View, browse and sort the ever-growing list of sessions by pass type, topic, and format. All registered attendees will be able to build their personal schedule in the mobile event app, once live early 2022.
GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!
James McLaren is a Senior Principal Tech Programmer working at Guerrilla. He started programming on a ZX Spectrum at the age 10 and has been working in the video game industry for over 25 years and across 3 continents.
He started his career at GSI in the UK on the PC flight simulators F16 Aggressor and Wings of Destiny, before moving to Video System, where we worked on the car dynamics for F1 World Grand Prix 1 & 2 on the Dreamcast. He then moved to Japan and worked at Q-Games where he was part of a 3 man team that worked with SCEI to render the icons, cloth background and music visualizers for the PS3 as well as leading up engine development for Star Fox Command and the early PixelJunk games. He moved to Canada to work at Slant Six Games on Resident Evil: Operation Raccoon City before moving back to Japan and Q-Games where he was responsible for the voxel cone tracing based global illumination technology used in the PS4 exclusive The Tomorrow Children and assisting Bandai Namco with various optimizations to Ace Combat 7.
In 2018 he moved to Amsterdam to work at Guerrilla and has been working hard to make Decima tick faster than usual ever since. He can be found lurking on Twitter at @selfresonating.