GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Radeon GPU Profiler" & "Debugging and Profiling DXR & vulkan Ray Tracing"

Speakers: Dominik Baumeister (AMD), Aurelio Reis (NVIDIA)

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

Topic: Programming

Format: Tutorial

Tutorials: Advanced Graphics Techniques Tutorial

Advanced Graphics Techniques Tutorial: Breaking Down Barriers: An Introduction to GPU Synchronization

Speaker: Matt Pettineo (Ready at Dawn)

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

Topic: Programming

Format: Tutorial

Tutorials: Advanced Graphics Techniques Tutorial

vulkan: The State of the Union (Presented by Khronos)

Sponsor Speakers: Tom Olson (Arm), Karl Schultz (LunarG)

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

Topic: Programming

Format: Sponsored Dev Day

Teaching Modern Graphics: A Shader-First Approach

Summit Speaker: Sajid Farooq (Champlain college)

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

Topic: Educators Summit

Format: Session

Making Use of New vulkan Features (Presented by Khronos)

Sponsor Speakers: Dr. Matthäus Chajdas (AMD), Tiemo Jung (Gaijin Entertainment), Lewis Gordon (Samsung Electronics)

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

Topic: Programming

Format: Sponsored Dev Day

Tutorials: N/A

Bringing Fortnite to Mobile with vulkan and OpenGL ES (Presented by Khronos)

Sponsor Speakers: Jack Porter (Epic Games), Kostiantyn Drabeniuk (Samsung Electronics)

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

Topic: Programming

Format: Sponsored Dev Day

Ubisoft's Experience Developing with vulkan (Presented by Khronos)

Sponsor Speaker: Jean-Noe Morissette (Ubisoft)

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

Topic: Programming

Format: Sponsored Dev Day

Enabling Real-Time Light Baking Workflows in Saber Engine with AMD RadeonRays Library (Presented by AMD)

Sponsor Speakers: Dmitry Kozlov (AMD), Max Gridnev (Saber Interactive)

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

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

Ray Tracing in vulkan (Presented by NVIDIA)

Sponsor Speaker: Nuno Subtil (NVIDIA Corporation)

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

Topic: Programming

Format: Sponsored Session

Galaxy GameDev : Bringing Maximum Boost to Mobile Games (Presented by Samsung)

Sponsor Speakers: Jungwoo Kim (Samsung Electronics), Dohyun Kim (Samsung Electronics), Sangmin Lee (Samsung Electronics)

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

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

All-in-One Guide to vulkan on Mobile (Presented by Samsung and Arm)

Sponsor Speakers: Jose Emilio Munoz Lopez (Arm), Michael Parkin-White (Samsung Electronics)

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

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

DirectX 12 Optimization Techniques on BIOHAZARD RE:2 and Devil May Cry 5 (Presented by AMD)

Sponsor Speakers: Ojiro Tanaka (Capcom), Ash Smith (AMD)

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

Topic: Programming

Format: Sponsored Session

A Blend of GCN Optimization and Color Processing (Presented by AMD)

Sponsor Speakers: Timothy Lottes (AMD), Jordan Logan (AMD)

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

Topic: Programming

Format: Sponsored Session

A Quick Look Inside Your Game: GPUWatch & GameSDK (Presented by Samsung)

Sponsor Speakers: Hyo Keun Lee (Samsung Electronics), Junsik Kong (Samsung Electronics)

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

Topic: Programming

Format: Sponsored Session

Tutorials: N/A

AMD GPU Performance Revealed (Presented by AMD)

Sponsor Speakers: Amit Ben-Moshe (AMD), Rodrigo Urra (AMD)

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

Topic: Programming

Format: Sponsored Session

Path Tracing in Quake 2 Remastered (Presented by NVIDIA)

Sponsor Speakers: Christoph Schied (Karlsruhe Institute of Technology), Alexey Panteleev (NVIDIA Corporation)

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

Topic: Programming

Format: Sponsored Session

Getting The Most From Your vulkan Applications with NVIDIA Nsight Graphics (Presented by NVIDIA)

Sponsor Speaker: Jeffrey Kiel (NVIDIA Corporation)

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

Topic: Programming

Format: Sponsored Session

Drabeniuk, Kostiantyn

Title: Developer

Company: Samsung Electronics

Kostiantyn Drabeniuk has been working for Samsung Electronics in Ukraine since 2015. He is a part of the Galaxy GameDev team, which works with developers to provide the best gaming experience to customers on Samsung devices. Kostiantyn is focused on Vulkan optimizations in Unreal Engine 4 through collaboration with game studios like Epic Games and Tencent. Previously, he worked in Tizen Window System development team.

Farooq, Sajid

Title: Professor

Company: Champlain college

Sajid has been pushing pixels since the days of the Commodore 64 in BASIC, and has been using graphics software since 3D Studio r4 in DOS. If it involves pixels, he either knows about it, or would love to know about it. He has worked on at-least 6 published products, all in a leading capacity, has run his own company for nearly 4 years, and worked as a team-lead (and ScrumMaster) on one of the largest Unity-based serious games for the oil-and-gas industry (www.xposim.com). Sajid also pioneered the Unity "live-training" phenomenon back in 2010 through his GameDevTrainings brand. He is an official contributor to Unreal Engine 4.13 (https://www.unrealengine.com/blog/unreal-engine-4-13-released), and has supervised several MS students on Graphics, Image-processing and Computer Vision related research projects including Pedestrian Detection, real-time text recognition, and Augmented Reality. He is currently teaching Advanced Real-time Rendering at Champlain college where he teaches Vulkan.

Jung, Tiemo

Title: Developer

Company: Gaijin Entertainment

Tiemo Jung is a self taught C/C++ programmer, with a passion for computer graphics, for almost 20 years. He received his BSc of computer science from TH Mittelhessen University of Applied Sciences - Technische Hochschule Mittelhessen (THM) in 2016. Tiemo Jung started working for Gaijin Entertainment in 2015, which is also his first job in the gaming industry. At Gaijin Entertainment he is responsible for the Vulkan backend and SPIR-V shader compiler for their in house game engine (Dagor).

Kim, Dohyun

Title: GameDev Engineer

Company: Samsung Electronics

Dohyun Kim is a graphics programmer for Galaxy GameDev in Samsung Electronics Mobile R&D, working with many game studios to improve performance of mobile games by optimizing Vulkan rendering code in UE4 and Unity engines. He developed the Samsung UI effect engine and worked about Android graphics framework also.

Lee, Sangmin

Title: GameDev Engineer

Company: Samsung Electronics

Sangmin Lee is a developer of GameDev team in the Samsung Electronics/Mobile R&D which supports game developers for best performance of mobile games. He majored photorealistic rendering on real-time purpose, and currently focuses on attempting advanced graphics and optimizing performance with Vulkan APIs through cooperation with game engine developer or game studios.

Lee, Hyo Keun

Title: Senior Engineer

Company: Samsung Electronics

Hyo Keun Lee is a software engineer at Graphic R&D Group for Samsung Electronics. He majored in non-photorealistic rendering at graduate school. He is currently in charge of hardware accelerated Android graphics as well as developing a graphics performance tool. He presented a Vulkan tutorial session in Khronos DevU 2016 and GPUWatch tutorial session in SDC 2018.

Lottes, Timothy

Title: Rendering and optimizations guru

Company: AMD

Timothy Lottes is an optimization-obsessed developer working as part of the AMD Graphics Performance R&D (GPRD) team, with prior experience at Epic, NVIDIA, Human Head Studios, and ILM. He is based in AMD Orlando working with the GPU hardware team, Vulkan driver team, and directly with game developers.

Olson, Tom

Title: Director of Graphic Research

Company: Arm

Tom spends his working days as part of the team responsible for ARM’s Mali™ GPU technology roadmap. He has chaired the Khronos Vulkan Working Group since its founding, and recently stepped down after ten years as chair of the OpenGL ES Working Group, during which the number of OpenGL ES powered devices shipped went from a few million total to 1.6 billion per year.

Smith, Ash

Title: Developer Technology Engineer

Company: AMD

After working in the games industry, Ashley Smith joined Imagination Technologies to get more in-depth knowledge of GPU hardware. He now has 11 years experience working in graphics programming and 8 years experience working for GPU vendors. After starting at AMD as a Developer Technology Engineer, he relocated to Japan and enjoys helping Asian game developers optimize their games for AMD products, in particular with efficient usage of low-level graphics APIs such as Vulkan and DirectX 12.

Subtil, Nuno

Title: Devtech Engineer

Company: NVIDIA Corporation

Nuno Subtil is a Devtech Engineer at NVIDIA, where he helps game developers write high-performance graphics code, with a particular focus on the Vulkan API. His past work includes physically-based rendering techniques, engineering graphics drivers, research on bioinformatics algorithms for NVIDIA GPUs and building high-throughput DNA sequencers.