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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Bring Your Apps and Games to General Spatial Computing with Project Swan (Presented by PICO)

Ke Jing  (Product Manager, PICO Immersive US Inc./ Bytedance)
Hogan Mastanduno  (Software Engineer, PICO Immersive US Inc./ Bytedance)
David Campos Rodríguez  (Software Engineer, PICO Immersive US Inc./ Bytedance)
Location: Room 2024, West Hall
Date: Thursday, March 12
Time: 11:30 am - 12:30 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Vault Recording: Video
Audience Level: All
PICO

Project Swan is PICO's flagship device for general spatial computing, designed to support a new generation of full-space and shared-space experiences. This session introduces the core OS and platform capabilities that enable developers—from XR specialists to non-XR app, web, and game creators—to build or adapt content for this emerging medium. It presents a new paradigm for spatial experiences in which games and apps coexist, allowing a primary experience to run alongside companion applications in a shared environment. Attendees will gain an overview of Project Swan's graphics performance, multimodal interaction system, and developer toolchain, as well as practical guidance on bringing existing apps or games into spatial computing workflows. Through concrete examples and live demos, the session highlights how native app developers and game engine users can start building for general spatial computing today.

Takeaway

Attendees learn how to bring existing or build new games to Project Swan using PICO OS 6, including designing shared-space XR gameplay where games run alongside companion apps. They gain concrete insights into adapting 2D, PC, or full-space XR games using Unity, Unreal, and PICO Spatial tools. All attendees will also receive a PICO giveaway package.

Intended Audience

This session targets XR developers, game designers, and technical artists, as well as mobile and PC developers exploring spatial computing. Attendees benefit from experience with Unity, Unreal, or real-time graphics. Prior XR expertise is helpful but not required, as the session covers lightweight paths from 2D or desktop-style games to spatial formats.