Game Developers Conference (GDC) 2014


Moscone Center


San Francisco, CA


17 March 2014 - 21 March 2014




The Game Developers Conference (GDC) is the world's largest and longest-running professionals-only game industry event.

GDC attracts over 23,000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games gather to exchange ideas and shape the future of the industry.

ARM will be in attendance showcasing ARM Mali GPUs in action with an amazing array of gaming demonstrations revealing the capabilities of the market leading mobile technology. Visit us to learn how to optimize your game for ARM Mali GPUs.

You will be able to attend a number of educational talks about our ARM tools and technology.

Moscone Center

747 Howard Street

San Francisco, CA 94103

Title Abstract Speakers Time and Place
The Revolution in Mobile Game Graphics The leap from simple 2D graphics to complex 3D shading and lighting has been one of the fastest transitions seen on mobile devices. In this talk we look at the bleeding edge of physically based shading and real-time global illumination on mobile, with illustrations from content built in existing tools. We then look to the future and discuss on-chip rendering, a recent innovation in mobile graphics that will enable console rendering architectures on mobile GPUs.

Sam Martin, Head of Technology, Geomerics

Marius Bjørge, Staff Engineer, ARM.


West Hall, Room 3014

Optimizing Mobile Games by Gameloft and ARM In this session ARM will first introduce you to methodologies for the efficient rendering of high quality 3D graphics in mobile games, and Gameloft will take you behind the curtain on optimization examples used on their game titles, detailing how they identified the bottlenecks and implemented the optimizations.

Stacy Smith, Technical Lead, Developer Education, ARM

Adrian Voinea, World Android Technical Lead, Gameloft

Victor Bernot, Lead Visual Effects Developer, Gameloft

Wed. 2pm

West Hall, Room 3014

Getting the most out of OpenGL® ES The latest version of OpenGL ES provides a rich set of tools for creating beautiful, high-performance graphics on mobile devices. In this talk we’ll describe some of those features and talk about how to use them in a mobile context. We’ll present case studies and demonstrations showing how new technologies like ASTC can provide dramatic power and bandwidth savings, and even enable new approaches to classic rendering problems.

Dave Shreiner, Director of Graphics and GPU Computing Technology, ARM

Tom Olson, Director, Graphics Research, ARM

Daniele Di Donato, Software Engineer, ARM

Wed. 3:30pm

West Hall, Room 3014

Multi-core programming on ARM Cortex® 32 bit and 64 bit CPUs An introduction to multi-core programming for ARM Cortex CPUs and big.LITTLE™ technology which will show you how to extract the maximum performance from the latest ARM systems. After covering how to get the best out of ARM NEON™ technology with the Ne10 library the talk will finish with a discussion on the tools and programming models available for the ARMv8-A architecture which will help you prepare for the move to 64 bit.

Ed Plowman, Director of Solutions Marketing, ARM

 Matt DuPuy, Staff Software Engineer, ARM

Jesse Barker, Principal Software Engineer, ARM

Thur. 10am

West Hall, Room 3014

Performance Analysis and Debug Tools for Mobile Games Join ARM engineers in this session as they describe how leading players in the mobile gaming industry optimize their code base to deliver the best possible user experience. This talk will introduce you to the CPU and graphics debug and optimization tools which ARM offers to developers coding for the extensive range of ARM-based devices on the market today.

Lorenzo Dal Col, Senior Software Engineer, ARM

Ronan Synnott, Senior Field Applications Engineer, ARM

Adalberto Bruno, Technical Director, EA

Thur. 11:30am

West Hall, Room 3014


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