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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Real-Time World Editing Technology in Northlight

Sebastian Eriksson  (Lead Core Engine Programmer, Remedy Entertainment)

Location: Room 2005, West Hall

Date: Wednesday, March 20

Time: 3:30 pm - 4:30 pm

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: Intermediate

Requirements for game worlds are ever-increasing, being more realistic, more interactive, and larger than ever before. This means that there is a ton of content to be authored, but also large amounts of data to pass through pipelines and workflows to the engine runtime. Remedy has been working on a new data pipeline and technology stack for the Northlight engine that allows us to optimize entity data for authoring at edit time, and performance at runtime, while keeping near-instant iteration times for world editing workflows. The fundamental parts of this technology are OpenUSD for authoring, and Northlight's transformative live-edit pipeline that enables entity modifications to be applied to a running game process on the fly. In this presentation, Sebastian shares how we keep the editor and runtime data representations separated, how the data is transformed, and how the real-time editing between the editor and runtime works in practice.


Attendees are expected to learn how Remedy has integrated OpenUSD into their data pipelines for world building, and how the Northlight engine implements a live-editable data pipeline for transforming USD scenes into an efficient runtime format in real-time.

Intended Audience

Programmers working on or interested about game engine design and data pipelines. To be able to fully enjoy this presentation intermediate technical expertise is expected.

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