Game Developers Conference 2025
Advanced Graphics Summit: 'Marvel Rivals': Creating a Real-Time Interact...
by Tieyi Zhang
(Netease Games)
Advanced Graphics Summit
Game Developers Conference 2025
Advanced Graphics Summit: Cooperative Vectors and Neural Rendering
by Alexey Panteleev
(NVIDIA)
Advanced Graphics Summit
Game Developers Conference 2025
Advanced Graphics Summit: From Myth to Reality: Full Ray Tracing Inside ...
by Xueqing Yang
(NVIDIA)
Advanced Graphics Summit
Game Developers Conference 2025
Advanced Graphics Summit: GPU Work Graphs: Towards GPU-Driven Games
by Max Oberberger
(AMD)
Advanced Graphics Summit
Game Developers Conference 2023
Achieving High-Quality 90fps Realism in a Mobile Game, Technically and V...
by Zhi Liang
(Netease)
Visual Arts
Game Developers Conference 2023
Achieving Real-Time Ray Tracing on Xbox with Unity and DirectX 12 (Prese...
by Adam Miles
(Microsoft)
Programming
Game Developers Conference 2023
Advanced Graphics Summit: 'Marvel's Spider-Man' Remastered: A PC Postmortem
by Rebecca Fernandez OShea
(Nixxes Software)
Advanced Graphics Summit
Game Developers Conference 2022
Ads As Your Asset: Improving the Player Experience (Presented by Unity)
by Bryan Streit
(Unity Technologies)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: 'Cyberpunk 2077': Bringing Light to Night City
by Jakub Knapik
(CD Projekt RED)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2022
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark...
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2021
'Genshin Impact': Crafting an Anime Style Open World
by Ka Ming Chan
(MoreFun Studios of Tencent Games)
Advanced Graphics Summit
Game Developers Conference 2021
'Resident Evil Village': Our Approach to Game Design, Art Direction, and...
by Hitoshi Mishima
(CAPCOM)
Advanced Graphics Summit
GDC 2020
Arm Mobile Studio: Providing Insights Into Graphics Performance Issues (...
by Ramnath Swamy
(Arm)
Programming
GDC 2020
Does Your Game's Performance Spark Joy? Profiling with Intel Graphics Pe...
by Carlos Dominguez
(Intel)
Programming
GDC 2020
Does Your Game's Performance Spark Joy? Profiling with Intel Graphics Pe...
by Carlos Dominguez
(Intel)
Programming
GDC 2020
Optimizing 'World of Tanks': from Laptops to High-End PCs (Presented by ...
by Philipp Gerasimov
(Intel)
Programming
2019
"Hot New Terrain Features and the Road Ahead" & "Intro to Deep Learning ...
by Chad Foxglove
(Unity Technologies)
Visual Arts
2019
A Guide to Developing on Stadia (Presented by Google)
by Pawel Siarkiewicz
(Stadia Developer Tools and Graphics)
Programming
2019
A Living Painting: The Rendering and Art of '11-11 Memories Retold'
by Alexander Birke
(Aardman Animations)
Visual Arts
2019
Advanced Graphics Techniques Tutorial: "Surfing the Wave(front)s with Ra...
by Dominik Baumeister
(AMD)
Programming
GDC 2018
"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Pr...
by Alexey Panteleev
(NVIDIA)
Programming
GDC 2018
"Real-time Raytracing for Interactive Global Illumination Workflows in F...
by Alexey Panteleev
(NVIDIA)
Advocacy
GDC 2018
Accelerating Your VR Games with VRWorks (Presented by NVIDIA)
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2018
Advanced Graphics Techniques Tutorial: "New Techniques for Accurate Real...
by Max McMullen
(Microsoft)
Programming
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 2016
'Borderlands': The Pre-Sequel on Android - AAA Porting with NVIDIA CodeW...
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2016
8 Bit & '8 Bitish' Graphics-Outside the Box
by Mark Ferrari
(Terrible Toybox)
Design
GDC 2016
Advanced Graphics Techniques Tutorial Day: Advanced Techniques and Optim...
by Timothy Lottes
(AMD)
Programming
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
- Chinese
GDC China 2015
Lessons Learnt from Making a Hardcore 3D Mobile Strategy Game with Unity
by Oleg Pridiuk
(Game Insight)
Smartphone & Tablet Games Summit
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
- Chinese
GDC China 2015
Rendering performance optimization of MOONLIGHT BLADE
by weibo xie
(Tencent Technology (Shanghai) Co., Ltd.)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
DX12 & Vulkan: Dawn of a New Generation of Graphics APIs
by Stephan Hodes
(AMD)
Programming
GDC Europe 2015
PowerVR Graphics - Latest Developments and Future Plans (Presented by Im...
by Joe Davis
(Imagination Technologies)
Programming
GDC 2015
Advanced Visual Effects With DirectX 11 & 12: Welcome/Getting the Most O...
by Nicolas Thibieroz
(AMD)
Visual Arts
GDC 2015
Brighter and Faster Graphics with NVIDIA Nsight Visual Studio Edition 4....
by Jeffrey Kiel
(NVIDIA)
Programming
GDC 2015
Creating Truly Scalable Game Engines - Console to Mobile (Presented by I...
by Josh Adams
(Epic Games)
Programming
GDC 2015
Cutting Edge Graphics for Android (Presented by NVIDIA)
by Mathias Schott
(NVIDIA)
Programming
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC Europe 2014
Achieving International Success with Mobile Port and Publish
by Pascal Zuta
(Aeria Games)
Business, Marketing and Management
GDC Europe 2014
Next-Generation Mobile GPUs and Rendering Techniques
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2014
Next-Generation Mobile GPUs and Rendering Techniques
by Niklas Smedberg
(Epic Games)
Programming
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
AAA Mobile Games Development: Challenges
by Romain Sididris
(Gameloft)
Smartphone & Tablet Games Summit
GDC 2014
Achieving the Best Performance with IA Graphics, Tips, Tricks, and Cleve...
by Blake Taylor
(Intel Corp)
Programming
GDC 2014
Achieving the Best Performance with IA Graphics, Tips, Tricks, and Cleve...
by Blake Taylor
(Intel Corp)
Programming
GDC Next 2013
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
by Hidetaka 'SWERY' Suehiro
(Access Games)
Future of Gaming
GDC Next 2013
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
by Hidetaka 'SWERY' Suehiro
(Access Games)
Future of Gaming
GDC Next 2013
D4: Dawn of the Dreaming Director's Drama (GDC Next 10)
by Hidetaka 'SWERY' Suehiro
(Access Games)
Future of Gaming
GDC Next 2013
Graphics Technology Challenges and Innovations for iOS in Supernauts (GD...
by Harri Hatinen
(Grand Cru)
Smartphone & Tablet Games
ADC 2013
Enhancing the User Experience Through Good Tactile Design
by Robert Heubel
(Immersion Corporation)
Entertainment Apps
ADC 2013
Enhancing the User Experience Through Good Tactile Design
by Robert Heubel
(Immersion Corporation)
Entertainment Apps
ADC 2013
Enhancing the User Experience Through Good Tactile Design
by Robert Heubel
(Immersion Corporation)
Entertainment Apps
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
Developing Better Games by Optimizing the User Experience
by Jochen Peketz
(Blue Byte GmbH)
Design
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
GDC Europe 2013
OpenGL ES 3.0 - Challenges and Opportunities
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Programming
GDC 2013
Advanced Visual Effects with DirectX 11
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Advocacy
GDC 2013
Advanced Visual Effects with DirectX 11
by Marc Hehmeyer
(FISHLABS Entertainment GmbH)
Advocacy
GDC Online 2012
Dynamic Resolution Rendering for OpenGL ES 2.0 and WebGL
by Omar Rodriguez
(Intel)
Programming
GDC Online 2012
Dynamic Resolution Rendering for OpenGL ES 2.0 and WebGL
by Omar Rodriguez
(Intel)
Programming
GDC Online 2012
Guild Wars 2: Programming the Next Generation Online World
by Cameron Dunn
(ArenaNet)
Programming
GDC Online 2012
Guild Wars 2: Programming the Next Generation Online World
by Cameron Dunn
(ArenaNet)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC Europe 2012
Bringing Dead Trigger into Life
by Marek Rabas
(Madfinger Games)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Advanced Visual Effects with DirectX 11
by Cem Cebenoyan
(NVIDIA)
Programming
GDC 2012
Bringing AAA Graphics to Mobile Platforms
by Niklas Smedberg
(Epic Games)
Programming
GDC 2011
Adaptive Order Independent Transparency: A Fast and Practical Approach t...
by Marco Salvi
(Intel Corporation)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC 2011
Advanced Visual Effects with DirectX 11
by Evan Hart
(NVIDIA)
Programming
GDC China 2010
Establish Your Up-to-date Work Process for Game Production Using Maya 20...
by Jerry Zhao
(GrandTech)
Global Game Development/Outsourcing
GDC China 2010
Establish Your Up-to-date Work Process for Game Production Using Maya 20...
by Jerry Zhao
(GrandTech)
Global Game Development/Outsourcing
- Chinese
GDC China 2010
Establish Your Up-to-date Work Process for Game Production Using Maya 20...
by Jerry Zhao
(GrandTech)
Global Game Development/Outsourcing
GDC China 2010
Establish Your Up-to-date Work Process for Game Production Using Maya 20...
by Jerry Zhao
(GrandTech)
Global Game Development/Outsourcing
GDC Europe 2010
Art Direction in the YouTube Era
by Rasmus Poulsen
(IO Interactive)
Visual Arts
GDC Europe 2010
Multi-threading with Custom Task Stealing
by Dierk Ohlerich
(49 Games)
Technology
GDC Europe 2010
UFO Invasion: DX11 and Multicore to the Rescue
by Jerome Muffat-Meridol
(intel)
Technology
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2010
Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Dual Numbers: Simple Math, Easy C++ Coding, and Lots of Tricks
by Gino van den Bergen
(DTECTA)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC Europe 2009
Efficient PCF Shadow Map Filtering
by Kees van Kooten
(Virtual Proteins)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC 2009
(100) Advanced Visual Effects with Direct3D for PC
by Ashu Rege
(NVIDIA Corporation)
Programming
GDC Austin/Online 2008
Designing for Player Sociability
by Bob Moore, Ph.D.
(Bob Moore Consultant)
Online Games - Social Networking & Community
GDC Austin/Online 2008
Designing for Player Sociability
by Bob Moore, Ph.D.
(Bob Moore Consultant)
Online Games - Social Networking & Community
GDC Austin/Online 2008
What Your Mother and Your Ten-Year Old Can Teach You About MMOs
by Nick Fortugno
(Playmatics)
Online Games - Design
GDC 2008
(103) Advanced Visual Effects with Direct3D
by Alex Vlachos
(Valve)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
A Survey of Font Rendering Techniques
by Cameron Egbert
(Microsoft)
Programming
GDC 2008
Beyond Printf: Debugging Graphics Through Tools
by Dave Aronson
(NVidia Corporation)
Programming
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
(104) Know Your Players: An In-Depth Look at Player Behavior and Consume...
by Jason Scott
(Volition)
Business and Management
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2007
3D in 3D: Rendering Anaglyph Stereographics in Real-time
by Bruce Oberg
(Sucker Punch Productions)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Advanced Light and Shadow Culling Methods
by Eric Lengyel
(Terathon Software)
Programming
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio
GDC 2006
Backwards Is Forward: Making Better Games with Test-Driven Development
by Noel Llopis
(Snappy Touch)
Audio