GDC 2015 Sponsored Sessions


Sponsored Sessions

Beyond Immersion - Project Morpheus and PlayStation

Date: Wednesday, March 4th
Time: 12:30 PM – 1:30 PM
Location: West Hall, Room 2014

Speaker: Chris Norden - Senior Staff Engineer (Sony Computer Entertainment, SCEI), David Ranyard - Studio Director (London Studio, Sony Computer Entertainment), Nicolas Doucet - Senior Producer (Sony Computer Entertainment, Japan Studio)

Synopsis: Project Morpheus not only aims to bring Virtual Reality to PlayStation, but more importantly brings PlayStation to Virtual Reality. This session will focus on updates since last year's Project Morpheus GDC presentation, and will give developers new information about creative opportunities when designing VR experiences for PlayStation 4. Topics covered will include updated game design information, the use of PlayStation peripherals in VR, and the unique social experiences possible only with Project Morpheus.

GPU Debugging and Optimization Tools for PS4

Date: Wednesday, March 4th
Time: 2:00 PM – 3:00 PM
Location: South Hall, Room 302

Speaker: Robert Srinivasiah – Senior Software Graphics Engineer (Sony Computer Entertainment America, Developer Services and Support)

Synopsis: This sponsored session will give attendees an overview of the various GPU debugging and optimization tools offered to PS4 developers.

Speaker Bio: Robert Srinivasiah is a Senior Software Graphics Engineer in SCEA Developer Services and Support. He currently seeks to help developers bend the PS4 GPU to their will. Prior to joining Sony, Robert attended THE Arizona State University and worked at NVIDIA in the OpenGL driver group. He is an avid Ultimate Frisbee player, 49ers hyperfan and will play you right now on UT99 Facing Worlds. Most importantly, he is a proud Conference Associate alumni. Be nice to your CAs!

Make your Unity games shine on PlayStation®

Date: Wednesday, March 4th
Time: 5:00 PM – 6:00 PM
Location: West Hall, Room 3014

Speaker: Ram Madhavan – Technical Account Manager (Sony Computer Entertainment America, Developer Services and Support) and Alex McClean – Director / Software Engineer (Engine Room Games) 

Synopsis: This session will provide an update on the current state of PlayStation® from an Indie developer point of view and a high level overview of Unity support for PlayStation®. We will share some key things to keep in mind when bringing your Unity game from other platforms and highlight PlayStation® 4 features and tools that can help make your game shine on the PlayStation®Store. This presentation is best suited for developers new to PlayStation® or considering development of Unity title for PlayStation®.

Speaker Bio: Ram Madhavan is a Technical Account Manager in the Developer Support group of Sony Computer Entertainment America. His primary efforts revolve around building, strengthening relationships with Game Studios (primarily Indies) and ultimately helping them deliver great gaming experiences on PlayStation®. He has over 10 years combined experience in development and technical consulting in the gaming domain. He works at the SCEA San Mateo office in California.

Speaker Bio: Alex McClean started out programming in assembly language on 8-bit systems in the 1980s. Over 20 years in the games industry, working on PlayStation development continuously since PS1. Graduated in Artificial Intelligence and Computer Science from Edinburgh University, Scotland. Specialist in low level optimization and performance.  

Creating Powerful Connected Experiences on PS4

Date: Thursday, March 5th
Time: 10:00 AM – 11:00 AM
Location: West Hall, Room 3003

Speaker: Jon Webb – Senior Manager (Sony Computer Entertainment America, Product Strategy), Zev Solomon – Senior Engineer (Sony Computer Entertainment America, Platform Services, Developer Services and Support)

Synopsis: The PS4 is the best place to play because it is built from the ground up to allow players to find and access great gaming experiences faster and easier than ever before. The ability for players to share their gaming experiences with their friends is an important component to achieving this goal. In this talk, we will describe some of PS4's powerful social and community features and how you can build your games to take advantage of these features to provide new and unique user experiences. We will discuss best practices and showcase some examples of titles making use of these features today.

Speaker Bio: Jon Webb has been working to advance gaming on PlayStation platforms for over 10 years. In addition to his present work leading Product Strategy for PlayStation platforms, Jon worked on the core team defining the user experience for the launch of PlayStation®4. Previously, as an engineer in PlayStation's Developer Services & Support organization, Jon led or worked on network service integration and policy for virtually all online games since PS2, helping to found PlayStation®Network along the way.

Speaker Bio: Zev Solomon is a part of the Platform Services team at SCEA specializing in network technology. Zev supports developers working with the PlayStation®Network and cutting edge platform features to improve the connected user experience on all PlayStation platforms. Zev has a background in traditional and peer to peer networking and is passionate about creating the best online experiences for gamers. 

Subdiv for the PlayStation®4

Date: Thursday, March 2th
Time: 11:30 am - 12:30 pm
Location: Room 3007, West Hall

Speakers: John Doolittle - Senior Software Engineer (Sony Interactive Entertainment America), Anthony Rivero - Senior Character Artist (Sony Interactive Entertainment)

Synopsis: Subdivision surfaces are practical to use for current hardware with minimal art pipeline disruption. Attendees will gain more understanding about the impact of using subdivision in games and see limitations and future work for the Subdiv library.

Competitive Gaming with PlayStation®

Date: Wednesday, March 1th
Time: 11:00 am - 12:00 pm
Location: Room 2014, West Hall

Speakers: Zev Solomon - Senior Engineer (Platform Services, Sony Interactive Entertainment America), Jon Webb - Director of Product Strategy and Planning (Sony Interactive Entertainment America), Matt Tomczek - Technical Project Manager (Sony Interactive Entertainment America), Gavin Howell - Business Development Manager (Sony Interactive Entertainment America)

Synopsis: Attendees will learn about best practices for running online competitions, live events, broadcasts, and how to take advantage of platform features for your games so that we can create the best player experience, increase engagement, and reduce barriers to entry.

Increasing VR Presence: From Believable Character Behaviors to Developing with the New PlayStation®VR Aim Controller 

Date: Wednesday, March 1th
Time: 2:00 pm - 3:00 pm
Location: Room 2024, West Hall

Speakers: Tom Bruckbock - Technical Product Manager (SIEA), Seth Luisi - Co-Founder Impulse Gear (Impulse Gear), Greg Koreman - Co-Founder Impulse Gear (Impulse Gear), Richard Marks - Senior Research Engineer (Sony Interactive Entertainment)

Synopsis: Developers will gain insights on how PS VR Aim controller can enhance the game experience and how it is different from using DUALSHOCK®4 or PlayStation®Move, as well insights for making VR NPCs feel more present.

Extending the Player Experience with 3D Audio: Creating Immersive Soundscapes

Date: Thursday, March 2th
Time: 5:30 pm - 6:30 pm
Location: Room 2009, West Hall

Speakers: Victoria Dorn - Software Engineer (Sony PlayStation), Phillip Kovats - Audio Lead (Sony PlayStation), Jonathan Lanier - Audio Programmer (Sony PlayStation)

Synopsis: Attendees will gain an understanding of what 3D audio is and the tools and workflow used to implement it in-game.

Back to GDC 2015 Home