View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Natasha Tatarchuk is a graphics engineer and a rendering enthusiast at heart. As the VP of Graphics at Unity Technologies, she is focusing on driving the state-of-the-art rendering technology and graphics performance for the Unity engine. Previously she was the Graphics Lead and an Engineering Architect at Bungie, working on innovative cross-platform highly-parallelized computing-based rendering engine and game graphics for Bungie's Destiny franchise. Natasha also contributed graphics engineering to the Halo series, such as Halo: ODST and Halo:Reach. Before moving into game development full-time, Natasha was a graphics software architect and a technical lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating advanced real-time graphics techniques. Natasha has been encouraging sharing in the games graphics community for several decades, largely by driving community innovation and sharing through a popular series of courses such as Advances in Real-time Rendering and the Open Problems in Real-Time Rendering at SIGGRAPH. She has also published papers and articles at various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide. Natasha is a member of multiple industry and hardware advisory boards. She holds an M.S. in Computer Science from Harvard University with a focus in Computer Graphics and B.A. degrees in Mathematics and Computer Science from Boston University.