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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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Please note: this information refers to GDC 2015, check back for updates.

Google Developer Day (Presented by Google)

Track: Programming 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!


10:00am - 10:30am
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.

10:30am - 11:15am
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.

11:15am - 12:15pm
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!

1:45pm - 2:45pm
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! Get a full list of descriptions and requirements here.

3:00pm - 4:00pm
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! Get a full list of descriptions and requirements here.

4:30pm - 5:30pm
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! Get a full list of descriptions and requirements here.

npnf Developer Day (Presented by npnf)

Track: Programming


  • Sean Austin, (npnf)
  • Akio Bandle, (npnf)
  • Barry Dorf, (DeNA)
  • Greg Hendrix, (npnf)
  • Christian Hoareau, (DeNA)
  • Noby 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.


10:00am - 11:00am
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.

11:15am - 12:15pm
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.

12:30pm - 1:30pm
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.

1:45pm - 2:45pm
Your Game: Korea
The Korean mobile market is one of the most developed markets in the world. Thats 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.

3:00pm - 4:00pm
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?

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

5:00pm - 5:30pm
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. Youll 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!


10:00am - 11:00am
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.

11:00am - 11:45am
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.

1:00pm - 2:00pm
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.

2:00pm - 2:30pm
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.

2:30pm - 3:30pm
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.

3:30pm - 4:00pm
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.

4:00pm - 4:30pm
3rd Party Session

4:30pm - 5:30pm
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?

Amazon Developer Day (Presented by Amazon)

Track: Programming Business, Marketing & Management


  • David Isbitski, (Amazon)
  • Alf Tan, (Amazon)
  • Jesse Freeman, (Amazon)
  • Dhruv Thukral, (Amazon)
  • Mike Hines, (Amazon)
  • Nate Wiger, (Amazon)
  • Peter Heinrich, (Amazon)
  • Tara Walker, (Amazon)
  • Vlad Suglobov, (G5 Entertainment)
  • Marcus Graham, (Twitch)
  • Ernest Le, (Twitch)


Date: Tuesday, March 3 10:00am - 5:30pm / Room 3014, West Hall, 3th Floor

The Amazon Developer Day at GDC 2015 will share industry best practices and help game makers learn to utilize Amazon technology to port, optimize and scale their games. Amazon technology leaders will be on-hand to answer developer questions and lead talks on topics from writing games for Fire devices, how to build better cloud gaming experiences, and applying in-app monetization best practices based on Amazon's IAP data, to incorporating tips and tricks for using Amazon Web Services to build scalable online games.


10:00am - 10:45am
An Overview of the Amazon Devices and Services for Game Developers
We will start the day off with an overview of Amazon's current developer ecosystem. Learn how you can take advantage of AWS services specifically targeted for Game Developers, Amazon's Appstore and the new line of consumer Fire devices like Amazon Fire TV, Fire TV Stick and Fire tablets, as well as monetization services such as in-app purchasing. Plus, hear how G5 entertainment has had success on the Amazon platform from G5 CEO Vlad Suglobov.

10:45am - 11:30am
Top 5 Tips for Porting Unity Games to Fire Devices
In this talk, we'll cover important tips for porting Unity games over to Fire TV, Fire tablets and Fire phone. Through code examples, we'll demo how to support multiple resolutions for pixel perfect Orthographic and Perspective Cameras, abstracting player input to support keyboard, controller and touch, and optimization tips for C# for the best performance. We'll also show how to deploy to our devices and get your game up and running on Fire OS. You'll walk away knowing what it takes to publish to the Amazon Appstore and help expand your game's user base.

11:30am - 12:00pm
How to Evolve Players into Fans
Weve analyzed the top mobile games to see what best practices make them stand out from the crowd. Several trends emerging now will amplify those best practices, and games will have more opportunity than ever to excel. In the future, the top games will have fully realized fan bases that will drive their user acquisition and engagement engines. That fan base will include players but also content creators, advocates and potential new customers this will open up a wider range of monetization options. Come see how top mobile games drive more engagement and revenue and learn how to you can do this with your own game.

Noon - 12:30pm
Catered Lunch

12:30pm - 1:30pm
Build and Deploy Your Mobile Game with AWS
Developing a successful mobile game today is about more than just the game: Users expect backend services like user authentication, downloadable content, and social features. Using our AWS Mobile SDK for iOS and Android, its easier than ever to build a game with these services. This session will provide a step-by-step approach to add features to your game such as user identity management, dynamic content updates, cross-platform data sync, and more. Well demonstrate how to use the AWS Mobile SDK to securely interact with services such as Cognito, DynamoDB, S3, and EC2. Finally, well provide a few common architecture patterns and scalability tips for AWS game backends.

1:30pm - 2:15pm
How We Made a Game No Fun
There are lots of suggestions about how to make a game fun. Best practices are everywhere, but you can't just follow them blindly. To create a fun game, you have to figure out how best practices integrate into your specific game. Come see what we did wrong, and what we learned along the way.

2:30pm - 3:30pm
Connecting with Your Customers - Building Successful Mobile Games through the Power of AWS Analytics
Free to play is now the standard for mobile and social games. But succeeding in free-to-play is not easy: You need in-depth data analytics to gain insight into your players so you can monetize your game. Learn how to leverage new features of AWS services such as Elastic MapReduce, Amazon S3, Kinesis, and Redshift to build an end-to-end analytics pipeline. Plus, well show you how to easily integrate analytics with other AWS services in your game.

3:30pm - 4:15pm
Deploying a Low-Latency Multiplayer Game Globally: Loadout
This is a deep-dive straight into the guts of running a low-latency multiplayer game, such as a first-person shooter, on a global scale. We dive into architectures that enable you to split apart your back-end APIs from your game servers, and Auto Scale them independently. See how to run game servers in multiple AWS regions such as China and Frankfurt, and integrate them with your central game stack. Well even demo this in action, using AWS CloudFormation and Chef to deploy Unreal Engine game servers.

4:15pm - 5:15pm
How Game Developers Reach New Customers with Twitch
Twitch is the largest live video platform and community for gamers with more than 100 million visitors per month. We want to connect gamers around the world by allowing them to broadcast, watch, and chat from everywhere they play. In this session, learn game developers are creating engaging experiences and reaching new customers via the Twitch platform.

Unity Developer Day (Presented by Unity Technologies)

Track: Programming Design

  • Brent Bibby, (Unity)
  • Aras Pranckevicius, (Unity)
  • Oscar Clark, (Unity)
  • Jan Marguc, (Unity)
  • Wayne Johnson, (Unity)
  • Jonathan Chambers, (Unity)
  • Mantas Puida, (Unity)
  • Gabriele Farina, (Unity)
  • Patrick Curry, (Unity)
  • John Chen, (Unity)
  • Suhail Dutta , (Unity)
  • Veselin Efremov, (Unity)
  • Torbjorn Laedre, (Unity)
  • Dominic Laflamme, (Unity)
  • Paul Alexander, (Camouflaj)
  • Kevin Call, (Camouflaj)
  • Stephen Hauer, (Camouflaj)


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.


10:00am - 10:15am
Welcome Introduction

Unity 5 Graphics Smrgsbord
Overview of many 5.0 graphics features: standard shader, reflection probes, deferred shading, shadow improvements, command buffers, shader internals.

11:30am-12: 15pm
Unity Ads & Everyplay - learn the best practices in monetization and discovery and how to integrate in 10 minutes
This session will cover reasons to use ads on mobile, including best practices and how to effectively make money without degrading the user experience. Then well show how to increase user acquisition with Everyplay through examples of solid integrations from a variety of games. We'll also demonstrate how to integrate Unity Ads and Everyplay in under 10 min each.

Title: Audio in Unity 5
This session we will present new Audio features in Unity 5: the new mixer, how it all fits together, what has changed and upgrade path notes.

IL2CPP: Enabling iOS 64-bit Scripting and More Introduction to new IL2CPP scripting technology and how it enables our iOS 64-bit scripting support.

WebGL Cookbook
An overview of Unity's WebGL exporter including the current status, plans for the future, and tips for targeting the WebGL platform.

New Unity Services: Cloud Build, Analytics and more
An introduction to Unity's new online services - giving developers engineering support with automation, insight, and more from the cloud.

3:30pm-4: 15pm
Production with Unity 5: Shading, Lighting, Extensibility of GFX features and storytelling tools
A production post-mortem with an overview of the usage of Unity 5 Shading and Lighting systems, extensibility of GFX features, and a glimpse into some tools in R&D

Rebuilding Republique in Unity 5
What happens when a small independent developer halts production on an episodic game and rebuilds it in Unity 5? Rpublique developer Camouflaj documented their experience in a series of podcasts, videos, and blogs. Hear them discuss how they made use of new Unity 5 features like physically based shading, how moving to Unity 5 works in a production setting, and everything that went right (or wrong) along the way.