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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Staying Ahead of the Game: The Power of Early Access to Emerging Technology (Presented by Arm)

Adam Creighton  (Founder and Studio Head, Enduring Games)
Kevin Nappoly  (Rendering and Graphics Lead, Enduring Games)
Location: Room 2011, West Hall
Date: Tuesday, March 10
Time: 5:00 pm - 6:00 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Vault Recording: Video
Audience Level: Intermediate
ARM

In the fast-evolving world of game development, timing is everything. Early access to new technology like SDKs, plugins, engine integrations, and all-new technologies is the difference between following trends and setting them. In this session, Enduring Games shares real-world benefits from working closely with technology partners, including Arm and Unreal Engine, to integrate the latest hardware features before launching games.

We walk through the typical lifecycle of a game (concept, mid-development, and release, variations like ports and remasters) and show how factoring in early access to technology enables smarter planning, smoother integration, and better performance.

Through candid case studies and practical examples, we explore the opportunities and challenges that come with early access programs, including managing third-party dependencies and providing actionable feedback to hardware partners. We also explore forward-looking technologies such as AI/ML integration, ray-tracing, and next-generation rendering techniques, illustrating how these innovations should transform production pipelines and in-game quality.

Takeaway

Learn how early access accelerates innovation and technical readiness for next-gen experiences.

Understand the practicalities of early integration, from asset and pipeline changes to collaborative workflows with hardware partners.

See practical examples of how AI, ray tracing, and other advanced features can be successfully adopted in live Unreal Engine projects.