<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Krzysztof Narkowicz]]></provider_name><provider_url><![CDATA[https://knarkowicz.wordpress.com]]></provider_url><author_name><![CDATA[Krzysztof Narkowicz]]></author_name><author_url><![CDATA[https://knarkowicz.wordpress.com/author/knarkowicz/]]></author_url><title><![CDATA[GDC 2016 Presentations]]></title><type><![CDATA[link]]></type><html><![CDATA[<p>(last update: May 20, 2016)</p>
<p>This year&#8217;s GDC was awesome. Some amazing presentations and again I could chat with super-smart and inspiring people. Be sure to check out <a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">&#8220;Advanced Techniques and Optimization of HDR Color Pipelines&#8221;</a>, <a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">&#8220;Optimizing the Graphics Pipeline with Compute&#8221;</a> and <a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">&#8220;Photogrammetry and Star Wars Battlefront&#8221;</a> . Growing list of presentations:</p>
<h1>Programming Track</h1>
<ul>
<li><a href="http://wili.cc/research/northlight_dx12/GDC16_Timonen_Northlight_DX12.pptx">&#8220;Developing The Northlight Engine: Lessons Learned&#8221;</a> &#8211; Ville Timonen (Remedy Entertainment)</li>
<li><a href="http://htmlpreview.github.io/?https://cdn.rawgit.com/niklasfrykholm/gdc-2016-technical-introduction-to-stingray/34d63aef8b5847858b25dd97b0e19f1557d92aa7/index.babel.html">&#8220;Technical Introduction to the Stingray Game Engine&#8221;</a> &#8211; Niklas Frykholm (Autodesk)</li>
<li><a href="http://oxidegames.com/wp-content/uploads/2016/03/Object-Space-Lighting-Rev-21.pptx">&#8220;Object Space Rendering in DirectX 12&#8221;</a> &#8211; Dan Baker (Oxide Games)</li>
<li><a href="http://www.frostbite.com/2016/03/optimizing-the-graphics-pipeline-with-compute/">&#8220;Optimizing the Graphics Pipeline with Compute&#8221;</a> &#8211; Graham Wihlidal (Frostbite)</li>
<li><a href="https://deplinenoise.files.wordpress.com/2016/03/gdc16_fredriksson_jaguar.pdf">&#8220;Taming the Jaguar&#8221;</a> &#8211; Andreas Fredriksson (Insomniac Games)</li>
<li><a href="http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf">&#8220;Advanced VR Rendering Performance&#8221;</a> &#8211; Alex Vlachos (Valve)</li>
<li><a href="https://knarkowicz.files.wordpress.com/2016/03/knarkowicz_realtime_bc6h_gdc_2016.pdf">&#8220;Real-time BC6H Compression on GPU&#8221;</a> &#8211; Krzysztof Narkowicz (Flying Wild Hog)</li>
<li><a href="http://assemblyrequired.crashworks.org/support-page-for-gdc16-tldr-statistics/">&#8220;TLDR Statistics for Game Devs. The math you need to win arguments&#8221;</a> &#8211; Elan Ruskin (Insomniac Games)</li>
<li><a href="https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf">&#8220;Temporal Reprojection Anti-Aliasing in INSIDE&#8221;</a> &#8211;<br />
Lasse Jon Fuglsang Pedersen (Playdead)</li>
<li><a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">&#8220;Stable Specular Hightlights&#8221;</a> (<a href="https://www.dropbox.com/s/ud1x6e0e13u8qh9/akaplanyan_specular_aa.pdf">pdf with notes</a>, <a href="https://www.dropbox.com/s/399wqjx05a33p97/akaplanyan_specular_aa.pptx">large pptx with videos</a>) &#8211; Anton S. Kaplanyan (NVIDIA)</li>
<li><a href="http://www.huwbowles.com/fpi-gdc-2016/">&#8220;Fixed Point Iteration &#8211; A Simple, Efficient and Useful Solver&#8221;</a> &#8211; Huw Bowles (Studio Gobo)</li>
<li><a href="http://www.duskborn.com/wp-content/uploads/2015/03/AnIntroductionToSPIR-V.pdf">&#8220;An Introduction to SPIR-V&#8221;</a> &#8211; Neil Henning</li>
<li><a href="https://www.dropbox.com/sh/dmye840y307lbpx/AAAQpC0MxMbuOsjm6XmTPgFJa">&#8220;An Excursion in Temporal Supersampling&#8221;</a> &#8211; Marco Salvi (NVIDIA)</li>
<li><a href="http://www.slideshare.net/UmbraSoftware/gdc16-improving-geometry-culling-for-deus-ex-mankind-divided-by-nicolas-trudel">&#8220;Improving Geometry Culling for &#8216;Deus Ex: Mankind Divided'&#8221;</a> &#8211; Nicolas Trudel (Eidos-Montréal)</li>
<li><a href="https://developer.nvidia.com/VolumetricLighting">&#8220;Fast, Flexible, Physically-Based Volumetric Light Scattering&#8221;</a> &#8211; Nathan Hoobler (NVIDIA)</li>
<li><a href="https://www.youtube.com/watch?v=BXcw2IrIinc">&#8220;Building Paragon in Unreal Engine 4&#8221;</a> &#8211; Benn Gallagher, Martin Mittring (Epic Games)</li>
<li><a href="https://software.intel.com/sites/default/files/managed/20/d5/2016_GDC_Optimizations-and-DirectX-features-in-JC3_v0-92_X.pdf">&#8220;More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in &#8216;Just Cause 3&#8242;&#8221;</a> &#8211; Emil Persson (Avalanche Studios), Antoine Cohade (Intel)</li>
<li><a href="https://www.youtube.com/watch?v=dcDDvoauaz0">&#8220;DirectX 12 Advancements&#8221;</a> (<a href="https://onedrive.live.com/?cid=a4b88088c01d9e9a&amp;id=A4B88088C01D9E9A%21170&amp;authkey=%21AFU3moSbUzyUgaE">pdf</a>, <a href="https://www.youtube.com/watch?v=dcDDvoauaz0">video</a>) &#8211; Max McMullen (Microsoft)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/1_PowerVR%20Graphics%20Keynote%20%E2%80%93%20latest%20developments%20and%20future%20plans%2C10.00-11.00%2CKB8c.pdf">&#8220;PowerVR Graphics &#8211; Latest Developments and Future Plans&#8221;</a> &#8211; Kristof Beets (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/2_Ray%20Tracing%20API%20Overview.pdf">&#8220;Ray Tracing on the Wizard GPU&#8221;</a> &#8211; Luke Peterson, Tobias Hector (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/3_Real-time%20ray%20tracing%20techniques%20for%20developers.pdf">&#8220;Real-Time Ray Tracing Rechniques for Developers&#8221;</a> &#8211; James Rumble (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/4_LightMapping.pdf">&#8220;Interactive Light Mapping with PowerVR Ray Tracing&#8221;</a> &#8211; Jens Fursund, Justin DeCell (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/5_AdvancedRayTracing.pdf">&#8220;Advanced Topics for PowerVR Ray Tracing&#8221;</a> &#8211; Gareth Morgan, Luke Peterson (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/6_Efficient%20rendering%20with%20Vulkan%20on%20PowerVR.pdf">&#8220;Efficient Rendering with Vulkan on PowerVR&#8221;</a> &#8211; Ashley Smith, Tobias Hector (Imagination Technologies)</li>
<li><a href="https://imagination-technologies-cloudfront-assets.s3.amazonaws.com/idc-docs/gdc16/7_FrameworkIDC16.pdf">&#8220;Migrating to Vulkan with the New PowerVR Graphics Framework&#8221;</a> &#8211; Paul Sobek, Tobias Hector (Imagination Technologies)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Practical_DX12_Programming_Model_and_Hardware_Capabilities.pdf">&#8220;Practical DirectX 12 &#8211; Programming Model and Hardware Capabilities&#8221;</a> &#8211; Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/VulkanFastPaths.pdf">&#8220;Vulkan Fast Paths&#8221;</a> &#8211; Graham Sellers, Timothy Lottes, Matthäus Chajdas (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Let_your_game_shine_optimizing_DirectX-12_and_Vulkan-performance_with_AMD_CodeXL.pdf">&#8220;Let Your Game Shine – Optimizing DirectX 12 and Vulkan Performance with AMD CodeXL&#8221;</a> &#8211; Doron Ofek (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GDC_2016_D3D12_Right_On_Queue_final.pdf">&#8220;Right on Queue: Advanced DirectX 12 Programming&#8221;</a> &#8211; Stephan Hodes (AMD), Dave Oldcorn (AMD), Dan Baker (Oxide)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/d3d12_vulkan_lessons_learned.pdf">&#8220;D3D12 &amp; Vulkan: Lessons Learned&#8221;</a> &#8211; Matthaeus Chajdas (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf">&#8220;Advanced Techniques and Optimization of HDR Color Pipelines&#8221;</a> &#8211; Timothy Lottes (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/LiquidVR_GDC2016_final.pdf">&#8220;LiquidVR™ Today and Tomorrow&#8221;</a> &#8211; Guennadi Riguer (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/MULTIPLATFORM-GPU-RAY-TRACING-SOLUTIONS-WITH-FIRERENDER-AND-FIRERAYS.pdf">&#8220;Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays&#8221;</a> &#8211; Takahiro Harada, Dmitry Kozlov (AMD)</li>
<li><a href="http://32ipi028l5q82yhj72224m8j.wpengine.netdna-cdn.com/wp-content/uploads/2016/03/Unlocking_Game_Dev_with_OpenSource_GDC16.pdf">&#8220;GPUOpen – Unlocking Game Development with Open Source&#8221;</a> &#8211; Nicolas Thibieroz (AMD), Jason Stewart (AMD), Dmitry Kozlov (AMD), Doron Ofek (AMD), Jean-Normand Bucci (Eidos Montreal)</li>
<li><a href="https://drive.google.com/file/d/0B3USS2EfBt-tSk9TQ0dSSXR1R2M/view">&#8220;Rendering &#8216;Hitman&#8217; with DirectX 12&#8221;</a> &#8211; Jonas Meyer (IO Interactive)</li>
<li><a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">&#8220;Low Complexity, High Fidelity &#8211; INSIDE Rendering&#8221;</a> (<a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pdf">pdf</a>, <a href="http://f0716f2bff707a1b9e85-36c178e006d3d30c5b9c8dd905f8236a.r70.cf2.rackcdn.com/rendering_inside.pptx">huge pptx with videos</a>) &#8211; Mikkel Gjoel, Mikkel Svendsen &#8220;Playdead&#8221;</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mschott_lbishop_gl_vulkan.pdf">&#8220;High-performance, Low-Overhead Rendering with OpenGL and Vulkan&#8221;</a> &#8211; Mathias Schott, Lars Bishop (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/AdvancedRenderingwithDirectX11andDirectX12.pdf">&#8220;Advanced Rendering with DirectX 11 and DirectX 12&#8221;</a> &#8211; Holger Gruen (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/jstory_hfts.pdf">&#8220;Advanced Geometrically Correct Shadows for Modern Game Engines&#8221;</a> &#8211; Jon Story (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/atatarinov_alpanteleev_advanced_ao.pdf">&#8220;Advanced Ambient Occlusion Methods for Modern Games&#8221;</a> &#8211; Andrei Tatarinov, Alexey Panteleev (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/tfoley_shader_programming.pdf">&#8220;Shader Programming: What’s Next?&#8221;</a> &#8211; Tim Foley (NVIDIA)</li>
</ul>
<h1>Math for Game Programmers</h1>
<ul>
<li><a href="http://www.mathforgameprogrammers.com/">Math For Game Programmers website</a></li>
<li><a href="http://piratehearts.com/files/KylePittmanBuildingABetterJump.pptx">&#8220;Math for Game Programmers: Building A Better Jump&#8221;</a> &#8211; (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) Kyle Pittman (Minor Key Games)</li>
<li>&#8220;<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">Math for Game Programmers: Juicing Your Cameras With Math&#8221;</a> (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Eiserloh_Squirrel_JuicingYourCameras.pptx">pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Pittman_Kyle_BuildingABetterJump.pdf">pdf</a>) &#8211; Squirrel Eiserloh (SMU Guildhall)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Cat_Dr_RandomTidbits.pptx">&#8220;Math for Game Programmers: Random Tidbits: Use Chance to Enhance Fun!&#8221;</a> &#8211; Dr. Cat (Dragon&#8217;s Eye Productions)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Birke_Chris_ImplicitFunctionRaytracing.pdf">&#8220;Math for Game Programmers: Implicit Function Raytracing&#8221;</a> &#8211; Chris Birke (Secant Astronomy)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Sturtevant_Nathan_IndexingDesignSpaces.pdf">&#8220;Math for Game Programmers: Indexing and Iterating Design Space Permutations&#8221;</a> &#8211; Nathan Sturtevant (University of Denver / NS Software)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">&#8220;Math for Game Programmers: Voxel Surfing&#8221;</a> (<a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pptx">large pptx</a>, <a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Austin_Michael_VoxelSurfing.pdf">pdf</a>) &#8211; Michael Austin (Hidden Path Entertainment)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Vining_Nicholas_DifferentialCoordinatesLaplacians.pptx">&#8220;Math for Game Programmers: Differential Coordinates and Laplacians&#8221;</a> &#8211; Nicholas Vining (Gaslamp Games)</li>
<li><a href="http://www.mathforgameprogrammers.com/gdc2016/GDC2016_Strange_Simon_SphericalCoordinates.ppt">&#8220;Math for Game Programmers: Fighting With Spherical Coordinates For Military Training&#8221;</a> &#8211; Simon Strange (Pipeworks)</li>
<li><a href="http://www.mathforgameprogrammers.com/GDC2016_VanDenBergen_Gino_RotationalJointLimits.pdf">&#8220;Math for Game Programmers: Rotational Joint Limits in Quaternion Space&#8221;</a> &#8211; Gino Van den Bergen (Dtecta)</li>
</ul>
<h1>Visual Arts Track</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=ILacgSf1vck">&#8220;Digital Humans: Crossing the Uncanny Valley in Unreal Engine 4&#8221;</a> (<a href="https://cdn2.unrealengine.com/Resources/files/GDC2016_Senua-824839771.pptx">pptx</a>, <a href="https://www.youtube.com/watch?v=ILacgSf1vck">video</a>)- (Epic Games)</li>
<li><a href="https://www.youtube.com/watch?v=_wKOTmcHI84">&#8220;A Real-Time Rendered Future&#8221;</a> &#8211; (Epic Games)</li>
<li><a href="http://www.drewskillman.com/gdc2016_vfxroundtable.pdf">&#8220;Visual Effects Roundtable&#8221;</a> &#8211; Drew Skillman (Google)</li>
<li><a href="http://www.frostbite.com/2016/03/photogrammetry-and-star-wars-battlefront/">&#8220;Photogrammetry and Star Wars Battlefront&#8221;</a> &#8211; Kenneth Brown, Andrew Hamilton (DICE)</li>
<li><a href="http://www.slideshare.net/wesmcdermott9/gdc-2016-endtoend-approach-to-physically-based-rendering">&#8220;End-to-End Approach to Physically Based Rendering&#8221;</a> &#8211; Wes McDermott (Allegorithmic), Sam Bugden (Geomerics)</li>
<li><a href="http://www.frostbite.com/2016/04/lighting-the-city-of-glass/">&#8220;Lighting the City of Glass &#8211; Rendering &#8216;Mirror&#8217;s Edge: Catalyst'&#8221;</a> &#8211; Fabien Christin (EA DICE)</li>
<li><a href="https://www.youtube.com/watch?v=rFZxj2RG_Vg">&#8220;Substance in Rainbow Six: Siege&#8221;</a> &#8211; Lucas Granito (Ubisoft Montreal)</li>
<li><a href="https://www.youtube.com/watch?v=aZJQuHZQakQ">&#8220;Technical Art Culture of &#8216;Uncharted 4&#8242;&#8221;</a> &#8211; Andrew Maximov (Naughty Dog)</li>
<li><a href="http://alsber.com/">&#8220;IK Rig: Procedural Pose Animation&#8221;</a> (<a href="http://alsber.com/">website</a>, <a href="http://tinyurl.com/jr45lgy">huge pptx</a>)- Alexander Bereznyak (Ubisoft)</li>
</ul>
<h1>Production Track</h1>
<ul>
<li><a href="https://www.dropbox.com/s/mz0nwn61lir3vk5/Great%20Management%20of%20Technical%20Leads.pptx?dl=0">&#8220;Great Management of Technical Leads&#8221;</a> &#8211; Mike Acton (Insomniac Games)</li>
<li><a href="https://www.dropbox.com/s/sj1z2pa2phfb6gk/GameOutcomes_GDCTalk_2016_PaulTozour.pptx">&#8220;The Game Outcomes Project: How Teamwork, Leadership and Culture Drive Results&#8221;</a> &#8211; Paul Tozour (Mothership Entertainment)</li>
<li><a href="http://www.p1xelcoder.com/resources/GDC_2016_Lead_the_way_A_practical_guide_to_team_leadership.pdf">&#8220;Lead the Way! A Practical Guide to Team Leadership&#8221;</a> &#8211; Oliver Franzke (Double Fine Productions)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/mkraemer_mdl_in_substance.pdf">&#8220;Give life to your 3D art with MDL and NVIDIA Iray in Substance Painter&#8221;</a> &#8211; Manuel Kraemer (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/cem_vrworks.pdf">&#8220;Rendering Faster and Better with NVIDIA GameWorks VR in UE4&#8221;</a> &#8211; Cem Cebenoyan (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/Vulkan_Essentials_GDC16_tlorach.pdf">&#8220;Vulkan and NVIDIA The Essentials&#8221;</a> &#8211; Tristan Lorach (NVIDIA)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/lbishop_android_gaming.pdf">&#8220;Android TV Gaming: Designing (and Programming) for Success on Marshmallow&#8221;</a> &#8211; Lars Bishop (NVIDIA)</li>
</ul>
<h1>Design Track</h1>
<ul>
<li><a href="https://www.dropbox.com/s/o6mikd7lm0tagk8/Chyr_William_LevelDesignIn.pdf">&#8220;Level Design Workshop: Level Design in Impossible Geometry&#8221;</a> &#8211; William Chyr (Independent)</li>
<li><a href="http://media.obsidian.net/eternity/media/misc/pe-jsawyer-gods-and-dumps.pdf">&#8220;Gods and Dumps: Attribute Tuning in Pillars of Eternity&#8221;</a> &#8211; Josh Sawyer (Obsidian Entertainment)</li>
<li><a href="http://naimadgames.com/publications.html">&#8220;Forging The River in &#8220;The Flame in The Flood&#8221;</a> &#8211; Damian Isla (The Molasses Flood)</li>
<li><a href="http://www.slideshare.net/JoelBurgess/gdc-2016-modular-level-design-of-fallout-4">&#8220;&#8216;Fallout 4&#8217;s&#8217; Modular Level Design&#8221;</a> &#8211; Joel Burgess, Nathan Purkeypile (Bethesda Game Studios)</li>
<li><a href="http://www.slideshare.net/AnthonyPecorella/idle-chatter-gdc-2016-59734260">&#8220;Idle Chatter: What We Can Learn From Self-Playing Games&#8221;</a> &#8211; Anthony Pecorella (Kongregate)</li>
<li><a href="https://www.youtube.com/watch?v=Vjhcc-qKUJM">&#8220;The Future of Virtual Reality: Luminary Panel Discussion&#8221;</a> &#8211; (Epic Games)</li>
<li><a href="http://celiahodent.com/the-gamers-brain-part-2-gdc16/">&#8220;The Gamer&#8217;s Brain, Part 2: UX of Onboarding and Player Engagement&#8221;</a> &#8211; Celia Hodent (Epic Games)</li>
</ul>
<h1>Game VR/AR Track</h1>
<ul>
<li><a href="http://www.slideshare.net/jesseschell/40-vrar-predictions-gdc-2016">&#8220;Forty Predictions for VR/AR through 2025&#8221;</a> &#8211; Jesse Schell (Schell Games)</li>
<li><a href="https://drive.google.com/file/d/0B8U5MJ4Ll3Eid0w4S3NvZDNzNXM/view">&#8220;Fast and Flexible: Technical Art and Rendering For The Unknown&#8221;</a> &#8211; James Answer (Sony London Studio)</li>
</ul>
<h1>Business Track</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=x27orNODd18">&#8220;Game Developers Town Hall&#8221;</a> &#8211; (Epic Games)</li>
<li><a href="https://www.youtube.com/watch?v=_veq6Q51Zlg">&#8220;State of Unreal: Epic Games Opening Session&#8221;</a> &#8211; Tim Sweeney (Epic Games)</li>
<li><a href="http://developer.download.nvidia.com/gameworks/events/GDC2016/GFN_GDC.pdf">&#8220;Streaming Games from the Cloud with GeForce NOW&#8221;</a> &#8211; Phil Eisler (NVIDIA)</li>
</ul>
<h1>AI Summit</h1>
<ul>
<li><a href="http://naimadgames.com/publications.html">&#8220;AI For Generated Worlds&#8221;</a> &#8211; Damian Isla (The Molasses Flood)</li>
</ul>
<h1>Game Narrative Sumit</h1>
<ul>
<li><a href="https://docs.google.com/presentation/d/1J15TXpHKWAgb-ZsJ0MfuJBrOt8Xk8-m6Y_fPdHV9Mdg/edit">&#8220;Choice, Consequence and Complicity&#8221;</a> &#8211; Alexis Kennedy (Failbetter Games)</li>
<li><a href="http://paranoidproductions.com/miscwritings/DynamicStoriesForDynamicGamesW.ppt">&#8220;Dynamic Stories for Dynamic Games: Six Ways to Give Each Player a Unique Narrative&#8221;</a> &#8211; Richard Rouse III (Paranoid Productions)</li>
<li><a href="http://paranoidproductions.com/miscwritings/GDCNarrativeInnovationTalk-WhatIfW.ppt">&#8220;What If: The Church in The Darkness&#8221;</a> &#8211; Richard Rouse III (Paranoid Productions)</li>
</ul>
<h1>Independent Games Summit</h1>
<ul>
<li><a href="https://dl.dropboxusercontent.com/u/3116524/Compton_Kate_TechToolBox.pdf">&#8220;Tracery generating text, graphics, and more!&#8221;</a> &#8211; Kate Compton (Independent)</li>
<li><a href="https://www.dropbox.com/s/by3zzg35v67lh31/Cornut_Omar_Making_Your_Own_Tools.pdf">&#8220;Making Your Own Tools &amp; Hidden Benefits&#8221;</a> &#8211; Omar Cornut (Lizardcube)</li>
</ul>
<h1>Presentation Coverage</h1>
<ul>
<li><a href="http://www.dualshockers.com/2016/03/15/ubisoft-introduces-motion-matching-the-first-step-to-next-gen-animation/">&#8220;Motion Matching and The Road to Next-Gen Animation&#8221;</a> &#8211; Simon Clavet (Ubisoft Montreal)</li>
<li><a href="http://www.dualshockers.com/2016/03/17/directx-12-adoption-huge-among-developers-hdr-support-coming-in-2017-as-microsoft-shares-new-info/">&#8220;DirectX 12 Advancements&#8221;</a> &#8211; Max McMullen (Microsoft)</li>
<li><a href="http://www.dualshockers.com/2016/03/14/directx12-requires-different-optimization-on-nvidia-and-amd-cards-lots-of-details-shared/">&#8220;Practical DirectX 12 &#8211; Programming Model and Hardware Capabilities&#8221;</a> &#8211; Gareth Thomas (AMD), Alex Dunn (NVIDIA)</li>
<li><a href="http://www.dualshockers.com/2016/03/16/amazing-uncharted-4-pictures-show-environments-and-more-naughty-dog-talks-texture-design-at-gdc/">&#8220;Texturing Uncharted 4: a matter of Substance&#8221;</a> &#8211; Brad Smith (Naughty Dog), Sebastien Deguy (ALLEGORITHMIC), Rogelio Olguin (Naughty Dog)</li>
<li><a href="http://www.dualshockers.com/2016/03/15/directx-12-compared-against-directx-11-in-hitman-advanced-visual-effects-showcased/">&#8220;Rendering &#8216;Hitman&#8217; with DirectX 12&#8221;</a> &#8211; Jonas Meyer (IO Interactive)</li>
<li><a href="http://www.gameanim.com/2016/03/23/cinematic-dialogue-witcher-3/">&#8220;Behind the Scenes of Cinematic Dialogues in &#8216;The Witcher 3: Wild Hunt'&#8221;</a> &#8211; Piotr Tomsiński (CD Projekt Red)</li>
<li><a href="http://gamasutra.com/view/news/268400/Analyzing_why_people_play_games_and_how_it_changes_over_time.php">&#8220;Engines of Play: How Player Motivation Changes Over Time&#8221;</a> &#8211; Jason VandenBerghe (Ubisoft)</li>
<li><a href="http://www.gameanim.com/2016/05/03/motion-matching-ubisofts-honor/">&#8220;Motion Matching and The Road to Next-Gen Animation&#8221;</a> &#8211; Simon Clavet (Ubisoft Montreal)</li>
</ul>
<h1>Khronos Session</h1>
<ul>
<li><a href="https://www.youtube.com/watch?v=HM8vYJQtHpA">Khronos Session &#8211; Vulkan part 1</a></li>
<li><a href="https://www.youtube.com/watch?v=xXyZ4YaktyU">Khronos Session &#8211; Vulkan part 2</a></li>
<li><a href="https://www.youtube.com/watch?v=DzBlv8jysak">Khronos Session &#8211; WebGL + glTF</a></li>
</ul>
<h1>GDC Vault</h1>
<ul>
<li><a href="http://www.gdcvault.com/vault/1337?cid=1337">GDC Vault</a></li>
</ul>
<p>&nbsp;</p>
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