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View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.

Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:

  • In-Person: offered on-site, not available within the virtual platform. Check the session’s listing to see if it will be recorded for GDC Vault after the conference.
  • Virtual: offered in the virtual platform at its scheduled time.
  • In-Person/Virtual: offered onsite and the recording will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT
  • In-Person/Virtual Livestream: offered on-site and will be livestreamed to watch on the virtual platform at its scheduled time. The recording of the video will be available to watch-on-demand within 36 hours of the session start time on the virtual platform until April 1st at 5pm PT.

All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.

Animation Summit: Animation and Customization in 'The Sims 4'

Summit Speaker: Yusun Chung  (Electronic Arts)

Location: Room 3016, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Viewing Experience: In-Person

Online Game Technology Summit: From Development to Production: Building Game Servers for the Cloud

Summit Speakers: Harry Stevenson  (Electronic Arts), Ben Burghaus  (Electronic Arts)

Location: Room 3002, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person

Animation Summit: 'FIFA 22's' Hypermotion: Full-Match Mocap Driving Machine Learning Technology

Summit Speakers: Ryan Cardinal  (Electronic Arts), Luke Shier  (Electronic Arts), David Wong  (Electronic Arts)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Viewing Experience: In-Person

Educators Summit Session: Abolish Points: Using Specifications Grading in Game Courses

Summit Speaker: Sanjay Madhav  (University of Southern California)

Location: Room 2014, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Educators

Format: Session

Viewing Experience: In-Person

Machine Learning Summit: 4 Years of Bringing Characters to Life with Computer Brains

Summit Speaker: Sebastian Starke  (Electronic Arts, The University of Edinburgh)

Location: Room 2005, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Programming

Format: Session

Viewing Experience: In-Person

Independent Games Summit: The 2022 Failure Workshop

Summit Speakers: Adrián Novell  (Electronic Arts), Ido Yehieli  (Stellar Cartography Interactive UG), Keith Burgun  (Keith Burgun Games), Dave Proctor  (Mighty Yell Studios)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Summits Pass, Independent Games Summit Pass

Topic: Independent Games

Format: Session

Viewing Experience: In-Person

Educators Summit: Teaching Escape Room Design

Summit Speakers: Ira Fay  (MIT), Emilie Butt  (University of Illinois at Urbana Champaign)

Location: Room 2014, West Hall

Pass Type: All Access Pass, Summits Pass

Topic: Educators

Format: Session

Viewing Experience: In-Person

Three Opportunities to Improve Character Design in the Games Industry

Speaker: Jessica Tompkins  (Electronic Arts)

Location: Room 3016, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Advocacy, Business & Marketing

Format: Session

Viewing Experience: In-Person/Virtual

External Development (Outsourcing) Roundtable

Speaker: Carl Schmidt  (Zynga)

Location: Room 215, South Hall

Pass Type: All Access Pass, Core Pass

Topic: Production & Team Management, Visual Arts

Format: Roundtable

Viewing Experience: In-Person

AWS for Games Keynote (Presented by Amazon Web Services)

Sponsor Speakers: Tabithia Graves  (Amazon Web Services), Chris Lee  (Amazon Web Services), Antony Passemard  (Amazon Web Services), John Kennedy  (Amazon Web Services), Chris Byskal  (Amazon Web Services), Toufeeq Hussain  (Amazon Web Services)

Location: Room 3001, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass

Topic: Programming

Format: Sponsored Session

Viewing Experience: In-Person/Virtual

Blockchain and Games: What Every Developer Should Know (Presented by WAX)

Sponsor Speakers: David Kim  (WAX), Michael Rubinelli  (WAX)

Location: Room 3009, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass

Topic: Business & Marketing

Format: Sponsored Session

Viewing Experience: In-Person/Virtual

Leaders Working at the Heart of the Team 2022

Speakers: Grant Shonkwiler  (Shonkventures), Zoë Curnoe  (Timbre Games), Anne Blondel Jouin  (Ubisoft)

Location: Room 2001, West Hall

Pass Type: All Access Pass, Core Pass, All Access Online Only Pass

Topic: Production & Team Management

Format: Session

Viewing Experience: In-Person/Virtual

The Business of Game Audio Roundtable Day 1: Agreements & Contracts

Speakers: Richard Ludlow  (Hexany Audio), Brian Schmidt  (Brian Schmidt Studios)

Location: Room 208, South Hall

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio, Business & Marketing

Format: Roundtable

Viewing Experience: In-Person

What's Next for Gaming? Trends To Expect in 2022 (Presented by Unity)

Sponsor Speaker: Emory Irpan  (Unity Technologies)

Location: Room 3001, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass

Topic: Business & Marketing

Format: Sponsored Session

Viewing Experience: In-Person

'Unpacking': The Fun Behind the Foley

Speaker: Jeff van Dyck  (Witch Beam)

Location: Room 3004, West Hall

Pass Type: All Access Pass, Core Pass, Audio Pass, All Access Online Only Pass

Topic: Audio

Format: Session

Viewing Experience: In-Person/Virtual

Motherhood in the Games Industry

Speakers: Charlène Le Scanff  (Phoenix Labs), Jeanne-Marie Owens  (Phoenix Labs), Jennie Lees  (BossAlien), Latoya Peterson  (Glow Up Games), Georgina Havelka  (Relic)

Location: Room 2005, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Advocacy

Format: Session

Viewing Experience: In-Person

Challenging Supercell's Sacred Cows: The Importance of Evolving Culture as You Grow

Speaker: Lesley Mansford  (Supercell)

Location: Room 2010, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Advocacy, Production & Team Management

Format: Session

Viewing Experience: In-Person

Designing for Inclusivity in 'The Sims'

Speaker: Catharina Mallet  (EA)

Location: Room 2016, West Hall

Pass Type: All Access Pass, Core Pass

Topic: Design, Production & Team Management

Format: Session

Viewing Experience: In-Person

Searching For Purple Squirrels (Presented by Zwift)

Sponsor Speaker: Glenn Medalle  (Zwift)

Location: GDC Industry Stage, Expo Floor, South Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass

Topic: Game Career Development

Format: Sponsored Session

Viewing Experience: In-Person

The Business of Game Audio Roundtable Day 2: Rates & Charging for Your Work

Speakers: Richard Ludlow  (Hexany Audio), Brian Schmidt  (Brian Schmidt Studios)

Location: Room 215, South Hall

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio, Business & Marketing

Format: Roundtable

Viewing Experience: In-Person

Game Career Seminar: Killer Portfolio or Portfolio Killer Part 1: Advice from Industry Artists

Speakers: Greg Foertsch  (Bit Reactor), Alison Kelly  (Bit Reactor), Darren Bacon  (Midnight Society), Jeff Skalski  (Yellow Brick Games Inc.), Hector Antunez  (Bit Reactor)

Location: Room 3016, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass, All Access Online Only Pass

Topic: Game Career Development

Format: Session

Viewing Experience: In-Person/Virtual

The Business of Game Audio Roundtable Day 3: Running a Game Audio Business

Speakers: Richard Ludlow  (Hexany Audio), Brian Schmidt  (Brian Schmidt Studios)

Location: Room 208, South Hall

Pass Type: All Access Pass, Core Pass, Audio Pass

Topic: Audio, Business & Marketing

Format: Roundtable

Viewing Experience: In-Person

Build Your Career in Games Like It's an RPG

Speakers: Jing Wang  (Phoenix Labs), Anne Gibeault  (Phoenix Labs), Gordon Bellamy  (USC Games), Connie Griffith (she/her)  (Undead Labs), Brian Corrigan  (PUBG Corporation)

Location: GDC Industry Stage, Expo Floor, South Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass, All Access Online Only Pass

Topic: Game Career Development

Format: Session

Viewing Experience: In-Person/Virtual

Game Career Seminar: Killer Portfolio or Portfolio Killer Part 2: Portfolio Reviews

Speakers: Morgan Hill  (Bit Reactor), Leslie Harwood  (ZeniMax Online Studios), David Johnson  (Undertone FX), Jessica Kutrakun  (MAXIS EA), Inmar Salvatier  (MAXIS EA), Vince Riley  (MAXIS EA), Nan Li  (MAXIS EA), Magnus Lehmann  (Riot Games), Ashley Sparling  (K9 Digital), Piero Macgowan  (Bit Reactor), Ken Whitman  (Bit Reactor), Greg Foertsch  (Bit Reactor), Nate Purkeypile  (Just Purkey Games), Hector Antunez  (Bit Reactor), Gaurav Mathur  (Penumbra), Jeff Skalski  (Yellow Brick Games Inc.), Jesse Rapczak  (Studio Wildcard), Darren Bacon  (Midnight Society), Alison Kelly  (Bit Reactor), Jeff Parrott  (Blizzard Entertainment), Chris Sulzbach  (Insomniac Games), Gavin Goulden  (Insomniac Games)

Location: Room 3005, West Hall

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass, Career Development Pass, All Access Online Only Pass

Topic: Game Career Development

Format: Session

Viewing Experience: In-Person/Virtual

Bacon, Darren

Title: Art Director

Company: Midnight Society

Darren Bacon is a concept artist who has contributed to the development of video games, film and animation at studios like Bungie, Disney, Electronic Arts and Microsoft. Darren is currently living in Seattle, Washington and working at 343 Industries on Halo Infinite.

Bellamy, Gordon

Title: Professor

Company: USC Games

A professor at USC Games, Gordon Bellamy has played key business and product leadership roles at Tencent, Electronic Arts, as a designer on Madden NFL Football, and MTV, and consulted for numerous companies in the industry. He served as Executive Director of both the game industry’s trade organizations — the Academy of Interactive Arts and Sciences and the International Game Developers Association. He holds a BA in Engineering from Harvard College.

Burghaus, Ben

Title: Software Engineer

Company: Electronic Arts

Ben Burghaus is a software engineer on the game server hosting team at Electronic Arts. Originally from Atlanta, Ben has spent his career building enterprise-level backend services. Since joining EA in 2019, Ben has built deployment tooling to manage large scale multiplayer game servers. His most recently launched title was Star Wars: Squadrons. In his free time Ben enjoys running, golfing, and playing the piano.

Byskal, Chris

Title: GM of Game Operations

Company: Amazon Web Services

Chris has 10 years of Amazon experience and is currently the GM of Game Operations for AWS Game Tech, helping customers deploy, operate and scale their games on AWS. Prior to Amazon, Chris worked at Electronic Arts on games like Fight Night and SSX. He’s a keen gamer, currently playing PUBG, Death Stranding and Overcooked 2.

Cardinal, Ryan

Title: Senior Software Engineer

Company: Electronic Arts

Ryan Cardinal is a Senior Software Engineer at Electronic Arts (2005-present). He has focused on animation technology and gameplay as part of the FIFA gameplay team for the past 9 years. He currently leads the FIFA Gameplay advanced technologies team.

Chung, Yusun

Title: Lead Animator

Company: Electronic Arts

Curnoe, Zoë

Title: Studio Production Director & Co-Founder

Company: Timbre Games

Zoë is the Studio Production Director and one of four Co-Founders at Timbre Games, a brand new Sumo studio created in June of 2021. At Timbre we want to make games more accessible and fun for everyone. For the past 18 years Zoë has held production positions at a range of companies that have spanned working with eccentric artists in the Canadian Rocky Mountains at the Banff Centre, to smaller independent companies to large powerhouses such as Riot Games and Electronic Arts. Most recently Zoë was the Production Director of the Story Campaign for the massively popular Gears of War series at The Coalition shipping Gears of War 4, Gears 5, Hivebusters DLC and the New Game Plus addition to the Gears 5 Campaign including a best in class update for the Xbox Series X/S. Zoë launched and co-led the Women in Games employee resource group at The Coalition creating advocacy pathways and community for the women of the studio. She is committed to helping more diverse people enter and succeed in the game industry and finding ways to encourage their voices to not only be heard but listened to, creating an environment where everyone can do their best work. Approaching development with a sense of humour and striving to have fun every day she believes making games can be as fun as playing them She is an avid Wonder Woman fan and lives with her husband and their two cats, Leeloo Dallas Multipass and Obi-Wan Kenobi in Vancouver, BC.

Fay, Ira

Title: Learning Games Designer

Company: MIT

Ira Fay is a Learning Games Designer in The Education Arcade at MIT, and CEO of Fay Games, a studio primarily focused on games for educational impact. He was previously an Associate Professor of Computer Science and Game Design at Hampshire College where he founded the game design and development program, which Princeton Review consistently rated in the Top 10 undergraduate programs in the US. Before Hampshire College, Ira co-founded the undergraduate game design and development program at Quinnipiac University, where he was an Assistant Professor of Game Design and Development. Before beginning his academic career, Ira was a Senior Game Designer at Electronic Arts (Pogo.com), where he led Pogo mobile game development and released several top web games. Prior to Pogo, Ira worked at Z-Axis (Activision) on X-Men 3, at Maxis on The Sims 2, and at Walt Disney Imagineering on ToonTown Online. Ira graduated from Carnegie Mellon University with a bachelor's degree in computer science and master's degrees in information systems management and entertainment technology. He is also a published puzzle designer and board game designer, including two expansions to Xia: Legends of a Drift System; the abstract strategy game Ouroboros; Arcade Mode in the Tides of Ruin expansion for Sleeping Gods; Arydia: The Paths We Dare Tread - Epic Hunt; and three expansions for Agricola.

Havelka, Georgina

Title: Principal Producer of Core Tech

Company: Relic

Georgina has over a decade of experience in the video games industry. Apart from two amazing years at a small studio in Vienna, fulfilling her dream of living in Europe, she has spent that time honing her craft in her home base of Vancouver, BC. Starting out as an Animation Programmer at Electronic Arts Canada, Georgina then moved to a Technical Project Management role at Radical Entertainment. After an eight-year break from games working in the Hollywood VFX and business software industries, the lure of game development brought Georgina back to Relic Entertainment, where she’s currently Group Producer of the Core Technology team. A mother of two, Georgina has become a better parent because of her work, and a better manager because of being a parent, and she’s passionate about creating an environment for women to thrive at both.

Irpan, Emory

Title: Senior Manager, Partner Managers, Publisher Ops

Company: Unity Technologies

Emory leads Unity’s publisher operations team, which works with more than 50,000 developers to help them better use and integrate Unity solutions into their work. Prior to Unity, Emory worked on franchises including Call of Duty at Activision Blizzard and The Sims at Electronic Arts.

Madhav, Sanjay

Title: Associate Professor of Practice

Company: University of Southern California

Sanjay Madhav is an Associate Professor of Information Technology Practice at the University of Southern California, where he teaches several programming and video game programming courses. He is the author of Game Programming in C++, Game Programming Algorithms and Techniques, and co-author of Multiplayer Game Programming. He is also the recipient of the Information Technology Program's 2015 Award for Outstanding Faculty and the Viterbi School of Engineering's 2016 Dean's Award for Innovation in Teaching and Education. Prior to USC, Sanjay worked as a programmer at several video game developers including Electronic Arts, Neversoft, and Pandemic Studios. His credited games include Medal of Honor: Pacific Assault, Tony Hawk’s Project 8, Lord of the Rings: Conquest, and The Saboteur. He continues to consult in the game industry.

Mallet, Catharina

Title: VP & GM of Maxis & The Sims Franchise

Company: EA

Catharina Lavers Mallet is VP and General Manager of Maxis and The Sims Franchise at Electronic Arts. She heads up a diverse team of individuals from different backgrounds who are continuously innovating and exploring new forms of gameplay for their global community of players. Prior to EA, Catharina managed and redefined the strategies for the high growth Consumer Wearables business for Bose Corporation. From 2012-2016 she acted as General Manager and Head of Studio at King Digital (developer of Candy Crush and acquired by Activision Blizzard). She built and scaled their London games studios and played a key operational and product leadership role in the growth of the company. Before joining King, Catharina was Product Manager and Executive Producer at Playfish/Electronic Arts and instrumental in the transition from games on disc to games as a service. She has also served as an Entrepreneur in Residence at MIT, as COO at Talla, and as VP at Algorithmics. She has an MBA from MIT Sloan and a BA cum laude in history and literature from Harvard, and today resides in the Boston area with her husband and three children.

Mansford, Lesley

Title: Co-Chief People Officer

Company: Supercell

Lesley Mansford is the co-chief people officer and 7 year veteran of Supercell, where she helps make Supercell the place where every Supercellian can do the best and most impactful work of their careers. As a games industry veteran and entrepreneur, Mansford was previously the CEO of Mightycause (formerly Razoo), the leading online fundraising platform for causes. Before that, she spent 20 years in senior marketing and operating roles at both Electronic Arts and gaming start-ups like Pogo, which she co-founded and sold to Electronic Arts in 2001. Passionate about mentoring women and helping developing careers, Mansford is a leadership coach, an investor in female led start-ups and an advocate for mental health in the workplace.

Medalle, Glenn

Title: VP Talent Engagement

Company: Zwift

Glenn has served as a recruiter in the technology industry long enough to see trends come and go, only come back again. He has worked for the likes of Ask Jeeves, Informatica, Electronic Arts, Adobe and AppDynamics/Cisco to name a few. He was fortunate to experience the thrill and disappointment of start ups and Fortune 500 companies. Currently, he serves as Zwift's VP of Talent Engagement. A late stage start up fitness company born from gaming and on a mission to make more people, more active, more often.

Novell, Adrián

Title: Game Designer

Company: Electronic Arts

Rubinelli, Michael

Title: GM, Head of Studio, WAX Studios

Company: WAX

Michael is a 25-year gaming industry veteran having started his career in the early 90s with Electronic Arts. While at EA as a producer of various sports titles, Mr. Rubinelli's main focus was overseeing the production of John Madden Football. In 1993, he garnered the "Rising Star" Award and in 1994 he was honored with the "Top Producer of the Year" and the "Fast Tracker" award. Currently, Mr. Rubinelli is the GM, Head of Studio, at Worldwide Asset Exchange (aka – WAX) Studios. WAX is the number one blockchain in the world based on daily transactions. He oversees development of all internal and external games in their play-to-earn gaming portfolio. Mr. Rubinelli has also worked at The Walt Disney Company, THQ, Take Two, Esports Mogul and P4RC in an executive capacity.

Salvatier, Inmar

Title: Lead Character Artist

Company: MAXIS EA

I’m Inmar Salvatier, a character artist at Electronic Arts for the past decade. I have worked across many platforms in my professional journey. My humble beginnings were on Facebook games, then through mobile, and now on Console and PC. I have helped establish new IPs like Supreme Heroes and Age of Champions as well as partnering with established IPs like Star Wars, Dragon Age, and the Sims. Although I am currently a character artist, I have spent most of my career as a generalist. I’m a problem solver and have filled the position of a one-man art team on multiple projects.

Schmidt, Carl

Title: Senior Director of External Development

Company: Zynga

Carl got his start in games in 1994. His career has led him down many paths including art, design, marketing, entrepreneurship and outsource management. Carl has worked at small and large companies alike from a buyer and a service provider perspective, most notably Michael Crichton’s Timeline Entertainment, Nvidia, Electronic Arts and his current role as Senior Director of External Development at Zynga. In this Business Operations role, he has built a worldwide organization which facilitates all of Zynga’s external development and partner relations involving Art, Engineering, Audio, UI/UX, Co-Dev, QA, Localization/LQA, Narrative, UA and Marketing/Publishing. In addition, Carl coordinates and facilitates M&A integrations for Zynga and it's subsidiaries.

Schmidt, Brian

Title: Founder & President

Company: Brian Schmidt Studios

Brian Schmidt is one of the true pioneers of the game audio industry.The 2008 recipient of the Game Audio Network Guild’s Lifetime Achievement Award, and 2017 inductee into the Pinball Expo Hall of Fame, Brian has been creating game music, sounds and cutting edge technology for more than 30 years. With a credit list of over 140 games and a client list including Electronic Arts, Zynga, Microsoft, Sony, Capcom, Sega, Data East, Namco and many others. Brian has used his combined expertise and experience in music composition, sound design and his deep technical knowledge to further the state of the art in game audio and his music has been featured in TV, Film and in the CD-set, Legends of Game Music. Brian is the creator of GameSoundCon, the industry's only conference dedicated to composing video game music and video game sound design education. Brian is a frequent and in-demand speaker on game audio and game audio technologies, having given literally hundreds of educational and inspirational talks at events all over the world.Events such as the Game Developers Conference, Microsoft’s Gamefest, Sega Devcon, and the Audio Engineering Society Conference, SiGraph and esteemed institutions such as Yale University, Northwestern University and Digipen have invited Brian to share his knowledge and insight into the industry. Brian received undergraduate degrees in music and computer science from Northwestern University in1985,where he created the first dual degree program between the School of Music and the Technological Institute.He went on to complete his Masters in Computer Applications in Music in 1987, where portions of his thesis work was published in the prestigious Computer Music Journaland presented by invitation to the AES special conference on Audio Technology.Brian began his career in game audio in 1987 as a composer, sound effects designer and music programmer for Williams Electronic Games in Chicago writing music and creating sound effects for pinball machines and coin-operated video games.While there, he was the primary composer of the video game NARC. His main theme from NARC was later recorded and released by The Pixies. In 1989, Brian left Williams and became one of the industry’s first independent game composers, where he worked on such games as John Madden Football, the Desert Strike Series, Mutant League Football and the award winning Crueball. Other credits include Guns and Roses Pinball, where he worked closely with Slash to create a truly interactive Rock and Roll game experience. In 1998, Brian was recruited by Microsoft to lead the direction of game audio technologies.While there, he joined the then-fledgling Xbox organization as the primary architect for its audio and music system.Brian has been credited with bringing Dolby Digital Surround Sound to interactive gaming through his efforts at Xbox (where he also created the original Xbox startup sound).Through his ten-year tenure at Microsoft, Brian continued to drive and advance game audio technologies through tools such the award-winning “XACT” (Xbox Audio Creation Tool); the first-of-its kind tool to provide interactive mixing for video games.Brian was also responsible for the overall audio system of the Xbox 360 game system, including the XMA audio compression format, winner of the G.A.N.G “Best New Technology award” and finalist in IGDA’s “Best new technology” category.Brian currently works as a consultant to the video game industry working with companies large and small. Brian currently sits on the advisory board of the Game Developer Conference, is a founding board member of the Game Audio Network Guild (G.A.N.G.) is a former steering committee member of the Interactive Audio Special Interest Group (ia-sig) of the MMA, and has been a featured keynote speaker at GDC, Project BBQ and the Montreal Interactive Games Summit (MIGS).

Shier, Luke

Title: Senior Animator

Company: Electronic Arts

Luke Shier is a senior animator at Electronic Arts on the FIFA team. Recently, he's been leading the charge on new motion capture technologies and workflows while still making sure it's gameplay first.

Skalski, Jeff

Title: COO & Executive Producer

Company: Yellow Brick Games Inc.

Jeff began his career as an art intern at MicroProse. 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 indie studio in Quebec City called Yellow Brick Games where the focus is on creating new innovative gameplay and original IPs.

Starke, Sebastian

Title: AI Scientist & PhD Student

Company: Electronic Arts, The University of Edinburgh

Sebastian Starke is an AI Scientist at Electronic Arts, EADP Data & AI, and PhD student at the University of Edinburgh, School of Informatics, supervised by Prof. Taku Komura. His current research focuses on deep learning for character animation and control to create believable characters in video games. He received his B.Sc. and M.Sc. in Informatics from the University of Hamburg, where he was also working as a research associate in robotics and evolutionary computation. Sebastian interned twice at Adobe Research, later at Electronic Arts, has so far published articles at several leading venues, including SIGGRAPH, IROS, ICRA, CEC and TEVC, with his work being featured in different keynotes, media and press releases, such as NVIDIA GTC, NVIDIA Developer, Adobe MAX, AAAS-ACM, GE Reports, CNET, Inverse and Two-Minute-Papers.

Stevenson, Harry

Title: Software Engineer

Company: Electronic Arts

Harry Stevenson is a software engineer from the UK, currently working on the Game Server Hosting team at Electronic Arts. Harry's career at EA started out at Ghost Games helping to ship the last 2 Need for Speeds, after a brief spell in indie game development. Outside of game development, Harry is a regular runner, and loves anything Reading FC

Tompkins, Jessica

Title: Senior Researcher

Company: Electronic Arts

Wong, David

Title: Senior Software Engineer

Company: Electronic Arts

van Dyck, Jeff

Title: Composer & Sound Designer

Company: Witch Beam

Jeff van Dyck was born and raised in Vancouver Canada. He was mentored by a childhood spent in studios with his father Ralph Dyck, also a composer and technology specialist. “My father worked in R&D for Roland and was the originator of the MC-8 micro-composer. I got to hang around when he worked with artists like Toto, Michael Jackson, Oscar Peterson and Paul Horn. I was constantly surrounded by professional musicians and the creative process. It was inevitable that creating music would become my life too.” In 1992, at the age of 23, Jeff began to make his mark as an audio lead/ composer/sound designer at Electronic Arts, working on classic computer game franchises including FIFA Soccer, NHL, NBA and the iconic Need for Speed series. After 5 years of sports games, Jeff was ready to take on more cinematic styles of composing. He relocated to Australia and began contracting to companies around the world creating orchestral, electronic and ethnic/historical soundtracks. During this time, he started a decades long collaboration with one of the most successful RTS franchises in gaming – Total War. Jeff was awarded a BAFTA in 2001 for the soundtrack Shogun: Total War Warlord Edition, was nominated again in 2005 for the soundtrack Rome: Total War and led his team to another BAFTA in 2015 for Alien: Isolation. Jeff’s music has been licensed for several documentary series on The History Channel and the BBC. Jeff has also scored several short films and a feature film. More recently Jeff has shifted his focus to the indie games industry on projects such as Assault Android Cactus, Hand of Fate II, Forts, Submerged and Unpacking.