Presenter
Biography
Natalya Tatarchuk is a graphics engineer and rendering enthusiast at heart, currently serving as Chief Technology Officer at Activision Publishing. In this role, she leads the technology strategy and execution across major Activision franchises—including Call of Duty—driving innovation at the intersection of cutting-edge tech and game development at scale.
Previously, Natalya was Distinguished Technical Fellow and Chief Architect, VP of Wētā Tools at Unity, where she advanced state-of-the-art rendering, graphics performance, and character creation tools for film and games. Before that, as VP of Graphics for the Unity Editor and Engine, she led Unity’s graphics initiatives across the real-time rendering stack.
Prior to Unity, she was a AAA game developer at Bungie, where she contributed to the visual innovation and cross-platform rendering of Destiny, and earlier, the Halo series—including Halo 3: ODST and Halo: Reach.Earlier in her career, she worked at AMD’s Graphics Products Group, where she pushed the boundaries of parallel computing and explored advanced real-time graphics techniques, graphics hardware design, and next-generation API development.
Previously, Natalya was Distinguished Technical Fellow and Chief Architect, VP of Wētā Tools at Unity, where she advanced state-of-the-art rendering, graphics performance, and character creation tools for film and games. Before that, as VP of Graphics for the Unity Editor and Engine, she led Unity’s graphics initiatives across the real-time rendering stack.
Prior to Unity, she was a AAA game developer at Bungie, where she contributed to the visual innovation and cross-platform rendering of Destiny, and earlier, the Halo series—including Halo 3: ODST and Halo: Reach.Earlier in her career, she worked at AMD’s Graphics Products Group, where she pushed the boundaries of parallel computing and explored advanced real-time graphics techniques, graphics hardware design, and next-generation API development.
Presentations
Course
Gaming & Interactive
New Technologies
Production & Animation
Research & Education
Not Livestreamed
Not Recorded
Games
Geometry
Industry Insight
Lighting
Performance
Real-Time
Rendering
Full Conference
Course
Gaming & Interactive
New Technologies
Production & Animation
Research & Education
Livestreamed
Recorded
Games
Geometry
Industry Insight
Lighting
Performance
Real-Time
Rendering
Full Conference
Virtual Access
Tuesday