P), social games, meta, IP, finance, entertainment, product development, licensing, and global management.
Title: Gameplay Engineer Director
Company: Epic Games
Tim Tillotson is the Gameplay Engineering Director on the Verse team at Epic Games. He’s been working on games and engine technology for the last 13 years, collaborating directly with artists and designers on moment-to-moment gameplay or building the gameplay and engine systems they use. Since joining Epic seven years ago, Tim has worked on Fortnite Save the World and Battle Royale, led the Fortnite Creative engineering team for a time, and has been working to connect the Verse language to Unreal Engine from its very early days.
Title: Resident Faculty
Company: Rancho Solano
Carl Varnado is an accomplished Writer, Narrative Designer, Cultural Consultant, and Curriculum Design Specialist with extensive experience in major game companies. Carl contributed to culturally authentic narratives at EA Games, advised character representation at Capcom Games, and influenced diverse content for Wyld Flowers, an Apple Game of the Year. Collaborating with Epic Games, Carl designed curriculum for their innovative Unreal Engine. Car's strengths include effective writing, promoting inclusivity, and fostering education in the gaming industry.
Title: Head of Engineering at Dragons Lake
Company: Room 8 Group
Alex is an accomplished engineering expert with over 17 years of experience in game development and interactive training software. Since 2019, he has been responsible for the engineering efficiency of Dragons Lake teams, specializing in AAA game development using Unreal Engine, custom and proprietary engines, Unity Engine, C++/C# and other languages. Alex has co-developed and managed the engineering teams working on titles, including Meet Your Maker, Hawken: Reborn, F1 22, Astroneer, Outriders, Crime Craft, Naval Action, and more.
Title: Animation Programmer
Company: Epic Games
Jose Villarroel is an Animation Programmer at Epic Games, specializing in Gameplay Animation. Since joining in 2019, he has worked on Unreal Engine 4 and 5, as well as Fortnite. He has contributed to projects such as crowd animation in The Matrix Awakens and gameplay animation systems in Lyra.
Title: Audio Programmer
Company: Epic Games
Helen Yang enjoys the intersection of music and sound with gameplay and interactive media. As an audio programmer with experience in audio tooling and digital signal processing, she empowers teams to push creative and technical limits in pursuit of meaningful sonic experiences. Helen is currently an Audio Programmer at Epic Games, working on audio features for Unreal Engine 5, including the MetaSounds DSP rendering graph, MetaSounds editor UX, and audio performance optimization, as well as supporting first party titles such as Fortnite Battle Royale and LEGO Fortnite.
Title: AI/ML Solutions Architect
Company: Google
Dan Zaratsian is a Staff Solutions Architect and Tech Lead, specializing in the design, development, and deployment of innovative gaming solutions that integrate Generative AI and machine learning. His projects and areas of focus span from in-game toxicity detection and AI-powered NPCs and bots to real-time game analytics and matchmaking solutions. Dan also possesses expertise in integrating these technologies with popular game engines like Unreal Engine and Unity, and is actively exploring the potential of web3 gaming solutions.