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Sponsored Content

Hear from heavy hitters and innovators throughout the week. Leading game technology companies will host "presented by" sessions, Developer Days, and Monetization Track sessions to share the latest on their tools and services.

Register for an All Access, Conference, Summits, or Expo Plus pass to attend. View sponsored sessions and sponsorship opportunities.

2017 Sponsored Sessions (M-F)

Please check back soon for 2018 sessions!

Increasing VR Presence: From Believable Character Behaviors to Developing with the New PlayStation®VR Aim Controller (Presented by Sony Interactive Entertainment America)
Tom Bruckbock (SIEA)
Seth Luisi (Impulse Gear)
Greg Koreman (Impulse Gear)
Richard Marks (Sony Interactive Entertainment)
Dive into the world of VR game development utilizing the PS VR Aim Controller. In this session we will explore VR presence and discuss a couple of areas that can have great impacts to it. PS VR Aim Controller is Sony's first VR controller developed for VR shooting games. The details of the controller and its advantages will be shared with the audience. Also, the developers of Farpoint (Seth Luisi and Greg Koreman), the first game utilizing PS VR Aim controller, will provide their first-hand knowledge and experience of what it takes to develop a game for the Aim Controller, challenges they faced and opportunities opened up. Then Richard Marks, head of the PlayStation Magic Lab at Sony Interactive Entertainment America, will discuss the importance of spatially realistic character behaviors and explore ways that it can further increase presence in the VR world.
Game of War: Developing a Single-World MMO (Presented by MZ)
Brendan Seaman (MZ)
Garth Gillespie (MZ)
Nathan Spencer (MZ)
Explore the technology behind Game of War's real-time world map, where players from all around the world interact and battle for control. Discover how we solved the technical challenges of a single-world MMO, and how MZ's real-time platform has transformed the way we think about game development. We'll cover both client and backend technologies, including how we utilized our Pub/Sub architecture for game development and how its applications extend beyond the realm of gaming.

Monetization Track (W-F)

Learn how to monetize titles across platforms, including free-to-play web and mobile games, kid-friendly online titles, and large-scale MMOs. View Monetization Track sessions and sponsorship opportunities.

2017 Highlighted Monetization Sessions

Please check back soon for 2018 sessions!

Fraud and Your Game Economy (Presented by Digital River)
Scott Davis (Digital River)
A never-ending concern for most game developers is fraud. From shady key reseller sites, to fraud rings that target your virtual economy, fraudsters have the potential to destroy your game. In this panel discussion, fraud experts will share the tactics you need to protect some of your most valuable assets – your game and your players.
What the Best Games Know about Analytics That the Rest Don't (Presented by deltaDNA)
Dr. Isaac Roseboom (deltaDNA)
Why do games struggle to monetize and how can analytics be utilized to drastically increase revenues and avoid common monetization pitfalls? In this session, Dr. Isaac Roseboom, Head of Insight at deltaDNA, will demonstrate how successful games use analytics and player insights to best effect. He'll look at the how they approach onboarding, drive first time purchase, and balance their game economy to maximize KPI performance. Isaac will outline what you need to do to successfully monetize a game and drive repeat spend. 

This talk will use aggregated data from the deltaDNA platform and give real-life examples of how analytics can assist in designing and personalizing games.

Developer Days

Attend full-day programs organized by leading technology companies to give game programmers the latest information on their tools. View Developer Days and sponsorship opportunities.

2017 Highlighted Dev Days

Please check back soon for 2018 sessions!

Amazon Appstore & AWS Developer Day (Presented by Amazon)

Track: Programming,  Production & Team Management,  Business & Marketing


  • Mike Hines
  • Bjõrn Ritzl
  • Benjamin Glaser
  • Peter Heinrich
  • Yali Sassoon
  • Alex Dean
  • Tara Hernandez
  • Joseph Yandle
  • Yuliya Moshkaryovich
  • Julia Lebedeva


Date: Monday, February 27 10:00am - 5:00pm


10:00am - 11:00am
Crafting Promotions That Work, and How I Created One That Didn't (Presented by Amazon)
Building your game is the hard part, but not the last part. Even the best apps need a solid promotion strategy to gain visibility and adoption. In this session, Amazon Developer Evangelist, Mike Hines, will share what he learned about creating promotions that work from appealing to influencers to the best time to launch an In-App-Purchasing sale.

11:20am - 12:20pm
Running a Virtual World via ECS
Linden Lab's Joseph Yandle and Tara Hernandez share their journey transitioning their new VR platform from a heavy release process in a data center to a continuous deployment model using containers with ECS on AWS. Hear what technology they adopted, the challenges in defining metrics and monitoring needs, and how they leveraged ECS to give them an overall picture into the health of their platform.

12:20pm - 1:20pm
Panel: How to Survive and Thrive on No Budget
Can your new indie game company survive on a typical indie budget? In this panel, Alex Michiporchik from Tiny Build will share the scrappy marketing techniques they used to capture the attention of a loyal fanbase. Julia Lebedava from Nevosoft, Stephen Gee from Adult Swim Games, and Yuliya Moshkaryovich from Casual Connect Indie Prize Showcase will also share lessons learned from the indies they work with on topics ranging from how to decide when to hire, to maximizing your exposure and marketing opportunities at game conferences.

1:20pm - 2:20pm
Open Source Game Analytics Powered by AWS
In this talk, Snowplow cofounders Alex Dean and Yali Sassoon will talk about Snowplow, an open source event analytics platform built on AWS services including Kinesis, Kinesis Analytics, AWS Lambda, EMR, Redshift and Elasticsearch Service, that is deployed across a wide range of games and games studios.

2:40pm - 3:40pm
Integrating Amazon APIs in Unity
If you use Unity to jump start your game development, you won't want to miss this session. Amazon Developer Evangelist Peter Heinrich will share just how easy it is to incorporate Amazon APIs, such as in-app purchasing, mobile ads, and multi-screen support, into your Unity app. You'll also learn how to publish your Unity-based game to Fire tablets, with an overview of free testing tools, and commonly asked developer questions.

4:00pm - 5:00pm
How Defold Helps Indie Devs Perform Live Updates with AWS
Find out why indie developers love Defold, King's cross platform game engine for lightweight game production. In this session you will learn about the new seamless integration with AWS, that allows developers to easily make incremental updates, reduce bundle sizes, and reduce time and efforts to operate games on multiple platforms at once.

Amazon Lumberyard Developer Day (Presented by Amazon Lumberyard)

Track: Programming


  • Chris Byskal
  • Hao Chen
  • Mike Deem
  • Felix Duchesneau
  • Ross Gardner
  • Nicholas Lawson
  • Garnett Lee
  • Geoff Pare
  • Suhaib Sarmad
  • Zachary Waibel


Date: Tuesday, February 28 10:00am - 5:00pm


10:00am - 11:00am
Succeed with Streamers Using Lumberyard's Twitch Integrations
Learn how to use Lumberyard’s Twitch integrations to improve your game’s health by supporting streamers. Through a case study of the Twitch Metastream feature seen at the Breakaway unveiling, we’ll highlight its simplicity, flexibility, and ease of use by developers and streamers, discuss design implications, and explore innovative use cases.

11:20am - 12:20pm
Toward Film-like Pixel Quality in Real-time Games
Since the early days of computer graphics, games traded pixel quality for high polygon and pixel throughput, while films did the opposite. This talk examines real-time compatible techniques for bringing games closer to film-like pixel quality, including the latest shadow techniques, advanced anti-aliasing, order independent transparency, and object space shading.

12:20pm - 1:20pm
Build Resilient Online Games with Amazon GameLift
Looking to build a globally distributed game backend that consistently delivers great player experiences, even during demand surges and regional outages? This presentation shows how a game backend built with Amazon GameLift can match players to the lowest latency game sessions, and demonstrates performance under a live global player simulation.

1:20pm - 2:20pm
From DCC to Pixels in Seconds – Rapid and Continuous Iteration in Lumberyard
Join us for a demo and discussion of Lumberyard's rapid iteration on multiple simultaneous platforms. Learn how it works, understand design choices made during implementation, and identify common pitfalls to avoid. You’ll leave with valuable insights, whether you’re extending Lumberyard or you’re an engine developer working on pipelines in general.

2:40pm - 3:40pm
Building a Scalable AAA Game Engine
Games are becoming increasingly diverse in terms of fidelity, world size, interaction complexity, and platform variety, which requires game engines to become highly scalable. In this talk, we’ll outline the challenges to making a game engine scalable, and show how to solve them by leveraging the power of the cloud.

4:00pm - 5:00pm
Zero to Cloud
An end-to-end demonstration of Lumberyard’s Cloud Canvas features, starting with creating an AWS account and configuring your project. Learn how to add features such as dynamic content and leaderboards to your game using the Cloud Gems provided with Lumberyard, and learn how to get started building your own Cloud Gems.

Autodesk Developer Day (Presented by Autodesk)

Track: Design,  Visual Arts


  • TJ Galda
  • Olivier Palmieri
  • Tom Sanocki
  • Brian Pene
  • Patrick O'Luanaigh


Date: Tuesday, February 28 10:00am - 5:00pm


The Autodesk Vision and Strategy for Games and VR
Join us in this opening session as we share our vision and strategy for games and VR. Autodesk is well known for its 3D animation and modeling tools, but we're also at the heart of VR. We'll share what we're working on, where we think the games industry is going, and what we're doing to prepare for the workflows of tomorrow. We'll also share interesting insight from internal R&D projects, as well as things we've learned by working closely with game studios. Whether it's building a great VR game, exploring virtual design spaces, or designing the factory of the future, Autodesk is pushing the boundary of what VR means in the future of making things. Come by to meet our team and be part of the conversation.

11:20am - 12:20pm
Full Speed Flying in VR! The R&D Behind Eagle Flight
VR is a game changer when it comes to immersion. But as a new medium, VR also comes with new challenges. One of them is potential discomfort caused by virtual motion. We could not imagine VR being limited to static or "teleportation" experiences, so we began an R&D project aimed at finding a way to allow comfortable high-speed motion in VR. We will describe this research (e.g. effects of motion in peripheral vision), and solutions we found (e.g. dynamic peripheral vision blinders). We also looked for controls that would not only be comfortable, but also very intuitive and precise. The results surpassed our expectations, achieving incredibly precise and reactive controls!

1:20pm - 2:20pm
Building Emotional VR Character Experiences Really Fast
For VR to truly gain momentum in the consumer market, we need to create compelling adventures and stories that live up to VR's promise of immersion. But right now this is too hard to do – characters are extremely difficult, making it hard to experiment on something risky and new that will appeal to mainstream audiences. In this session Tom Sanocki, CEO of Limitless and former Pixar and Bungie Character Lead, will show a new approach to building VR content that leverages interactivity with characters and building character content directly in VR. He will walk VR content creators through prototyping their latest interactive VR short film where animating characters directly in VR led to a 16x speedup. He will share lessons on how to make deep emotional connections through interactivity and share thoughts on how character-driven VR storytelling will reach the mainstream.

2:40pm - 3:40pm
Immersive Design: Enterprise applications for Virtual Reality
Virtual reality is moving beyond the realm of games and entertainment into compelling design work. With the advancement of sophisticated VR hardware coupled with the right design and simulation tools, there are new opportunities for applications in the enterprise and business sectors, to utilize VR to streamline the understanding of complex projects and information with the ability to make faster, more informed decisions. Full immersion, spatial awareness, and unimagined depth of interactivity allow for a dramatically more creative, efficient, and connected design process. We call this Immersive Design. Immersive Design can enable Autodesk's customers, and their customers, to interact with their designs at human scale and even simulate them as if they are truly built and operating. This talk will be a "show and tell" about some of the new applications Autodesk is investigating around VR beyond games and entertainment.

4:00pm - 5:00pm
VR Discussion Panel: What We Have Learned and Predicting the Future
The technology to create and power VR experiences is evolving so quickly it can be difficult to keep up. Many studios are diving in, trying to figure out what works and what doesn't, but there are few reliable resources or guidelines. For this session we have invited VR visionaries from various backgrounds to discuss their real-world experience making content for VR from different perspectives. We will discuss their unique learnings and opinions, as well as explore their thoughts on what the future holds for VR.

Facebook Developer Day (Presented by Facebook)

Track:   Production & Team Management,  Business & Marketing


  • Leo Olebe
  • Alissa Ju
  • Calvin Grunewald
  • Marcos Arribas
  • Nick Berry
  • Jakub Pudelek
  • Colin Creitz
  • Peter Jonas
  • Ted Trezise
  • Brendan Norman
  • Gayathri Murali

Date: Tuesday, February 28 10:00am - 5:00pm


Agenda subject to change, please visit for the most up-to-date info.

10:00am - 10:15am
Facebook: Overview & Kick-off
Alissa and Calvin will walk you through an overview of the latest tools, services and platforms from Facebook that will help you build, grow and monetize your games across various platforms.

10:15am - 10:45am
Facebook Platform Product Updates
Alissa and Calvin will walk you through an overview of the latest tools, services and platforms from Facebook that will help you build, grow and monetize your games across various platforms.

10:45pm - 11:30am
Developing for Facebook Gameroom, a new gaming platform for Desktop PC
Unity and Facebook have partnered to introduce a new functionality into Unity that streamlines the process for exporting and publishing games onto Facebook. With Facebook Gameroom, Facebook is introducing a new way to bring high-quality games to the PC where they can take full advantage of the native power of the CPU & GPU. In this session, we will show you step-by-step how you can easily build and deploy your Unity game for Gameroom as well as integrate with Facebook services.

11:30pm - 12:15pm
Understanding Players who are Payers
Gamers have embraced the free-to-play mechanic. The Lion's share of all developer revenue comes from in-game micro transactions, with money being spent inside games that are free to download. What percentage of people pay? How often do they pay? Are they serially monogamous, spending in one game at a time, or do they spread their spending over many games? Everyone talks about "Whales" and "Minnows", but what is the real breakdown? Where does the money come from? Nick has boiled the ocean and counted every penny spent on every web-based game on Facebook, around the world, for the last six years. In this presentation he will reveal what's behind the curtain and present this data (appropriately anonymously aggregated). Which games and genres monetize well? Which games leave "green on the screen", and what does the profile curve of spenders look like for a successful game?

1:00pm - 1:45pm
Why does WebGL matter?
Gamers have embraced the free-to-play mechanic. The Lion's share of all developer revenue comes from in-game micro transactions, with money being spent inside games that are free to download. What percentage of people pay? How often do they pay? Are they serially monogamous, spending in one game at a time, or do they spread their spending over many games? Everyone talks about "Whales" and "Minnows", but what is the real breakdown? Where does the money come from? Nick has boiled the ocean and counted every penny spent on every web-based game on Facebook, around the world, for the last six years. In this presentation he will reveal what's behind the curtain and present this data (appropriately anonymously aggregated). Which games and genres monetize well? Which games leave "green on the screen", and what does the profile curve of spenders look like for a successful game?

2:00pm - 2:45pm
Live Games Streaming: A Technical Introduction
Colin Creitz will provide a 'how-to' for developers interested in and looking to integrate the ability for their players to stream from their games. This talk will deep-dive into Facebook Live as an available solution as well as provide you with a whirlwind tour of the most frequently-chosen options, and leave you with a strategic view of what to do as soon as you get back to the studio.

3:00pm - 3:30pm
Maximizing your UA Strategy Across Optimization Models
App Event Optimization has become a major pillar to mobile gaming success – helping advertisers reach more people that will perform actions (such as payments) in their games. But who's doing it well? How can game developers make the most of AEO and other optimization models? In this session, you'll hear from Facebook experts on success stories and how to unlock the full potential of these models by leveraging strategies such as Worldwide Targeting, Placement Optimization – and more.

3:30pm - 4:00pm
Monetizing your Game with Audience Network
Facebook's Audience Network helps you maximize revenue through access to Facebook demand, relevant ads, and increased user engagement. Learn how top gaming partners are leveraging native and video formats to increase CPMs, revenue and lifetime value.

4:00pm - 4:30pm
Marketing API Automation
Learn how to automate your marketing needs using the Facebook Marketing API. The marketing API enables you to try Facebook's newest features first and automate everything from Ads buying to Ads Insights. This talk will focus on different features of the marketing API and code samples showing how to use them.

4:30pm - 5:00pm
Open Forum
Stop by to ask our team of Facebook experts your burning questions, share your thoughts on our products & services and mingle with peers to understand how they've leveraged Facebook to build, grow and monetize their games.

Google Developer Day (Presented by Google)

Track:   Business & Marketing, Design,  Advocacy


  • Noah Falstein
  • Paul Bankhead
  • Jamil Moledina
  • Aaron Cammarata
  • Michael Almeraris
  • Emily Price
  • Mark Mandel
  • Wouter Van Oortmerssen
  • Stewart Miles
  • Lester Chen
  • Dan Stephen
  • Wolff Dobson
  • Larry Yang
  • Ben McMahan
  • Daniel Grachanin
  • Adam Gutterman
  • Dave Geffon
  • Sarah Thomson


Date: Monday, February 27 10:00am - 3:40pm


The 2017 Google Developer Day will demonstrate the power of Android gaming. We will start the day by sharing how new devices, platforms, and tools are helping developers grow successful businesses and push the limits of mobile gaming. Then, stay with us for a diverse set of lightning talks and panels covering topics from virtual reality, machine learning, monetization and more. Don't miss this opportunity to find a variety of tools and tips that will help you grow your games business.

10:00am - 11:00am
Google Developer Day Keynote
Learn how Google is ramping up efforts to help game developers grow their businesses and make Android a great platform for games. From Play store updates optimized for discovery and engagement, to performance upgrades making high fidelity gaming come to life on Android devices, 2017 will be another year full of exciting gaming experiences.

11:20am - 12:20pm
Lightning Talks
Stay with us for a variety of 5-minute talks covering all the latest to know to develop great games using Google's technological edge with Machine Learning, VR for everyone, Cloud Gaming, Firebase and more... and learn how to make them profitable.

1:20pm - 2:20pm
Best Practices for Launching Successfully on Google Play Panel
From Early Access to Beta Testing to Pre-Registration, Play provides the best go-to-market programs for launching mobile games. This panel will cover how these programs tie the entire production process together.

Featuring: Electronic Arts, Hutch Games, Nix Hydra & Space App Games

2:40pm - 3:40pm
Panels: Beyond the Install: Building Robust Communities on Mobile
You've heard about Influencer Campaigns, eSports, and Social Marketing--Now hear about strategies from the innovative game companies who are building their communities to sustain product growth for the long term.

Featuring: Seriously Entertainment, Social Point & SuperEvilMegaCorp

Panel: True Indie Stories: Learnings, Challenges, and More
Join us for a candid discussion amongst a diverse set of Android Indie Developers as they share honest accounts of launching games on Google Play.

Featuring: 505 Games, About Fun, Disruptor Beam, Klei Entertainment & Schell Games

Khronos 3D Graphics Developer Day (Presented by The Khronos Group)

Track: Programming


  • Ken Russell
  • Tony Parisi
  • Neil Trevett
  • Brandon Jones
  • Kai Ninomiya
  • Cass Everitt
  • Joe Ludwig
  • Devin Reimer
  • Yuval Boger
  • Alon Or-bach
  • Alen Ladavac
  • Soowan Park
  • Marius Bjorge
  • Hans-Kristian Arntzen
  • Jõrg Wollenschläger
  • Jeff Bolz
  • Jesse Barker
  • Tom Olson
  • Hai Nguyen
  • Piers Daniellh
  • Karl Schultz


Date: Tuesday, February 28 10:00am - 5:00pm


Khronos Group is a member-funded consortium that creates royalty-free open standards. Khronos APIs are key technologies in their respective markets, such as Vulkan and OpenGL in 3D desktop graphics and gaming, WebGL in 3D web graphics and gaming, and a new initiative to bring platform portability to VR. The Khronos DevDay sessions at GDC will cover these APIs and more as we explore game development for desktop, mobile, and the web. We will also discuss the role of open standards in cross-platform portability for VR, and take a look at the success of Vulkan after its first year and what it holds for the years ahead.

10:00am - 11:00am
Reaching the Largest Gaming Platform of all: the Web. WebGL, WebVR and glTF
D graphics on the Web is rapidly evolving, This session discusses the latest innovations coming in WebGL 2.0 as well as glTF, technologies from Khronos that brings the power of OpenGL to 3D web graphics. We also discuss how WebVR is leveraging these standards to bring Virtual Reality to a browser near you!

11:20am - 12:20pm
Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtual Reality Development?
The rapid growth of the virtual reality market has led to platform fragmentation, forcing applications and engines to be ported and customized to run on multiple VR systems. This slows the widespread availability of compelling VR experiences, creates added expense for developers, and consumes resources that could be better spent on innovating.

This panel discussion will consider the challenges of bridging between VR platforms, and to what extent standards could ease the pain to drive more innovation in the hardware and software spaces. Come hear about how Khronos APIs such as Vulkan and OpenGL ES are already enabling low-latency GPU rendering, as well as the potential of the recently announced Khronos VR Initiative to grow the virtual reality ecosystem by standardizing access to common functionality in VR systems. This will be an interactive session, so please come armed with questions – and your tales of platform porting pain!

1:20pm - 2:20pm
Vulkan Game Development on Mobile
Vulkan is an explicit 3D graphics and compute API with cross-platform portability. Since its release in February 2016, it has gained official support in Android and has been exposed on a number of noteworthy mobile devices. Hear first-hand from developers that worked on game titles for mobile using Vulkan and how you can design your code to get impressive performance improvements.

2:40pm - 3:40pm
Vulkan on Desktop Deep Dive
Vulkan promises portability and high-performance on the desktop. Twelve months after Vulkan's February 2016 launch, is the promise being fulfilled? Come hear the key learnings from developers that have been at the cutting edge of exploring Vulkan's capabilities.

4:00pm - 5:00pm
When Vulkan was One: Looking Back, Looking Ahead
It's been one year since the release of Vulkan, Khronos' explicit 3D graphics and compute API. In this session we'll look back at the highs and lows of Vulkan's first year as a public API,see where it is today, and look ahead to where it is (or should be) going. We'll include perspectives from both Vulkan working group members and from developers who've been pioneers in using Vulkan and helping to drive it forward. Stick around after the session for a beer and Q&A.

Unity Developer Day (Presented by Unity Technologies)

Track: Design, Programming, Advocacy, Visual Arts, Monetization


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