
Top 5 Multiplayer Conferences to Attend at GDC 2026

We polled our engineers on the sessions most relevant to multiplayer and backend development at GDC 2026, and here are the ones that stood out. In no particular order:
Matchmaker as Code: A Constraint-Based Approach to Cross-Platform Multiplayer
Matchmaking is one of those problems that looks simple on the surface and turns into a distributed systems nightmare the moment you scale. This session from Gameloft takes a constraint-based approach to cross-platform matchmaking, treating the entire system as code — making it versionable, testable, and reproducible. For anyone building or rethinking their matchmaking pipeline, this is a rare session that goes beyond theory and into architectural specifics.
With Albert Puertolas (Gameloft)
Monday, March 9 at 10:30 AM in Room 2001, West Hall
Trust, Attest, Server-Authoritative: Modern iOS Anti-Cheat for Multiplayer
An advanced session from Tencent Games covering what it actually takes to build a robust anti-cheat system for iOS multiplayer in 2026. The talk digs into Apple's App Attest framework alongside server-authoritative design patterns — a combination that's increasingly necessary as mobile multiplayer matures. If you're shipping a competitive iOS title and haven't thought deeply about attestation, this one's unmissable.
With Yue Wang (Tencent Games)
Monday, March 9 at 2:00 PM in Room 2009, West Hall
Implementing a Built-In Multiplayer UGC Experience in 'Genshin Impact'
Building user-generated content tools is hard. Building them inside a live multiplayer game running at Genshin Impact's scale is a different beast entirely. miHoYo's Xin Ning walks through how they embedded a multiplayer UGC experience directly into the game — the systems, the constraints, and the tradeoffs that come with shipping creative tools to hundreds of millions of players without destabilizing your live service.
With Xin Ning (miHoYo)
Monday, March 9 at 3:10 PM in Room 2018, West Hall
Designing Stadium: Crafting a New Game Mode for 'Overwatch'
Not every must-see session at GDC is about backend infrastructure. This one from Blizzard is worth attending for a different reason: it's a detailed production postmortem on Stadium, a brand-new game mode added to one of the most played multiplayer games in the world. How do you design, scope, and ship a net-new mode into a live game without fracturing your playerbase? Scott Hwang and Larry Wu break it down from the inside.
With Scott Hwang (Blizzard Entertainment), Larry Wu (Blizzard)
Tuesday, March 10 at 1:50 PM in Room 2005, West Hall
Multiplayer Game Dynamics: Behind the Scenes of the New York Times' New Game 'CrossPlay'
The New York Times building a multiplayer game is an eyebrow-raiser — and this advanced session is exactly as interesting as you'd hope. Shafik Quoraishee and Amra Khullar go behind the scenes of CrossPlay, covering the game dynamics and technical decisions that went into launching a multiplayer experience for a non-gaming audience at internet scale. A great lens into what multiplayer design looks like when your constraint isn't engine performance, but mass-market accessibility.
With Shafik Quoraishee (The New York Times), Amra Khullar (The New York Times)
Friday, March 13 at 11:50 AM at the Monetization & Player Engagement Stage, South Hall
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And for those not attending… see you in 2027!
Written by
the Edgegap Team







