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Your search for "ai" returned the below results for sessions and speakers.
Ignacio Amaya leads AI initiatives at Rovio, working on machine learning and generative AI for games, advertising, and user acquisition. He has a background in data science and data engineering and focuses on building AI solutions that deliver real business impact.
Moritz is a senior partner and the head of gaming & interactive media at Lightspeed, a globally leading VC firm with 13 offices, $43 billion in assets, and over 200 exits across the U.S., Europe, and Asia. An advocate for world models, he is also a founding member of General Intuition, a research lab that trains spatiotemporal agents on proprietary video game data and raised a $133.7 million Seed round in 2025.
Prior to that, Moritz founded and led the firm’s global gaming practice at Goldman Sachs. A lifelong gamer, he spent his teenage years competing in Blizzard’s Diablo II, culminating in a #1 ranking among over 12 million players in 2003.
Beau was born and raised in Los Angeles, California. Began playing guitar and drums in bands and producing music when he was 15. Turned his passion for gaming into a PA job working events for Activision. Spent 5+ years after that at Activision working in licensing and partnerships before coming to Universal Music in 2024 to lead the gaming sector of the Production Music department. Favorite games of all-time are Goldeneye, Halo 3, and Fallout: New Vegas.
Nick Ballou is a research psychologist at the University of Oxford and one of the world's leading young experts in how media usage affects mental health—for example, effects like stress relief, displacement, and nostalgia. He develops creative methods to collect detailed behavioral data from platforms (e.g., Xbox, TikTok), and use this data to understand the key ingredients in a healthy digital diet with a focus on causality, not correlations. A broader goal of Nick's work is to make psychological research more rigorous, trustworthy, and actionable as part of the science reform movement. He is a postdoc at the Oxford Internet Institute, having recently finished his PhD at Queen Mary University of London.
Sharon Baylay-Bell is a global business leader with over 20 years of experience helping companies grow at the intersection of culture, technology, and business. She has held senior roles at Microsoft, where she received the Chairman's Award from Bill Gates, and at the BBC, where she served as Chief Marketing Officer and Executive Board Director. Her career spans global tech, media, and consumer businesses, with a focus on navigating cultural complexity to build brands that resonate across markets. She is currently the CEO of Testronic, a global provider of quality assurance and language services for the game industry.
A failed real‑world economist who read too many Yanis Varoufakis VALVeconomics posts and thought fake economics was way more fun. He worked at Scopley before moving onto Battlefield at DICE, then new projects at Amazon Game Studios. Phillip has been consulting at Game Economist Consulting for the past year and yelling into the void on the Deconstructor of Fun and Game Economist Cast podcasts.
Writer/Director Kal-El Bogdanove has crafted dozens of the world's most popular AAA videogames, including Steam record-breaker Helldivers 2, global smash Honkai Star Rail, Horizon Forbidden West, MultiVersus, Diablo 4, Diablo Immortal, Overwatch 2, Suicide Squad: Kill the Justice League, World of Warcraft, Hearthstone, League of Legends, Convergence, the BAFTA-winning Fallout 4, and more. Kal-El was the creator and showrunner for The Walt Disney Company's entire suite of interactive audio, a whopping 2000+ pages of fully-voiced content across Disney, Marvel, Star Wars and Pixar, earning Disney $30 million first year net in this previously unexplored space, and generating an incalculable number of guest impressions. Bogdanove also created Dug In Real Life, the most successful viral video in TWDC history, with 28 million views in 24 hours. Together with his business partner Adrienne Arno, Bogdanove wrote Exoprimal for Capcom, and an unannounced AAA title for Warner Bros. Arno and Bogdanove also partnered with horror legends John Carpenter and Sandy King to create Terraformed, an eight-part graphic sci-fi miniseries, and The Haloperidol Files, a psychological mystery.
Alexander Brandon is a game audio veteran with thirty years of experience and over one hundred titles to his credit, among them the soundtracks for such hits as “Unreal” and “Deus Ex”, and more recently music, sound and voice for such games as “Stormgate”, “Wasteland 3, Oddworld: Soulstorm, Aven Colony, Wasteland 2”, “Alpha Protocol”, the “Neverwinter Nights” series, “Bejeweled 3”, Skyrim, and “DC Universe Online”. Alex has skills in music composition, sound design, voice acting, voice direction, audio direction and game audio technology. He has written the award winning book “Audio For Games: Planning, Process and Production and written columns for Game Developer and Mix magazines. He has also lectured at UCLA Extension, Texas State University and Berklee School of Music. He now owns his own audio production house in Seattle, Washington, “Funky Rustic”, and distributes music through Bandcamp, releasing an album every now and again.
Rogelio Cardona-Rivera is an Assistant Professor in the Entertainment Arts and Engineering Program and in the School of Computing at the University of Utah, where he directs the Laboratory for Quantitative Experience Design. His research focuses on computationally modeling how game players think and act inside video games, as well as developing tools that use these models to help game designers design. Cardona-Rivera has interned as a computational narratologist at Sandia National Laboratories and Disney Research, and his research has been supported by the GEM Ph.D. Fellowship, the Department of Energy Computational Science Graduate Fellowship, the Intelligence Advanced Research Projects' Agency, Oculus VR, and Activision | Blizzard.
Joseph Carroll is an Engineering Manager at Meta, leading a team that builds AI tools which accelerate Horizon OS development workflows. Previously at Amazon and in fintech, he focuses on creating developer tools that streamline complex technical processes and improve productivity for engineering teams.
Vickie Chen is the CEO and Founder of AviaGames, a mobile game company headquartered in the San Francisco Bay Area. She leads Avia's strategy across product, growth, and platform development for skill-based competitive games including Solitaire Clash, Bingo Tour, and 8 Ball Strike, scaling a player-first ecosystem that combines engaging gameplay, fair competition, and performance-driven growth. Under her leadership, Avia has grown to millions of players worldwide and earned industry recognition for innovation, diversity, and leadership.
Dr. Richard Cole is Lecturer in Digital Futures at the University of Bristol, where he also co-programme directs the MA Games Design (Narrative). His research investigates how video games, virtual reality, and artificial intelligence open up new avenues for humanistic inquiry. He has published widely on games, from inquiries into gameplay structures and immersion, to worldbuilding, paratexts, and gender representation. He has coined key terms for game analysis and has led ground-breaking player studies into AI-native games. As co-Director of the Bristol Digital Game Lab, a pioneering hub connecting academia with the games industry, he aims to unlock the power of play for cultural, educational, and civic transformation.
Peet Cooper is the Co-Founder and Creative Director at Millions of Monsters. Peet is a versatile game dev veteran with over 20 years of experience as an art generalist and game designer. He has worked with many leading companies in the industry, including Blizzard, Riot, EA, Nintendo, Activision, and Airship, on big game franchises such as League of Legends, Diablo, World of Warcraft, Star Wars, Call of Duty, and more. As an Art Director at Riot, Peet helped to define the visual quality and style of League. He has contributed to over 50 games, wearing many hats. Concept art, Animation, 3D Character art, 2D and 3D Environment art, Illustration, Art Direction, Game design, Level design, and Consultant. Peet is currently a Co-Founder at Millions of Monsters.
Michael Csurics is a director specializing in video game voiceover and performance capture. He is the founder of the Brightskull Entertainment Group, a production company providing casting, VO/Face/P-Cap Production, and creative localization solutions. His notable works include: Marvel Rivals, Infinity Nikki (无限暖暖), Bugsnax, Harry Potter: Magic Awakened, Tacoma, and Bioshock 2. Throughout the video game industry Michael is a well-known crusader for pushing the bar in dialogue and voice performance. He is a leading expert in the art of capturing ensemble performances as well as in adapting Chinese source material for English speaking audiences.
Don Daglow is a three-time Inc. 500™ CEO, a pioneering game designer and 2008 Technical Emmy® Award recipient whose career spans the history of Silicon Valley. Teams have shipped over $1 billion in game products under his leadership. In addition to working with publishers and game developers, Don serves as Sr. Director for Industry Relations at The Strong National Museum of Play in Rochester, NY (home of the largest collection of video games and related documents and artifacts in the world), as an Advisor at the Founders Space accelerator in San Francisco (rated in the Top Ten by Inc. Magazine), and as the volunteer President of The Academy of Interactive Arts & Sciences Foundation, the charitable wing of the Academy. Daglow has delivered keynotes and speeches at The Smithsonian Art Museum in Washington D.C., BAFTA in London, the Biennale in Frankfurt, Medientage in Munich and many international games conferences. He is the only executive in the history of the games industry who has held leadership and/or creative positions on every generation of video game consoles, from 1980 to the present day. In 2003, he received the CGE Award for "groundbreaking achievements that shaped the Video Game Industry." Along with John Carmack of id Software and Mike Morhaime of Blizzard Entertainment, Daglow is one of only three game developers whose work has been honored at both the Technology & Engineering Emmy® Awards and at the Academy of Interactive Arts & Sciences DICE Awards. As an engineer working on mainframe computers, Daglow also created key early milestones in the development of chatbots (ECALA, 1972) and the machine translation of natural language (Spanish Translator, 1977).
As a game developer who specializes in narrative design, implementation, and programming. Jarory inspires his colleagues and next generation developers through collaborative projects and teaching game development. As a developer, he has worked on properties such as Madden, Marvel, and Star Wars as both a Narrative and Technical Designer. He dedicates his spare time to a Hip-Hop RPG, which he describes as a passion project. He has participated in multiple game jams including global game jam and train jam. As a developer of color, he seeks to amplify minority voices through inclusive design, unique perspectives in narrative, community service, and activism. Jarory is also a community organizer for Black in Gaming (BiG) and a member of the Latinx in Gaming community, as well as President of the Board for Global Game Jam. His current studio, Coquito Games, is the culmination of his years of experience and passion for telling stories from under-represented voices.
Mika is Director of Community at Gay Gaming Professionals and co-chair of AAPI in Gaming. They are actively involved in building communities through DEI&B efforts across the industry and helping developers feel welcome in spaces. They previously worked on Throne & Liberty, Bit Heroes and held global events for games such as Insurgency Sandstorm. They graduated from California State University, Northridge (CSUN) with a BA in Anthropology.
Video Community Manager & Livestream Host for Behaviour Interactive for Dead by Daylight - based out of Montreal, QC. Dork has more than 6 years of applicable social media and digital marketing experience. Passionate about building up player communities with fresh ideas and organizational skills to create innovative social media campaigns that increase player acquisition, retention, engagement, and community sentiment. She is excited to grow within a team of creative individuals. Let's create together.
Kelli Dunlap, PsyD, MA is the executive director at Take This, the original mental health and games non-profit. She brings on over a decade of experience working at the intersection of mental health and games, including esports, community management, and game design, and uses this experience to inform and drive Take This' mission. In addition to her work at Take This, Dr. Dunlap is a licensed clinical psychologist, holds a Masters in Game Design, and serves as a researcher-in-residence at American University's Game Center. She is an award-winning game designer and has collaborated on game design projects with organizations including the National Institute of Mental Health, UNESCO, VOX Media, and U.S. Congressional staffers. Dr. Dunlap is an internationally recognized researcher and speaker on the intersection of games and mental health, especially pertaining to mental health representation in games and ethical game design.
Blair Durkee is the Associate Director of Gaming at GLAAD, the world's largest LGBTQ media advocacy organization. She has a M.S. in Computer Science from Clemson University, where she also began her career in advocacy. Since joining GLAAD in 2018, she has led the expansion of GLAAD's programmatic work in the video game industry and has consulted on a wide range of LGBTQ-inclusive titles like Tell Me Why from Xbox Game Studios and Apex Legends from Electronic Arts. Blair is based in South Carolina, as a lifelong tech-enthusiast and gamer, she is passionate about harnessing the power of video games to create a better world for LGBTQ people.
Harvey Elliott is the founder and CEO at Playstack, a leading light in indie game publishing. Playstack supports developers to create innovative and captivating games that are enjoyed by players worldwide. Playstack prides itself on putting developers at the heart of everything it does and works tirelessly to maximise the work of its developers and help them realize their full potential. An early interest in development and a hunger to gain more knowledge about gaming led to Harvey being offered a role with Acclaim Entertainment in 1996. At Acclaim, Harvey worked his way from European Product Development Coordinator to general manager of three game studios. In 2003, Harvey joined EA, where he led development teams across a variety of well-known brands including Burnout 3, the Harry Potter games series, numerous Hasbro titles and SimCity. In 2011 Harvey left EA and took the leadership role at Marmalade Technologies; an innovative technology platform and integrated game development studio, continuing his work with Hasbro and partnerships with Google, LG, Samsung, Activision Blizzard, Intel and many more. From 2012 to 2016 Harvey became chair of the Games Committee at BAFTA joining its Board of Trustees; and helping to celebrate the work of the games industry within the creative industries as a whole. Harvey brought all of his experience together to form Playstack in 2016, with the aim of publishing exceptional and inventive games.
Jason Eppink is an Assistant Professor of Digital Media at Elmhurst University. He is an artist, curator, and educator, who creates playful, collaborative interventions in online and offline spaces that offer glimpses of a world of expansive possibilities. His core strategy is the use of surprise–a physiological experience that requires an urgent re-evaluation of one's beliefs–to create contexts for participating audiences to imagine radical alternatives and co-create meaningful experiences together. Eppink's transdisciplinary practice manifests across many forms including urban interventions, augmented reality physics puzzlers, escape rooms, text-based interactive fiction, installation games, websites and browser plugins, activist Twitter bots, algorithmic video, and immersive theater. His work has found international acclaim and been presented by such esteemed institutions as New York City's New Museum of Contemporary Art, the Venice Architecture Biennale, and the Come Out and Play Festival. It's also all available online for free at jasoneppink.com. Previously, as the Curator of Digital Media at Museum of the Moving Image, Eppink founded two arts commissioning programs and organized events and exhibitions about animated GIFs, video games, and internet cats that garnered major press from Artforum, The New York Times, the BBC, The Guardian, NPR, Wired, and The Wall Street Journal.
Claire L. Evans is a writer and musician in Los Angeles. She is the writer of the experimental video game Blippo+, published for Nintendo Switch and Steam by Panic Games, for which she won the 2025 Herman Melville Award for Best Writing from the New York Game Awards.
In her other life, she is the singer of the Grammy-nominated pop group YACHT, co-founder of VICE’s imprint for speculative fiction, Terraform, and co-editor, with Brian Merchant, of the accompanying anthology Terraform: Watch Worlds Burn (MCD Books, 2022). Her 2018 history of women in computing, Broad Band: The Untold Story of the Women Who Made the Internet, published by Penguin Random House, has been translated into six languages and was named one of the Top 10 Best Nonfiction Tech Books of All Time in 2023. Her award-winning journalism has appeared in MIT Technology Review, Quanta, WIRED, The Verge, and The Guardian, among many others.
She has given invited talks at the Hirshhorn Museum, Sónar Festival, Walker Art Center, TEDx, Google I/O, The New Museum, XOXO Festival, SXSW, Gray Area, Neural Information Processing Systems, the Association for Computational Linguistics, and the Decentralized Web Summit, among many others. She is a 2024 MacDowell Calderwood Fellow for Journalism.
A.J. Fairfield has been working on graphics at Mojang Studios for over 8 years, focused on elevating the rendering capabilities of the game. Prior to Mojang he contributed to the development of D3D12 and PIX at Microsoft. Physical accuracy and real-time rendering have been his passion for years, and working at Mojang has provided him with the opportunity to deliver exciting visual experiences to gamers on practically every modern platform.
Joanna Fang MPSE is an Emmy award winning Foley artist and sound editor. An alumna of NYU’s Tisch School of the Arts, Joanna developed a passion for Foley while studying Film and TV production. Graduating with several made for TV horror films under her belt, Joanna started an apprenticeship with lead Foley artist Leslie Bloome at New York’s Alchemy Post Sound and worked there for 7 years. In 2021, she joined Sony Interactive Entertainment’s Creative Arts Studios Sound Team as their senior Foley artist co-leading the development of their interactive Foley studio with senior Foley mixer Blake Collins.
Throughout her career, Joanna has cultivated a body of work spanning triple A video games, independent cinema, documentary film, installation art, television, and radio. She focuses on supporting unique storytellers through novel and empathy driven applications of performed sound. She has crashed a bus for This American Life’s Ira Glass, sprinted in heels for Celine Song’s The Materialists, and climbed mountains for Kojima Production’s Death Stranding 2. Her Foley is playable on several PlayStation titles including Helldivers 2, Marvel’s Spider-Man 2, God of War Ragnarök, and Ghost of Yōtei.
In 2016, the Television Academy recognized Joanna as the first openly transgender woman of color to win a Primetime Emmy for her Foley work on A&E’s Cartel Land.
Henry Golding is a 15+ year games industry veteran with broad experience in gameplay, tools, and test automation. He has helped some of the biggest live service games in the world restructure their development processes to ship frequent updates safely and cost effectively. Henry specializes in leveraging modern technical practices to pave the way for sustainable and humane game development – eliminating the need for crunch and fostering an environment where creativity and innovation flourish. With experience at industry-leading companies including Microsoft, Mojang, Rare, Epic Games, and now Netflix, he has been instrumental in transforming how game development teams approach quality and testing. Henry has worked to raise awareness of the benefits of test automation in games for many years - speaking at conferences (GDC, Develop) on podcasts, sharing resources via the Game Automated Testing Resource Hub (bit.ly/gathub) and the Game Devs Can Test channel on YouTube. He also mentors and coaches industry practitioners.
Morla Gorrondona has been working in video games as an actor (voice/performance capture/creatures) for over 15 years on award-winning titles such as Destiny and Destiny 2. Moss: Book 1 and Book 2, God of War: Ragnarok, The Last of Us 2, The Death Stranding, Call of Duty: Black Ops 3, 4, Cold War and 7, Spider Man 2, Horizon: Zero Dawn and New West.
She is a member of SAG-AFTRA, NAVA, IESD, founding member of the Game Audio Network Guild Voice Actor Coalition (GVAC) and founding co-chair of the GANG Awards Dialog Committee.
John Graham is the founder of Elbow Grease Games, an accelerator which aims to improve the early-stage ecosystem for game businesses. Prior to EGG, John co-founded and served as COO of Humble Bundle, which participated in the prestigious Y Combinator accelerator, secured Series A funding led by Sequoia Capital and was successfully acquired by Ziff Davis in 2017. He was also COO of the indie developer Wolfire Games, creators of Overgrowth, Receiver and Lugaru. He is a member of Indie Fund.
Ian Hardingham is a multi-award-winning Game Designer and Director best known for his work on the classic strategy game Frozen Synapse and its critically-acclaimed follow-ups. Following a successful career in games he moved into the technology sector, becoming Chief Technology Officer of Oxford Brain Diagnostics, a breakout medtech business specializing in pioneering brain analysis techniques to support drug development and aid clinical interventions. Ian recently led the technical component of OBD's successful FDA 510(k) submission for their groundbreaking CDM Insights software.
Specializing in sound design, composition and voiceover, Kurt Heiden is a game audio veteran who worked on classic Interplay games including Bard's Tale II, Bard's Tale III, Bard's Tale IV, Dragon Wars, Battle Chess and Neuromancer. At 7th Level, Kurt won a Software Publisher's Association award for Best Sound Design & Music for his sound design work on Monty Python & the Quest for the Holy Grail. He also has worked on game titles from Ion Storm, Old Sküül Games and Sierra's Return to Krondor. Kurt's day job is in marketing and from 2004 to 2021 he served as Chair of the Interactive Audio Special Interest Group (ain=iasig.org" data-mce-href="https://url.us.m.mimecastprotect.com/s/JbrACERZP5fgwX3vlHpiLH7BBZS?domain=iasig.org" style="outline: none;" data-mce-style="outline: none;">www.iasig.org), serving all members of the game audio industry.
Cecile Hemery is an inclusive leadership coach who helps professionals reclaim their confidence and impact, leading authentically while lifting others up - never "taking the blanket for themselves." With 15 years in gaming and tech leadership, Cecile combines coaching, psychoanalysis, hypnotherapy, and mindfulness with deep understanding of workplace dynamics in fast-paced, data-driven environments. She supports clients as they navigate the curveballs of career progression, leadership challenges, and life transitions; bringing clarity, confidence, and calm through her Becoming Process.Her approach blends practical structure, emotional insight, and gentle challenge, always delivered with empathy and the occasional dash of humor, helping human-centered leaders create positive ripple effects on their own terms. Her mission is simple: to help human-centered leaders show up with authenticity and have impact in their careers, and in their lives.
Scott Hwang is a System/Technical Design-oriented Game Designer who specializes in multiplayer experiences. He is currently a Senior Game Designer II on the Overwatch team at Blizzard Entertainment. Prior to this role, he was a Lead Systems Designer for an unannounced game project at Blizzard. Scott holds a MET degree from Carnegie Mellon University's Entertainment Technology Center.
Michael Jackson is the Worldwide Head of Business Development for Amazon GameLift Services, focusing on game server and game streaming solutions at Amazon. He brings 10+ year background in managed hosting and cloud technologies tailored for the games industry. Michael has helped some of the world’s most innovative studios modernize their infrastructure, reduce operational risk, and launch globally at scale.
Experienced Audio Director with over 12 years experience at DICE specializing in immersive sound design and audio direction for AAA titles. A Battlefield and Battlefront veteran. Winner of AIAS, G.A.N.G, MPSE, Develop and other awards.
Jeff spent the first part of his career in the world of feature film and animation, being part of such franchises as Lord of The Rings, Star Wars, The Matrix, Shrek, and Planet of the Apes, where he served in senior and supervisor positions in compositing, lighting, crowd simulation, and FX animation. He made the move to game development a decade ago, with game credits that include Call of Duty: Black Ops 3, Gears Tactics, Return to Moria, and Marvel's Spider Man 2. He is currently VFX Lead at inXile Entertainment, part of Xbox Studios.
Cissy Jones relishes using both sides of her brain. From her beginnings working in Silicon Valley startups and venture capital firms, to winning a BAFTA for her performance in Firewatch, recurring on Disney's The Owl House, playing in 100+ universes that span the spectrum from Naruto to Texas Chainsaw Massacre, or founding Ethovox, an AI company whose mission is to establish the ethical coexistence of AI and voiceover, she thrives in using her experience, passion, and knowledge to bring stories she believes in to life.
Emma Kidwell is a writer and narrative designer who most recently worked at Firaxis on Civilization VII and Marvel’s Midnight Suns. The game she wrote on, Hindsight, was nominated for several awards citing its emotional impact on players. Kidwell has consulted on and freelanced for several NDA projects that she'd love to tell you about (but can't). Some say she still posts on ain=emmkid.itch.io/" data-auth="NotApplicable" data-linkindex="0" data-ogsc="" data-mce-href="https://url.us.m.mimecastprotect.com/s/BQcRCn5YzpcKvKW40F9fjHJ0XGD?domain=emmkid.itch.io/">her ain=itch.io/" data-auth="NotApplicable" data-linkindex="1" data-ogsc="" data-mce-href="https://url.us.m.mimecastprotect.com/s/uzdoCpYRz0uvmvwgrSYijHGQ-RX?domain=itch.io/">itch.io, but there’s only one way to find out.
Bill Kleyman is an award-winning data center, cloud, and digital infrastructure leader with a 20-year career at the forefront of technology. Ranked globally by Onalytica as one of the leading executives in cloud computing and data security, Bill is focused on advising organizations, training young talent, and educating global audiences around AI, machine learning, sustainable data center design, colocation architecture, cybersecurity, DevOps, and more. Today, Bill is CEO of Apolo, an AI platform and infrastructure company, and Chair of the Education Committee at Infrastructure Masons, Board Advisory Member of Nomad Futurists, and the AFCOM Data Center World Program Chair. Bill is also a regular guest lecturer at the USC Viterbi School of Engineering for graduate and undergraduate courses.
John Kolencheryl (he/him) is a Principal Engineer at Schell Games, serving in an Engineering Director capacity where he leads the engineering team on projects. His role involves close collaboration with Project Directors to define engineering scope and mitigate risk. Furthermore, he collaborates with the VP of Engineering to strategically shape the entire engineering department, focusing on establishing coding standards, frameworks and department processes.
With over 15 years of experience, John is an expert in engineering game software and building pipelines and tools that support content creation. Before joining Schell Games, he served as a Software Engineer at Larsen & Toubro Infotech, an IT consulting firm. Academically, John holds a master's degree in Entertainment Technology from Carnegie Mellon University, USA, where he was also the distinguished recipient of the 2nd Annual Randy Pausch Scholarship. He earned his bachelor's degree in Electronics and Instrumentation Engineering from Cochin University of Science and Technology, India.
Marissa Koors is a narrative editor and designer with over a decade of experience making stories sharper across book publishing and interactive media. As a book editor, she worked for major publishing houses including Hachette Book Group and John Wiley & Sons, where she edited Kate Cooper's “Queens of a Fallen World”—a Finalist for the Cundill History Prize—among other titles, including major IP tie-ins from Marvel to “The Expanse.” She continues her work in the book industry as a literary agent for the Curious Minds Agency while focusing on interactive editorial and narrative design. Her credits as a game editor include “Alice's Lullaby” (2024), IndieCade nominee “Puckish” (2023), and “Zohran’s Run” (2025), in addition to editorial work for other interactive storytelling formats ranging from immersive theatre (“Disrememberance,” 2025) to ARGs ("MagStock Presents: Camp Gemstone Pond,” 2025). She has also edited and developed original epic and dark fantasy serials at Tapas Entertainment, and numerous indie TTRPGs. She lives in Brooklyn, NY.
41 years of coaching and teaching executives and professionals how to treat each other better in and through human conversation. Deeply rewarded and satisfied Dad of two strong, loving, and successful women. Continuing to find contentment and fulfillment in a marriage of over thirty years. Sustainably fascinated and inspired by the inextricable linkage between all three
Mike Lamprinos is a Product Manager at Reality Labs, working on Meta Quest SDKs and Developer Tooling. He is working on tools that developers use every day like Meta Building Blocks, Runtime Optimizer, Immersive Debugger and AI tools. Mike enjoys to learn how developers use Meta Quests unique capabilities to reimagine immersive experiences and he’s committed to making Horizon OS development more accessible to a wider set of developers.
Simon Landry has been working in the music industry for the last 20 years, as a music supervisor, a music producer and a music composer. Since 2008, as part of Ubisoft Music, he has been delivering industry-leading music supervision, design, production, implementation, and trailer music services for many Ubisoft studios, on AAA videogame franchises such as Assassin's Creed, Far Cry, Rainbow Six and Avatar. Simon's main Awards & Recognitions include working on the Grammy-winning Score of Assassin's Creed Valhalla: Dawn of Ragnarök by Stephanie Economou, the Grammy-nominated Score of Avatar: Frontiers of Pandora by Pinar Toprak, and the BAFTA-winning Score of Far Cry 4 by Cliff Martinez.
Patrick LeMieux is a media artist, game designer, electronic musician, and associate professor in the Cinema and Digital Media Department at the University of California, Davis. His research and teaching engage game studies, media theory, and art making to explore the material practices and community histories of play, from speedrunning, modding, and esports to installation art, modular synthesis, and alternative control. He is the co-author of Metagaming with Stephanie Boluk and the creator of small games like Footnotes, Triforce, and the Octopad, an eight-player controller for the Nintendo Entertainment System.
Luka Lebanidze leads the Games Division at POSTRED, where he builds long-term partnerships with studios and supports audio teams with scalable, artist-led production. His work spans audio co-development, business development, and creative supervision, aligning artistic vision with sustainable production systems.
Under his leadership, POSTRED has contributed to titles including Path of Exile II, Wuthering Waves, Naruto Mobile, Delta Force, and Roco Kingdom.
POSTRED is an audio co-development partner known for performance-driven sound design and cinematic worldbuilding. With a team of 20+ sound designers and dedicated creature, Foley, and implementation specialists, the studio focuses on original performance and collaborative pipelines that support large-scale game production.
Anran Li is an Engineering Manager & Product Lead at Riot Games, working on their fighting game 2XKO. She started her career as a Software Engineer at Microsoft, where she helped ship Halo 5, Halo Wars 2, and Halo Infinite. Anran first became a leader while working at Twitch, helping streamers make a living doing what they love, on eSports, Subscriptions, Bits, and Emotes. Anran is a product-minded engineering leader, with technical speciality in around game systems and online services. Anran's personal mission is to help demystify games and tech, and make it more welcoming for underrepresented groups. She volunteers with organizations like the IGDA Foundation, AIAS DICE Foundation, and UCLA. She has also been a speaker at PAX, San Diego Comic Con, Game Access, and SINFO conferences.
Jingtian Li is an Associate Professor and the Department Chair of the 3D Animation and Game Design department at the University of the Incarnate Word. He specializes in Game Programming and Tech Art, and has a wide skill set range from programming languages like C/C++, C#, Python, to DCC tools like Maya, Houdini, ZBrush, Substance Painter and Designer - he is also specialized in Unreal Engine programming, GAS, and Multiplayer game dev. As an educator, Jingtian has been teaching since 2015, and has taught many classes in the department, including Game Programming I, II, III, IV, Rigging, Technical Direction, Procedural Modeling, and Senior Thesis Production I & II. Jingtian also worked on commercial advertising and participated in XR projects professionally.
University of Michigan alumni and software engineering human with 10+ years of experience, most recently as a founding engineer at a telehealth addiction treatment startup. Vicki's love for gaming and working with cool people brought her to Brainium, where she now gets to do her favorite thing - making her team happier, healthier, and more effective on a day-by-day basis. Outside of work, Vicki is usually found enjoying arts & crafts, playing piano, making spreadsheets, or instigating shenanigans while gaming with friends.
Haoming Li is a Senior Researcher at Tencent Interactive Entertainment Global. Before joining Tencent, he was a PhD student at USC working on TinyML. He has published in leading AI conferences such as ICML, AAAI and IJCAI.
Derek Lieu is an indie game trailer producer from Boston, MA who has helped make over 100 trailers for games including: Among Us, Half-Life: Alyx, Psychonauts 2, Firewatch, Spelunky 2, The Long Dark, Noita, Dead Cells, Subnautica, Ooblets, Stray Gods, and more. He studied film production at NYU, worked as an assistant at the prestigious movie trailer house Giaronomo Productions in New York City and as an editor for AAA games at Hammer Creative in Los Angeles. He's made game trailers independently for nearly 10 years and currently resides in New Jersey with his partner and their two cats Uni and Ebi.
Sandy is a creative team leader with decades of industry experience as a video game developer. As an Art Director, she is well experienced in articulating artistic visions with clarity, meaning and purpose. Sandy supervises the visual directions across all the art disciplines worldwide ranging from concept art, character design, environment, set dressing, VFX, lighting to cinematics. Her role is to steer production pipeline and hire quality developers. She finds opportunities to partner with other development disciplines to constitute creative pillars, drive toward a singular vision, and strategize through technical and artistic lenses. Sandy is an energetic leader who values and fosters an open, inclusive and collaborative team dynamic that provides creative freedom within set boundaries to ensure her team reaches the highest level of innovation, productivity and quality. Sandy's past experience as an individual content contributor on various game genre has provided solid foundations for her to become an intuitive and well-rounded art leader and manager in the video game and entertainment industry. She seeks growth both professionally and personally, and constantly adjusts to lead with courage, compassion, integrity and honesty. Sandy cares greatly about her community both at work and outside. She volunteers as a mentor and a coach to students, peers and women leaders in other organizations. Her hope is that positive influences will bring more diversity to the video game and entertainment industry. In her spare time, she stays physically active with her children who inspire her mindfully as they grow old together.
Dr Wenqiang Liu is a Lead Researcher at Tencent Interactive Entertainment Global, overseeing the research, development and application of LLMs in Tencent's international games. He has published in leading NLP conferences such as ACL, NAACL, NeurIPS and AAAI.
After 17 years of game industry experience across both large established companies and small indie studios, Grace still often marvels at getting to make games with great human beings who share the same passion. Her other hobbies include gardening, board and tabletop gaming, and plein air painting.
Colleen Macklin is a game designer and a Professor in the school of Art, Media and Technology at Parsons School of Design. They are the founder and co-director of PETLab, a design research lab. PETLab projects include disaster preparedness games with the Red Cross, the urban activist game Re:Activism and the fiscal sport Budgetball. She is a member of Local No. 12, known for the videogame Dear Reader (Apple Arcade). With John Sharp they have co-authored Games, Design and Play: A detailed look at iterative game design (Addison Wesley Professional, 2016) and Iterate: Ten Lessons in Design and Failure (MIT Press, 2019).
Nicole Maiorano is currently part of the Diablo Immortal development team at Blizzard Entertainment. She has worked on several areas of the game, including design of zone content, limited-time gameplays, and dungeon content. Prior to working at Blizzard Entertainment, she worked as a game designer on mobile titles at A Thinking Ape, and at Glu Mobile. She has a BA in Game Design from DigiPen Institute of Technology. Outside of games, she enjoys anime, escape rooms, and attending concerts of varying genres.
Shelby Martin is a Lead Publishing Producer at 2K, focused on titles developed with Gearbox. He’s spent the past decade in the games industry – all with 2K – starting as a Production Assistant fresh out of college. Over the years, he’s contributed to the Mafia, Civilization, WWE, Borderlands, Wonderlands, and Risk of Rain franchises, building a reputation for direct communication and strong, candid partnerships with development teams. Shelby is an avid roller skater, loves trying out Friendslop games, and became a father in January!
Ariadna 'Ari' Martinez is an Argentinian writer and narrative designer currently typing away amongst the majestic mountains of Vancouver, British Columbia. With prior experience in film, she's forged an eight-year career in the games industry from small startups to AAA studios such as Capcom; Guerrilla (Horizon Forbidden West); and her current home, Sucker Punch Productions (Ghost of Yōtei). She's even briefly delved into theme park writing, another creative love of hers. In her spare time, she teaches Game Writing at Vancouver Film School hoping to pass on her passion and knowledge of narrative design to the next generation of writers.
ail-msonospacing" style="margin: 0in;" data-mce-style="margin: 0in;">Gaurav Mathur is the President and Founder of gamedevmap, the world’s first living map and catalog of game development organizations. A portfolio review panelist since 2019, he brings 30 years of experience across AAA and indie projects, including individual contributor work on Grim Fandango, Psychonauts, Star Wars: Rogue Squadron, and Skylanders in prop, environment art, and level design. Drawing on his art and creative direction experience on virtual reality therapy games, he advises indie studios and startups in the wellness space. Gaurav has served as a Judge for the Independent Games Festival for four years, including two years as a Juror for the Excellence in Visual Arts category.
Samuel Metters is the Lead Developer at Paris-based studio Double Jack. An Unreal Engine specialist with 10 years of experience in gameplay, VR, editor tools and technical design. Over the past few years, he has been working at Double Jack on their latest title Maestro, an orchestra conductor rhythm game available on Quest, Pico, PSVR and Steam.
Natasha is a lead research scientist at Blizzard Entertainment, working on the Player Interactions and Trust team. An 8-year veteran of the studio, she leads the 'Behavior by Design' initiative, using behavioral science to support all the game teams at Blizzard in promoting more respectful, resilient, and inclusive player communities. Natasha previously worked at Square Enix as a games' user researcher. She is also on the Thriving in Games Group Executive Board and has been a part of that organization since 2017.
CPO (Chief Product Officer) at AppMagic with a special love for games, education, AI, and coffee. Stan has worked both in large corporations and small start-ups, developing mobile games and gamified apps for hundreds of millions of users. Gladly chats about mobile app intelligence, competitors analysis, game deconstructs, and live ops. If this is your cup of tea, hit me up, and let's meet!
Trevor Moore is a Principal Account Manager at Amazon Web Services. Trevor currently leads the relationship between AWS and Electronic Arts, where he partners across EA’s Entertainment, Experiences, and CTO-organization to help them build, scale, and operate high-performance player experiences in the cloud. With deep expertise in cloud infrastructure, strategic account leadership, and digital transformation, Trevor works closely with developers and business leaders to align technical innovation with long-term growth. He is excited to share insights at the Game Developers Conference on how cloud technologies are shaping the future of game development.
Aimee Munton is a Sales Manager at Amazon Ads, where she leads the Video Games vertical, helping brands connect with one of the most engaged and fast-growing audiences in media. A Southern California native and UCLA alumna, Aimee brings over two decades of digital advertising expertise to her role, with a career defined by building and scaling high-performing ad sales organizations across both global enterprises and dynamic startups.
Before joining Amazon, Aimee held leadership positions at industry-defining companies including Yahoo, Criteo, and RPA, where she developed deep expertise in programmatic advertising, brand strategy, and revenue growth. Her experience navigating the evolving digital landscape — from the early days of online advertising to today's data-driven ecosystem — gives her a unique perspective on what it takes to drive results for clients and teams alike.
Now in her eighth year at Amazon, Aimee continues to champion innovative advertising solutions that deliver measurable impact for brands in the gaming space and beyond.
Jérémie Noguer has been a member of the Substance 3D team for nearly 20 years. He began his career as a Technical Artist and later transitioned into the role of Product Manager for Substance 3D Painter, helping shape the product's direction and evolution. He is currently leading the development of Substance 3D Stager, a staging and rendering application.
Johanna Nylander is Head of Analytics and Deputy CEO at the Swedish Games Industry association where she leads the work of their analytics department writing and publishing reports on the local industry and its eco systems, using data to work for a better framework with policy makers together with the local games industry and to raise awareness around what the industry need for innovation, IP-development and investments. In the recent year, she led a data project for the Swedish ministry of culture to create an updated statistics for the culture and creative industries in the country, including developing a new method to better estimate its size and importance for the Swedish economy. Also Bachelor’s degree in game art with industry experience in marketing. Ex-Gameloft, published author and op-ed columnist.
Ross O’Dwyer is a software engineer and technical leader at Meta. He brings a career spanning game middleware, real-time physics, VR platform engineering, and large-scale developer ecosystems. Ross spent 14 years at Havok leading Developer Relations and Professional Services, partnering with studios worldwide and helping advance ragdoll and physics-driven character technology across the industry. He later joined Oculus in 2014, where he built the DevRel Engineering function and went on to lead major portions of the Rift and Quest software stack through multiple product launches. More recently he returned to an IC role to lead Generative AI technologies for Meta's Horizon platform.
Ichiro is a Senior Client Advisor at McKinsey & Company, where he advises game and entertainment companies worldwide. He brings decades of industry leadership experience, having served as President of Square Enix U.S.A. and Japan Country Manager for Riot Games.
In addition to his work in gaming, Ichiro was a Partner at Advantage Partners and COO of ZMP Inc., an autonomous driving technology company. He has also contributed to the industry as a member of the GDC Advisory Board.
Mike is CEO/co-founder of Modulate, which builds voice-native conversational intelligence for content moderation, fraud prevention, CX, and more. Mike leads Modulate's commercial segment, working particularly with Modulate's gaming customers including Call of Duty, Grand Theft Auto Online, and Rainbow 6 Siege, and sits on a number of boards and working groups related to compliance and online safety, including a board seat with the Family Online Safety Institute in D.C. Outside of work, his passions include creating themed cocktail lists, long-distance running, and playing Nintendo games.
Matthew "Slim da Reazon" Parham is a Los Angeles based voice actor, photographer, poet, and musician born from Cincinnati, Ohio. His interest in Black literature, spoken word, rock, hip-hop, and jazz blend to become a language and lifestyle Parham calls AfroGrunge™. Duality, double consciousness, and the alternative Black experience are themes Parham explores across genre-blending visuals and performance mediums. Visually, this edgy style is replicated behind his lens through a photographic portrait approach, which relies heavily on darkness and light, black and white, and most often focuses on Black subjects or like-minded creatives. Parham is also a sought-after voice actor, nominated for a Society of Voice Art and Sciences Award in 2022, the VOA Unicorn Award and two One Voice Awards in 2024, with a client list including Marvel, MTV, MGM, PBS, Nike, and DSW. Matthew is most notably the Director of Operations for the National Association of Voice Actors (NAVA), where his advocacy includes lobbying on Capitol Hill and national panel appearances, while also serving as Community Liaison with the South Los Angeles arts gallery Range Gallery. Since 2017, Parham has been the MC in a 15-piece jazz hip-hop ensemble called The Urban Renewal Project, with whom he has toured nationally in 100+ shows. When he's not serving the voice-over community with NAVA, voicing projects, performing poetry, or making music, Matthew is finalizing a photography certificate at UCLA.
Lucien Parsons is an operations and investment strategist in the games industry, known for aligning creative vision with financial discipline. He co-founded ZeniMax Online Studios (Bethesda), led global games partnerships at AWS, sold a venture to Gartner, and helped scale or restructure multiple startups—some successful, some instructive. As a fractional COO and advisor, he brings a pragmatic, systems-driven approach to product, team, and go-to-market strategy for companies navigating launch and growth phases. Lucien's work focuses on monetization strategy, business models, product/market fit, and funding readiness. He has advised founders, joined boards, and helped secure millions in revenue and investment. As AWS's Global Games Partner Leader, he built a worldwide ecosystem of over 300 partners, generating hundreds of millions in cloud and service revenue. He also chaired the IGDA, championing sustainable and inclusive careers in games. With degrees from Wharton (MBA) and Johns Hopkins (MA, International Economics), and certifications in Scrum and cloud infrastructure, Lucien blends creative insight with operational rigor. He frequently speaks on the future of games, immersive tech, and the intersection of virtual and physical worlds, and continues to support emerging studios with hands-on execution and strategic guidance.
Aniruddha is an Associate QC Director at Ubisoft with 15 years of experience leading quality teams across multiple titles in Ubisoft's portfolio. Alongside core functionality testing teams, he heads a QC Tech team that's focused on building automation, tools, and AI/ML solutions that empower smarter testing and data-driven decision-making.
Irena Pereira is a game industry veteran with over 25 years of experience building live service games and production pipelines across PC, console, and mobile. As Founder and CEO of Infinite Realms and Unleashed Games, she leads teams applying generative AI to real-world game production as a creator-first force multiplier—speeding development while maintaining authorship, creative intent, and player trust.
Her work centers on ethical, canon-faithful uses of GenAI to support worldbuilding, live operations, and scalable content creation without replacing human creativity or eroding creative voice. Irena speaks internationally on responsible AI adoption in games, focusing on practical production workflows, governance models, and how small teams can build ambitious worlds with clarity, cohesion, and care.
Ethan is a staff member at Decart with a focus on API and Platform development. Previously, he was a Staff Software Engineer for Managed AI at Crusoe and before that the technical cofounder of a startup developing AI products for USSOCOM.
Always passionate about sound and music, Maxance did sound design studies, with a specialization in audio post-production and then game audio. That is when he joined Sandfall Interactive as an audio intern. He was the first member of the audio team, and ended up defining Clair Obscur : Expedition 33's audio artistic direction.
Budi Purnomo is a Developer Tools Domain Architect at AMD with over two decades of expertise in GPU software development. He collaborates closely with AMD architects and industry partners to shape the next-generation hardware and software architectures across firmware, drivers, compilers, and developer tools, empowering developers building advanced graphics and compute applications.
Budi has co-architected the core technologies behind AMD’s flagship Radeon developer tools, including Radeon GPU Profiler, Radeon GPU Detective, Radeon Raytracing Analyzer, Radeon Memory Visualizer, and Radeon GPU Analyzer.
He is also the co-author of the popular OpenGL ES 3.0 Programming Guide and holds a Ph.D. in Computer Science from Johns Hopkins University.
Michal Reszka is a Data Analyst with over three years of experience working with data. He's responsible for competitive intelligence and general modeling, primarily for the analysis, evaluation, and validation of the Social Value model within Wargaming's ecosystem - specifically in World of Tanks. He draws on 13 years of personal experience with the game to help design meaningful tests and gain deeper insights into its mechanics and social dynamics.
Paulette is a Principal 3D Environment Artist at Compulsion Games, specializing in texture and material creation. On South of Midnight, she managed the base texture library and contributed to level art of Huggin Molly's Lab. She brings 18 years of industry experience, including 14 years at Ubisoft Montreal, where she worked as a texture artist on titles such as Rainbow Six Extraction, Shaun White Snow Boarding, Michael Jackson: The Experience and the Far Cry Franchise. Her expertise spans environment and character textures, props, vegetation, and cinematic matte paintings. Paulette holds a BFA in Graphic Design from the University of Georgia and a Master's in Animation and Visual Effects from the Academy of Art University in San Francisco.
Kristian is the CEO and Managing Director of Nordicity, an international consultancy focusing on the creative economy. Kristian is also one of the world's leading experts in the design, implementation, and evaluation of games industry support systems. From tax credits around the world to local-level industry development, Kristian, and his team at Nordicity act as the translation matrix between industry, investors, and the public sector. Over the last few years, Kristian has become one of the games industry's leading voices on ecosystem development and economic policy, building on almost two decades of experience working with video game industries around the world. In fact, Kristian got his first job at Nordicity in 2007 by answering the question 'What do you know about the games industry?' He provided so much detail that they hired him to make him stop.
Jonathan Rodgers has dedicated his life to making video games. Over the last 20 years, he's made games professionally for the Nintendo DS, Flash/Facebook, PS3, PS4, Vita, PC, iOS, Android, and the web. His favorite games are Super Metroid and Metal Gear Solid 3. He lives in the SF Bay Area with his wife, 2 children, 1 frog, 2 cats, 3 chickens, 6 fish, and about 100 snails.
Joshua Rubin is an Interactive Emmy-winning veteran of the entertainment industry, best known as a Lead Writer for video games such as Ubisoft's Assassin's Creed 2, Bungie's Destiny, Telltale's Game of Thrones and Walking Dead, and People Can Fly's Outriders. He was recently a Narrative Director for Techland's Dying Light franchise. He won the Emmy in 2022 for Netflix's branching TV series: You vs. Wild: Out Cold. Rubin has been a pioneer in the XR and Immersive space, constantly exploring the frontiers of narrative and future tech, since his 360˚ sci-fi film The Argos File premiered at the Venice Film Festival and won Best Live Action Experience at the VRLA Proto Awards in 2017. He was Narrative Director for Groundhog Day: Like Father Like Son, Sony's VR sequel to the classic Bill Murray film, and Asset 15, an innovative AR thriller from director Doug Liman (The Bourne Identity). He recently wrote Netflix's Black Mirror location-based VR experience, and is leading the creation of two new LBVR experiences for Felix & Paul. He is the founder of Strange Land Comics and he regularly speaks on the future of immersive storytelling at conferences like SXSW, AWE and San Diego Comic Con. Most recently, Rubin was the Narrative Director for Orion Drift, the new massively multiplayer VR game from the creators of Gorilla Tag, the first $100million VR game.
Sergey Rudenko is a Principal Technologist in the Amazon Luna division, pioneering the use of real-time generative AI in interactive entertainment. He prototypes GenAI-native games and platform features, with a focus on real-time AI characters, game environment simulations, and emergent player experiences. With a background spanning technology, product, and game design, Sergey explores new forms of interactive entertainment at the intersection of AI and play. He prototyped the early version of Courtroom Chaos and partnered with the Amber team to ship the title in 2025.
Steve Saylor is a blind accessibility consultant and advocate known for his work as the "Blind Gamer" on YouTube where he reviews video games from a visually impaired perspective. With over a decade of experience in the gaming industry, Steve has collaborated with major studios including Ubisoft, PlayStation, and Xbox to improve gaming accessibility in games such as Assassin's Creed Valhalla, The Last Of Us Part 1 and 2, and Call of Duty: Black Ops 6. He is a frequent speaker at industry events for his accessibility expertise. He continues to help studios implement accessible features through consulting and is passionate about ensuring games can be enjoyed by players of all abilities.
Simon is a hands-on community builder who helps turn ideas into action. He is actively involved in many game industry events across Austria and spent the past year working on Panta Rhei – Guardian of Time. Simon is also the founder of creAT and recently began teaching, sharing his experience with the next generation of developers.
Within Austrian Game Developers Association (PGDA), Simon serves as Vice Chair. The organization is dedicated to supporting, showcasing, and accelerating Austrian games, developers, and businesses, strengthening the country’s game development ecosystem.
Composer Garry Schyman’s award-winning music can be heard in nearly every audio-visual media, including feature films, prime-time television, and video games. His haunting orchestral scores for the globally acclaimed video games BioShock, BioShock 2, and BioShock Infinite have earned him multiple awards, including top honors for Best Original Score from the British Academy of Film & Television (BAFTA) and the Academy of Interactive Arts & Sciences.
As one of the world’s most celebrated composers of video game music, Schyman is notable for his versatility of style and unique ability to fluidly draw from multiple eclectic sources of inspiration. Always experimenting, his recent music for the game Metamorphosis, based on Kafka’s groundbreaking novel, incorporates a unique expressionist score featuring techniques such as Sprechgessang (half sung half spoken) and 12-tone music.
He captured the fantasy world of Tolkien for the adventure game Middle-Earth: Shadow of Mordor (nominated for a BAFTA award) and Middle-Earth: Shadow of War and paid playful homage to ’50s sci-fi with his score for the game Destroy All Humans! (followed by two sequels). He accelerated heartbeats with his thunderous orchestral score for EA’s Dante’s Inferno and gave a nod to the hypnotic style of Bernard Herrmann in the mystery game Voyeur, as well as his beautiful and haunting music for the VR game Torn soundtrack available on Varèse Sarabande Records.
When he’s not composing, Schyman teaches part-time at his alma mater the University of Southern California in their world-famous Screen Scoring program.
Kenny Shea Dinkin is a veteran game designer and creative leader known for building durable franchises that leave a mark on popular culture. Most recently, he spent eight years at King leading creative for Candy Crush’s Metagame Studio during a period of sustained global growth.
Previously, Kenny served as VP and Studio Head for Disney’s San Francisco studio and as Chief Creative Officer at PlayFirst, where he helped grow the Diner Dash franchise to hundreds of millions of players worldwide. He is also co-creator of the cult hit The ClueFinders.
A frequent GDC speaker and early contributor to the Game Designer’s Notebook series, Kenny now curates conversations that spotlight emerging voices and enduring insights in game design.
Eloise Singer is an Emmy-nominated, multi-award-winning producer, writer, and director, and the founder of Singer Studios, known for bold, genre-defining storytelling across film, television, podcasts, and immersive media. She created and directed The Pirate Queen (2024), starring Lucy Liu, which premiered to critical acclaim, won the Storyscapes Award at Tribeca, earned Emmy® and PGA nominations, and became a #1 bestseller in China. She went on to create Mrs Benz (2025), starring Daisy Ridley, which premiered at Cannes, Venice, Berlin, SXSW, and Sheffield, receiving widespread praise and multiple award nominations, including the Grand Jury Prize at Venice. Singer has also executive produced Rare Beasts, directed by and starring Billie Piper, and The Last Rifleman, starring Pierce Brosnan. Her work has been showcased at leading festivals worldwide and is widely recognised for its distinctive voice and innovative approach to contemporary storytelling.
Jeff began his career as an art intern at MicroProse in 1997. He later joined Mythic Entertainment in 2002 to work on the Dark Age of Camelot series. Following the company’s acquisition from Electronic Arts in 2006 he relocated to Shanghai as an Art Director to build the art team needed for Warhammer Online. Upon returning to the US, Jeff assumed the role of Producer for WAR. In 2014 Jeff joined Ubisoft as a Senior Producer on the Assassin’s Creed franchise. In 2020, Jeff co-founded a new independent studio in Quebec City called Yellow Brick Games where the focus is on creating new innovative gameplay and original IPs starting with their debut title that launched last year, Eternal Strands.
Sarah Helen Slovak is a writer and narrative designer at Lunacy Studios, a co-founder of snacktime games, and a cultural consultant for tabletop games. She's carving a niche for herself telling stories from the MENA region as an Egyptian-American writer. Past credits include: writing and cultural consultancy on Son of Oak's Cairo:Otherscape, and writing, narrative design, and cultural consultancy on Signal Creek. Her potential for growth and industry influence has earned her the 2022 DICE WomenIn and the 2025 Amplifying New Voices Scholarships.
Matt Stevenson has worked as a Senior Solutions Architect at Amazon Web Services (AWS) for over 5 years where he directly assists studios in building, running, and growing games in the cloud. In addition to general cloud architecture, Matt specializes in generative AI and game streaming. He is a 2x AWS re:Invent speaker who also has a passion for exploring human skills such as connection, leadership, and collaboration in the age of AI. Arya: Arya Subramanyam is a Solutions Architect at Amazon Web Services (AWS) based in Toronto, Canada, helping Independent Software Vendors architect and deploy cutting-edge generative AI solutions that push the boundaries of intelligent applications. Arya holds a Bachelor of Applied Science in Computer Engineering from the University of British Columbia. She specializes in multi-agent systems and production-ready AI architectures, and has presented on leveraging generative AI in gaming at multiple industry conferences including the AI & Games Conference in London, the International Conference on Software Engineering (ICSE 2025) in Ottawa, and AWS re:Invent in Las Vegas. Arya actively contributes to the broader tech community through published technical blogs and thought leadership on emerging AI technologies.
Arya Subramanyam is a Solutions Architect at Amazon Web Services (AWS) based in Toronto, Canada, helping Independent Software Vendors architect and deploy cutting-edge generative AI solutions that push the boundaries of intelligent applications. Arya holds a Bachelor of Applied Science in Computer Engineering from the University of British Columbia. She specializes in multi-agent systems and production-ready AI architectures, and has presented on leveraging generative AI in gaming at multiple industry conferences including the AI & Games Conference in London, the International Conference on Software Engineering (ICSE 2025) in Ottawa, and AWS re:Invent in Las Vegas. Arya actively contributes to the broader tech community through published technical blogs and thought leadership on emerging AI technologies.
As a Senior Application Researcher, Zhipeng has dedicated his efforts to harnessing AI technology for game asset production since joining the company. His work involves two key areas: First, to employ differentiable rendering techniques to automate the downgrading of high-specification art assets, encompassing model LOD (Level of Detail) optimization, SOC (Software Occlusion Culling) proxy generation, and skeletal animation simplification etc. Second, he utilizes AIGC (Artificial Intelligence Generated Content) algorithms to automatically produce high-quality assets. The overarching goal is to enhance the quality and efficiency of game asset development through AI, thereby reducing production costs while effectively tackling the challenges of game content diversification, multi-platform deployment, and globalization.
Asim Tanvir is a 15 year veteran of the games and tech industry, he currently serves as Lead Marketing & Partnerships Manager at Kinetic Games, the independent studio behind the genre-defining horror game Phasmophobia. Asim has led marketing, community, and social for some of the biggest games publishers, spearheading campaigns both in‑house and agency-side with major brands including 2K, Konami, Zynga, CI Games and Deep Silver. His work spans some of the world's most popular game franchises including Dead Island, Saints Row, Tiny Tina's Wonderlands, Sniper: Ghost Warrior, Pro Evolution Soccer, Metal Gear, Castlevania, Contra, and many more. He is also a proud BAFTA member.
Eyram Tawia is an award-winning game developer, educator, and researcher specializing in game development, gamification, and cultural storytelling. Currently pursuing a PhD at Loughborough University, his research delves into the evolving landscape of digital geographies exploring the intersection of gaming, gamification, and politics in the Global South. As CEO & Co-Founder of Leti Arts, he has played a pivotal role in advancing Africa's gaming industry through impactful projects, publications, and strategic consultancy. With a proven track record in creating culturally resonant games and immersive experiences, driving gamification research, and mentoring the next generation of developers, Eyram continues to shape the future of interactive storytelling and digital innovation. Eyram has led gamification projects for USAID, JHPIEGO, UNDP, GIZ, and global NGOs in Africa. His contributions to African video game development have earned him numerous awards, and he's a frequent speaker at global game conferences. He is also a Lecturer of Game Design at Ashesi University and an author, sharing his journey in the book "Uncompromising Passion."
Alexandre Thivierge is a Software Engineer at Meta, specializing in VR Developer Technology. Prior to joining Meta, Alexandre built a career in the game industry, focusing on mobile games and VR, and thriving in the fast-paced environment of constrained platforms. At Meta, he has led the development of impactful showcases and samples, championed developer velocity, and advanced AI for XR, drawing on his deep expertise in XR development and his passion for advancing entertainment technology for all.
Celine Tricart is an internationally acclaimed film and game director, an expert in new technologies such as VR and AR. Her work has been showcased at Sundance, Venice, Tribeca, SXSW, and HotDocs. She received the Lion for Best Immersive Work at the Venice Film Festival, the Storyscapes Award at Tribeca and an Auggie amongst many other accolades. Celine served as the President of the International Jury for Virtual Reality at the 2020 Venice Film Festival alongside video game legend Hideo Kojima. Originally from France, Celine specialized in film and new technologies early on and worked on cutting-edge franchise films such as Transformers 4 and 5. She co-founded COVEN, a video game studio based in Paris that focuses on strong emotional stories, innovative gameplay, and inclusivity. COVEN's first game, MASTERS OF LIGHT VR, was released in 2024 on Meta Quest Store to raving reviews and earned the reputation of being the best hand tracking game on the platform. It was the second hand tracking game ever on Playstation VR2. Masters of Light went on to be nominated for Best VR Game of the Year and won Best European VR Game in 2024. In 2021, Celine was awarded France's prestigious insignia of Chevalier De l'Ordre Des Arts et Des Lettres (Knight of the Order of Arts and Letters) by the Ministry of Culture of France. She was a keynote speaker at SXSW 2022. Celine is a martial artist, a certified self-defense instructor, and an avid gamer.
Ty Underwood is a Seattle-based game developer, labor organizer, and educator as well as the co-founder of Comradery.co. Over the last decade, Ty has worked as a UX artist and designer on games in the education space, an industrial designer and a software UX designer. Since 2020, Ty has taught game design and development at Lake Washington Institute of Technology. In 2024, Ty became the department chair and faculty union co-president of AFT Local 3533. Over the past 4 years, Ty has worked with other designers and activists on Comradery.co, a cooperatively owned and operated funding and distribution platform for cooperatives, artists, and organizers.
Over the past decade, Dilmer has worked in roles ranging from Full Stack Software Engineer to XR Developer, creating AR/VR tools and training simulations. He later became an XR consultant through his platform, "Learn XR," helping companies and developers adopt XR tools and SDKs. Now a Developer Advocate at Meta, he focuses on empowering developers by sharing insights and best practices. Passionate about XR, he has created 950+ development videos on YouTube and shares educational content on X, Instagram, and Threads. His mission is to make XR development more accessible and inspire the next generation of creators.
Carl Varnado is a writer, educator, and narrative consultant with credits on Need for Speed Unbound, Dragon Age: Veilguard, Street Fighter 6, and Wyld Flowers. He is the creator of Black Heroes Matter and Executive Director of Black in Gaming, where he advocates for inclusive storytelling and industry equity. A frequent speaker at GDC, Comic-Con, and the Essence Festival, Carl also teaches game and film production, helping students build real-world pipelines using Unreal Engine, AI, and collaborative narrative tools. His work blends technical rigor, cultural perspective, and deep experience in education - making him a powerful voice at the intersection of design and identity.
Anna Waismeyer is a Senior Product Manager on the Gaming for Everyone team at Xbox. She is responsible for co-creating and managing the Inclusive Design Workshops and Accessibility Research programs. Anna has a Ph.D. in Psychology from the University of California at Berkeley where she studied cognitive and comparative psychology. Driven by her passion and advocacy for players with disabilities, in 2024 Anna led the launch of the Game Accessibility Workshop Toolkit, a pioneering resource that provides game developers throughout the industry with tools to help them bring accessibility and inclusive design practices to their studios. Over the 5 years that Anna has been at Xbox, she has supported the release of accessibility features across Xbox Game Studios including award-winning features such as Forza Motorsport's blind driving and steering assists, as well as Sea of Thieves' audio aim assist.
Michael Wallen is a veteran games industry leader with a strong track record of driving commercial growth and operational excellence in global games services. Known for his client-first, relationship-driven approach, he builds scalable operations and strategic partnerships that help studios navigate evolving markets. As President and Main Board Director at Testronic, Michael leads the company’s expansion, empowering games businesses to scale confidently and thrive in uncertain times.
Dana Ware is the Founder and CEO of Hidden Realities, an immersive storytelling studio creating interactive worlds that blend physical environments with augmented and mixed reality. Her work focuses on transforming everyday spaces into living story worlds where audiences become active participants rather than passive viewers.
A pioneer in large-scale spatial entertainment, Dana has architected stadium-scale augmented reality platforms capable of synchronizing tens of thousands of participants in real time. Turning live sports and entertainment venues into shared digital experiences layered seamlessly over the physical world.
Previously, Dana served as Creative Director at The VOID, where she helped define the emerging field of location-based virtual reality. She led multidisciplinary teams developing premium immersive experiences in collaboration with global studios including Disney, ILMxLab, and Sony, integrating cinematic storytelling with real-time engines and spatial design.
In addition to leading Hidden Realities, Dana advises several XR startups on product vision, immersive systems design, and scalable creative strategy. Her work sits at the intersection of emerging technology, narrative design, and human connection, exploring how spatial computing can reshape how stories are experienced in the real world.
An internationally recognized Chicana director and advocate for inclusive innovation, Dana serves as Chair of the IGDA Women in Games+ Special Interest Group, a judge for the Webby Awards, and an Advisor to the Future Realities Summit at the Game Developers Conference, helping shape the future of immersive media through community leadership and mentorship. She is also a member of the Producers Guild of America and the Television Academy.
Anna C. Webster is an award-winning freelance writer and narrative designer based in Los Angeles. She holds a BA in English from Virginia Commonwealth University and has written for titles like The Legend of Zelda: Echoes of Wisdom, The Foglands, and multiple unannounced titles. She is a 2025 Hugo Award nominee, a the Chair of the UVW-CWA Freelancing Committee, a panelist for the DICE Awards, a member of BAFTA Connect, and a recipient of The Game Awards "Future Class" award. Her background in the performing arts and interest in clinical psychology informs much of her approach to writing, freelancing, and team leadership. She is still at large.
Ben Williams is President of Community Clubhouse and founder of Project0. With a background spanning film, games, and large-scale production technology, he has led high-throughput infrastructure environments where storage, versioning, and operational integrity were critical to delivering work at scale. His work now focuses on the structural realities of integrating AI into long-running production systems, with an emphasis on memory, authority, and accountable collaboration as AI becomes embedded across creative industries.
Nathaniel is an Expert Technical Animation Designer (or TDiA) with over seven years of experience bringing stories and games to life through dynamic and innovative animation. He shipped The Walking Dead: Saints & Sinners and is currently working on his first title at That’s No Moon.
Sonali Yadav is a Partner Group Product Manager for Gaming AI at Xbox, leading product and strategy at the intersection of AI, games, and player delight. She shapes how AI meaningfully improves and enhances the experiences of players and creators. Previously, Sonali was a founding leader of Microsoft’s small language model efforts, including the Phi family, helping enable a new class of efficient, powerful AI. Earlier, in the Office of the CTO, she drove cross‑company initiatives across AI and consumer products and helped scale Microsoft’s product‑led growth practice. Sonali is passionate about building great products that empower gamers and developers.
With a background in pharmacy, academic research, localization, and UX research, as well as being the co-founder of Serious Games Australia New Zealand (now merged with Games for Change Asia-Pacific), Kathleen Yin has been involved in all aspects of serious games ideation, development, and evaluation. She has conducted academic studies on interactive experiences for health and assessed their impact, generating critical evidence on the positive mental health role that games played during the COVID-19 pandemic. She has also worked on award-winning Chinese mobile games as a localization specialist, exploring topics ranging from politics to philosophy and acting as the dramaturge in the voice recording booth, bridge cultural differences between the original script and the localized material. She now works in Nvidia to explore narrative design possibilities with AI, and how to construct realistic NPC interactions that allow unprecedented levels of player freedom.
As a Senior Software Engineer, with more than 15 years experiences in gaming industry, Leon has been focused on game engine infrastructure, real-time rendering and performance optimization. Since Leon joined his current team, his primary responsibility has been building an effective and efficient system for AI application researching in game development, including but not limited to: architecting the game asset production system, implementing differentiable rendering pipeline and relative tools and facilities, bridging the pipeline with game engines and DCC tools, optimizing the performance, etc.
Accomplished game developer with a track record at leading gaming companies. Extensive experience in both PC and mobile game development, with key contributions to hit titles such as LifeAfter, Once Human, Lost Light, and Diablo Immortal. Currently spearheading AI innovation at NetEase Games, focusing on the application of AI toolchains to optimize game production efficiency.
Eric is a veteran game designer who makes award-winning games on and off the computer. Along with Peter Lee, he was the co-founder of Gamelab, an New York City-based studio that created original games like Diner Dash and worked with companies like Lego to create dozens of online titles. Other digital games include SiSSYFiGHT (with word.com), an online game about little girls in social conflict on a playground; Leela (with Curious Pictures), an X-Box Kinect launch title about play and meditation; and Dear Reader (with Local No.12), an Apple Arcade launch title that uses public domain literature as the basis of word puzzles. He was a co-founder of the Institute of Play, which designed entire schools where the curriculum was based on play and games as the model for learning. Tabletop titles include Quantum (with FunForge) and The Metagame (with Local No.12). With architect Nathalie Pozzi, he has designed installations that have been shown in the Museum of Modern Art, the Smithsonian American Art Museum, and other festivals and museums around the world. He is the co-founder of the top-ranked NYU Game Center, where he teaches as an Arts Professor. Eric's books include Rules of Play (co-authored with Katie Salen), a textbook that helped establish game design as a discipline; and The Rules We Break, a compendium of his game design exercises. He teaches and lectures extensively about game design and is always ready to play.