GDC 2017
'Pokemon GO' & Designing Interactive Games for the Real World
by Dennis Hwang
(Niantic, Inc.)
GDC Mobile Summit
GDC 2017
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Async Compute: Deep Dive" & "Raster Ordered Vie...
by Alex Dunn
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "Cinematic Depth of Field" & "Advanced Particle ...
by Richard Tonge
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: "D3D12 and Vulkan Done Right" & "Wave Programmin...
by Holger Gruen
(NVIDIA)
Programming
GDC 2017
Advanced Graphics Tech: How to Thrive on the Bleeding Edge Whilst Avoidi...
by Jurjen Katsman
(Nixxes)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
Advanced Graphics Tech: Moving to DirectX 12: Lessons Learned
by Tiago Rodrigues
(Ubisoft Montreal)
Programming
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
D3D12 & Vulkan: Lessons Learned
by Matthaeus Chajdas
(AMD)
Programming
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
From Shore to Horizon: Creating a Practical Tessellation Based Solution
by Nicolas Longchamps
(Eidos-Montreal)
Visual Arts
GDC 2017
High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)
by Ryan Vance
(Epic Games)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlaySta...
by Simon Hall
(Sony London Studio)
Programming
GDC 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and g...
by Ken Russell
(Google)
Programming
GDC 2017
Real-Time Rendering Advances from NVIDIA Research (Presented by NVIDIA)
by Chris Wyman
(NVIDIA)
Programming
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
GDC 2017
Seven Years in Alpha: 'Thumper' Postmortem
by Marc Flury
(Drool)
Independent Games Summit
GDC 2017
Smarter Growth, Powered by Google's Machine Learning (Presented by Google)
by Sissie Hsiao
(Google)
Business & Marketing
GDC 2017
The Great Divide: Unique Visuals and Deterministic Gameplay in 'Deserts ...
by Yossarian King
(Blackbird Interactive Inc.)
Visual Arts
GDC 2017
The Great Divide: Unique Visuals and Deterministic Gameplay in 'Deserts ...
by Yossarian King
(Blackbird Interactive Inc.)
Visual Arts
GDC 2017
The Sound of Horror 'Resident Evil 7: Biohazard'
by Kenji Kojima
(Capcom)
Audio
GDC 2017
The Sound of Horror 'Resident Evil 7: Biohazard'
by Kenji Kojima
(Capcom)
Audio
GDC 2017
Toward Film-Like Pixel Quality in Real-Time Games (Presented by Amazon L...
by Hao Chen
(Amazon)
Programming
GDC 2017
Vulkan Game Development on Mobile (Presented by The Khronos Group)
by Alen Ladavac
(Croteam)
Programming
GDC 2017
When Vulkan was One: Looking Back, Looking Ahead (Presented by The Khron...
by Alon Or-bach
(Samsung R&D)
Programming