20170204 - GDC Schedule
11:20am-12:20pm : West Hall, Room 2000 - Toward Film-like Pixel Quality in Real-time Games (Presented by Amazon Lumberyard)
9:30am-10:30am : West Hall, Room 2020 - D3D12 & Vulkan: Lessons Learned
11:00am-11:30am : West Hall, Room 2020 - Cold, Hard Cache: Insomniac's Cache Simulator
2:00pm-3:00pm : West Hall, Room 3009 - Advanced Shader Programming on GCN (Presented by AMD)
3:30pm-4:30pm : West Hall, Room 3016 - Huddle up! Making the [SPOILER] of 'INSIDE'
5:00pm-6:00pm : West Hall, Room 3001 - GPU-Based Run-Time Procedural Placement in 'Horizon: Zero Dawn'
10:00am-11:00am : West Hall, Room 3009 - Explicit DirectX 12 Multi GPU Rendering (Presented by AMD)
11:30am-12:30pm : West Hall, Room 2001 - Player Traversal Mechanics in the Vast World of 'Horizon: Zero Dawn'
2:00pm-2:30pm : West Hall, Room 2001 - 'Owlboy': The Motivational Power of Inspiration
4:00pm-5:00pm : West Hall, Room 2016 - Creating a Tools Pipeline for 'Horizon: Zero Dawn'
5:30pm-6:30pm : West Hall, Room 2020 - PBR Diffuse Lighting for GGX+Smith Microsurfaces
10:00am-11:00am : West Hall, Room 2001 - 4K Checkerboard in 'Battlefield 1' and 'Mass Effect Andromeda'
3:00pm-4:00pm - West Hall, Room 2002 - Technical Art Techniques of Naughty Dog: Vertex Shaders and Beyond