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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Why Virtualization Is Reshaping Enterprise Game Development (Presented by Dell Technologies)

Paul Logan  (Senior PMM, Enterprise Game Development, NVIDIA)
John Li  (SR. Solutions Architect, NVIDIA)
Location: Future Tech Stage, South Hall
Date: Wednesday, March 11
Time: 11:50 am - 12:10 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Vault Recording: Not Recorded
Audience Level: All
Dell Technologies

As game development teams scale across larger studios, higher-fidelity content, and globally distributed workflows, purely workstation-bound development models increasingly strain productivity at scale, cost, and iteration speed. This session examines how GPU virtualization is reshaping enterprise game development by decoupling developers from fixed hardware and enabling more flexible, scalable pipelines.

Through real-world studio patterns, the talk explores how virtualized infrastructure supports key workflows such as content creation, build and test automation, quality assurance, and live service operations. Rather than focusing on specific implementations, the session frames virtualization as a systems-level shift, highlighting the tradeoffs, organizational impacts, and practical benefits studios are seeing as they modernize their development environments. Attendees gain a clear understanding of why virtualization is becoming a foundational capability for large-scale game production and how it fits into the future of studio technology stacks.

Takeaway

Attendees gain a practical mental model for how GPU virtualization enables scalable game development, with concrete examples spanning development, testing, and live operations. They leave understanding when virtualization adds value, what problems it solves, and how studios are using it to improve utilization and iteration speed.

Intended Audience

This session is intended for technical directors, tools programmers, production engineers, and studio IT leaders working on mid-to-large game productions. No prior knowledge of enterprise infrastructure or virtualization is required; the talk focuses on concepts, tradeoffs, and studio-level patterns rather than deep technical details.