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A Week of Game Programming Lessons

Learn the latest programming skills and techniques to develop games across platforms including consoles, mobile, PCs, virtual reality and more. The demand for high production value in games continues to increase with new tools, middleware, and technical skills required to solve difficult development problems.


Scroll down to learn about all GDC programs covering Game Programming, including:

Advanced Graphics Summit | AI Summit

Machine Learning Summit | Math in Game Development Summit

Online Game Technology Summit | Tools Summit

Core Concepts Sessions: Programming

Advanced Graphics Summit

One-Day Summit | Monday | March 16, 2020

Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides professional insight on how to create cutting-edge game graphics for game developers targeting the PC platform.

Presenters include members of AMD and Intel developer technology, demo and research staff, plus guest speakers from the industry who are shipping games into the marketplace. Together they will cover advanced graphics techniques that use modern PC graphics APIs to produce stunning visuals and achieve speed-of-light performance on contemporary GPUs. This tutorial will also cover a series of vendor-neutral optimizations that developers need to keep in mind when designing their engines and shaders.

A Dynamic Skydome System: Ephemeris

Wolfgang Engel (The Forge Interactive)
Byumjin Kim (The Forge Interactive)

Optimizing Unreal Engine for 'Fortnite'

Emil Persson (Epic Games)

'Gears 5': High-Gear Visuals on Multiple Platforms

Mike Perzel (The Coalition)
Jordan Logan (AMD)
Christopher Wallis (The Coalition)

AI Summit

Two-Day Summit | Monday and Tuesday | March 16-17, 2020

Join top game AI programmers for panels and lectures, in addition to conversations, debates, and rants on how game AI can move forward. The AI Summit is targeted to intermediate to advanced programmers who want deeper insight, but anyone interested in what AI can offer next-generation games will gain invaluable insights.

Inferring Players' Motivation Based on Gameplay Data in 'Tom Clancy's The Division'

Alessandro Canossa (Modl.ai & The Royal Danish Academy of Fine Arts Schools of Architecture, Design and Conservation)

'Death Stranding': An AI Postmortem

Eric Johnson (Kojima Productions)

The AI Knows You Better Than Yourself: Mining Player Pursuits in Justice Online

Raphael Tao (NetEase Fuxi AI Lab)
Linxia Gong (NetEase Fuxi AI Lab)

AI Summit Sponsor

Summit Tabletop

Artificial intelligence could be one of humanity's most useful inventions. Progress in AI requires next-generation environments - rich, interactive virtual worlds in which we can test our systems and allow them to learn. From bespoke mini-games to expansive first-person games using modern 3D engines, the DeepMind Worlds team plays a fundamental part in every research area at DeepMind.

Machine Learning Summit

One-Day Summit | Tuesday | March 17, 2020

The Machine Learning Summit will feature in-depth technical presentations to answer your most salient questions on how ML techniques can help you make better games. For content creators, will manual task automation help you create data in novel and faster ways, thus freeing some time to focus on more features in your games? As learning to play complex games becomes more within reach, will you have your games tested by bots to find bugs, weaknesses or exploits before they reach your players' hands? Eventually, will ML get to the point where you can't distinguish a virtual agent from a human player?

Avoid Mistakes When Using Deep Learning for Testing and NPCs

Jeffrey Shih (Unity Technologies)

Creating Game AI by Using Mostly English, with Semantic ML

Anna Kipnis (Google)

Ragdoll Motion Matching

imon Clavet (Ubisoft Montreal)

Math in Game Development Summit

One-Day Summit | Tuesday | March 17, 2020

Creating the latest code for graphics, gameplay, animation, physical simulation, artificial intelligence, and procedural generation requires a thorough knowledge of the necessary mathematical underpinnings. The Math in Game Development Summit presents talks on a wide variety of subjects, including biased randomness, navmesh generation, floating point error, procedural generation, and wave function collapse, as well as a deeper dive into intuiting splines, dot and cross products, and quaternions.

Improving an Iterative Physics Solver Using a Direct Method

Maciej Mizerski (Technical Director Physics SImulation,

Even Faster Math Functions

Robin Green (Pacific Light & Hologram)

Mathematical Analysis of Classic Card and Board Games

Nick Berry (DataGenetics)

Online Game Technology Summit

One-Day Summit | Monday | March 16, 2020

The Online Game Technology Summit will cover all aspects of the technical challenges that go into developing, deploying, scaling and maintaining systems that supports online, connected and multiplayer games across all game platforms. This summit will focus on production use cases and real world examples from industry professionals currently working as engineers, operations teams and related roles supporting these systems. Presentation topics include multiplayer game topologies and architectures, matchmaking, game data storage, analytics, network physics and communication, client and server side networking, infrastructure management, system scaling, operations and monitoring, security and related subjects.

'Ghost Recon Breakpoint': The Framework Approach to Operating a Game as a Service

Anas El Ferachi (Ubisoft Montpellier)
Nicolas Raby (Ubisoft Montpellier)

Is Your Game Cross-Platform Ready?

Raymond Arifianto (AccelByte)

Machine Learning for Optimal Matchmaking

Ryan Cleven (Microsoft)
Josh Menke (343 Industries)
Tom Minka (Microsoft)

Tools Summit

One-Day Summit | Monday | March 16, 2020

The Tools Summit is a deep dive into the state-of-the-art techniques and processes for building tools that enable game development teams to ship awesome games. Topics will range from usability and workflow to studio services and automated testing, and all the technology in between.

Geometry in Milliseconds: Real-Time Constructive Solid Geometry

Sander van Rossen (Unity Technologies)

Our Tools Are Bad and It's All My Fault

Jim Levasseur (Bungie)

TestMonkey: Automated Testing at Santa Monica Studio

Ben Hines (Santa Monica Studio)

Core Concepts Sessions: Programming

Wednesday-Friday | March 18-20, 2020

The learning continues Wednesday through Friday with Core Concepts presentations. Check out the newly added 2020 sessions below.

From Padawan to Jedi: Building the Character Controller of 'Star Wars: Jedi Fallen Order'

Joe Lubertazzi (Respawn Entertainment)

Bringing Replays to 'World of Tanks: Mercenaries'

Andrew Glover (Wargaming Sydney)

So You Want to Make an ECS?

Mike Acton (Unity Technologies)

 

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Connecting the Global Game Development Community