Join Google sessions throughout the week of GDC.

Time

Location

Session

Speaker

MONDAY FEBRUARY 27
10:00 am - 4:00 pm Moscone West Hall, Level 2, Room 2020

Google Developer Day
The 2017 Google Developer Day at GDC will demonstrate the power of Android gaming. We'll share 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 including virtual reality, machine learning, monetization and more.

Multiple speakers,
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4:00 pm - 8:00 pm Google's Launchpad Space, 31 Howard Street, San Francisco A Competition Mixer: Hosted by Google Cloud & Improbable
Come join Google Cloud and Improbable for a night of friendly gaming competition, food, drinks, networking, and more. Learn about SpatialOS, GCP, and how the Google Cloud & Improbable partnership is helping developers to build the next generation of games (and beyond)!

Herman Narula, 
CEO, Improbable

See full speakers list here

 

TUESDAY FEBRUARY 28
10:00 am - 11:00 am Moscone West Hall, Level 2, Room 2001 

Visual Effects Bootcamp: The Rise of Realtime 
In this "state of the union" session, two VFX veterans share their perspectives on where the industry is at, where it's heading, and why it's critically important to foster a culture of knowledge sharing and collaboration within the community. Keith Guerrette will discuss incredible innovations that are only possible when artists share knowledge freely, exploring cutting edge concepts like temperate masks, density light wrap, LUTS, raymarching, motion vectors and others. Drew Skillman will share the story behind the development of Tilt Brush, a VR Painting application, and describe how traditional VFX techniques like flip books, post processing, stateless particles, and shader trickery found fertile ground in the world beyond games. The session concludes with a hard look into the future and the role VFX will play in a world driven by realtime rendering, across a variety of novel computing platforms.

Drew Skillman,
Senior UX Engineer
1:20 pm - 2:20 pm Moscone West Hall, Level 2, Room 2006 Technical Artist Bootcamp: A Tech Artist's Guide to VR 
This talk is an introduction into the VR production process from a technical artist point of view. It overviews the general day to day responsibilities of a technical artist as well as looking at the technical challenges that come with developing in VR. This session will explore the limitations of mobile VR development and how to circumvent these limitations. No previous VR or mobile development is required.
Mary Cassin
User Experience Engineer
2:10 pm - 2:40 pm Moscone North Hall, Room 135 Developing High-Performance Games for Different Mobile VR Platforms 
With Google Daydream, Samsung Gear VR, and other mobile VR platforms in the market, the opportunity in front of the mobile VR game developer has never been higher. But the difficulty and complexity in building content that works well on all devices in the mobile VR ecosystem is also much higher. In launching the Daydream platform and ecosystem, Google built a VR system and high-performance VR apps that work on a variety of smartphones with different performance capabilities. Drawing from this experience, Rahul Prasad, product manager on the Daydream team, provides developers with an understanding of the set of techniques that are useful for building games and apps that deliver high-performance and low-latency on a variety of mobile VR platforms.
Rahul Prasad, 
Product Manager
2:40 pm - 3:40 pm Moscone West Hall, Level 2, Room 2011 The Future of VR and Mobile Graphics Panel
This is a panel that will be examining the future of VR and mobile graphics - anything from the near future to the far future is allowed, wild speculation or solid beliefs. This panel will focus on the continuing rise of VR, and discuss where it's heading over the next few years - with particular attention to mobile. What are the end goals? What new technology is on the horizon? What kind of future is in store for mobile VR adopters? What will the content be like? We'll be asking these questions of our expert panellists to get their take, leading no doubt to some lively debate.
Craig Donner, 
Software Engineer
4:40 pm - 5:10 pm Moscone North Hall, Room 134 Turning virtual experiences into real learning
While many agree that VR has the potential to change education, very few have actually tried. What is actually known about this much discussed use-case? From current events to marine biology to social justice, the PM for Google Expeditions, Ben Schrom, will discuss how VR's unprecedented blend of interaction and immersion can be used to develop compelling educational experiences in the classroom. He'll share the technical and creative insights that have allowed teachers to take their students to places that time, safety, and geographic distance make virtually impossible.
Benjamin Schrom, 
Product Manager
5:30 pm - 6:00pm Moscone North Hall, Room 134 Experiments in Social VR
We know that social elements can create engaging VR experiences, but it takes a lot of work to craft best practices for a new platform. With that in mind, Google created a VR/AR prototyping team called DaydreamLabs. DayDream Labs has built more than 90 prototypes with 20+ focusing specifically on shared spaces, avatars, and social interactions. In this talk, Rob Jagnow will share some of DayDream's favorite prototypes and discuss what they've learned so far, including lessons about bringing avatars to life and preventing antisocial behavior. He'll also share some projects that demonstrate how developers can think more broadly about social experiences.

Stefan Welker, 
Software Engineer

Luca Prasso 
Technical Artist, VR

WEDNESDAY MARCH 1
9:30 am - 10:30 am Moscone West Hall, Level 3, Room 3009

Smarter Growth, Powered by Google's Machine Learning 
The mobile games industry is becoming more sophisticated as technology, player demographics, motivations and community participation becomes more diverse. As a result, marketers are tasked with finding smarter and more efficient ways to engage high-value users. Using over a decade of machine learning technology, Google is driving innovations in growth and monetization across the player lifecycle. Hear from Google app promotion experts on how to combine the power of data and technology to drive profitable growth for your games business.
Jane Butler,
Managing Director, App Promotion, Americas

Sissie Hsiao,
Product Management Director 

Brendon Kraham,
Global App Advertising Solutions

9:30 am - 10:30 am Moscone West Hall, Level 3, Room 3022

Dedicated Game Server Scaling and Big Data Analytics with Google Cloud
See how Google Cloud can host and scale your games on our global, private infrastructure.

We’ll also demonstrate how to analyze terabytes of game data and draw insights using tools like BigQuery without having to worry about provisioning and scaling as your data grows. Finally we will also discuss the exciting plans for the future that Google Cloud Platform has for game developers, including partnerships, integrations and game specific products.

Mark Mandel,
Developer Advocate, Google Cloud Platform
11:00 am - 12:00 pm Moscone West Hall, Level 3, Room 3009 What to Pack: Exploring VR and AR with Daydream & Tango 
Embark on a journey with Daydream and Tango, Google's high-quality mobile VR and AR platforms. We're working to bring VR and AR to everyone, and we're committed to growing the ecosystem with more Daydream-ready phones and headsets, and Tango enabled devices. Get started building immersive VR and AR experiences today by learning about our new developer tools, and hear lessons learned from working with our early developers and partners.
Alex Lee, 
Producer, Program Manager : Google VR, Daydream & Tango
THURSDAY MARCH 2
12:45 pm - 1:45 pm Moscone West Hall, Level 3, Room 3022  Build Mobile and Voice Games with Google  
Part 1: Deep dive into the Firebase SDK for Unity. Come see how Firebase, a cloud based suite of tools for mobile game development, will speed up your game development. We will talk about sending push notifications, targeting analytics, synchronizing data, and manipulating your game with remote configurations.

Abe Haskins, 
Firebase Engineer

Harry Yu, 
Product Manager

Lisa Takehana, 
Game Designer

2:00 pm - 2:30 pm Moscone West Hall, Level 2, Room 2009

Find Your Biggest Fans with Google's Machine Learning  
The key to success for free to play mobile game marketers is acquiring passionate players who love your game enough to spend their time and money. Yet finding these players was always more of an art than a science. As a result, a small fraction of players account for the majority of game revenue. Join this session to learn how Google can help you grow both your game and profitability with a little help from machine learning. Mobile gaming growth specialist, Marc Heneghan, dives into Google’s approach to lifetime value and shares how you can use Universal App Campaigns to find more of your biggest fans.

Mark Heneghan,
Analytical Lead
3:00 pm - 3:30 pm Moscone West Hall, Level 2, Room 2024

Earn more revenue from the AdMob platform and Rewarded Ads
With faster devices and more bandwidth come richer, more immersive ads. AdMob has cutting-edge formats which are high quality in appearance and load fast. In this advanced session, the AdMob team provides a technical deep dive into how the right ad technology helps you earn money and enhance user experience. Learn how AdMob can help you build audiences by integrating rewarded ad formats into your game mechanics. You'll discover how to request your first ad, and hear optimization tips to help you earn more. Attendees should bring their laptops so they can participate in the codelab portion of the workshop).

Apoorva Sharma,
Account Manager, Online Partnerships Group
4:00 pm - 5:00 pm Moscone West Hall, Level 2, Room 2014

Ready Player Everyone: Worlds, World-Building and the Future of Online Games 
Panel on online games. 

Other panelists: Rob Pardo, Hilmar Veigar Pétursson, Herman Narula (Improbable CEO) and possibly Rod Cousins 

Noah Falstein, 
Chief Game Designer
4:00 pm - 5:00 pm Moscone North Hall, Room 120 Visual Effects Artist Roundtable 
Over the last few years, the tools and techniques of a game visual effects artist have changed dramatically. There are now incredibly powerful desktop GPUs, rapidly advancing mobile GPUs, compute shaders, advanced particle simulations, new mesh-based effect techniques, and a host of post processing tools. The new consoles are beginning to mature and show what they're capable of, plus the promise of virtual reality lies just around the corner. All in all, it's an incredibly exciting time in the industry as VFX artists continue pushing the technology and the visuals forward. Join this talk to learn about their successes and failures, their pie in the sky ideas and their favorite tried and true tricks. Also, EXPLOSIONS!
Drew Skilman, 
Senior UX Engineer 
FRIDAY MARCH 3
11:30 am - 12:00 pm Moscone West Hall, Level 3, Room 3006 

Sounds Deep - Spatial Audio from the Ground up 
Audio in games has long been stuck in two dimensions. Recent advances have enabled game developers to experiment with 3D audio for the first time. This talk delves deep behind the scenes of binaural audio rendering, leaving attendees with a profound understanding of spatial audio, empowering them to better utilize it in the games they develop. It explores how a combination of signal processing and psychoacoustics let developers mimic the complex ways in which real-world sounds reach a person's ears. The talk also covers ambisonics in simple terms, the possibilities this technology opens and the inherent limitations they must be aware of when using it. Finally, it explores acoustic environment simulation and its influence on the sense of externalization and realism.
Ian Kelly,
Software Engineer 

Adam Glazier,
VR UX Lead 


1:30 pm - 2:30 pm Moscone North Hall, Room 120 Visual Effects Artist Roundtable 
Over the last few years, the tools and techniques of a game visual effects artist have changed dramatically. There are now incredibly powerful desktop GPUs, rapidly advancing mobile GPUs, compute shaders, advanced particle simulations, new mesh-based effect techniques, and a host of post processing tools. The new consoles are beginning to mature and show what they're capable of, plus the promise of virtual reality lies just around the corner. All in all, it's an incredibly exciting time in the industry as VFX artists continue pushing the technology and the visuals forward. Join this talk to learn about their successes and failures, their pie in the sky ideas and their favorite tried and true tricks. Also, EXPLOSIONS!
Drew Skilman, 
Senior UX Engineer 

Booth

WEDNESDAY MARCH 1 TO FRIDAY MARCH 3

 

WED - THURS: 10:00am - 6:00pm

FRID" 10:00am - 3:00pm


Moscone South Hall, booth #1424 

Google Daydream Booth 
Daydream is Google's platform for high quality, mobile virtual reality. Daydream aims to make VR accessible to anyone. Tango enables augmented reality experiences on your smartphone. Daydream & Tango come to life with software created by developers like you. Join us and help shape the future of VR & AR.


Moscone South Hall, booth #1638 Google Cloud Booth 
Google Cloud Platform enables developers to build, test,and deploy applications on Google’s highly scalable and reliable infrastructure. Google Cloud Platform frees you from the overhead of managing infrastructure, provisioning servers and configuring networks. To let innovators innovate and let coders just code.