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View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

Ace StappSenior Software EngineerBlizzard Entertainment

Ace is a programmer, problem solver, and polymath. His first languages were English and C64 BASIC. He loves to PEEK and POKE and flip bits, even if those bits are in a command list. He's a senior rendering engineer at Vicarious Visions in Albany, where he's been for almost a decade. Ace believes in doing it right the third time and that the best way to find the problems in an architecture is to implement it. Ace made major contributions to hair rendering in both Diablo II: Resurrected and Crash Bandicoot N Sane Trilogy. He also played a large part in the visual effects system for Skylanders: Swap Force and later. He's written a few vfx systems, a number of audio engines, implemented some thread and fiber libraries, built a couple of hair implementations, amid many other major engine systems.