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GDC Developer Days provide immersive learning experiences lead by thought leaders from the industry's top companies. Attendees partake in a full day of sessions on topics most relevant to them, coming away with invaluable lessons.

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Google Developer Day (Presented by Google)

Track: Progamming, Business, Marketing & Management


  • Greg Hartrell, (Google Play Game Services. Google, Inc.)
  • Todd Kerpleman, (Google, Inc.)
  • Bob Meese, (Google Play. Google, Inc.)


Date: Monday, March 2 10:00am-5:30pm / Room 2006, West Hall, 2nd Floor

It's a day full of learning and hacking at Google's Developer Day! Spend the morning listening to a slew of announcements around what Google is bringing to the table to help you build better games, learn some tips from the experts on how to build your business on Google Play, and then be prepared for a flash flood of knowledge in our Lightning Talks. Then spend the afternoon hacking away! We'll have several code labs set up in the afternoon for you to build great Cardboard apps or some crazy massive multiplayer browser games with the help of your friendly neighborhood Google engineers!


10:00 am –10:30 am
Making Mobile Games More Magnificent
Start your day right and learn what Google has in store for game developers! New tools, products and services are coming your way that give you the best of Google and help make your game a success.

10:30 am – 11:15 am
Running a Successful Games Business with Google
Sure, we all want to make the next great gaming masterpiece. But we also want to feed our families and/or dogs. Come join the Google Play team as they give you some key pointers on how to make sure you're best taking advantage of Google Play and running a successful games business.

11:15 am – 12:15 pm
Lightning Talk! Lightning Talk! Lightning Talk!
Variety is the spice of life, so enjoy this zesty offering of 5­minute talks on everything from FlatBuffers to Google Cast to data interpolation. Will they all be good? Who cares? If one's kinda boring, just wait 5 minutes for the next one!

1:45 pm ­ 2:45 pm
Hands-on Code Labs
Here's your chance to build Cardboard games, massively multiplayer shooters, and more with help and guidance from Google engineers! These self­paced code labs will be running all afternoon, so come on by with your laptops, and hack as much as you want!

3:00 pm ­ 4:00 pm
Hands-on Code Labs (Continued)
Here's your chance to build Cardboard games, massively multiplayer shooters, and more with help and guidance from Google engineers! These self­paced code labs will be running all afternoon, so come on by with your laptops, and hack as much as you want!

4:30 pm ­ 5:30 pm
Hands-on Code Labs (Continued)
Here's your chance to build Cardboard games, massively multiplayer shooters, and more with help and guidance from Google engineers! These self­paced code labs will be running all afternoon, so come on by with your laptops, and hack as much as you want!

npnf Developer Day (Presented by npnf)

Track: Programming


  • Sean Austin, (npnf)
  • Akio Bandle, (npnf)
  • Barry Dorf, (DeNA)
  • Greg Hendrix, (npnf)
  • Christian Hoareau, (DeNA)
  • Nob Ota, (KLab America)
  • Dan Morris, (Facebook)
  • Sean Nakamura, (npnf)
  • Henry Oh, (npnf)
  • Mark Wallace, (KIXEYE)
  • Peter Van Dyke, (npnf)
  • James Yu, (Parse)


Date: Monday, March 2 10:00am-5:30pm / Room 2014, West Hall  , 2nd Floor

We're proud to host "npnf Developer Day" at this year's GDC! Come learn how to build games faster, publish in Asia, and improve your art workflow. Don't miss out on our special round table panels "Publishing: East vs West" and "Bridging the Divide: Platform Architects and Developers", featuring industry thought leaders from Parse, Facebook, DeNA, KLab, Backflip, and Kixeye.


10:00 am – 11:00 am
Moving from Bespoke to Generic Game Servers
Servers built specifically for a certain game are supposed to be superior to reusing more generic components. Bespoke servers focus attention on static implementation details, but generic game servers focus on the flexibility that all long-lived games eventually require.

11:15 am – 12:15 pm
Bridging the Divide: Platform Architects and Developers
A lively round table discussion about the challenges of building a platform for internal games teams and third party game developers.

12:30 pm – 1:30 pm
Attaining and Retaining Whales
"Whales" is such a cliched term. But they REALLY do matter. Acquiring and retaining whales is a key strategy that is overlooked more often than not. As a former user retention strategist at DeNA, Akio shares how to make the most out of your most valuable users.

1:45 pm – 2:45 pm
Your Game: Korea
The Korean mobile market is one of the most developed markets in the world. That’s a good thing for your bottom line, but it means that you must account for significant differences in content, marketing, launch, and live game management in order to give your game a fighting chance.

3:00 pm – 4:00 pm
Mobile Game Publishing: East vs West
This panel explores the difference between publishing strategies in Asia and Western markets. Does cross continental publishing make sense? If so, who do you collaborate with, and what are the keys to a successful partnership?

4:30 pm – 5:00 pm
Intro to Photoshop Scripting for Artists
An introduction to scripting in Photoshop using Javascript. Even if you’re a complete programming newbie, this talk will get you excited about how Photoshop scripting can improve your workflow and efficiency.

5:00 pm – 5:30 pm
Visual Development for Mobile: From Concept to Unity
An overview of workflow techniques for an art pipeline for mobile games using the Unity engine. Artists will learn tips and techniques about all aspects of the art pipeline, from concept, to modeling, to animation, to Unity integration.

Imagination Developers Connection (Presented by Imagination Technologies)

Track: Programming


  • Johan Andersson, (Electronic Arts)
  • Will Cui, (Tencent Interactive Entertainment)
  • Joe Davis, (Imagination Technologies)
  • Jens Fursund, (Imagination Technologies)
  • Bryce Johnstone, (Imagination Technologies)
  • Julien Merceron, (Konami)
  • James Rumble, (Imagination Technologies)
  • Paul Sobek, (Imagination Technologies)
  • Rys Sommefeldt, (Imagination Technologies)


Date: Tuesday, March 3 10:00am-5:00pm / Room 302, South Hall

Join us for a full-day Imagination Developers Connection featuring sessions, interactive demos and expert panel discussions aimed at boosting your game development prowess across all devices with PowerVR graphics. You’ll get tips on getting the most out of PowerVR graphics with the tools and utilities in our world class graphics SDK; insights into the underlying architecture and how that impacts your code; and ideas to help you maximize performance and enhance the user experience in games, UIs, apps and much more!


10:00 am – 11:00 am
PowerVR Graphics Keynote - Latest Developments and Future Plans
In this keynote, we will give an overview of Imagination's hardware and software roadmaps for PowerVR graphics and PowerVR ray tracing technologies. We will explain the key features of the PowerVR Series7 architecture, our plans for the Wizard ray tracing hardware and detail the APIs and extensions we will be supporting in the near future. Additionally, we will cover the major features planned for our SDK and development tools.

11:00 am – 11:45 am
Enhancing Traditional Rasterization Graphics with Ray Tracing
Hybrid Ray Tracing is a novel technique combining traditional rasterization pipelines with ray tracing elements. In this session we will describe how ray tracing can be easily integrated into existing rasterization pipelines to render effects that are difficult to achieve efficiently with modern raster graphics. We will demonstrate how to supplement and enhance certain effects, leading to improved realism and more immersive worlds. Examples include; soft shadows, reflections, refractions and order-independent transparency.

1:00 pm – 2:00 pm
Low Overhead Probe-based Global Illumination Using Ray Tracing
This session will show attendees a novel technique for producing real-time dynamic global illumination with a very low performance overhead. The technique uses a relatively limited amount of ray tracing to produce the global illumination, and should therefore be suited for mobile applications.

2:00 pm – 2:30 pm
Great Looking Graphics on Modern PowerVR GPUs
In this session, Rys will discuss a range of high-end real-time rendering techniques possible with modern embedded GPUs, detailing specific approaches discovered, used and abused during development of two of the demo team's latest productions - Library and Dwarf Hall. He will describe hardware and software features that made the visuals in those demos possible, building on the great looking art. He will also demonstrate how the PowerVR performance analysis tools were used to optimize the demos, diving into GPU metrics that enabled the team to use the hardware to the best of its ability.

2:30 pm – 3:30 pm
Optimizing Games for PowerVR
In this session, we will introduce the various debugging and profiling tools available to developers targeting PowerVR GPUs, detailing how they can reduce development time and extract the best possible performance out of the target hardware. We will give live demonstrations of each utility's key features and explain how these tools can be easily integrated into debug builds for manual and automated analysis.

3:30 pm – 4:00 pm
Next Generation Graphics – from PC to mobile
Mobile devices usually have a different graphics architecture and many restrictions on 3D rendering, and many mobile games have a much worse display than their desktop counterpart. In this session we will introduce the porting process of our in-house game engine from PC to mobile without losing most of graphics features. We will talk about some difficulties we met and tricks we use.

4:00 pm – 4:30 pm
3rd Party Session

4:30pm – 5:30 pm
Creating Truly Scalable Game Engines - Console to Mobile
In this session, we will discuss the challenges of developing a truly scalable game engine - current gen console to embedded devices - with our panel of industry veterans. How does the wide range of device capabilities affect art pipelines? Do the reduced-overhead APIs, such as Apple's Metal, enable features that would not be possible with traditional APIs? Is the cost of supporting an increasing number of graphics APIs becoming a development bottleneck? Is it feasible for small studios to take on this challenge, or is it only cost effective for large-scale game and middleware development?

Unity Developer Day (Presented by Unity Technologies)

Track: Programming Design


Date: Tuesday, March 3rd 10:00am-5:30pm / Room 2014, West Hall, 2nd Floor

Come join Unity Technologies and learn the latest about Unity, the flexible and high-performance end-to-end development platform used by millions of developers to create stunning interactive 3D and 2D games. During the Developer Day, Unity experts will teach how to harness the power of the platform and share best practices.