Autodesk at GDC 2014

Join us at the Game Developers Conference! Check out the latest Autodesk 3D game development tools and workflows for game makers, and hang out with our technical experts on the show floor. We'll be previewing our latest games technology and bringing indie and AAA game makers to talk about the art and design of their games in our sponsored sessions:

Autodesk Gameware Update

Out of the shadows: Inside Eidos Montreal's Thief production

Lost Toys: How we survived making our first 3D puzzle game

Killzone Shadow Fall: Creating art tools for a new generation of games (Joint session with Dell and AMD)


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Press Contact Information

​Welcome to Autodesk's Virtual GDC Press Room pre-show page. During GDC, you will be able access all of the resources available to journalists attending the conference. Access Press Room

Image Credit

Thief © 2014 Square Enix Ltd. All rights reserved. Developed by Eidos-Montréal. THIEF, the THIEF logo, EIDOS-MONTRÉAL and the EIDOS logo are trademarks of Square Enix Ltd. SQUARE ENIX and the SQUARE ENIX logo are trademarks or registered trademarks of Square Enix Holdings Co., Ltd. All other trademarks are the property of their respective owners.

Sander van der Steen

Sander van der Steen has been a tools developer since graduation in 2005. He has been a senior technical artist at Guerrilla Games since 2012.
Jim Fleming

Jim Fleming is the other co-founder of Barking Mouse Studio. Jim started programming in middle school and spends his free time studying artificial neural networks.
Jean-Normand Bucci

Shortly after working on Thief as Art Technical Director, Jean-Normand took the role of Technical Director of Labs, a R&D department at Eidos-Montréal.
Danielle Swank

Danielle Swank is one-half of Barking Mouse Studio, developers of the award-winning iOS game Lost Toys. She also runs the San Francisco Game Dev Study group.
Autodesk Gameware Update

In this session, we'll provide information about new features in Autodesk Gameware products. The Gameware suite consists of industry leading solutions for user interface design (Scaleform), nav mesh generation and path finding (Navigation), inverse kinematics (HIK), and global illumination (Beast). We'll discuss exciting new improvements in the tool set as well as the runtime

Wednesday March 19, 2014 at 11am PST
How we survived making our first 3D puzzle game

How did first time game developer, Barking Mouse Studio, decide to take on 3D for their award-winning game, Lost Toys? Two-person team, Danielle Swank and Jim Fleming, will talk about how they built Lost Toys, what they would do differently, and how creating a 3D game can be a smart choice for indie studios.

Wednesday March 19, 2014 at 5pm PST
Guerrilla Game sponsored session

At Guerrilla Games, creating the most engaging real-time graphics is what we do! Doing this efficiently, requires artists to work directly in the most demanding virtual environments. Guerrilla Games pushes both hard- and software to the edge of what is possible. The intuitive tools in Autodesk Maya, powered by Dell Precision Workstations provide exactly that solid base we need to push for the ultimate in realtime graphics!

Thank you to our strategic partners:

Out of the shadows: Inside Eidos Montreal's Thief production

Want to learn what it takes to bring a fan-favorite game into a new generation of gaming? Get a rare and privileged sneak peek at the challenges and solutions the Eidos Montreal team faced while making THIEF. Jean-Normand Bucci, Technical Director for THIEF, presents a sneak peek at his team's work building a pipeline conducive to creating great content. Jean-Normand also provides valuable tips & techniques for working with Autodesk technology that are relevant to beginners, industry specialists, and everyone in between.

Wednesday March 19, 2014 at 3:30-4:30pm PST
Killzone Shadow Fall: Creating art tools for a new generation of games.

This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.

Thursday March 20, 2014 at 10am PST

Thank you to our strategic partners: