Gamasutra

If you missed SIGGRAPH 2017 watch a selection of recorded Live Streaming Sessions.

Real-Time Live! Jury

 

Vicki Ferguson

Lead Programmer, Ubisoft Montreal

Vicki is the lead programmer on ‘Eagle Flight’, the first virtual reality game released by Ubisoft Montreal and winner of the 2017 D.I.C.E. award for Immersive Reality Technical Achievement. Before joining Ubisoft in 2012, she led the Rendering Special Interest Group at EA Canada where she specialized in advanced character rendering on the Fight Night Series. After 12 years in the industry as a graphics and engine programmer and 8 shipped AAA titles, she had a near-religious experience looking out at the stars from inside a VR headset. She’s now dedicated to developing the kind of transformative experiences that VR gaming deserves.

 


 

Will McDonald

VP, Product, Conductor Technologies

Will McDonald is VP of Product at Conductor Technologies – focusing on building a platform that enables anyone to harness the computational power of the cloud to create incredible work across the Media & Entertainment industry and beyond.

Prior to Conductor, Will was Senior Manager for Interactive and Emerging Technology at Autodesk – leading a Consulting group working closely with a variety studios in games, film/animation, and AR/VR. Will has also worked in a variety of both artist and software engineering/R&D roles at Electronic Arts, Pixar Animation Studios, and Industrial Light & Magic.

Will currently resides in the San Francisco Bay Area - he holds an MS in Software Engineering at Carnegie Mellon University and a BFA in Visual Effects from the Savannah College of Art & Design.

 


 

John Root

VRLA

John is a game and film industry veteran who specializes in motion capture, virtual production and digital humans. He has worked for such companies as Digital Domain, id Software, Epic Games and Magic leap. He is also co founder of VRLA.

 


 

Bent Stamnes

Fuse

Bent Stamnes is a real-time graphics evangelist, musician, Creative Director and demoscene enthusiast. He is an occasional public speaker and one of the people running Scene.org, the largest archive of demoscene material in the world. You can reach Bent on Twitter @gloom303

 


 

Natalya Tatarchuk

Director of Global Graphics, Unity Technologies

Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast. She is currently the Director of Global Graphics at Unity Technologies, focusing on driving the rendering technology and graphics performance for the Unity engine. Previously she was the Graphics Lead and an Engineering Architect at Bungie, working on state-of-the art cross-platform rendering engine and game graphics for Bungie’s Destiny franchise. Natalya also contributed graphics engineering to the Halo series, namely Halo: ODST and Halo:Reach. Before moving into game development full-time, Natalya was a graphics software architect and a project lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating innovative real-time graphics techniques. She has published papers and articles in various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide. Natalya is a member of multiple industry and hardware advisory boards. She holds an MS in Computer Science from Harvard University with a focus in Computer Graphics and Bachelors of Arts degrees in Mathematics and Computer Science from Boston University.

 


 

Yun-Ta Tsai

Senior Software Engineer, Google

Yun-Ta Tsai is a senior software engineer at Google, working on high performance image processing on mobile devices, and color tuning. Prior to Google, Yun-Ta Tsai was a senior research scientist at NVIDIA and a senior researcher at Nokia. He received M.Sc. from University of Southern California. His research interest includes computational photography, high performance computing, computer architecture and mixed reality. He has published his work in diversified venues from VLSI to SIGGRAPH, and enjoyed working with people from various disciplines.

Renderosity

FMX Conference