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The Game Developers Conference will feature in depth sessions by some of the industry's heavy hitters and top technology innovators, such as, Oculus, Microsoft, Sony, Intel, Digital River, NVIDIA and more. See some of the highlighted sponsored sessions below.


Game Personalization - How 3D Depth Sensing Technology Is Poised To Make Your Games More Personalized and FUN! (presented by Intel)
Aaron Cammarata (Void Alpha)
Loc Ledoux (Uraniom)
Chuck McFadden (Intel)
Join us for a fireside chat with Aaron Cammarata (Void Alpha) and Loc Ledoux (Uraniom) to learn about personalizing games using 3D depth sensing camera like Intel RealSense technology. What happens when you allow physical objects to be scanned into a game like Minecraft? Do players like seeing their own image when they are playing games like Fallout 4? What can we do tomorrow as 3D depth sensing camera improves over time? Void Alpha is the creator of Intel Block Maker, an app that allows you to scan a physical object into Minecraft. You can scan in a character like an octopus or a toy car, and the app will convert it into voxel style, or blocky graphics. You can then insert the digitized character into the Minecraft game. Uraniom allows the user to turn your 3D Scan into a playable Avatar within a game like Elderscroll: Skyrim or Aram III.
Procedural Modeling of Cities for Open World Games and VR Apps (presented by Esri)
Dominik Tarolli (Esri)
Pascal Mueller (Esri)
Join this talk to learn how Esri CityEngine can help you creating more compelling 3D cities for your games and VR apps. You will learn techniques for the rule-based placement of prefabs, how to automatically generate colliders, occluders and levels of detail, and how to integrate CityEngine in your production pipeline with Alembic or the CityEngine SDK.
Testing strategies that deliver awesome metrics (presented on deltaDNA)
Mark Robinson (deltaDNA)
Games that spend more than 1 month in soft launch are proven to do better - it's most critical time to carve out a game that players actually want to play. But if you're too close to your game, it can be hard to see even the most glaring issues. Taking a data-led approach towards soft launch has been proven to increase retention by over 20%. Find out how to use analytics to identify why players are leaving your game and discover the practical steps to turn things around. Learn how to optimize your soft launch process and make sure your game doesn't fall at the last hurdle.
Hitting budget: an example of creating highly detailed worlds with UE4 and Simplygon (presented by Simplygon)
Samuel Rantaeskola (Simplygon)
Jurre De Baare (Epic Games)
Simplygon combined with the Unreal Engine 4 enables the creation of large worlds with a high level of detail. In this session we will be using Epic's new title Paragon, that's currently in development, as an example. We will show how Simplygon features and UE4's Hierarchical LOD System, allow for reducing the overall scene complexity while maintaining visual fidelity. With this you can have long view distances without having to use an abundance of occluders and still maintain a solid performance. The session will be filled with concrete use cases and in-depth explanations to how the features work. Knowledge that you can take away and apply in your own game development project.