Search Results
Your search for "horizon" returned the below results for sessions and speakers.
Game Narrative Summit: Storytelling Through Systems: A Narrative Designer's Approach
Summit Speaker: Adam Dolin (Independent)
Pass Type: All Access Pass, Summits Pass
Track: Game Narrative
Format: Lecture
Animation Summit: Bones and Booleans: Microtalks
Summit Speakers: Frank Gordon (That's No Moon), Max Gariepy (That's No Moon)
Pass Type: All Access Pass, Summits Pass
Track: Visual Arts
Format: Panel
Game AI Summit: 'LEGO horizon Adventures': Building Rawwsome Combat Gameplay with Robot Dinosaurs
Summit Speaker: David Wilson (Studio Gobo)
Pass Type: All Access Pass, Summits Pass
Track: Programming
Format: Lecture
Technical Artist Summit: 'LEGO horizon Adventures': Procedural Optimizing
Summit Speaker: Simon Verstraete (Studio Gobo)
Pass Type: All Access Pass, Summits Pass
Track: Visual Arts
Format: Lecture
Art Direction Summit: 'LEGO horizon Adventures': Bringing the World to Life, Brick by Brick!
Summit Speakers: James Charlick (Studio Gobo), Rich Court (Studio Gobo)
Pass Type: All Access Pass, Summits Pass
Track: Visual Arts
Format: Lecture
Speakers: Grant Shonkwiler (Shonkventures LLC), Trevin York (Dire Lark), Paula Angela Escuadra (Microsoft / Xbox), Jennifer Estaris (ustwo games), Arnaud Fayolle (Ubisoft)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Track: Advocacy
Format: Workshop
Tools Summit: Nodes and Native Code: DECIMA's Visual Programming for Every Discipline
Summit Speaker: Bryan Keiren (Guerrilla)
Pass Type: All Access Pass, Summits Pass
Track: Programming
Format: Lecture
Technical Artist Summit: 'LEGO horizon Adventures': An Approach to Cinematics
Summit Speaker: Andrea Zanelli (Studio Gobo Ltd.)
Pass Type: All Access Pass, Summits Pass
Track: Visual Arts
Format: Lecture
Educators Summit: Sketchbooking and Visual Analysis in the Game Design Classroom
Summit Speaker: Christopher Totten (Kent State University/Pie for Breakfast Studios)
Pass Type: All Access Pass, Summits Pass
Track: Educators
Format: Lecture
Tool Design Roundtable Day 1: Design and UX
Speaker: Robin-Yann Storm (Independent)
Pass Type: All Access Pass, Core Pass
Track: Design
Format: Roundtable
"From Symphony to Scoundrel": Adaptive Music in 'Star Wars: Outlaws'
Speaker: Wilbert Roget (RogetMusic)
Pass Type: All Access Pass, Core Pass, Audio Pass
Track: Audio
Format: Lecture
Meta Quest MR: Today, Tomorrow, and Beyond (Presented by Meta)
Sponsor Speaker: Chris Pruett (Meta)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Track: Business & Marketing, VR/AR
Format: Sponsored Session
Procedural Generation with Design in Mind for 'LEGO® horizon Adventures'
Speaker: Michael Boyle (Studio Gobo)
Pass Type: All Access Pass, Core Pass
Track: Programming
Format: Lecture
The Universal Scene Description (USD) Roundtable Day 1: Workflows
Speaker: Robin-Yann Storm (Independent)
Pass Type: All Access Pass, Core Pass
Track: Visual Arts
Format: Roundtable
The Universal Scene Description (USD) Roundtable Day 2: Tech
Speaker: Robin-Yann Storm (Independent)
Pass Type: All Access Pass, Core Pass
Track: Visual Arts
Format: Roundtable
Expanding Reach: Grow your Business with Meta horizon Worlds on Mobile and VR (Presented by Meta)
Sponsor Speaker: Kristen Mann (Meta)
Track: Business & Marketing
Format: Sponsored Session
AAPI in the Games Industry Roundtable (Presented by the IGDA)
Speakers: Mika Dilig (Amazon Games Studios / AAPI in Gaming SIG / Gay Gaming Professionals), Shavonne Yu (Meta Reality Labs / AAPI in Games SIG)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Track: Advocacy
Format: Roundtable
Building Big Impact, One Brick at a Time: Marginal Gains in 'LEGO horizon Adventures'
Speaker: Adam Russell (Studio Gobo)
Pass Type: All Access Pass, Core Pass
Track: Production & Team Leadership
Format: Lecture
Creating a Procedural Textile Generator in Substance Designer
Speaker: Laura Gallagher (Outgang)
Pass Type: All Access Pass, Core Pass
Track: Visual Arts
Format: Lecture
Rewriting Your Game Career Love Story (Taylor's Version)
Speaker: Sonia Michaels (Independent)
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass
Track: Game Career Development
Format: Lecture
Tool Design Roundtable Day 2: Production & Strategy
Speaker: Robin-Yann Storm (Independent)
Pass Type: All Access Pass, Core Pass
Track: Design
Format: Roundtable
Stick to It: Creating a UI Identity for 'LEGO horizon Adventures'
Speaker: Chris Francis (Studio Gobo)
Pass Type: All Access Pass, Core Pass
Track: Visual Arts
Format: Lecture
Tool Design Roundtable Day 3: User Research
Speaker: Robin-Yann Storm (Independent)
Track: Design
Format: Roundtable
Title: Lead Artist
Company: Studio Gobo
James has been in the industry for 15 years. I started my career at Criterion games working on the need for speed franchise and a few other titles as an environment artist. He decided to take a leap, and changed companies to Studio Gobo where he continued to work as an environment artist initially on Disney Infinity. He worked his way up from Mid level, Senior and am now Lead Artist at Studio Gobo. Recently involved in the yet to be released Lego Horizon Adventures working alongside Guerrilla Games where he continued in his role as Lead Artist and been heavily involved in the artistic direction for that title.
Title: Principal Artist
Company: Studio Gobo
Principal Environment Artist with over 10 years experience in industry Starting out my career at the Chinese room and gaining a huge amount of knowledge being part of a small team. I then had the opportunity to join to amazing team at Studio Gobo, getting a chance to work on some incredible projects such as For Honor And Synced off planet. leading to Lego Horizon Adventures as a principal environment artist excited to share the knowledge gained along this project and my career with others.
Title: Writer/Narrative Designer
Company: Independent
Adam Dolin (he/him) is a freelance Writer and Narrative Designer with extensive experience in the AAA games industry. Formerly a Senior Writer and Narrative Designer at Santa Monica Studios and Guerrilla Games, and Lead Narrative Designer at Night School Studios, Adam has contributed to critically acclaimed titles such as God of War, Horizon: Forbidden West, and God of War: Ragnarok. As part of the talented narrative teams behind these games, Adam has earned accolades such as the 2019 WGA award for Outstanding Video Game Writing for God of War, along with multiple BAFTA nominations and wins. Starting his career as an intern at a voiceover studio, he worked for many years as a dialogue editor and talent coordinator, gaining valuable insights into the writing, mocap, and VO pipelines for AAA games.
Title: Game Sustainability Project Director
Company: Ubisoft
Arnaud Fayolle is Art Director at Ubisoft Positive Play, a team dedicated to demonstrating and amplifying the positive impact of videogames on our players and our planet. Over the past 15 years he has contributed to diverse AAA games such as Forza Horizon 3 & 4, The Division 2, The Last of Us, Deus Ex Mankind Divided and many more. He developed a holistic approach to Game Art, merging the complex elements of Aesthetics, Narrative, Gameplay, and Technology to create “Art that plays great”. A nature lover since childhood, Arnaud turned eco-anxiety into a driving force for the evolution of his work, channelling the power of games to influence a cultural shift that can solve the climate crisis. Always on the frontline of game environmentalism, you can also find him in the IGDA Climate Special Interest Group and the Playing 4 the Planet Alliance, pushing the boundaries of what video games can do for our planet.
Title: Visual Design Lead
Company: Studio Gobo
A graduate of the Royal College of Art, Chris Francis has a background in Graphic Design and Interaction Design with extensive experience working in the video games industry in the UK, San Francisco and Canada. After 10 years at Ubisoft Toronto, he is currently working as a Visual Design Lead at Studio Gobo on LEGO Horizon Adventures. Mentor, Leader and Creative Inspirer.
Title: Character Artist, Founder
Company: Outgang
Laura is a veteran of the games industry, having worked almost ten years at Eidos Montreal and over two years at Guerrilla Games, in both instances up to the role of Lead Character Artist. Laura worked on blockbuster titles such as Deus Ex: Mankind Divided, Tomb Raider and Horizon: Forbidden West. Laura has been a character art lecturer since 2012, most prominently teaching at Centre NAD in Montreal, online for CGMA and most recently through her own platform at https://outgang.studio. Laura also regularly shares her character art experience on her Youtube channel: https://www.youtube.com/@Outgang
Title: Senior Technical Animation Designer
Company: That's No Moon
Max Gariepy is a Senior Technical Animation Designer at That's No Moon. Max got his start in the games industry at Ubisoft Montreal before growing his skillset with the team at EA Motive as they started building the studio. Max then fulfilled a dream of his by moving to Europe where he was able to work at Guerilla on Horizon Forbidden West. Most recently, Max returned home and joined Haven, a new Sony-owned studio in Montreal.
Title: Principal Game Tech Programmer
Company: Guerrilla
Bryan Keiren is a Principal Game Tech Programmer at Guerrilla. Over the past decade, he has contributed to the DECIMA engine's various tools and subsystems with a primary focus on DECIMA's visual programming framework. He has a passion for tools and building them into a force-multiplier. Recent projects include 'Horizon Zero Dawn' and 'Horizon Forbidden West'.
Title: Product Manager
Company: Meta
Kristen Mann is currently a Product Manager at Meta where she spends her time thinking about Horizon Worlds and mobile. She was previously at Xbox where she led the mobile team responsible for the Xbox and Game Pass apps. She has a long career in games that has spanned a variety of publishers and developers and her credits include well-loved games such as Alan Wake, Kinectimals, Middle-Earth: Shadows of Mordor, and Guild Wars 2.
Title: Career Coach/Consultant
Company: Independent
Sonia Michaels is a game industry educator, speaker, and career coach who has spent the majority of her 30+ year career working at the intersection of the Humanities and Game Development education. She is deeply committed to preparing game developers at all levels to build longer, healthier careers, avoid burnout, push back against crunch and toxicity, and transform the industry from within. Sonia has presented at GDC (2015, 2017, 2019, 2023, 2024, and GDC Showcase 2024), PaxDev (2015, 2016, 2019), PAX (2023, 2024), GeekGirlCon (2017, 2019, 2024), and the New Directions in the Humanities International Conference (2018, 2019), among many others. In April 2023, she completed a three-year elected term on the Board of Directors of the IGDA (International Game Developers Association), and in June 2023, she was awarded the Excellence in Teaching Award at the IndieCade Horizons Showcase (a partnership between IndieCade and HEVGA, the Higher Education Video Game Alliance).
Title: Lead Designer
Company: Studio Gobo
Adam began his games career in 2010 as a QA tester at Realtime Worlds, before becoming game designer at a startup indie studio making Music Festivals for Facebook. After founding his own indie studio and releasing 2 games (1 browser, and 1 mobile) he joined Splash Damage in 2015 and worked on multiple projects as senior game designer, including Star Wars Hunters and an unreleased World of Tanks project. After joining Studio Gobo in 2020 as lead designer, Adam has worked on and released Synced, Redfall, and Hogwarts Legacy. He has led the level design team on his latest project; LEGO Horizon Adventures, which combines the worlds of LEGO and Horizon to create a new gaming experience that aims to bring Horizon to a brand new audience
Title: Product & UX for Tools
Company: Independent
Robin-Yann Storm is a freelance Tool UX & Workflow Designer. In the past he has worked as a full time Tool UX Designer in the AAA games industry on the 'Glacier 2' editor on which the Hitman series is built, where he was present for the end of Hitman 1 and the beginning of Hitman 2, and the 'Decima' editor on which the Horizon series was built, where he was present for the end of The Frozen Wilds, and the beginning of The Forbidden West. He has also consulted on Unity asset store level editors, and spent a few years working at Apple on AR creation tools such as Reality Composer and Reality Converter, which has made him well acquainted with the workflows of Pixar's USD framework. Next to that, he created and organizes the Tool Design Roundtables, talks at conferences around the world, and has contributed a chapter about Tool Design in the book 'An Architectural Approach to Level Design, Second Edition.
Title: Associate Professor, Founder
Company: Kent State University/Pie for Breakfast Studios
Christopher Totten is an Associate Professor and Program Coordinator of the Animation Game Design program at Kent State University. He is also an award-winning independent game designer, artist, and animator. He holds a master's degree in architecture (M.Arch) with a concentration in digital media from the Catholic University of America. Chris is a co-founder of the Smithsonian American Art Museum Arcade and a lifetime member of the International Game Developers Association (IGDA). He was a member of the inaugural class for the IndieCade Horizons Faculty Excellence Awards, winning the Innovation Award for his work building an appreciation for games in the context of the arts. He has written multiple books on design, including An Architectural Approach to Level Design and World Design in 2D Action-Adventures, he is also the editor of the collected volume, Level Design: Processes and Experiences and the Level Design Practices series.
Title: Lead AI/Gameplay Engineer
Company: Studio Gobo
David Wilson is a Lead AI/Gameplay Engineer who has 18 years industry experience implementing technical solutions to NPC gameplay. Working at Studio Gobo for the last 7 years, his recent career focus has been solving locomotion and behavioural requirements for quadrupeds and other non-human characters, where he led the engineering effort to implement the machine enemies of LEGO Horizon Adventures and the magical beasts of Hogwarts Legacy. Educated at the University of Sussex, he obtained a postgraduate MSc in Evolutionary and Adaptive Systems. His other previous credits include For Honor, Guitar Hero Live, and the Driver franchise.
Title: Product Designer / Co-founder & Co-chair
Company: Meta Reality Labs / AAPI in Games SIG
Shavonne has served as a judge for BAFTA Young Game Designers, the Games for Change Student Challenge, and AACI’s Growing Up Asian in America. Her art and game studio, Player Yu, celebrates her first-generation immigrant Hong Konger-Canadian heritage and cozy gaming. She is the founding designer on Meta's Horizon Worlds Metaverse Social Equity team, launching pronouns, live captions, and wellbeing tools—including bedtime reminders and youth time limits—for hundreds of thousands of players. She also led design efforts to enhance gender equity through the promotion of cozy games on the Meta Quest Store. She serves on the Reality Labs Inclusive Product Council and co-authored the Meta MR/VR Accessibility guidelines.
Title: Senior Technical Animator
Company: Studio Gobo Ltd.
Andrea Zanelli is a Technical Animator working in the video games industry. He started his career working on indie game titles like Daymare:1998 and Beyond a Steel Sky, where he developed a passion for character animation systems and cinematic workflows. He has experience with Unreal Engine, motion capture and a background in rigging. He most recently worked as Senior Technical Animator, with Studio Gobo Ltd., on tooling and pipeline development for animation and cinematics systems on LEGO Horizon Adventures.