Game Developers Conference (GDC) 2016

Date: 14 – 18 March, 2016
Location: San Francisco, USA



The Game Developers Conference® (GDC) is the world’s largest and longest-running professionals-only game industry event. Presented every spring in San Francisco, it is the essential forum for learning, inspiration, and networking for the creators of computer, console, handheld, smartphone, tablet, mobile, and online games.

The GDC attracts over 26,000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry.

ARM at GDC 2016

Sponsored Sessions
ARM-sponsored talks

Demos
About our Demos

Lecture Theatre
Talks from our booth

Partners
Our GDC 2016 Partners



Sponsored Sessions

Vulkan on Mobile with Unreal Engine 4:
Case Study

Marius Bjorge | Staff Engineer, ARM
Daniele Di Donato | Senior Software Engineer, ARM
Niklas Smedberg (aka Smedis) | Senior Engine Programmer, Epic Games
Jungwoo Kim | Principle Engineer, Samsung Mobile Graphics team

Learn how to prepare your graphics engine for Vulkan, outlining Vulkan’s high-performance graphics and compute interface implementation and benefits for mobile platforms. Showcasing the performance benefits achieved in Unreal Engine 4 by using Vulkan, enabling Unreal Engine developers to bring higher quality graphics to mobile platforms.

The talk also covers ARM CPU & GPU features and architecture and the add-on features that Vulkan provides to increase overall system performance and power efficiency.

Making light work of dynamic large worlds

Ivan Pedersen | Technical Artist, Geomerics
Sam Bugden | Technical Artist, Geomerics
Tameem Antoniades | Co-Founder of Ninja Theory

The current generation of games platforms has introduced beautiful, real-time rendering of environments where the player can roam freely through forests, canyons and vast, open terrain. Running such worlds at acceptable framerates has required new innovations. Dynamically streaming worlds with large draw distances and new types of geometry such as procedural terrain are examples of these. Yet combining believable global illumination with dynamic effects such as time of day remains a considerable challenge.

Discover how Enlighten addresses this challenge and hear first-hand how it is helping one particular studio, Ninja Theory, achieve a stunning vision for their upcoming title: Hellblade.

Achieving High Quality Mobile VR Games

Roberto Lopez Mendez | Software Graphics Engineer, ARM
Carl Calleweart | Americas Director & Global Leader of Evangelism, Unity
Patrick O’Luanaigh | CEO, nDreams

How high-quality VR graphics can be achieved on mobile devices by using Unity’s native VR support. Identify many of the challenges surrounding developing for mobile platforms and how best to overcome them.

Featuring a case study from nDreams showcasing the issues they faced when developing Unity-based mobile VR titles including their top rated “Perfect Beach” experience on Samsung Gear VR. It also outlines how they identified the causes of their issues and addressed them.

Finally, there is a look at what we might expect to see in the future of Mobile VR.

Optimize your Mobile games with Case Studies

Stephen Barton | Senior Software Engineer, ARM
Stacy Smith | Senior Software Engineer, ARM

This talk introduces you to the ARM® tools and skills needed to profile and debug your application, and the optimization techniques and best practices to achieve high frame rates with high quality 3D graphics on mobile platforms.
The session also uses practical case studies to illustrate how the application bottlenecks were detected and the optimizations implemented to overcome the challenges.



Demos


ARM  – ‘Ice Cave VR’
Showing optimized rendering techniques for Unity on ARM Mali, the leading Mobile VR architecture. Learn more about the techniques we used in our Guide for Unity Developers.

ARM Tools
The latest in ARM tools with support for Vulkan and VR, there will be live demos using the latest updates and features of ARM tools. Find out more at malideveloper.arm.com/tools.

Geomerics – ‘The Lab’
Created to showcase the new technology available to customers as of Enlighten 3.03, which improves existing Enlighten reflections to raise visual quality without sacrificing performance or ease of integration. ‘The Lab’ uses a GPU implementation of our existing CPU cluster-based cube maps, providing advanced screen-space independent dynamic reflections.

Cocos 2D-x
The popular Cocos2d-x game engine is optimised for ARM Mali, this free, open-source platform has a new toolchain. Find out how you can take advantage of this for your next game.

Snail Games
The creators of the new mobile kung-fu games Age of Wushu Dynasty and Taichi Panda bring you the latest updates running on ARM Mali to kick thngs up a gear!

Tencent
The Tencent & ARM joint lab has been operational for a whole year! See the new Tencent micro-console – port your games with the new SDK and visit the lab open to developers in China.

Perfect World
See the latest 3D MMO RPG games from Perfect World pushing the boundaries of mobile graphics with ARM Mali.

Epic
Vulkan™ on Mobile with Unreal Engine 4, developed and optimized for ARM Mali, see the creators of the Protostar demo and how the Unreal Editor can enable you to create your first Vulkan game.

PlayCanvas
Develop for every platform with the Playcanvas WebGL Game Engine optimized for ARM Mali.

Umbra
Combining automatic occlusion culling, visibility-based level of detail and 3D content streaming. This demo takes you into a massive 3D environment, consisting of 30 GB of original source data that has been automatically optimized by Umbra to run on an ARM Mali device powering a Samsung Gear VR.


Nibiru
Develop the VR games of your dreams with Nibiru ROM, SDK and VR headsets with multiple peripherals, optimized for ARM Mali.

MediaTek
Creators of the Helio x20 processor with tri-cluster, Deca-core ARM Cortex CPUs and an ARM Mali GPU. Explore the potential of low power eye and hand tracking for untethered VR.



Lecture Theatre


TimeTitleSlides
10:30
10:50
Nibiru Interactive SDK and VR ROM in Mobile
Tony Chia, Nibiru
Presentation Slides
11:15
11:35
Optimizing WebGL for Mobile GPUs with PlayCanvas
Will Eastcott, PlayCanvas
Presentation Slides
12:00
12:20
Vulkan’s key Features on ARM architecture
Daniele Di Donato, ARM
Presentation Slides
12:45
13:05
Get your graphics engine ready for the Vulkan API on mobile
Hans Kristian Arntzen, ARM
Presentation Slides
13:30
13:50
Advanced Rendering Techniques used in Ice Cave
Slywester Bala, ARM
Presentation Slides
14:15
14:35
9 tips for Vulkan development
Damien Mabin, Google
Presentation Slides
15:00
15:20
Inside VR on mobile
Sam Martin, ARM
Presentation Slides
15:45
16:05
Developing for Mobile VR
Patrick O’Luanaigh, nDreams
Presentation Slides
16:30
16:50
Implementing Stereo Reflections in VR
Roberto Lopez Mendez, ARM
Presentation Slides

TimeTitleSlides
10:30
10:50
GameBench - The 3-minute performance health check : rapidly test your mobile game
Sharif Sakr, GameBench
Presentation Slides
11:15
11:35
Tencent's first Micro-Console: miniStation
Kevin Zqtang, Tencent
Presentation Slides
12:00
12:20
High-performance graphics on mobile with the Vulkan API
Marius Bjorge, ARM
Presentation Slides
12:45
13:05
Mobile game development in Unity 5
Mark Schoennagel, Unity
Live demo -
No slides available
13:30
13:50
Vulkan on Android
Alon Or-bach, Samsung
Presentation Slides
14:15
14:35
Arbitrary amount of 3D data, running on Gear VR
Vinh Truong, Umbra
Presentation Slides
15:00
15:20
Mobile Game Development in UE4
Zak Parrish, Epic
Live demo -
No slides available
15:45
16:05
The evolution of Vendetta Online for Mobile Virtual Reality
John Bergman, Guild Software
Presentation Slides
16:30
16:50
Live Enlighten demo: dynamic global illumination for large world games
Ellie Stone, Geomerics
Live demo -
No slides available

TimeTitleSlides
10:30
1050
ARM Mali Graphics Debugger live session
Stephen Barton, ARM
Live demo -
No slides available
11:15
11:35
Educating the Game Developers of Tomorrow with ARM
Robbie Grigg, NHTV
Presentation Slides
12:00
12:20
Deepoon VR SDK: Developer’s dreams to reality
DEEPOON CSO&Partner, Leon Zhang
Presentation Slides
12:45
13:05
The modern Cocos2d-x Platform
Ricardo Quesada, Cocos
Presentation Slides

 Our Partners at GDC 2016


Back to top