2015-02-02

The Game Developer’s Conference 2015 is around the corner and this year, the manufacturers of the eighth generation video game console and the creators of our favorite games will explain and reveal exciting new stuff. Among other major vendors, Sony and Microsoft have tons of stuff to talk about, all centered on the latest consoles. From PlayStation 4 GPU Optimization to DirectX 12, below are all the important planned sessions that will be held by Sony, Microsoft and AMD at GDC 2015, which will takes place at the Moscone Convention Center in San Francisco from March 2 to 6.



Sony and Microsoft will Talk About New Features and Technology for PC, PS4 and Xbox One at GDC 2015 – AMD will Conduct its Own DirectX 12 Session

Passes for this year’s Game Developers Conference are selling out in short order, and as the event draws closer, major vendors in the video game market are announcing their plans and sessions for the main conference. The two most influential video game giants also have a lot to discuss at the largest annual gathering of professional game developers. Both platform holders will conduct a slew of sponsored panels at GDC 2015, talking about some of the most interesting features and technology for PlayStation 4 and Xbox One, and Microsoft’s upcoming highly anticipated Windows 10 platform.

Some of the important panels that Sony will be conducting will focus on the optimization of the PlayStation 4’s GPU for more effective and competent results, and connected game experiences that will allow players to use PlayStation 4’s social and community features in the best way possible. The platform holder will also talk about its virtual reality headset, known as Project Morpheus, and there will also be a session conducted on how indie developers can make their games shine on PlayStation using the power of Unity.

Microsoft has announced more than 16 planned sessions for GDC 2015, with Xbox boss Phil Spencer, Microsoft technical evangelist Amanda Lange, and various other engineers and developers listed as featured speakers. Among tons of other stuff, Microsoft will talk about the unique features and the offerings of its upcoming DirectX 12 API, video game development for Windows 10, cross-platform matchmaking and gameplay for PC and Xbox One, and how Fable Legends manages its cross-device gameplay with Xbox Live.

If you are not interested in hearing about DirectX 12 from Microsoft, AMD will host its own session about it, explaining how the upcoming graphics and video game API can eliminate performance bottlenecks and allow developers to make use of new techniques to gain increased efficiency and performance.

Without further ado, you can check out the list of all the planned presentations that will be held by Sony and Microsoft at GDC 2015.



Planned Sony GDC 2015 Sessions

GPU Debugging and Optimization Tools for PS4 (Presented by Sony)

Robert Srinivasiah | Senior Developer Support Engineer, Sony Computer Entertainment America

Location: Room 302, South Hall

Date: Monday, March 2

Time: 2:00pm – 3:00pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

This sponsored session will give attendees an overview of the various GPU debugging and optimization tools offered to PlayStation®4 developers.

Takeaway

Attendees will gain a clear understanding of which GPU debugging and optimization tools are available to PlayStation®4 developers, and how they can be used to debug, profile, and best optimize their game on the platform.

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Creating Powerful Connected Experiences on PlayStation®4 (Presented by Sony)

Jon Webb | Senior Manager, Product Strategy, Sony Computer Entertainment America

Zev Solomon | Senior Engineer, Platform Services, Sony Computer Entertainment America

Location: Room 3003, West Hall

Date: Thursday, March 5

Time: 10:00am – 11:00am

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

The PlayStation®4 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.

Takeaway

Attendees will learn how to design their games to take advantage of PlayStation®4’s social and community features, enabling them to foster and grow the community around their game.

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Developing for Project Morpheus: An Update from PlayStation (Presented by Sony)

Chris Norden | Senior Staff Engineer, SCEI, Sony Computer Entertainment

Jed Ashforth | Senior Game Designer, Immersive Technology Group, Sony Computer Entertainment

Nicolas Doucet | Senior Producer, Japan Studio, Sony Computer Entertainment

Location: Room 2014, West Hall

Date: Wednesday, March 4

Time: 12:30pm – 1:30pm

Format: Sponsored Session

Track: Programming, Design

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

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.

Takeaway

Attendees will gain an understanding of the new and novel experiences that can be created when working with Virtual Reality on the PlayStation platform. This should enable developers to design VR game features and mechanics that embrace the unique opportunities available with the PlayStation ecosystem.

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Make Your Unity Games Shine on PlayStation® (Presented by Sony)

Ram Madhavan | Technical Account Manager, Sony Computer Entertainment America

Location: Room 3014, West Hall

Date: Wednesday, March 4

Time: 5:00pm – 6:00pm

Format: Sponsored Session

Track: Business, Marketing & Management

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

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 titles for PlayStation.

Takeaway

PlayStation® is a viable Indie platform and it is very easy to bring over Unity games from other platforms. This session will provide a high level overview of Unity support for PlayStation, Interface, submission process and some key PlayStation social features that can help your game stand out in the PlayStation®Store.

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Head over to next page for Microsoft and AMD sessions.

[nextpage title=”Planned Microsoft GDC 2015 Sessions”]



The Future of Gaming Across the Microsoft Ecosystem: Creating Games Across Devices (Presented by Microsoft)

Phil Spencer | CVP, Xbox

Location: Room 2008, West Hall

Date: Wednesday, March 4

Time: 11:00am – 12:00pm

Format: Sponsored Session

Track: Production

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Phil Spencer, head of Xbox and gaming at Microsoft, will discuss easy ways developers can create unique games experiences for Xbox One and Windows 10 and what the future holds for creators making innovative game content for the Microsoft ecosystem.

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Fable Legends: Cross-Device Gameplay with Xbox Live (Presented by Microsoft)

Raymond Arifianto | ., Microsoft

Julian Davis | ., Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 12:45pm – 1:45pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Not only does Windows 10 bring the power of Xbox Live to PCs, it allows for experiences to cross all of your connected devices. This talk explores the design, implementation, and other considerations of Fable Legends in building a seamless cross-device gameplay experience between Xbox One and Windows 10 devices.

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Gaming Consumer Experience on Windows 10 (Presented by Microsoft)

Bill Schiefelbein | Principal Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Wednesday, March 4

Time: 3:30pm – 4:30pm

Format: Sponsored Session

Track:

Programming,

Design

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Gaming is a key area of focus for Windows 10 – especially PC gaming. Create Windows 10 gaming experiences that maximize exposure in the Windows Store and provide mechanisms for users to discover, download, play, and re-engage with your game. Understand how Windows 10 helps drive engagement using live tiles and notifications. Learn about the gaming experiences and Xbox Live social engagements made possible through the Game bar and the Xbox app on the PC.

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Distributing Games Across Microsoft’s Phone, PC, and Xbox Marketplace (Presented by Microsoft)

Ashish Babbar | Principal Group Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 4:00pm – 5:00pm

Format: Sponsored Session

Track: Production, Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Windows 10 is coming soon to a phone, PC, and Xbox near you — and with it, a streamlined approach to distributing and merchandising your game on Microsoft’s growing marketplace. Explore upcoming features that make publishing easier so you can reach more customers while increasing ROI.

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Developing Games for Windows 10 (Presented by Microsoft)

Don Box | Distinguished Engineer, Microsoft

Chris Tector | Software Architect, Turn 10 Studios

Location: Room 2008, West Hall

Date: Wednesday, March 4

Time: 12:30pm – 1:30pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

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The Windows 10 universal app platform is designed to enable game developers to create high performance games that can target the broadest range of devices with a single code base. Whether you’re planning the next AAA blockbuster, or building a mobile mini-game in your basement, Windows provides flexibility and power that you need. This session will introduce Microsoft’s latest game development tools, platform, services and ecosystem. Come see demonstrations, best practices and learn proven usage patterns that leverage DirectX and the WinRT APIs to target the Xbox and Windows ecosystem of devices.

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Developing with Xbox Live for Windows 10 (Presented by Microsoft)

Chris Charla | Director, ID@Xbox, Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 10:00am – 11:00am

Format: Sponsored Session

Track: Production, Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

ID@Xbox is Microsoft’s self-publishing program for independent developers on Xbox. This talk will give developers an overview of how the ID program will work in the future, as well as provide guidance on the opportunities for independent developers across the Microsoft ecosystem.

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New Opportunities for Independent Developers (Presented by Microsoft)

Chris Charla | Director, ID@Xbox, Microsoft

Location: Room 2008, West Hall

Date: Wednesday, March 4

Time: 5:00pm – 6:00pm

Format: Sponsored Session

Track: Production, Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

ID@Xbox is Microsoft’s self-publishing program for independent developers on Xbox. This talk will give developers an overview of how the ID program will work in the future, as well as provide guidance on the opportunities for independent developers across the Microsoft ecosystem.

__________________

Designing Games for a Windows Core World (Presented by Microsoft)

Todd Williams | Experience Design Lead, Microsoft

Shai Hinitz | Senior Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Monday, March 2

Time: 11:15am – 12:15pm

Format: Sponsored Session

Track: Design

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

How can your game take advantage of the broad reach of multiple form factors shipping with Windows 10, and provide the best experiences to your target audiences? Can a one-size-fits-all design approach succeed or should you tailor the experience to each device? We will discuss and demonstrate the design implications of Windows Core game development scenarios from casual to AAA games, as well as some common pitfalls with an appropriate checklist to mitigate concerns around legibility, input schemes and content density. This talk also examines user engagement expectations and how to map usability goals to user trends for each device.

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Best Practices for Leveraging Cloud-Based User Stats and Achievements in Xbox Live (Presented by Microsoft)

Cierra McDonald | Senior Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 2:30pm – 3:30pm

Format: Sponsored Session

Track: Programming, Production

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Integrate your next-generation Windows 10 game with Xbox Live for cloud-powered experiences like Hero Stats, Achievements, and Leaderboards that can be updated independently from your game code. Surface the most engaging player stats from your game directly on Windows 10 and build powerful companion experiences through the Real-Time Activity service. Get tips on common configuration pitfalls, Xbox Live policy considerations, and how to avoid common failures during Certification.

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Advanced DirectX12 Graphics and Performance (Presented by Microsoft)

Max McMullen | Principal Development Lead, Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 5:30pm – 6:30pm

Format: Sponsored Session

Track: Programming

Vault Recording: TBD

DirectX12 enables next generation games to deliver better performance with greater flexibility and control. This technical session goes deep into the DirectX12 APIs you can use to reduce CPU rendering overhead, manage GPU resource usage more efficiently, and express the most cutting-edge 3D graphics possible across the spectrum of Windows 10 devices. Whether you are building a game for the phone, PC, or Xbox – you don’t want to miss this talk.

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Xbox Live Multiplayer: Introducing Services for Cross-Platform Matchmaking and Gameplay (Presented by Microsoft)

Ferdinand Schober | Software Development Engineer, Microsoft

Location: Room 2008, West Hall

Date: Thursday, March 5

Time: 11:30am – 12:30pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Windows 10 brings Xbox Live multiplayer functionality to all your connected devices. Use Xbox Live services and developer-facing APIs to match-make gamers across any Windows 10 device and create unique gameplay experiences.

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Better Power, Better Performance: Your Game on DirectX12 (Presented by Microsoft)

Bennett Sorbo | Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Wednesday, March 4

Time: 2:00pm – 3:00pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Direct3D 12 enables new performance improvements for your game on Windows 10. Learn how to architect your game engine to best reduce CPU overhead, increase GPU efficiency, and improve frame-rate stability using the new Direct3D 12 API. Understand the fundamentals for building a fast-performing, efficient game engine on Direct3D 12 and where to find the best resources for diving deeper.

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PC Games for Windows 10 (Presented by Microsoft)

Chuck Walbourn | Software Design Engineer, Microsoft

Location: Room 2008, West Hall

Date: Friday, March 6

Time: 1:30pm – 2:30pm

Format: Sponsored Session

Track: Programming

Vault Recording: TBD

Windows 10 brings new features for developers targeting the phone, tablet and desktop PC gamers. In addition to DirectX 12 and improved access to modern features, there are better tools for developing, debugging, and profiling games. Learn how your new Windows PC games can take advantage of Windows 10 capabilities and get tips on making your current Windows games work great on Windows 10.

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Sustained Gaming Performance in Multi-Core Mobile Devices (Presented by Microsoft)

Iulian Calinov | Lead Program Manager, Microsoft

Location: Room 2008, West Hall

Date: Friday, March 6

Time: 11:30am – 12:00pm

Format: Sponsored Session

Track: Programming

Vault Recording: TBD

Modern mobile devices and smartphones are reaching the computing capabilities reserved until recently for desktop PCs. Windows 10 phones and tablets with 8 CPUs and very powerful GPUs are expected soon. Despite significant progress in reducing power consumption these devices are able to draw more power under sustained load than can be safely dissipated with current passive cooling technologies. Windows 10 and the hardware it runs on are designed to safely handle such situations, mostly by reducing the system performance – which could affect game-play negatively. Learn to counter this effect by designing games that achieve sustained thermal-to-quality tradeoffs in these systems.

View full List of Microsoft’s planned GDC 2015 sessions here.

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Head over to next page for more AMD sessions.

[nextpage title=”Planned AMD GDC 2015 Sessions”]

DirectX 12: A New Meaning for Efficiency and Performance (Presented by AMD)

Dave Oldcorn | Software Engineering Fellow, AMD

Stephan Hodes | Developer Technology Engineer, AMD

Location: Room 2014, West Hall

Date: Thursday, March 5

Time: 11:30am – 12:30pm

Format: Sponsored Session

Track: Programming

Pass Type: All Access Pass, Audio Pass, Independent Games Summit Pass, Main Conference Pass, Summits, Tutorials & Bootcamps Pass – Get your pass now!

Vault Recording: Not Recorded

Direct3D 12 adds key new rendering features such as multiple queues for asynchronous compute and DMA, and the ultra-performance API both eliminates performance bottlenecks and enables new techniques. AMD will talk about the key interactions between the new D3D12 capabilities and AMD hardware and how to get the best from both. This session will include live demos.

Takeaway

The attendee will learn more about how to use the D3D12 API and see how the combination of D3D12 and AMD graphics brings console performance and features to the PC.

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One thing is for sure; this year’s Game Developers Conference will prove to be one of the most interesting ones yet. Hopefully, viewers who won’t be attending those sessions will be able to catch the details later via videos, or through the presentation slides.

Of course, you can count on WCCFTech to cover any interesting news and stuff that will be revealed, announced, or discussed at the event.

The post Sony, Microsoft, and AMD will Talk About PS4 GPU Optimization, PC Games for Windows 10, DirectX 12, and More at GDC 2015 by Fahad Arif appeared first on WCCFtech.

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