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March 9-13, 2026
Moscone CenterSan Francisco, CA

Search Results

Your search for "king" returned the below results for sessions and speakers.

Sponsor Speaker: Yubo Kou  (The Pennsylvania State University)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Product Management
Format: Partner Developer Summit
Speaker: Jac Carlsson  (EA DICE)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Game & Production Technology
Format: Lecture
Speakers: Raphael Joffres  (Sandfall Interactive), Maxance Playez  (Sandfall Interactive), Olivier Penchenier  (Sandfall Interactive)
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Audio, Game & Production Technology
Format: Lecture
Speaker: Fleur Marty  (Gearbox)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership
Format: Lecture
Speaker: Josh Labelle  (Gameloft Montreal)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance
Format: Lecture
Speaker: Cecile Hemery  (Walayance)
Location: Room 207, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Culture & Sustainability, Career
Format: Workshop
Location: Level 1, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career
Format: Special Event
Speaker: Don Daglow  (Sausalito Games Inc.)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Independent Development
Format: Lecture
Speaker: Albert Puertolas  (Gameloft)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Game & Production Technology, Design
Format: Lecture
Speaker: Geoff Evans  (Nvidia)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Roundtable
Speaker: Dana Ware  (Hidden Realities/The VOID)
Location: Room 215, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Forum
Speakers: Aniruddha Pawar  (Ubisoft), Jawad Shakil  (Ubisoft)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speakers: Bo Crutcher  (Blindlight), Jennifer Hale  (Independent), William "Chip" Beaman  (Halp Network), Patrick Michalak  (Insomniac Games), Kal-El Bogdanove
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Audio
Format: Panel
Speaker: Alexey Drobyshevsky  (Owlcat Games)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Narrative & Performance
Speakers: James Back  (Supercell), Aleksandar Markovic  (Supercell)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Product Management, Design
Format: Lecture
Speaker: Steven Margolin  (Ivy Road)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design
Format: Lecture
Speaker: Nicole Maiorano  (Blizzard Entertainment)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Product Management
Format: Lecture
Speaker: Celia Hodent  (Independent)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design, Team Leadership
Format: Workshop
Speakers: Ryan Black  (DLA Piper (Canada) LLP), Yan Perng  (Blizzard Entertainment), Angelo Alcid  (Microsoft Corp.), Brandon Huffman  (Odin Law and Media)
Location: Room 204, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Forum
Speakers: Garrett Fredley  (PlayStation), Andrew Borman  (The Strong National Museum of Play)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Culture & Sustainability, Game & Production Technology
Format: Roundtable
Speakers: Star Victoria Power  (Slide20XX), Ryan Ike  (Independent), Akash Thakkar  (Independent), Katherine Tole  (Plant Based Audio)
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Audio, Career
Format: Panel
Moderator: Nicole Lazzaro  (XEODesign)
Speakers: Jenny Xu  (Talofa Games), Lauren Frazier-Silva  (Ramen VR)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy, Independent Development
Format: Panel
Speakers: Grant Shonkwiler  (Shonkventures), Kate Edwards  (Geogrify/SetJetters), Seth Sivak  (Bad Robot Games), Dave Ranyard  (Dream Reality Interactive), Jess Case  (Schell Games)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership, Culture & Sustainability
Format: Microtalks
Speaker: Sebastian Long  (Player Research)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Product Management
Format: Roundtable
Speakers: Anna C. Webster  (Independent), Alexa Ray Corriea  (Gearbox), Ashley Poprik  (Independent), Emma Kidwell  (Independent), John Ryan  (Independent), Laura Michet  (Heart Machine), Sam Maggs  (Critical Role), Alice Camp  (Microfun), Aysha Farah  (Independent), Karrie Shao  (Pacific Drive), Kelsie Mhoon  (Obsidian Entertainment), Nessa Cannon  (Independent), Lis Moberly  (20th Century Games, The Walt Disney Company), Books Schwartz, Sam Winkler  (Gearbox Software)
Location: Room 215, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career, Narrative & Performance
Format: Special Event
Speakers: Carl Varnado  (Rancho Solano Prep), Pamela Illuore  (Playstation), Jabari Ali  (Hidden Genius), Jarory DeJesus  (Coquito Games), Evan Narcisse  (Brass Lion Entertainment)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Panel
Sponsor Speakers: Stephen Rodriguez  (Incredibuild), Yair Zarmon  (Incredibuild)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Lecture
Sponsor Speaker: Matt Ellis  (JetBrains)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speaker: Nathan Sawatzky  (Thriving in Games Group Inc)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Culture & Sustainability
Format: Lecture
Speaker: Jeremiah Dost  (Respawn Entertainment (Electronic Arts))
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology, Team Leadership
Format: Lecture
Speaker: Alexis Rolland  (Ubisoft, La Forge)
Location: Room 3004, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Visual Development
Format: Lecture
Speaker: Rachel Quitevis  (Beyond-FX)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Lecture
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Special Event
Speaker: Tulay Mcnally  (Scopely)
Location: Room 312, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career
Format: Roundtable
Speakers: Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
Location: Room 213, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Sponsor Speakers: Runhang Zeng  (Morefun Studio / Tencent Games), Luka Lebanidze  (POSTRED)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Audio, Game & Production Technology
Sponsor Speakers: Sailesh Krishnamurthy  (Google Cloud), Shalin Shekhar  (Sony Interactive Entertainment), Edward Chu  (Sony Interactive Entertainment)
Location: Room 2020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Chad Emond  (Compulsion Games), Paulette Richardson  (Compulsion Games)
Location: Room 3001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speakers: Guy Elsmore-Paddock  (Modulate), Rachel Manzelli  (Modulate)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology, Audio
Format: Fireside Chat
Speaker: Xianzi Feng  (Infold Games (Papergames))
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Career, Educators
Format: Lecture
Speaker: Rui Hwang  (Liminal Experiences)
Location: Room 204, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Special Event
Speakers: Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership, Production
Format: Roundtable
Speaker: Monica Fan  (Pipeworks Studio)
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Career
Format: Roundtable
Speakers: Laine Nooney  (New York University), Phil Salvador  (Video Game History Foundation), TreaAndrea Russworm  (University of Southern California), Jason Scott  (Internet Archive), Wes Fenlon  (PC Gamer)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Microtalks
Sponsor Speakers: Katia Potapov  (Tech Coalition), Rita Fabi  (Tech Coalition), Jang Kim  (Roblox), Jessa Mellea  (Global Internet Forum to Counter Terrorism (GIFCT))
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Product Management
Format: Partner Developer Summit
Location: Oracle Park, 24 Willie Mays Plaza, San Francisco, CA 94107
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Speakers: Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
Location: Room 213, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Sponsor Speaker: Chris Zimmerman  (Sucker Punch Productions)
Location: Esplanade 158, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Sponsor Speakers: Eva Ryott  (King), Ryan Cooper  (Mojang), Romain Jemma  (King)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Format: Panel
Sponsor Speaker: Chris Melissinos  (AWS)
Location: Room 3001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Location: Level 1, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career
Format: Special Event
Speakers: Toiya Kristen Finley  (Schnoodle Media, LLC), Nessa Cannon  (Independent), Matthew Weise  (Fiction Control), Ashley Ruhl  (Broadsword Online Games), Andrea Saravia Perez  (Deviant Games)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Narrative & Performance, Career
Format: Forum
Speaker: Carla Engelbrecht  (Betweened)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Roundtable
Speaker: Bryan Bornmueller  (Asmodee)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Lecture
Speaker: Petr Smrcek  (Warhorse Studios)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speakers: Nick Herman  (AdHoc Studio), Dennis Lenart  (AdHoc Studio)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Narrative & Performance, Independent Development
Format: Lecture
Speaker: John Spitzer  (NVIDIA Corporation)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Lecture
Sponsor Speakers: Michael Jackson  (AWS), Mark Choi  (GameLift), Michael Morris  (AWS)
Location: Room 3001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speaker: Zhongyuan Liu  (Tencent Games)
Location: Room 3014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology, Design
Sponsor Speakers: John French  (Arm), Dominic de Graaf  (The Naked Dev)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Game & Production Technology
Format: Partner Developer Summit
Speaker: Yachen Bian  (NetEase Games)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing, Business Strategy
Format: Lecture
Speaker: Sonia Mokhtari  (Zynga)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Audio
Format: Lecture
Speaker: Nick Kaman  (Aggro Crab)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Lecture
Speaker: Hiroaki Murao  (Drecom Co., Ltd.)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Business Strategy
Format: Lecture
Speaker: Rosy (Rong) Fu  (Naughty Dog)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Visual Development
Format: Lecture
Sponsor Speakers: Chip Thurston  (Fastspring), Cisco Maldonado  (Midwest Games)
Location: Esplanade 160, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy
Format: Panel
Sponsor Speakers: Uthappa Kattera Chengappa  (Microsoft), Mithuna Srinivasan  (Valorem Reply), Rob Nelson
Location: Room 3009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speakers: Steph Chow  (XAMA), Celia Hodent  (Independent)
Location: Room 207, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Career
Format: Special Event
Speakers: Katelyn Isaacson  (Ludogram/Independent), Star Victoria Power  (Slide20XX)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Audio, Culture & Sustainability
Format: Roundtable
Speakers: Alexander Brandon  (Funky Rustic, LLC), Pat Scandalis  (moForte Inc)
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Audio
Format: Roundtable
Sponsor Speaker: Ben Williams  (Project0)
Location: Esplanade 158, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology, Product Management
Format: Special Event
Sponsor Speakers: Erik Östsjö  (Embark Studios), Björn Arvidsson  (Embark Studios)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology, Business Strategy
Format: Lecture
Sponsor Speakers: Kalie Moore  (High Vibe PR), Heidi Christine  (Pixels)
Location: Esplanade 160, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy, Game & Production Technology
Format: Panel
Sponsor Speakers: Lily Zhu  (Tencent), Jane Tian  (Qualcomm Technologies, Inc.)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Sponsor Speaker: Chong Ahn  (Meta)
Location: Room 2020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Business Strategy
Format: Partner Developer Summit
Location: Tabletop Free Play & Playtesting Lounge, West Hall Level 3
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Sponsor Speaker: Mahncy Mehrota  (Meta)
Location: Room 2020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Business Strategy
Format: Partner Developer Summit
Sponsor Speakers: Hege Tokerud  (Aiba), Karin Johnson  (Magic Potion Games), Christina Camilleri  (Netflix Games), Colin Cragg  (Blue Scarab Entertainment)
Location: Esplanade 158, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Lecture
Speakers: Bill Kleyman  (Apolo.us), Robert Shearer  (AMD)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Fireside Chat
Speakers: Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speakers: Nick Lives  (Night Signal Entertainment LLC), Jon Perry  (Quibble Media, LLC), Adam Pype  (BEESWAX GAMES), Lucas Immanuel  (Glootschke Games, LLC), Jonny Hopkins  (boshi's place), Flan Falacci  (Flan Falacci), Juan Hernandez  (Recurring Dream), Gurn Group  (boshi's place), mut moochi  (boshi's place)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Microtalks
Speaker: Emily Pitcher  (SonderingEmily)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Discovery & Marketing, Independent Development
Format: Lecture
Speakers: Marlena Abraham  (Steel Wool Studios/Bit Bridge), Michael Lee  (Another Axiom), Daniel Lin  (Schell Games/Bit Bridge), Laia Bee  (Pincer Games)
Location: Room 207, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Culture & Sustainability
Format: Forum
Speaker: Liza Dobrovoljc  (King)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Product Management, Game & Production Technology
Format: Lecture
Location: Room 203, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Sponsor Speakers: Tomáš Barák  (Warhorse Studios), John Parsaie  (Qualcomm Technologies, Inc.), Carlos Dominguez Caballero  (Qualcomm Technologies, Inc.)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Sponsor Speakers: Michail Greshishchev  (Amazon Game Studios), Tom van Dijck  (Embark Studios), Andreas Ullmann  (Denuvo by Irdeto), Niels Haverkorn  (Denuvo by Irdeto)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Format: Lecture
Sponsor Speaker: Tianlong Ruan  (Infold Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Speaker: Julian Cordero  (Independent)
Location: Room 3009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design, Independent Development
Format: Lecture
Speaker: Wenya He  (Amazing Seasun Games)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Lecture
Speaker: Mark LaCroix  (Noble Robot)
Location: Room 312, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Career
Format: Roundtable
Speaker: Camille Kay  (Epic Games)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career, Visual Development
Format: Lecture
Speakers: Guillaume Pierre  (Magic Fuel Games/Playstack), Tyler Coleman  (Ludo Systems Inc.), Ridima Ramesh  (IDEO), Everest Pipkin  (Pratt Institute), Mike Rossmassler  (Turtle Rock Studios), Tomo Moriwaki  (Hyperkinetic Studios), Cheryl Platz  (Ideaplatz, LLC)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Microtalks
Speakers: Kaci Aitchison Boyle  (Valve), Tom Giardino  (Valve)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy
Format: Lecture
Sponsor Speakers: Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Partner Developer Summit
Speaker: Austin Wintory  (Independent)
Location: GDC Main Stage, North Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Location: South Hall Lobby, Moscone Center
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Sponsor Speakers: Val O'Donnell  (Google Play), Simon Cooke  (Google Play), Steven Moreland  (Google Play), Mark Dochtermann  (Google), Emil Kjæhr  (Funday Games)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Panel
Speakers: Bo Mei  (GoodDay Solution), Chase Shi  (Blizzard Entertainment)
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Roundtable
Moderator: Nick Hartman  (Sound Lab)
Speakers: Morla Gorrondona  (Independent), Tom Keegan  (Independent), Alyssa Gentile  (Riot Games)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance, Audio
Format: Special Event
Speaker: Rez Graham  (Independent)
Location: Room 3011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Team Leadership
Format: Workshop
Speakers: Cole Wehrle  (Leder Games/Wehrlegig Games), Tom Lehmann  (Independent), Jon Perry  (Quibble Media, LLC), Bryan Bornmueller  (Asmodee), Geoff Engelstein  (Mind Bullet Games)
Location: Room 3016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event, Design
Format: Special Event
Speakers: Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership, Production
Format: Roundtable
Speakers: Richard Rouse III  (FarBridge), Xalavier Nelson Jr  (Strange Scaffold), Ashley Ruhl  (Broadsword Online Games), Theresa Duringer  (Temple Gates), Joel Burgess  (Soft Rains), Steve Meretzky  (PeopleFun)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design
Format: Microtalks
Speaker: Geoff Evans  (Nvidia)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Roundtable
Location: Room 203, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Sponsor Speaker: Christopher Nuland  (Red Hat)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Format: Power Talk
Speakers: Emily Greer  (1Up Ventures), Ed Fries  (1Up Ventures)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Lecture
Sponsor Speakers: Adam Creighton  (Enduring Games), Kevin Nappoly  (Enduring Games)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Speaker: Dominic Law  (Neopets)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Business Strategy, Discovery & Marketing
Format: Lecture
Speakers: Kerri Norton  (Open World), Brynjar Gigja  (Cygnus Cross International Ltd)
Location: Monetization & Player Engagement Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Business Strategy
Format: Lecture
Location: GDC Commons Community Space 2
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Sponsor Speakers: Abhishek Radhakrishnan  (Apple), Kelli King  (Apple), Nadia Thorne  (Black Salt Games)
Location: Room 3014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing, Business Strategy
Format: Lecture
Sponsor Speakers: Travis Bradshaw  (Microsoft Xbox), Andy McCalib  (Microsoft)
Location: Room 3001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Location: Room 203, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Speaker: Martin de Ronde  (Vertigo Games)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Production
Format: Lecture
Sponsor Speaker: Alex Liu  (Silverjay Studio)
Location: Indie & Education Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Team Leadership, Production
Format: Power Talk
Speaker: Prokop Jirsa  (Warhorse studios)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Production
Format: Lecture
Speaker: Dodie Gong  (Infold Games (Papergames))
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Visual Development, Design
Format: Lecture
Speaker: Sebastian Long  (Player Research)
Location: Room 312, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Product Management, Production
Format: Roundtable
Speakers: Souha Al-Samkari  (Truant Pixel), Michelle Clough  (Talespinners)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance, Design
Format: Roundtable
Speakers: Matthew Lee  (NVIDIA), Kathleen Yin  (Nvidia)
Location: Room 304, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Culture & Sustainability
Format: Roundtable
Speakers: Tyler Coleman  (Ludo Systems Inc.), MJ Johns  (University of California Santa Cruz), Colleen Macklin  (Parsons School of Design), Jo Cronk  (DigiPen Institute of Technology), Graeme Devine  (GRL Games), Ian Schreiber  (Independent)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Educators
Format: Microtalks
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Sponsor Speakers: Gaurav Verma  (Skillz), Jon Radoff  (Beamable), Robert Burnett  (Skillz)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing
Format: Fireside Chat
Sponsor Speaker: Troy Batterberry  (EchoMark)
Location: Room 3014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speaker: Ichiro Lambe  (Totally Human Media Corp)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing
Format: Lecture
Sponsor Speakers: Vickie Chen  (AviaGames), Justin Butler  (PayPal), Michael Vella  (AviaGames), Qi Zhao  (AviaGames)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy
Format: Lecture
Sponsor Speaker: Sharon Baylay-Bell  (Testronic)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Business Strategy
Format: Lecture
Speaker: Al Yang  (Neobards Entertainment)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Lecture
Speakers: Juniper Dev  (Independent), Nick Kaman  (Aggro Crab), Jordan Ottesen  (O. and Co. Games), Emily Pitcher  (SonderingEmily)
Location: Monetization & Player Engagement Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing, Culture & Sustainability
Format: Panel
Speaker: Gillian Smith  (Worcester Polytechnic Institute)
Location: Room 312, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Game & Production Technology
Format: Roundtable
Speakers: Jessica Damerst  (Unknown Worlds), Trevin York  (Dire Lark)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership
Format: Roundtable
Speakers: Joe Tirado  (System Era Softworks/Latinos In Gaming), Spencer Kern  (System Era Softworks)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing, Visual Development
Format: Lecture
Speakers: Mathieu Lavoie  (Side), Sam Carlisle  (XDS), Matthew Schulz  (Virtuos), Maciej Glomb  (Bloober Team), Amelie Meunier  (Behaviour Interactive)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership, Production
Format: Microtalks
Speakers: Jane Perry  (Independent), Debra Wilson  (Independent), Tom Keegan  (Independent), Damien Goodwin  (Independent), Adele Cutting  (Soundcuts Ltd)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance, Audio
Format: Panel
Speakers: Marcin Paczynski  (GOG), Larry Kuperman  (Nightdive Studios), Garrett Fredley  (PlayStation)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy, Culture & Sustainability
Format: Microtalks
Speakers: Xin Qiao  (LIGHTSPEED STUDIOS), Xiaolin Zhang  (LIGHTSPEED STUDIOS)
Location: Room 2014, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Lecture
Speakers: Joe Mirabello  (Terrible Posture Games, Inc.), Peet Cooper  (Millions of Monsters), Josh Singh  (Epic Games), Kenny Carvalho  (Dardo Studios), Grace Liu  (Netflix Games)
Location: Room 3004, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Visual Development
Format: Panel
Location: Room 203, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Speakers: Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
Location: Room 213, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Sponsor Speakers: Josiah Clark  (Blizzard Entertainment and CWA Local 9510), Juniper Dowell  (Bethesda Softworks and CWA Local 2108), Carolyn Jong  (United Videogame Workers CWA Local 9433), Aurelia Augusta  (United Videogame Workers-CWA)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Lecture
Sponsor Speaker: Chris Nelder  (Twisted Mountain Animation)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Production, Product Management
Format: Power Talk
Speakers: Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speakers: Sabrina Mah  (GLAAD), Blair Durkee  (GLAAD)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Lecture
Speaker: Theodore Fishman  (Sucker Punch Productions)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design, Game & Production Technology
Format: Lecture
Speakers: Philip Hammer  (id Software), Dominik Lazarek  (id Software)
Location: Room 3004, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology, Visual Development
Format: Lecture
Speaker: Ella Vance  (The New York Times)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Production, Team Leadership
Format: Lecture
Speakers: Eleanor Todd  (Fablegate), Hilary Mason  (Hidden Door)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Business Strategy
Format: Lecture
Speaker: Caio Braga  (Embark Studios)
Location: Room 3005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Production, Team Leadership
Format: Lecture
Speakers: Mihai Pohontu  (Amber Studio), Andreea Enache  (Amber Studio)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy, Culture & Sustainability
Format: Fireside Chat
Sponsor Speaker: Brady Woods  (Microsoft Xbox)
Location: Room 3001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Location: GDC Main Stage, North Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Speaker: Rob Pardo  (Bonfire Studios)
Location: GDC Main Stage, North Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Team Leadership
Format: Keynote
Location: Room 3024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Sponsor Speakers: David Li  (Microsoft), Hamza Usmani  (Microsoft)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speakers: Yoland Yan  (ComfyUI), Yannik Marek  (ComfyUI), Eric Purcell  (ComfyUI)
Location: Monetization & Player Engagement Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Speaker: Dennis Mathews  (Revelation Interactive LLC)
Location: Room 304, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Career
Format: Roundtable
Speaker: Samuel Holley  (Sucker Punch Productions)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Design, Narrative & Performance
Format: Lecture
Speakers: Toiya Kristen Finley  (Schnoodle Media, LLC), Souha Al-Samkari  (Truant Pixel)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Independent Development, Career
Format: Roundtable
Speakers: Lisa Pak  (United Nations Environment Programme), Deborah Mensah-Bonsu  (Supercell), Galina Fedulova  (Wooga), Hommy Yang  (Tencent Games)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Panel
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Special Event
Speakers: Anran Li  (Riot Games), Hyungjin Shin  (Riot Games)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Sponsor Speaker: Troy Batterberry  (EchoMark)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Speaker: Evan Skolnick  (Independent)
Location: Room 215, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Narrative & Performance, Team Leadership
Format: Workshop
Location: GDC Commons Community Space 1
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Moderator: Beth Elderkin  (GDC Festival of Gaming)
Speaker: Austin Wintory  (Independent)
Location: GDC Commons Stage
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event, Audio
Format: Fireside Chat
Sponsor Speaker: Lígia Gonçalves  (WALKME MOBILE SOLUTIONS)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development, Business Strategy
Format: Power Talk
Speaker: Sharon Tal Yguado  (Astrid Entertainment)
Location: Blue Shield of California Theater, YBCA
Pass Type: Festival Pass, Game Changer Pass
Track: Luminaries Speaker Series
Format: Lecture
Speaker: Celine Tricart  (COVEN)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Lecture
Sponsor Speakers: Hitoshi Mishima  (Capcom), Calvin Hsu  (NVIDIA)
Location: Room 3020, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology
Format: Panel
Sponsor Speakers: Xalavier Nelson Jr  (Strange Scaffold), Andrea Rene  (Vivrato), Matt Jeffery  (Rebellion), Marcus Morgan  (Obsidian Entertainment)
Location: Room 2009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speaker: Adam Saltsman  (Finji)
Location: Room 2005, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Independent Development
Format: Lecture
Speaker: Ildar Valeev  (KOJIMA PRODUCTIONS)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology, Visual Development
Format: Lecture
Speaker: Yoshio Osaki  (IDG Intelligence)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy, Product Management
Format: Lecture
Speaker: Sheng Feng  (MoreFun Studios, Tencent Games)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Visual Development, Game & Production Technology
Format: Lecture
Speaker: Asim Tanvir  (Kinetic Games)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Discovery & Marketing
Format: Microtalks
Sponsor Speaker: Yuning Yang  (Yeariver)
Location: Indie & Education Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Independent Development
Format: Power Talk
Speakers: Kelli Dunlap  (Take This, Inc.), Elizabeth Kilmer  (Respec Psychological Services)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Lecture
Sponsor Speakers: Max McMullen  (Microsoft), Hisham Chowdhury  (AMD), Steven Tovey  (Intel), Don Brittain  (NVIDIA)
Location: Room 2024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Lecture
Speakers: Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
Location: Room 213, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Location: GDC Commons Community Space 1
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Sponsor Speakers: Rodrigo Morteo  (Softtek), Hector Ramirez  (Softtek)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Game & Production Technology
Format: Power Talk
Speaker: Eric Wohllaib  (Sucker Punch Productions)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Visual Development
Format: Lecture
Speaker: David Daubitz  (Ubisoft Mainz)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Narrative & Performance
Format: Lecture
Speakers: Toiya Kristen Finley  (Schnoodle Media, LLC), Souha Al-Samkari  (Truant Pixel)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Independent Development, Career
Format: Roundtable
Speaker: Adam Sporka  (Warhorse Studios)
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Audio
Format: Lecture
Speakers: Lindsay Grace  (University of Miami), Susanna Pollack  (Games for Change), Maria Burns Ortiz  (The Global Game Jam), Paul Fischer  (Accenture), Leo Olebe  (Olebe Media Group)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Microtalks
Speakers: Jessica Damerst  (Unknown Worlds), Trevin York  (Dire Lark)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership
Format: Roundtable
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability
Format: Special Event
Speakers: Zhipeng Tan  (Tencent Games), Leon Zhang  (Tencent Games)
Location: Room 3004, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Visual Development
Format: Lecture
Sponsor Speaker: Mason Sciotti  (Discord)
Location: Room 2011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Team Leadership
Format: Lecture
Sponsor Speakers: Dennis Cooper  (Virtuos), John Doyle  (PlayStation Studios), Jason RM Smith  (Game Caviar), Kay Arutyunyan  (CounterPunch - A Virtuos Studio), Lindsay Gupton  (Pipeworks - A Virtuos Studio)
Location: Room 3009, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Production
Location: Room 3024, West Hall
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Location: Tabletop Free Play & Playtesting Lounge, West Hall Level 3
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Sponsor Speaker: Feng Zhu  (LightSpeed Studios)
Location: Room 2000, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Lecture
Moderator: Beth Elderkin  (GDC Festival of Gaming)
Location: GDC Commons Stage
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Fireside Chat
Speaker: Aaron Scherzinger  (Ubisoft Mainz)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Visual Development
Format: Lecture
Speakers: Ryan Black  (DLA Piper (Canada) LLP), Yan Perng  (Blizzard Entertainment), Angelo Alcid  (Microsoft Corp.), Brandon Huffman  (Odin Law & Media)
Location: Room 216, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Forum
Sponsor Speaker: Jean-Sebastien HABIGAND  (DisBrick.com)
Location: Indie & Education Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Speakers: Zoe Calamar  (Escape Velocity Entertainment), Luca Azenaro-Acero  (Perfect Garbage)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Career, Narrative & Performance
Format: Lecture
Speaker: Alexis Biro  (Terra Localizations/IGDA)
Location: Room 304, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Production
Format: Roundtable
Speakers: Charles Pateman  (Independent), Kareem Shuman  (Insomniac Games), Monet Gardiner  (SIE - Playstation - Creative Arts), Heather Plunkard-Serge  (EA - Respawn)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Audio
Format: Panel
Speaker: Jason Eppink  (Elmhurst University)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Educators, Design
Format: Lecture
Speakers: Eloise Singer  (Singer Studios), Dave Ranyard  (Dream Reality Interactive)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Fireside Chat
Speakers: Euna Park  (That's No Moon), Shayna Moon  (CD Projekt RED)
Location: Room 314, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speaker: Bruce Straley  (Wildflower Interactive)
Location: Festival Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Independent Development
Format: Lecture
Speaker: Jon Moore  (Iron Galaxy Studios)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Visual Development
Format: Lecture
Speaker: Sebastian Long  (Player Research)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Product Management
Format: Roundtable
Speakers: Souha Al-Samkari  (Truant Pixel), Michelle Clough  (Talespinners)
Location: Room 306, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance, Design
Format: Roundtable
Speaker: Pasha Sol  (Electronic Arts)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development, Team Leadership
Format: Lecture
Speakers: Kate Edwards  (Geogrify/SetJetters), Claire Hummel  (Independent)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Fireside Chat
Speaker: Seth Rosen  (Ironwood Studios)
Location: Room 2018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Design
Format: Lecture
Speakers: Tim Friedlander  (soundBOX:Studio Group), Carin Gilfry  (National Association of Voice Actors (NAVA)), Matthew Parham  (National Association of Voice Actors (NAVA)), Alexis Biro  (Terra Localizations/IGDA), Michael Csurics  (Brightskull)
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Audio, Team Leadership
Format: Panel
Speakers: Chase Bethea  (Chase Bethea/Independent), Nadia Wheaton  (Independent)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Audio
Format: Roundtable
Speaker: Rez Graham  (Independent)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Career
Format: Lecture
Location: Level 1, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career
Format: Special Event
Speakers: Marc LeBlanc  (Riot Games), Stone Librande  (Riot Games), Eleanor Todd  (Fablegate), Marcus Montgomery  (Cornerstone Interactive Studios), Jeb Havens  (Jeb Havens Games), Eben Myers  (Relevate Health Games), Geoff Marsi  (Riot Games)
Location: Room 3016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design
Format: Workshop
Location: Room 203, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Special Event, Career
Speaker: Noah Falstein  (The Inspiracy)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Culture & Sustainability, Business Strategy
Format: Lecture
Location: Podcast Studio, GDC Commons
Pass Type: Festival Pass, Game Changer Pass
Track: Special Event
Format: Special Event
Speaker: Gabe Cuzzillo  (Independent)
Location: Room 2006, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Independent Development
Format: Lecture
Speaker: Jose Angulo  (Teravision Games)
Location: Room 2003, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Audio, Game & Production Technology
Format: Lecture
Speakers: Tim Nixon  (thatgamecompany), Caio Miguel Jiacomini  (thatgamecompany)
Location: Room 213, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Special Event
Speaker: Nick Ballou  (University of Oxford)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Culture & Sustainability
Format: Lecture
Speakers: Nico Williams  (Unknown Worlds), Shayna Moon  (CD Projekt RED)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Team Leadership, Production
Format: Roundtable
Moderator: Beth Elderkin  (GDC Festival of Gaming)
Speaker: Jennifer Svedberg-Yen  (Sandfall Interactive)
Location: GDC Commons Stage
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Special Event
Format: Fireside Chat
Moderator: Olivier Pomarez  (Ubisoft la Forge)
Speakers: Martin Singh-Blom  (Embark Studios), Mathieu Nayrolles  (Supercell), Alexis Rolland  (Ubisoft, La Forge), Julien Merceron  (Orion Productions), Elvis Liu  (Tencent Games)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Game & Production Technology
Format: Forum
Speaker: Baqir Shah  (Pipeworks Studios)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Career
Format: Special Event
Speakers: Jordan DeVries  (Respawn Entertainment), Darren Bacon  (Bungie), Eli Tuttle  (Bit Reactor), Jeff Skalski  (Yellow Brick Games Inc.), Jeff A. Johnson  (inXile Entertainment), Ashley Sparling  (K9 Digital), Greg Knight  (Lucasfilm Games), Cutlar Nordyke III  (Keywords Studios), Gary Riley  (Raven Software), Greg Foertsch  (Bit Reactor), Rembert Montald  (Lightspeed LA), Sarah LeBlanc  (Bit Reactor), Jade Law  (Wardog Studios), Jeff Parrott  (Blizzard), Inmar Salvatier  (Maxis), Gaurav Mathur  (gamedevmap), Piero Macgowan  (Bit Reactor)
Location: Room 215, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Career
Format: Special Event
Speaker: Salome Gozalishvili  (King)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing, Product Management
Format: Lecture
Sponsor Speakers: Andreas Hinze  (Infoboard Europe GmbH), Ankit Dhillon  (BAD Spiele Studio UG)
Location: International Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Educators, Business Strategy
Format: Power Talk
Speakers: Shafik Quoraishee  (The New York Times), Amra Khullar  (The New York Times)
Location: Monetization & Player Engagement Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Advanced
Track: Game & Production Technology, Design
Format: Lecture
Speaker: Neville Spiteri  (Wevr)
Location: Future Tech Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Game & Production Technology
Format: Forum
Speakers: Mathieu Cote  (Behaviour Interactive Inc.), Dave Richard  (Behaviour Interactive Inc.), Eric Pope  (Behaviour Interactive Inc.), Dork  (Behaviour Interactive Inc.), Sarah Robinson  (Behaviour Interactive Inc.)
Location: Festival Stage, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Discovery & Marketing
Format: Panel
Speaker: Jeff Hanna  (NVIDIA Corporation)
Location: Room 301, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Visual Development
Format: Roundtable
Speaker: Jeffrey Waldron  (Gearbox Software)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Game & Production Technology
Format: Lecture
Speakers: Jingtian Li  (University of the Incarnate Word), Seth Hudson  (George Mason University), Tom Tesch  (DAE - Howest), MJ Johns  (University of California Santa Cruz)
Location: Room 3018, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Educators, Game & Production Technology
Format: Microtalks
Speakers: Taichiro Miyazaki  (CyberConnect2 Co.,Ltd.), Mimmy Shen  (CyberConnect2 Co.,Ltd.)
Location: Room 3002, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Entry-Level
Track: Career
Format: Lecture
Speaker: Salaar Kohari  (CAGE Studios)
Location: Room 2010, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Independent Development, Design
Format: Lecture
Speaker: Cari Watterton  (Scopely)
Location: Room 308, South Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: Intermediate
Track: Culture & Sustainability, Career
Format: Roundtable
Speaker: Baqir Shah  (Pipeworks Studios)
Location: Room 3011, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Design, Career
Format: Special Event
Speakers: Paul Kilduff-Taylor  (Mode 7), Ian Hardingham  (Oxford Brain Diagnostics), Gina Jackson  (Pitchify), John Graham  (Elbow Grease Games), Oscar Clark  (Arcanix)
Location: Room 2016, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Business Strategy
Format: Microtalks
Speakers: Adam Dolin  (Independent), Alexa Ray Corriea  (Gearbox)
Location: Room 2001, West Hall
Pass Type: Festival Pass, Game Changer Pass
Audience Level: All
Track: Narrative & Performance
Format: Lecture
Title: Technical Director
Company: Meaning Machine
Ben Ackland is the Co-Founder and Tech Lead at Meaning Machine, a creatively-driven game tech start-up unlocking all-new gameplay experiences through generative AI. With 20 years of experience in innovative software development, Ben specializes in creating deep, meaningful NPC interactions through Meaning Machine's proprietary Game Conscious™ technology - empowering both developers and creatives to explore bold new storytelling possibilities, while respecting privacy and enhancing accessibility.
Title: Founder & CEO, GameLyft AI/Creative Distrix
Company: GameLyft AI

Noman has been living and breathing games for over 15 years. He started back in the early App Store days, when launching a single game could put a new studio on the map. Since then, he has designed, published, and scaled a wide range of mobile titles across casual, hyper-casual, simulation, strategy, idle, and even Web3, working closely with producers, UA experts, and live-ops teams on growth and monetization. Over the years, Noman has seen how player psychology and the business of games constantly evolve, and he has helped teams from small indies to larger studios tackle the same problems many still face today: how to grow without burning budgets, keep players engaged, and make games not just fun, but profitable.

Title: Professor of Software Engineering and Director of the HCI Lab
Company: Alfaisal University
Scientist, inventor, and entrepreneur. Areej is the Founder and Director of Alfaisal's AI Center, a Center of Excellence for AI research, teaching, theory, and practice. She joined Alfaisal University in 2020 after serving as the Executive Director of IP Enablement in the Saudi Authority for Intellectual Property, where she spearheaded the national network of technology and innovation support centers (TISCs). Prior to this, she was Principal Investigator at the King Abdulaziz City for Science and Technology (KACST) within the Center for Complex Engineering Systems at KACST and the Massachusetts Institute of Technology (MIT). She is currently a Research Affiliate with MIT's Media Lab and the Director of the Masters in Applied AI (MAI) in the College of Engineering and Advanced Computing at Alfaisal Computing, with a teaching focus on Human-Centric AI in Extended Reality and Generative AI for Creativity and the Arts. She held a series of leadership positions of increasing responsibility in various academic and research institutions within the Kingdom, particularly in the scope of research and development. Areej holds a Ph.D. in Computer Science, with a Postdoc from (MIT)'s School of Engineering and received her MSc degree in Computer Graphics and Multimedia from the School of Engineering and Applied Sciences at George Washington University. With over 15 years in research and development, she has led humanistic co-design programs across the public, private, and non-profit sectors and has been an industry champion for diversity and inclusion. She is involved in several professional and civic organizations, including the Advisory Board of the Technical and Vocational Training Corporation (TVTC) for women and the national IEEE Women in Engineering Affinity Group in Saudi Arabia and serves on the jury for the pre-collegiate National Olympiad for STEM; and was formerly the founder and president of the chartered chapter of the Arab Women in Computing for Saudi Arabia. Areej's research experience includes extended reality (XR), AI in health, neurotechnology and brain-computer interfaces (BCI). Her current work focuses on human-centric AI and the impact of AI-generated art on defining art, the dynamic between artists and their tools, the process of digital curation, and the question of whether AI systems can match human creativity. In her research leaders roles, director of the AI Center and HCI Lab at Alfaisal University, her research strategies focus on driving organizational and societal transformation by strengthening the role of science and promoting innovation through strategic initiatives, academic alliances, and governance processes.
Title: Design Director
Company: NuChallenger
Shawn Alexander Allen is an award winning game designer, artist, writer & the head of independent games x culture studio NuChallenger. Shawn has spent >20 years working on dozens of games including GTA IV, Red Dead Redemption, Treachery in Beatdown City, Home Run Derby VR. Shawn has also organized some of the biggest global initiatives for giving Black & brown game creators speaking, funding and marketing opportunities. Shawn is obsessed with action movies, poetry, sneakers, rap music & greater Hip-Hop culture.
Title: Principal Machine Learning Engineer
Company: Rovio

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.

Title: Senior Sound Designer
Company: Teravision Games
Jose is a Technical Sound Designer and Audio Programmer with over 10 years of experience in the game industry. He currently works as a Senior Audio Designer at Teravision Games. Jose has worked on a variety of projects including Teenage Mutant Ninja Turtles: Rooftop Mayhem and Killer Klowns From Outer Space: The Game, taking on everything from sound design and implementation to solving complex audio challenges. He is also the founder of LOUD Game Audio, a company dedicated to providing high-quality audio services for game studios. His company has worked with teams like Maleiwa, Blazing Soft, and Killa Soft, offering sound design, music composition, and implementation using tools like FMOD, Wwise, and direct integration into game engines like Unity and Unreal. In addition to development, he is passionate about sharing knowledge. Jose has spoken at conferences in 4 different countries, created educational content for aspiring sound designers, and in 2023, he was honored to be selected as part of The Game Awards' Future Class, a recognition for creators driving the future of the industry forward.
Title: General Manager
Company: CounterPunch - A Virtuos Studio
Kay is one of the original founders of CounterPunch - a Virtuos studio since 2020. She has been leading a team of AAA game cinematic experts who focus on quality, dependability, and collaboration. Based in Los Angeles, Kay and her North American team build pipelines to support partners with pre-production, previs, rigging and animation. With a background in finance and securities banking partnered with nearly 2 decades in the industry, Kay specializes in analyzing, pipeline planning, budgeting, and forecasting.
Title: Narrative Designer
Company: Perfect Garbage
Luca is a game writer, narrative designer, and novelist based in Southern California. He is currently working as a narrative designer on Grave Seasons at Perfect Garbage Studios, and has worked on projects like Borderlands 4 at Gearbox Software.
Title: Game Design Lead, Clash Royale
Company: Supercell
James is a product-focused game designer with 11 years' experience in mobile F2P working across design, analytics and product management. Originating from the UK, his roles have spanned both startup studios and large-scale organisations, and he currently leads game design on Clash Royale at Supercell.
Title: Partner; Head of Gaming & Interactive Media
Company: Lightspeed Venture Partners

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.


Title: Music Licensing Executive
Company: Universal Production Music

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.

Title: Research Scientist
Company: Blizzard Entertainment
Ari is a research scientist at Blizzard Entertainment. A 4-year vet of the studio, her work in research and design primarily for the Overwatch franchise contributes to the missions of 1) deliver a healthy player experience by promoting prosocial play and 2) mitigate disruptive behaviors. When she's not working, she's trying out new games, taking care of her dogs, or indulging in random interests she picks up along the way.
Title: Product Manager
Company: Meta

Kirk Barker is a Product Manager at Meta, specializing in developer platforms and mixed reality technologies. He is responsible for SDKs including the Movement SDK, Mixed Reality Utility Kit, and the Passthrough Camera API. Kirk has enabled creators and engineers to push the boundaries of immersive experiences by incorporating body tracking, mixed reality, and exploring access to computer vision and Large Language Models (LLMs) within Virtual Reality headsets. Kirk is passionate about empowering developers to build innovative, interactive environments that blend the digital and physical worlds.

Title: Director, Product Marketing
Company: Snap Inc.
West Barnwell is a Director of Product Marketing at Snap Inc. In this role, he bridges the gap between the product organization and the market, developing solutions that can drive real business impact for Snapchat's partners. With a focus in the App and WebDR spaces, West understands what performance marketers are looking for and need to be successful. Prior to Snap, West developed his career at Google, where he held many hats–from product developer to sales lead–while building lasting and impactful relationships throughout the adtech industry. West holds a degree in Business from the University of Georgia, and he lives in Marin County, CA where he, his wife, and his 2 year old daughter enjoy as much outdoor time as possible to hike and fly fish.
Title: CEO & Co-founder
Company: EchoMark
Troy Batterberry is the founder and CEO of EchoMark, a Software-as-a-Service (SaaS) company pioneering a new standard in information protection. The company was founded on that trust is central to empowering everyone to do their best work. Troy brings years of product and technology experience, including 25 years at Microsoft, where he most recently served as a Corporate Vice President as the product leader of Microsoft Teams Meetings, Calling, and Events. During his tenure, Troy also played an integral role in the growth and success of marquee Microsoft products, such as Windows, Explorer/Edge, Bing, Xbox, and MSN. Before joining Microsoft, Troy held engineering positions at Sony and within the U.S. Department of Defense. Troy is driven by a long-standing passion for creating new experiences and products. In addition to his professional pursuits, Troy is a parent volunteer at his kids' schools, spends time volunteering for Boy Scouts, and also enjoys time outdoors boating, hiking, and running. He holds an M.S. in Information Systems from the University of Southern California and a B.S. in Electrical and Electronic Engineering from North Dakota State University.
Title: Distinguished Engineer
Company: NVIDIA
Louis Bavoil has been working in the Developer and Performance Technology group at NVIDIA since 2007, helping improve the performance and visual quality of PC games using the latest GPUs. Louis has a M.S. in Computer Science from University of Utah, and a M.S. in Telecommunications from a French engineering school (ENSEIRB). During his career at NVIDIA, Louis has contributed rendering code to various games, including Mirror's Edge, Battlefield 3, the Batman Arkham games, and Indiana Jones and the Great Circle.
Title: Senior DevTech Engineer
Company: NVIDIA
Xiangshun Bei is a Senior DevTech engineer at NVIDIA, working on real-time ray tracing technologies including character rendering and RTX Remix. He is a primary contributor to the RTX Character Rendering SDK, with a focus on path-traced hair rendering and subsurface scattering. His work spans rendering algorithms, engine integration, and production pipelines. Prior to NVIDIA, he was a graphics engineer on the Frostbite Engine, contributing to the SurfelGI global illumination system and the Battlefield franchise.
Title: Audio Director
Company: Santa Monica Studio
Justin Bell is a storyteller with a palette made of music and sound, and a canvas made of pixels. Driven to express humanity through art, Justin is a Composer, Audio Director, and Sound Designer with 18 years of in-depth experience in every aspect of game audio development across a diverse range of genres. Born on October 22, 1977 in Oakland, CA, Justin is best known for writing and producing the scores for the critically acclaimed RPGs Pillars of Eternity and The Outer Worlds. Each year, RPG fans worldwide stream his music millions of times to accompany them on their adventures. This widespread appreciation is deeply humbling for Justin. Each chapter of Justin’s career has been a stepping stone. He currently serves as an Audio Director at Santa Monica Studio, the developer of God of War. From 2021 to 2023, he was a Supervising Sound Designer on the PlayStation Studios Sound team, where he had the honor of working on projects such as Horizon: Forbidden West and God of War: Ragnarök. Prior to that, he was the Audio Director and Composer at Obsidian Entertainment from 2013 to 2021, working on beloved games like Fallout: New Vegas, South Park: The Stick of Truth, and Grounded. He earned a B.A. in Music Composition from UCLA in 2007 and an A.A. in Music from Los Angeles Valley Community College in 2004, where he studied classical guitar and composition.
Title: Game Dreamer
Company: Games for my Computer LLC
Hatim Benhsain makes experimental videogames and comics. He's interested in swimming, speculating, nonsense, plundercore and plunderludics, and using non-expressive tools to express. He's part of the collectives boshi's place and Games for my Computer. He was raised in Morocco. Hatim & Hanwen started working on coalescent || tidal rapture because of their dissatisfaction in how both sex and swimming as portrayed in videogames, and finding a primal, sensorial connection between the two.
Title: Senior Director, Sales, EMEA
Company: Coda
Daria leads EMEA partnerships at Coda, working with leading gaming publishers and digital platforms to scale global monetization and commerce. She joined Coda from Klarna, where she led Open Banking sales, and previously held strategic roles at Zalando, driving market expansion decisions and commercial partnerships across multiple regions.
Title: 3D Technical Lead
Company: UbiSoft
Lionel Berenguier is a 3D Technical Lead at UbiSoft. He's been working in the video game industry for 25 years, mainly developing rendering technology. He worked in particular on Assassin's Creed Shadows, Rainbow6-Extraction, For Honor, Prince Of Persia(2008), Assassin's Creed and Ryzom.
Title: Composer/Technical Music Designer
Company: Chase Bethea/Independent
Chase Bethea, a distinguished freelance Composer/Technical Music Designer for video games, has clinched prestigious awards like NYX and Global Music, alongside a nomination from VGMO (Video Game Music Online). He has been working professionally in the industry for over a decade and has shipped over 25 games thus far. He is known in the industry as one of the most prolific and omnipresent composers in the video game industry today (according to IlIO) and the Swiss Army knife of video game composition. In his beginning career, Chase worked as an intern at Mobotory Games in 2011 while simultaneously going to school for his AA in Music Theory and Composition. He graduated with his AA from Audio Engineering from Los Angeles Recording School , his AA in Music Theory and Composition from Moorpark College and his BM in Media Composition from California State Northridge all with Honors. Chase has received many accolades throughout his career. In 2010, he won Best Music in Motion Graphic and Poetry Award. In 2013, Chase's score from the successful flash Horror game, I Can't Escape (developed by Fancy Fish Games) received an honorable mention in the Indie Game Magazine. His second soundtrack for the game Cubic Climber earned a Noteworthy on Destructoid.com. In 2016, Chase was nominated for the 2015 Annual Game Music Awards – Artists of the Year – Independent Composer by VGMO (Video Game Music Online) in the entire industry. In 2021, he won an award for the AGROUND soundtrack from the NYX Game Awards. In 2023, Chase Bethea won another NYX Award for the remarkable video game score, On the Peril of Parrotsand garnered two Global Music awards, one for the same score and the other recognizing his excellence as a composer. Two of these pieces are featured in NYC Jam Sessions VGM Real Book Vol. II. In March 2024, Chase was honoured with one of the industry's most prestigious awards: the Excellence in Artistry Award from the Black in Gaming Foundation. This recognition serves as a testament to his consistent dedication and remarkable contributions to video game music within the industry. In 2025, NYX Game Awards honoured Chase Bethea with his 2nd prestigious Gold Winner award in the Game Audio & Radio – Original Game Soundtrack category for his outstanding work on the video game Aground Zero. Chase has also scored Aztec Ride, a highly addictive fun mobile game that shipped on Google Play in October 2020 and was nominated for a Pocket Gamer Mobile Award. His music has been featured on multiple podcasts such as NEXT LEVEL PLAY (on Sling TV/ ESR TV Gaming Network), Pixelated Audio, Level with Emily, Sound of Play, Shure: LOUDER, Everybody's Talking at Once, Games X Music, Super Gamer Podcast and Audio Modeling's MIDI Talk. Much of his discography can be heard on many streaming platforms such as Spotify, Pandora, YouTube, Deezer, Tidal, iHeart Radio, Bandcamp and more. Chase was selected to perform live at Indiecade (2019) and from 2020-2021 streamed on IndieCade's Twitch channel weekly bringing his show Game Audio Life to that platform. Chase's music was also performed live by the Virtual Video Game Orchestra at MAGWest 2022 /2023 / 2024 as well as the Helix Collective in 2023 / 2024. More of Chase's accomplishments include being Game Revolution's first team streamer as well as first Game Audio professional to be featured on a Gaming Website for his Behind the Scene composing series. He used to be a co-host of Game Audio Hour for three years. Chase was the first minority American Video Game Composer to be featured in the Museum of Making Music MIDI at 40 exhibit at the NAMM Museum in San Diego [2023 -2024]. In 2024, Chase made history as the first video game composer to join the prestigious Mogami Cable roster, further solidifying his impact in the industry. He is the first minority American video game composer to write an article on adaptive music in games for Recording Magazine—the first article on video game music published in the magazine in 20 years [2024]. His work and insights have also been featured in the books Global Histories of Video Game Music Technology [2024] by Karen M. Cook, William Gibbons, and Fanny Rebillard, as well as The Theory and Practice of Writing Music for Games [2024] by Steve Horowitz and Scott Looney. In addition, Chase was the IASIG (Interactive Audio Special Interest Group) Chair (2022-2024). In 2024, Chase was celebrated for U.K. Black History Month featured on October 4th among some of the greatest icons in history. This year's Black History Month calendar showcases legends like Herbie Hancock, Jimi Hendrix, Billie Holiday, Queen Latifah, and many more. The calendar has previously highlighted monumental figures such as Quincy Jones, Duke Ellington, Lord Kitchener, Isaac Hayes Lauryn Hill, James Brown, Ray Charles, Nina Simone, Wynton Marsalis, Miles Davis, John Coltrane, and others who have shaped music and culture. As a video game composer, Chase has brought his special signature sound to big libraries and has worked with written demos for Spitfire, Reason Studios and Soundiron, curated selections for Native Instruments Sounds.com, been added to the artist roster of the legendary, ILIO and Q Up Arts . Chase has also collaborated with Shure Microphones and Mojave Audio, further expanding his influence in the industry. In addition, he has made two article debuts on the website of the music gear conglomerate, Sweetwater. Chase also contributed music to the 2023 Set 10 Team Fight Tactic Remix Rumble Soundtrack and scored The THING (Remastered) Trailer by Nightdive Studios.
Title: Business Development Manager
Company: Terra Localizations/IGDA
Alexis Biro is an IGDA Localization SIG member and an IGDA Localization Mentor. He acts as Business Development Manager for Terra Localizations. Alexis has been working in the video game and localization industry since 2018 when he began as a Localization Advisor, and later Localization Producer for the Indie Devs, Astral Clocktower Studios. He has given many talks and workshops about video game localization, LQA, and market research at different conferences, such as devcom and gamescom LATAM EVA in Argentina and online for the IGB. He has also hosted and produced two seasons of the Open World podcast, which was featured on Multilingual TV
Title: Partner; Global Pillar Co-Lead: Video Games and Interactive Entertainment
Company: DLA Piper (Canada) LLP
Ryan Black considers himself extremely lucky to be a technology lawyer who gets to work with entrepreneurs, growing businesses, and established companies as they navigate solving some of the toughest problems or make an impact on their industry or society. ‎While his clients often are Internet-focused and consumer-facing companies like video game studios, ‎social media and online dating sites, or business-to-business SaaS providers, one of the best things ‎about working in the Vancouver startup space is how much it crosses many industries. And thanks to the ‎DLA Piper platform, Ryan can scale with his clients as they grow, offering them a team across the globe that ‎can help them capitalize on any opportunity.‎ Ryan is a board member at Claren Academy, a STEM-focused Vancouver school, the Video Game Bar Association and the Vancouver Fireworks Festival Society. He is a frequent speaker, podcaster, and moderator at various events, including Game Developers' Conference, XP Summit, XP Indie Biz Connect, PAX, Pocket Gamers Connect, the Video Game Bar Association, the Esports Bar Association, and DLA Piper Insights. When he's not doing those things, he ‎nerds out on movies, video games, Dungeons & Dragons and technology tinkering at home with his wife Yolanda, his daughter Liara, and his 106TB Steam-‎streaming media server Gandalf. He does, despite all that, also occasionally go outside.
Title: Voice Over Director

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.

Title: Associate Professor
Company: University of California, Davis

Stephanie Boluk plays, makes, and writes about games at the University of California, Davis. Her work incorporates game studies, media theory, and political economy to explore the relationship between leisure and labor in the post-2008 global economy. She co-authored Metagaming: Playing, Competing, Spectating, Cheating, Trading, Making, and Breaking Videogames as well as a series of small games like Footnotes and Triforce with Patrick LeMieux.

Title: Engineering Manager • Developer & Pro Platforms
Company: Meta
David Borel leads Developer Architecture at Reality Labs, enabling the SDKs, tools, and graphics and engine improvements that help developers make the most of VR. Prior to joining Oculus in Irvine to work on the Rift DK2, David spent almost a decade at zSpace, Havok, and NVIDIA. He enjoys jogging, hiking, traveling, racetrack driving, making music, and running GOG PC games on Quest with Winlator.
Title: Innovation and Sourcing Director - Tabletop Playtype
Company: Asmodee
Bryan Bornmueller has worked in tabletop games his entire career at world class publishers, distributors, and retailers including Asmodee, Fantasy Flight Games, the Fantasy Flight Games Center, Mayhem Comics and Games, Games by James, PSi (Publisher Services Inc), and Office Dog. He is the designer of The Fellowship of the Ring: Trick-Taking Game and The Two Towers: Trick-Taking Game. Over the 20 years of his experience he has engaged with the entire life cycle of games: conception, development, production, sales, logistics, pitching, merchandising, and marketing. He lives in Minneapolis, MN with his wife and daughter.
Title: Idea Guy
Company: Allfather Productions
Justin Bortnick has been in and around the indie games space for almost 20 years, working in writing and design jobs on games like Frog Fractions 2, Static Sky: And Yet It, and Hiveswap. He is faculty in the University of Cincinnati’s Games and Animation program and is president of the Interactive Fiction Technology Foundation, overseeing projects such as the Twine engine, the IFComp competition, and NarraScope, the conference on narrative games. For many years he has served as a juror and judge for the IGF at GDC.
Title: Principal Product Manager Lead
Company: Microsoft Xbox
Travis Bradshaw is a Principal Product Manager at Xbox, leading the product team for creator onboarding and publishing pipelines for developers. His team builds the products that help developers get started, publish their games, and succeed on the platform. Previously, Travis was the product lead for PlayFab. Before Microsoft, he spent over a decade at id Software, where he led build and release infrastructure for the id Tech engine and live services for the DOOM and QUAKE franchises. He's passionate about making the leap from PC to Xbox as seamless as possible—ideally before the end of your workday.
Title: Composer
Company: EB Music LLC
When the world's biggest game studios need music that moves millions of souls , defines franchises, and elevates storytelling, they turn to Edouard Brenneisen. A sought-after composer for video games, film, and television, Edouard has crafted the soundscapes of some of the most iconic and best-selling titles in the industry. His work spans multi-billion dollar franchises and global hits, including Overwatch 2 (Blizzard), Call of Duty: Mobile (Activision), MultiVersus (Warner Bros.), PUBG Mobile/Game for Peace (Tencent), Honor of Kings, and League of Legends (Riot Games), where he played a pivotal role as Lead Composer, shaping the game's musical identity across champions, skins, cinematics, and game modes. His contributions to these massive franchises have earned him multiple HMMA and G.A.N.G. Award nominations, and in 2023, he took home the HMMA Award for Best Video Game Score for his work on New World (Amazon Games).
Title: Audio Director
Company: Independent
Jeffrey is a Sonic Sorcerer who multiclassed from Bard. He creates music, sound effects, and everything else under the sonic sun. Known across the internet as Pumodi, he's been working in the Games & Film industry for time immemorial. Aside from audio he loves playing Magic the Gathering, Dungeons and Dragons, Drumline, Curling, Sumo Wrestling, cooking, and conquering the world with my twins.
Title: Distinguished Engineer
Company: NVIDIA
Don has spent the last decade at NVIDIA working on optimizing DL-based game and driver features for speed and quality.  He focuses on performance-driven DL model design and real time GPU kernel optimization techniques.
Title: Casting & Voice Director
Company: Vox Point LLC
Khris Brown (they/she) has been working in games VO since it began. From Monkey Island to Grim Fandango at Lucasfilm Games/LucasArts and directing ADR for Skywalker Sound, Khris established their client services company (Vox Point LLC) in 1998. Khris founded the Voice Department at Double Fine Productions in 2000 and the Narrative Talent Group at Ubisoft Montreal during the AC: Black Flag era, and their projects have been recognized with Oscar, BAFTA, Peabody, AIAS, VGA, WGA, and many other awards. A lifelong advocate for equity-based, representative, ground-breaking performances, they continue to cast, direct, and mentor projects that pull the industry forward.
Title: Lead Technical Artist
Company: Meta
Nick has been in the animation and tech industry for many years, working at Disney animated films as well as Meta's Horizon platform.
Title: Associate Writer
Company: Escape Velocity Entertainment
Zoe Calamar is a game writer and narrative designer based in Southern California. She is currently working at Escape Velocity Entertainment and has worked on titles such as Borderlands 4 at Gearbox Software and Insomniac's upcoming game Marvel's Wolverine.
Title: Art Director
Company: Critical Bliss
Freelance NSFW illustrator since 2015, working with Critical Bliss since 2020. Kiwi has seen what great things the adult games scene can offer to artists and creativity and has been excited to pursue Critical Bliss's goal of high quality adult games since joining.
Title: Software Engineer
Company: PICO Immersive US Inc./ Bytedance
David is a Software Engineer at PICO, ByteDance, working on XR developer technologies. Prior to joining PICO, he worked on RealityKit for the Apple Vision Pro in tasks related to animation and simulation.
Title: Co-Founder - XDS Spark, Board Member - XDS Advisory Committee
Company: XDS
Sam Carlisle is an External Development veteran and XDS Advisory Committee member who started in the games industry as an artist. Began working with external teams at Sumo Digital in 2007, before becoming Outsource Manager; successfully guiding Sumo's fledgling India studio into a fully integrated partner, while overseeing their rapidly expanding external development program. Took a central position at Xbox Games Studios in 2014 to support and guide their Global Studios with External Development Partnerships. In 2024, after 10 years at Xbox he left to co-found XDS Spark with Chris Wren. A platform designed to bring service providers and buyers together while advancing and advocating for external developments exciting future.
Title: Senior Sound Designer II
Company: Blizzard Entertainment
Todd Castillo is a senior sound designer and composer with over a decade of experience in the game industry. He began his career in 2015 working at Hex Entertainment and Six Foot as an in-house composer and sound designer. He went on to contribute to multiple titles at MobilityWare before founding his own audio company in 2020, working with studios like Mythical Games on Blankos Block Party. In 2023, he joined Blizzard Entertainment full-time as a senior sound designer on Diablo Immortal, where he leads the sound design and voice over pipeline. His work on Diablo Immortal helped earn a 2024 G.A.N.G. Award for Best Audio in a Casual or Social Game.
Title: Senior Game Community Manager
Company: Gameloft
I'm a Senior Community Manager with over a decade of experience working on large-scale, live-service games across PC, console, and mobile. My background spans social media strategy, community operations, and building long-term player relationships through clear communication, trust, and effective feedback systems. I've worked closely with various cross-functional teams to make sure the player voice is represented throughout production cycles — from early conversations to live updates. My work centers on the systems behind community management, including engagement strategies, moderation frameworks, insight pipelines, and reporting that turn player feedback into actionable outcomes.
Title: Voice Actor and Co-Founder
Company: Sassy Chap Games
Chief Creative Officer of Sassy Chap Games, Ray Chase is a voice actor turned game developer responsible for the 2025 indie hit Date Everything! as Lead Designer, Lead Writer, Narrative Designer, Producer, and programmer. His hundreds of voice over roles span heroes like Noctis in Final Fantasy XV, Tengen Uzui in Demon Slayer, Neuvillette in Genshin Impact, and Cyclops in Marvel's award winning X-men '97, to iconic villains like Sukuna in Jujutsu Kaisen, Silent Salt Cookie in Cookie Run: Kingdom, and Gendo Ikari in the classic Neon Genesis Evangelion.
Title: Head of Technology
Company: Tencent Games
Joined Tencent Games in 2008 and played a key role in establishing a comprehensive business security framework spanning the entire game lifecycle, delivering a reliable and secure digital gaming experience for players worldwide. Led the development of a unified data foundation for Tencent Games, providing robust core support for data-driven operations and strategic decision-making. Currently spearheading the systematic integration of cutting-edge gaming technologies to build an AI-powered efficiency toolchain. This initiative is advancing intelligent production of digital assets, deep in-engine integration with real-time generation, and AI-driven intelligent NPCs, thereby driving an intelligent transformation in game R&D methodologies.
Title: Director, Infold Games (Papergames)
Company: Infold Games (Papergames)

Lizi is a pioneering producer and partner at Papergames (internationally known as Infold Games), where she serves as both creative director and game director. She has played a key role in shaping many of the studio’s signature titles, including Nikki UP2U: World Traveller, Love Nikki, Mr. Love: Queen’s Choice, and Shining Nikki. Lizi currently leads the development of Love and Deepspace, a groundbreaking 3D interactive narrative that launched globally in early 2024. Under her leadership, the project reimagined emotional storytelling in games through semi-realistic 3D visuals, cinematic presentation, and deeply human themes. The title’s fusion of immersive sci-fi action and richly woven relationships has resonated with players worldwide, establishing it as a landmark in interactive narrative design. Recognized by major gaming media such as IGN, GameSpot, Pocket Gamer, and 4Gamer, Lizi’s work reflects her remarkable ability to merge creative innovation with strategic vision, shaping the future of emotional and story-driven gaming experiences.

Title: Game Design Professor
Company: NAD-UQAC (Université du Québec à Chicoutimi)
Laureline Chiapello is a game design professor at the NAD School of Digital Arts (UQAC). She creates experimental games that explore inclusive and feminist approaches to design. Her research projects connect students and creators from local studios, sparking dialogue between academic and professional practices and celebrating the diversity of perspectives shaping game development. Her work has been showcased at MUTEK, ISEA, and the Festival du Nouveau Cinéma. Her latest project, CLTRS, pushes boundaries by critically examining representations of female sexual pleasure in games, inviting new conversations within the industry
Title: Gameplay Engineering Leader
Company: Independent
Brie Chin-Deyerle (she/her) is a senior lead gameplay programmer with ten years of experience working in the gaming industry. She has worked on Project Spark, prototypes for HoloLens, Halo 5: Guardians and now is the leading engineering efforts for Bots & Academy in Halo Infinite's multiplayer, which is her first title primarily working with AI. In her spare time, you'll usually find her gaming, cooking, or subjecting people to terrible puns.
Title: Fellow Software Development Engineering
Company: AMD
Hisham is a lead architect for AI and machine learning software within the AMD Radeon GPU organization. He leads the architecture and development of key ML enablement layers—including ONNX, WindowsML, DirectML, and related components—optimized for AMD Radeon GPUs. He also drives the end to end ML strategy for AMD’s client GPU portfolio, working closely with architects, internal stakeholders, and customers to deliver a cohesive and forward looking ML software roadmap.
Title: CSO
Company: Arcanix
Oscar is a pioneer in online, mobile and console social games services since 1998 working on PC, Console and Mobile experiences. Renowned for his deep understanding of game design, operations and market strategies and in particular live-operated games. Very well connected veteran in the industry who literally wrote the book on Games as a Service and more recently Playing With Balance: Game Economy Design. He is a trainer and advisor and mentor as well as a Chief Strategy Officer for LiveOps Strategy Platform, Arcanix. Oscar
Title: CEO/Founder
Company: Studio 316

Joe Clark is the CEO and Founder of Studio 316, currently working on PACS - Post Apocalypse Courier Service: Co-op Delivery Simulator

Title: Lecturer - Digital Futures
Company: University of Bristol

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.

Title: Senior Gameplay Programmer
Company: Double Fine Productions
James Collins is a gameplay programmer at Double Fine Productions with a focus on flying locomotion and animation systems. At Double Fine, he has been working on the bird companion system in Keeper. Prior to working on Keeper, James was the feature owner of the Skyriding feature in World of Warcraft, which was a new take on mounted flying movement that emphasized player control and dynamism.
Title: Visual Effects Director
Company: Naughty Dog

Eben Cook is the Visual Effects Director at Naughty Dog. He has worked on some of Naughty Dog's most popular series, such as UNCHARTED and The Last of Us. He's a game industry veteran who got his start in 2001 on Myth III: The Wolf Age, and has worn many hats over the course of his career. Before becoming Visual Effects Director, Eben previously worked as a Concept Artist, Texture Artist, Modeler, Tech Artist, Dynamics Artist, Visual Effects Artist, and Environment Lead. When he is not in the trenches of game development, Eben enjoys working with his hands. If he's kept indoors too long, he gets grumpy.

Title: Developer Programs Engineering, Android Games Google
Company: Google Play
Simon Cooke is a member of the Android Games DevRel team, where he strives to improve Android for game developers, and to make games run better on Android devices. Before Google, Simon spent a decade in the Xbox Advanced Technology Group, and previously was at Surreal Software (and Midway) working on a variety of games. You've probably played a game he's worked on.
Title: Expert Writer
Company: Gearbox
Alexa Ray Corriea is a writer and narrative designer with a decade of experience writing across various media. She has experience across many video game genres -- including role-playing, first-person shooter, third-person action-adventure, multiplayer and live services -- and with major IP, including Marvel and Call of Duty. Her credits in games include AZTECH: FORGOTTEN GODS (2022), single-player and multiplayer stories for CALL OF DUTY: VANGUARD and the CALL OF DUTY: WARZONE PACIFIC (2021) live service game, indie darling BUGSNAX (2020), and critically-acclaimed The Lord of the Rings based MIDDLE-EARTH: SHADOW OF WAR (2017). She has also published a book about Kingdom Hearts under the Boss Fight Books publishing label. Alexa is a seasoned speaker, giving talks at many conferences including the Game Developers Conference, DICE, PAX, and more, and was the host for the 2025 Game Developers Choice Awards. She mentoring within the games industry through the Academy of Interactive Arts and Sciences and The Game Awards Future Class program, and is also a host of the AIAS Game Maker's Notebook Podcast and a member of IGDA and BAFTA.
Title: Environment Artist
Company: Sandfall Interactive
Mathieu Costat is an Environment Artist at Sandfall Interactive, where he has spent the past three years working on Clair Obscur: Expedition 33. He focuses on creating evocative and detailed environments that shape the game's unique atmosphere and visual identity.
Title: Head of Partnerships
Company: Behaviour Interactive Inc.
Title: Lead Game Designer
Company: The New York Times
Rohit is a game designer with 15+ years of game industry experience. He specializes in casual game design, having worked in multiple genres including match-3, casino, and word. He loves working with students and aspiring game dev through community orgs like ROC Game Dev, and recently started teaching for his alma mater RIT. Currently, Rohit is the Lead Game Designer on NYT Crossplay.
Title: Founder and Studio Head
Company: Enduring Games
Adam Creighton is the founder & CEO for Enduring Games, an independent studio in Austin, TX. Inside and outside of his studio, Adam works toward practical processes to elevate the people working in the video game industry. He has contributed to more than 40 titles, including Borderlands 4, Demon's Souls & Godfall for the launch of the PS5, Bugsnax, DOOM, Rocket League, Wolfenstein II: The New Colossus, Warframe for the Nintendo Switch, and many more. Adam has been working with NVIDIA and console technology for nearly 20 years, and started his career in the game industry in game engine development.
Title: Game Engineer & Designer
Company: Chugga Chugga LLC
Brian Cronin is a game engineer and designer based in San Diego, CA who has been making games professionally for 20 years. He has a passion for game architecture and systems-based game design. He focuses on gameplay and loves to surprise & delight players with fresh gameplay.
Title: CEO / Creative Director
Company: Brightskull

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.

Title: Audio and Performance Director
Company: Soundcuts Ltd
Adele Cutting is a BAFTA award-winning audio director, with 25+ years' experience in games as an Audio Director, Casting and Voice/Performance Director, Sound Designer, Music Editor and Producer. In 2011, Adele founded audio production company, Soundcuts Ltd, a team which produces 'all things audio' across games (all formats), TV, installations and audio drama. Before Soundcuts, Adele spent 15 years at EA, working her way up the ranks from Junior Sound Designer to Senior Audio Director, working on blockbuster titles such as the Harry Potter franchise (on which she wore both audio and voice director hats), plus well-known cult classics Populous the Beginning and Theme Park World. Recent titles Adele has worked on include: Ghost Town (Fireproof Games - Voice Director), Suicide Squad: Kill the Justice League (Rocksteady Games - Voice Director), MoCo and Brawl Stars (Supercell - Voice Director), Koreaboo (Audible - Director and Producer), The Quarry (Supermassive Games - Audio Director), As Dusk Falls (Interior Night - Audio Manager) and Assassin's Creed Odyssey (Ubisoft - Lead Voice Director). Adele is a member of the GDC Advisory Board, Develop Advisory Board and the BAFTA Games Committee, she regularly sits on juries for various sound awards (BAFTA, MAS and the Game Audio Network Guild) and also speaks at Universities and Game Industry events. She was nominated for 'Outstanding Contribution' at the Women in Games' awards 2025.
Title: Developer
Company: Independent
Gabe Cuzzillo is an independent game developer based in Brooklyn. He was the creative mind behind the 2019 IGF-nominated game Ape Out, the producer of 2025's IGF award-winner Despelote, and taught game design for four years at the NYU Game Center. Most recently he was the co-creator of Baby Steps, an open-world hiking game published by Devolver Digital.
Title: Video Game Designer and Computer Programmer
Company: Sausalito Games Inc.

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).

Title: Release Manager
Company: Unknown Worlds
Sydney-based remote developer, Jessica Damerst has run the gamut in games. With experience ranging from journalism, to community management, to release management, she's like a cat with 9 lives. Her experience covers a wide array of topics in many corners of business, production, and communications, spanning over a decade. When Jessica is not working, she can be found spending time with her family, scuba diving, or running long distances.
Title: Owner & Principal Consultant
Company: Studio Citrus

Lyn is a Senior Community manager with 8 years experience working in the games. Industry. Currently working at Noodle Cat Games, she specializes in launching new IPs and building healthy communities and growing brand awareness from zero. In her free time, she is a mental health advocate and industry mentor across a number of organizations.

Title: Technical Sound Designer
Company: Sucker Punch Productions
Grey Davenport is the Technical Sound Designer at Sucker Punch Productions, He's been working in game audio for the last 9 years at various studios in the greater Seattle area. He is motivated by solving problems and developing tools for his audio teams to use. His favorite sound is the Sly Cooper footstep when approaching enemies in stealth mode.
Title: Chief Innovation Officer
Company: Nebraska Public Media
Chad Davis is an award-winning content and technology innovator with expertise in content and digital strategy, content creation, strategic planning, and emerging technologies. Chad has served as senior staff at both institutional and start-up organizations, and his specialty is inhabiting and defining newly created roles within an organization. As the Chief Innovation Officer and Head of Labs at Nebraska Public Media, Chad advocates for a solutions-oriented, futurist perspective on strategic issues, a 'new and next' approach to ideating and creating content, and the development of grounded applications for groundbreaking technologies. Through Labs, Chad leads a team in the creation of products and experiences that evolve the definition of "public media" through AI tools, spatial media, and video game production.
Title: Founder and Director
Company: Coquito Games
Title: Technical Artist
Company: EA Criterion
Sen Lei Deng is a Technical Artist working at EA Criterion
Title: Game Designer
Company: GRL Games
Graeme is a 40+ years industry veteran who has worked on everything from TRS-80 to Xbox 360. In the early nineties he pioneered CD-ROM gaming with the breakthrough title 'The 7th Guest'. He later went on to become the lead designer on 'Quake III Arena' and 'Halo Wars'. Graeme started GRL Games in December 2010 to focus on bringing entertaining titles to the iPhone, iPad and Mac Desktop. Recently he was working as the Chief Game Wizard of Magic Leap but can now be found at his new company QXR Studios working on new narrative worlds.
Title: Senior Account Manager
Company: AWS

Ruphar Dhawan works as a senior Account Manager at AWS. Ruphar started his journey as a Java developer but moved into sales and BD roles after his MBA. He has an industry experience of 15 years while working within gaming segment for more than 3 years now. Ruphar manages some of the biggest gaming customers of AWS in EMEA with the likes of Supercell and Rovio.

Title: CEO
Company: BAD Spiele Studio UG
experience of making games and running indie studio for 3 years in berlin with the unbeatable support structure of GAME, media-net Brandenburg and game house initiative as an English native foreign-or for international crowd and dominating European market with amazing influencers ecosystem.
Title: Product Director
Company: King

Liza Dobrovoljc is an Associate Product Director at King, for Candy Crush Soda Saga. She previously led strategic initiatives across the game's Communication & Navigation systems. Liza focuses on transforming complex, legacy systems into player-first experiences that scale. A passionate product leader, she thrives on building clarity in complexity, empowering teams, and unlocking business growth through player value. She believes great product leadership combines vision, empathy, and holistic problem-solving. Outside of King, she is an active advocate for women in games.

Title: Engineering Lead for Android Games & Graphics
Company: Google
Mark has led the Android Games & Graphics team since 2021. Previously Mark was the CTO for Stadia's internal games studio, the client lead at Niantic Labs and the CTO for First Person Shooters at Electronic Arts. Mark has been making games since 1993 when GPUs were just a fantasy for home enthusiasts.
Title: Vice President & Head of Production
Company: PlayStation Studios
With over 20 years of leadership experience in the games industry, John has held senior production and operational roles at Riot Games, King, Carbine Studios (NCSoft), United Front Games, Electronic Arts, Microsoft, and Wizards of the Coast. John’s path into gaming was an unconventional one, transitioning from a career as a submariner, where he worked as a research chemist and network engineer, bringing a unique technical and systems-driven perspective to game development and production leadership.
Title: Technical Director
Company: Owlcat Games

As the Technical Director at Owlcat Games, Alexey has over 20 years of programming and technical leadership experience. Specifically responsible for code in Pathfinder: Kingmaker, Pathfinder: Wrath of the Righteous and The Expanse: Osiris Reborn

Title: Executive Director
Company: Take This, Inc.

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.

Title: Advanced Game Designer/Lead Game Designer
Company: Schell Games/Co-op Kitchen
Ziyad Duron is a game designer with vast amounts of experience developing on both mobile and VR platforms. By day, he is an Advanced Game Designer with Schell Games who worked on their flagship original titles including puzzle design for I Expect You to Die 3 and systems design for Silent Slayer: Vault of the Vampire. By night, he is the Lead Designer and Co-Founder of Co-op Kitchen, an indie game company that released the hit mobile cooking game Family Style.
Title: Composer
Company: Independent

Stephanie Economou is a Grammy-winning composer known for her scores for DreamWorks Animation's "Ruby Gillman, Teenage Kraken" and "Gabby's Dollhouse: The Movie," as well as Universal's "My Big Fat Greek Wedding 3," Lionsgate's "About My Father," and Netflix's "Jupiter's Legacy." She is also the composer of the Assassin's Creed: Valhalla expansions "The Siege of Paris" and "Dawn of Ragnarök," the latter of which earned her the historic 2023 Grammy Award for "Best Score for Video Games and Other Interactive Media," making her the first-ever winner in the new category. In another first, Stephanie won the inaugural David Raksin Award for Emerging Talent from the Society of Composers and Lyricists for her music in "Jupiter's Legacy." A collaborator with Golden Globe-nominated composer, Harry Gregson-Williams, Stephanie has composed additional music on scores such as Disney's live-action "Mulan," directed by Niki Caro; Jon Turtletaub's "The Meg;" Antoine Fuqua's "The Equalizer 2;" Disneynature's "Penguins;" and Ridley Scott's Oscar-nominated film, "The Martian." Her music can also be heard in Niki Caro's "The Zookeeper's Wife," Ben Affleck's "Live By Night," and Simon Baker's "Breath." Stephanie is a 2021 BAFTA Breakthrough Artist, a 2018 NBC/Universal Composers Initiative alum, and a 2015 fellow of the Sundance Institute Composers Lab. Serving as committee director for the Alliance for Women Film Composers, Stephanie is deeply passionate about the empowerment of women in our industry and strives to amplify and celebrate their unique voices.

Title: Former Founder & CEO
Company: Betweened
Dr. Carla Engelbrecht is an internationally recognized expert in developing interactive and educational media. She led the interactive storytelling division at Netflix, which includes Emmy-award winning Black Mirror: Bandersnatch, You vs Wild with Bear Grylls, and Puss in Book: Trapped in an Epic Tale from Dreamworks Animation. She's worked for Highlights for Children, Sesame Workshop, and PBS KIDS, and founded game design consulting firm No Crusts Interactive. Among her game credits are Elmo's Musical Monsterpiece and Ready, Set, Grover! for Nintendo Wii and DS and indie game Stride & Prejudice. Carla is the author of Designing Games for Children: Developmental, Usability, and Design Considerations for Making Games for Kids (Focal Press 2014) and holds a doctorate in instructional technology and media from Columbia University as well as a master's degree in media studies from the New School University. She serves on the Board of Trustees for the Strong National Museum of Play, and in her free time, performs improv comedy with ComedySportz San Jose, enjoys backpacking and hiking, and has been known to make balloon animals and hats, which no longer amuses her 14-year-old daughter.
Title: Visiting Assistant Professor of Game Design
Company: Hampshire College
Jess is a writer, game designer, and educator focused on subversive and thoughtful storytelling through interactive media. After completing a BA in English at Harvard University, they completed an MFA at the NYU Game Center and a fellowship with SUNY Buffalo’s Palah Light Lab. Currently, Jess is a visiting assistant professor of game design at Hampshire College. Erion has worked as a senior writer, editor, and narrative designer on games like Red Thread Games' Dustborn, Carnegie Hall's Tune Crafter, and Six to Start's All Hands to Freedom. Currently, they are working with Studio Chyr on upcoming VR game Hotel Infinity and Red Thread Games on survival RPG Hello Sunshine. Outside of work, Jess is often reading speculative fiction, watching baseball, and replaying old Harvest Moon games.
Title: Director, Research & Insights
Company: 2K
Paula Angela Escuadra (She/Her) is the founder and co-chair of the International Game Developers Association Climate Special Interest Group (IGDA Climate SIG) and a member of the UN Playing for the Planet Alliance’s Research working group. She currently serves as the Director, Research & Insights at 2k. Previously, Senior Societal Topography UX Research Lead at Google, and she led games research for Stadia Games & Entertainment’s Publishing division. Paula holds a dual MBA and MPA degree from Presidio Graduate School of Sustainable Management, and uses her experience in games to enable positive outcomes in education, 21st century skills development, workforce development, climate action, resiliency building, and social justice.
Title: Principal Engineer
Company: Nvidia
Geoff Evans has been working on tools and adjacent technology for 20 years including stints at Infinity Ward, Insomniac Games, and Epic Games. Prior works focus on asset pipeline design/optimization, content editing tool construction, and erecting/optimizing internal studio services. Geoff founded The Toolsmiths, (http://thetoolsmiths.org), an online community of tools developers.
Title: Principal Software Engineer
Company: Mojang; Microsoft

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.

Title: Game Designer
Company: Pipeworks Studio
Monica Fan is a Game Designer currently working at Pipework Studio. They specialize in gameplay and system design with a passion for advocating for accessibility and inclusive game design. With a background in communications and social science research, they spent their free time helping bridge the gaps within the game industry to help make this industry an inclusive and safe space for creativity.
Title: Game Designer
Company: Pipework Studio
Monica Fan is a Game Designer currently working at Pipework Studio. They specialize in gameplay and system design with a passion for advocating for accessibility and inclusive game design. With a background in communications and social science research, they spent their free time helping bridge the gaps within the game industry to help make this industry an inclusive and safe space for creativity.
Title: Principle Technical Artist
Company: MoreFun Studios, Tencent Games
Sheng Feng is a Principle Technical Artist at MoreFun Studios, Tencent Games and has been working in the game industrial for about 20 years.With around 12 years of experience in game engine development, he began to learn art and started his journey as a technical artist.He has worked at companies such as Giant Network, Changyou, and NetEase. After joining Tencent Games, he has mainly focused on the development of open-world games, with an emphasis on stylized rendering, the development of open-world art production pipeline, performance optimization and lighting solutions, etc. Currently, he is focusing his efforts on developing the project "Roco Kingdom: World."
Title: Senior Editor
Company: PC Gamer
Wes Fenlon has been an editor at PC Gamer magazine since 2014, and got his start in the blogging days of the internet writing about tech for Tested and later The Wirecutter. As a senior editor he spends much of his time managing PC Gamer's coverage of the year's biggest games and cooking up special projects like PC Gamer's series of developer roundtable interviews, though he'd spend a lot more time playing Dark Souls if he could get away with it. He once had to stand on a stage in front of his whole company to explain why he's been pressing the WASD keys on his keyboard wrong his entire life. A particular passion for old and obscure Japanese games and preservation led him to create Read Only Memo, a free biweekly newsletter focused on emulation.
Title: Narrative Designer/Game Writer/Editor
Company: Schnoodle Media, LLC
Nashville-native, Toiya Kristen Finley, Ph.D., has been a freelancing writer and editor her entire adult life. She earned a doctorate in literature and creative writing from Binghamton University. Over her career, she has published more than 80 works of fiction, nonfiction, comics/manga, and games. Toiya has over 20 years of experience writing in a range of genres, tones, styles, and voices. She gained editorial experience interning at Henry Holt's imprint, Owl Books. At Binghamton, she founded the literary journal Harpur Palate and served as its managing/fiction editor. In 2011, she co-founded the Game Writing Tutorial at GDC Online with Tobias Heussner and served as an instructor in 2011 and 2012. In videogames, she has worked as a game designer, narrative designer, game writer, editor, and diversity/narrative consultant (or some combination of the five) on everything from AAA titles to mobile games to games for children to small indie projects. Her recent work includes writing visual novel Siren Song (Stardust Works), copyediting for Destiny 2 (Bungie), developmental editing on Insecure: The Come Up Game (Glow Up Games), writing/editing on Ritual of Raven, and editing Our Brilliant Ruin. As a presenter at conferences throughout the year, she has lectured on freelancing and storytelling and led workshops on narrative design and game design. She is a member of the IGDA Game Writing Special Interest Group's Executive Board. The Game Narrative Toolbox (CRC Press), a book on narrative design she co-authored with Jennifer Brandes Hepler, Ann Lemay, and Tobias Heussner, was published in 2015. Narrative Tactics for Mobile and Social Games: Pocket-Sized Storytelling (CRC Press), which she edited and contributed to, was published in 2019. Her latest books are Freelance Video Game Writing: The Life & Business of Digital Mercenary for Hire (2022) and Branching Story, Unlocked Dialogue: Designing and Writing Visual Novels (2023) both from CRC Press. Of late, she has been working on her own visual novel series, beginning with Incarnō: Everything Is Written.
Title: CEO/Creative Director
Company: Bit Reactor
Greg is a veteran of the game industry with more than 25 years of experience. He is currently the Co-Founder/Creative Director of Bit Reactor where he is working on the next generation of strategy games set in the Star Wars Universe. Previously he was the Art Director at Romero Games. Earlier in his career Greg was one of the original members of the Firaxis Games team and has directed and created visual content for more than twenty games, including the Sid Meier Civilization series, Pirates! and Railroads!. Greg is best known for his role as the Art Director of the critically acclaimed XCOM: Enemy Unknown and XCOM 2. Additionally, Greg enjoys building teams and has been responsible for the education, training, and advancement of young game developers by creating internship programs, as well as teaching college level courses at the Maryland Institute College of Art.
Title: Creative Director
Company: Sucker Punch Productions

Nate Fox is a Creative Director at Sucker Punch Productions where he works to merge narrative and gameplay as effectively as possible. His 28 years of working in videogames have allowed him to ship 10 games, with the upcoming Ghost of Yōtei to be his 11th. Past titles include the Sly Cooper and inFamous series, as well as Ghost of Tsushima. As a long-time veteran of game production, he's worked in a wide variety of roles: artist, writer and game designer.

Title: Co-Founder/Fmr CTO
Company: Ramen VR
Lauren Frazier is the co-founder of Ramen VR, a startup making advanced AI game development tools like Aura, an assistant for Unreal developers. Their previous project, Zenith, is a best-selling JRPG/anime inspired VR MMO. Prior to Ramen VR, she held engineering leadership roles at Unity and Google. In her spare time she enjoys playing D&D and chasing after her unruly French Bulldog. To date she has raised $46M ($1M seed, $10M A, $35M B)
Title: Developer Evangelist
Company: Arm
I am a Content Creator and Developer Evangelist in Arm's performance tools team, where I help to show developers how to make more efficient mobile games using Arm's profiling and analysis tools. I started my career in the games industry as a composer and asset publisher, before moving into content creation after writing articles about my work on audio systems in Unity. Before joining Arm in 2025, I spent 5 years teaching game development basics on YouTube, where I specialized in making C# scripting easier for new developers. Passionate about challenging best practice with real research, I aim to bring my deep-dive approach to content creation to my work at Arm in an effort to make performance optimization easier, and more accessible, to developers of all skill levels.
Title: General Partner
Company: 1Up Ventures
Ed Fries created his first video games for the Atari 800 in the early 1980s. He joined Microsoft in 1986 and spent the next ten years as one of the developers of Excel and Word. In 1996 he left the Office team to pursue his passion for interactive entertainment and created Microsoft Game Studios. Over the next eight years he grew the team from 50 people to over 1200, published more than 100 games including more than a dozen million+ sellers, co-founded the Xbox project, and made Microsoft one of the leaders in the video game business. In 2004, Ed retired as a Microsoft Vice President and began working as a board member and advisor with entrepreneurs in the video game business as well as serving on the board of several non-profit organizations including the International Game Developers Association Foundation and the Smithsonian American Art Museum. In 2019 Ed and Kelly Wallick launched 1Up Ventures, a venture fund to support independent game developers. Since then, 1Up Ventures has made more than 80 investments in game development companies around the world.
Title: Technical Artist, Naughty Dog
Company: Naughty Dog

Ni Hao! Rosy Fu is a Technical Artist at Naughty Dog. Her experience includes working on The Last of Us Part I & II and the recently announced Intergalactic: The Heretic Prophet. She is deeply passionate about creating games with strong artistic vision that convey powerful emotions and resonate deeply with players. Beyond game development, Rosy mentors aspiring developers through IGDA, helping to nurture the next generation of talent. As a multimedia artist, she also showcases her work at art conventions, sharing her creative journey across various platforms.

Title: Vice President, Film TV & Advertising - Creative
Company: Universal Music Publishing Group
Mandy Gabriel is the Vice President of Advertising at Universal Music Publishing Group (UMPG), where she is responsible for the company's efforts to place its extensive song catalog in U.S. advertising campaigns and other media. With more than 15 years of experience in creative services, music supervision, licensing, and deal negotiation, she has built a strong reputation in the sync and branding world. Gabriel has been recognized by Billboard as a "Top Branding Power Player," "Women in Music honoree", and a member of its "40 Under 40" list, reflecting her impact in music publishing and media placement. In her role at UMPG, she drives high-profile sync deals and major brand campaigns, expanding the reach and visibility of the company's songwriters and artists while supporting UMPG's position as a global leader in music. Prior to joining UMPG, Gabriel spent several years at Kobalt in roles spanning licensing, income tracking, and rights management, and earlier in her career she held positions at Warner Bros. Entertainment.
Title: Product Policy
Company: Meta
Hannah leads Product Policy work at Meta's Reality Labs and supports Quest, Horizon, and AI Wearables. She comes from a background of Trust & Safety. Prior to working in tech she led aviation safety for the US Military drone programs.
Title: Head of Design
Company: Amber
As Head of Design at Amber, Maxim Garber leads Play With Fire, a studio building multiplayer and party games that enable expressive, unscripted social play through AI powered conversational and improvisational systems. With 23 years in games, he has led design and production across mobile, PC, and console. His credits include Disney Magic Kingdoms, a top grossing mobile tycoon game with tens of millions of players, and Insomniac’s Ratchet & Clank and Resistance franchises, which have sold tens of millions of units worldwide. Following the launch of Courtroom Chaos: Starring Snoop Dogg, Maxim and the Play With Fire team are actively developing AI driven games that advance character realism, interaction, and emergent play, producing memorable moments of laughter, surprise, and creativity.
Title: Dialogue Designer
Company: SIE - Playstation - Creative Arts
Monet Gardiner is a Sound Designer with 12+ years of experience in video games, film, television, music, and multimedia. As a Sound Design graduate from Savannah College of Art and Design, Monet has worked with 343 Industries at Microsoft on Halo Infinite and Electronic Arts on NBA Live 19 and NBA Live 20. Noteworthy achievements include Production Mixer & Supervisor on Emmy award-winning live sitcom "The BUZZ", multiple MPSE Golden Reel Nominations for Sound Editing, and Dialogue Designer on 2023 BAFTA Best Audio and EE Game of the Year "God of War:Ragnarok". Recently in addition to her work on God of War: Ragnarok, Monet has been working on titles such as The Last of Us 2 Remastered and Death Stranding 2 as a Dialogue Designer with Sony Interactive Entertainment PlayStation. Monet's impact continues to reverberate through the industry through her commitment to giving back to the game audio community by fostering diversity and inclusion as a proactive board member of the Game Audio Diversity Alliance, a non-profit charity which aims to provide career advancement opportunities for underrepresented voices through education, mentoring, and financial support.
Title: Senior Voiceover Producer
Company: Riot Games
Alyssa has been in the VO industry for over a decade, working in many different facets including casting, audio engineering, directing, and coordinating. She began her career as a VO Talent Agent at VOX Inc., where she signed and developed hundreds of adult and youth talent. In 2019, through industry connections, she interviewed for a position as an Associate VO Producer at Riot Games. Alyssa became a full-time VO Producer in 2020, and was promoted to Senior VO Producer in 2023. Alyssa’s expertise in voiceover, combined with her passion for acting and casting, has given her the opportunity to work on a wide variety of projects at Riot. She is deeply committed to authentic, thoughtful casting and to creating a process where talent feel respected, supported, and set up to do their best work. In addition to her day-to-day VO Producer responsibilities, Alyssa is also dedicated to involving voice talent in live activations such as panels, esports matches, meet & greets, and fan signings, helping strengthen the connection between performers and players. Originally from New Jersey, Alyssa has lived in Los Angeles since 2012. She holds a B.A. in Television, Radio, and Film and a B.A. in Psychology from Syracuse University. She is a huge movie buff, music lover, and theatre nerd.
Title: Steam Business
Company: Valve
Tom is on the Steam team at Valve. He spends most of his time talking to game developers and publishers about how to make the most of Steam’s tools and features. He has worked at Valve since 2012. 
Title: Executive Producer
Company: Independent
For 23 years Brynley Gibson has worked in video games as a producer, holding roles including Executive producer, Studio head and Game Director and sitting on both boards and in the C-suite. His career has taken him across a huge range of experiences, working in AAA to mobile, for corporations and independents, from first party to work for hire to self publishing and even publishing itself. Studios he has worked at include Lionhead, Headstrong Games, Zoë Mode, Sony PlayStation, Curve, Avalanche Studios and Sharkmob Games. Brynley got his break in the industry after three things came together. A number of years of experience organising all sorts of things with creative people from club nights to websites, a degree in film and a passion for playing video games. That led to an opportunity at Lionhead studios to make a game all about making movies. That was the BAFTA winning The Movies and from there he took on his first leading role with its expansion disk and remained a producer from then on. Since then and working on many games along the way, personal career highlights include being the series producer for Nintendo’s Art Academy series, releasing PlayStation’s VR World as the launch title for Sony’s PSVR and setting up Avalanche Group’s Malmö studio. For the last few years, he has been the Executive Producer for the extraction shooter Exoborne at Sharkmob Games.
Title: Global Head of Transformation
Company: Keywords Studios
Jon Gibson is the Global Head of Transformation at Keywords Studios, where he leads strategic change initiatives across the group to help studios, teams, and clients adapt and thrive in a rapidly evolving games industry. His role focuses on driving sustainable growth, operational excellence, and the adoption of new ways of working across Keywords Studios global network. Previously, Jon was Head of Studios at Electric Square, one of Keywords Studios development studios. Following its acquisition in 2018, he oversaw Electric Square's expansion across the UK, Singapore, Malta, and Ireland, helping to build its reputation as a trusted AAA co-development partner to leading publishers. Under his leadership, the studio earned multiple Best Places to Work awards and recognition for its commitment to social mobility, education, and DEI. With nearly 30 years' experience in the games industry, Jon brings a rare combination of creative leadership, operational insight, and transformation expertise. Passionate about innovation, emerging technologies, and people-first change, he now works across Keywords Studios to ensure the organisation remains resilient, relevant, and ready for what's next.
Title: Voice Actress and Concept Artist
Company: Warped Worlds
Stella is a concept artist and storyboarder working across games, entertainment, and education. With a background in Entertainment Design and Creative Writing from ArtCenter College of Design, she focuses on character-driven storytelling and expressive visual development. At Warped Worlds, Stella served as character designer, writer, and voice actor for Kitchen Kauldron, shaping its eccentric cast and comedic narrative arc. The project won the alt.ctrl.GDC Audience Award and earned recognition at IndieCade. In addition to her studio work, Stella teaches advanced visual arts and storyboarding, emphasizing performance, collaboration, and bold, personality-forward design for both classrooms and creative teams.
Title: Software Engineer
Company: Netflix

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.

Title: Co-Founder and CEO
Company: WALKME MOBILE SOLUTIONS
Lígia Gonçalves is the co-founder and CEO of WalkMe Mobile Solutions, a Portuguese game studio with over 40 million downloads worldwide. With a background in Computer Engineering, she began her journey by creating the most widely used hiking app in Madeira, later expanding into globally distributed mobile games. Today, she leads the company's transition into immersive technologies, including the development of an innovative virtual reality quiz experience. Passionate about sustainable growth and long-term vision, Lígia advocates for building global impact from local roots — powered by belief, resilience, and continuous reinvention.
Title: Performance Director
Company: Independent
Damien Goodwin is an accomplished director with 25 years of experience across television, film, and theatre. For the past 15 years, he has specialised in directing performance capture and voiceover for video games. He partners with developers, outsource studios and creative teams around the world to push boundaries and shape unforgettable narrative experiences. Damien is passionate about working closely with actors, empowering them to deliver authentic, emotionally resonant performances that always serve the character, story and world. He has performance directed over 90 video games, including numerous multi–award-winning titles. Recent highlights include Alters, Star Wars Outlaws, The Casting of Frank Stone, Unknown 9: Awakening, and Returnal—the latter earning Jane Perry the 2022 BAFTA for Best Performance. Other notable credits include As Dusk Falls, GreedFall 1 & 2, Vampyr, The Witcher 2 & 3, Dragon Age: Inquisition and Tom Clancy's The Division. His television work includes directing 50 episodes of Hollyoaks (C4), serving as second-unit director on series 3 of The Bay (ITV), and drama-producing two series of The Only Way Is Essex (ITV2). He also developed the BAFTA-nominated The Audience (C4), which sold to 15 countries worldwide. His short films Breakthrough and Lift have screened at numerous international festivals including Clermont-Ferrand, Cinema du Paris and Los Angeles. A former professional actor, Damien had guest-leading TV roles in Teachers II, Silent Witness, Jonathan Creek and Sir Gadabout. His theatre directing credits include Roberto Zucco, Disappeared and Great Expectations. He is a member of BAFTA and regularly delivers workshops and masterclasses for professional actors, directors and at many of the UK's leading drama schools.
Title: Voice Actor
Company: Independent

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.

Title: CRM Manager, Candy Crush Saga
Company: King
Salomé Gozalishvili is an experienced CRM professional with over a decade of experience in the gaming and digital marketing industries. She has led customer engagement programs for global brands, with a focus on building scalable, automated CRM systems that drive long-term retention and engagement. At King, Salomé leads CRM for Candy Crush Saga, one of the world's most iconic live games. Her work focuses on evolving CRM from a channel-based function into a core part of the product experience - collaborating with product, UX, ML, and data teams to design personalized, lifecycle-driven player journeys. With deep expertise in CRM platforms and systems, Salomé brings a hands-on, cross-functional approach to lifecycle engagement, championing CRM as a growth engine for live service games.
Title: Technical/Creative Director
Company: Independent
David Rez Graham is a senior AI programmer currently working independently on a self-funded unannounced project. He is also the Director of Game Programming at the Academy of Art University's School of Game Development where he built the entire Game Programming curriculum from scratch. He has worked in the games industry as an engineer since 2005 spending most of that time working on various kinds of AI, from platformer enemy AI to full simulation games. Most recently, he was the Lead AI Programmer on The Sims 4 at Maxis. Prior to that, he worked at PlayFirst, Slipgate Ironworks, Planet Moon Studios, and Super-Ego Games. He is the co-author of Game Coding Complete, 4th Edition, has multiple articles in the Game AI Pro series, and regularly speaks at The Game Developers Conference. Rez spends his free time acting, performing magic, and running tabletop RPGs.
Title: Assistant Arts Professor
Company: NYU Game Center

Dr. Ashley ML Guajardo (née Brown) is an award-winning teacher, streamer, and scholar. She holds a Bachelor of Science in Sociology from Arizona State University, a Masters of Arts in Sociology from The University of Manchester (UK), and a PhD in Sociology from The University of Manchester (UK). Dr. Guajardo's research interests lie within the intersection of sexuality and play. She is the author of Sexuality and Role-Playing Games (Routledge 2015) and dozens of book chapters and journal articles on fandom, sexuality, videogames, and table-top roleplaying games. Currently, she is working on multiple book projects exploring how fandom and fantasy shape sexual desire. Previously, Dr. Guajardo was faculty at Brunel University London (2014-2016), and the University of Utah (2016-2025). She won awards for innovative and inclusive teaching at both institutions. Since 2017, she has hosted a weekly educational Twitch stream on game user research methods. She has also held several leadership positions in industry and academia-facing professional organizations. She was Vice President of the Global Game Jam (2020-1), conference co-director of the IGDA's Games User Research Special Interest Group (2021-2), and currently serves as president of the Digital Games Research Association (2025-7). In 2025, she was inducted as a fellow of the Higher Education Video Game Association.

Title: Data Scientist
Company: Second Dinner
Eric is a data scientist at Second Dinner where he works on Marvel Snap's game design: card balance, matchmaking, progression, etc. Before Second Dinner, he worked on web3 economy design at Superlayer and on League of Legends at Riot. Eric loves roguelikes, Smash Bros, and playing games with his kids.
Title: Creative Director/Owner
Company: Moonwalk Audio
After Gubman’s first game in 2006 (Pirates of the Burning Sea), he went on to score over 1200 video games helping to establish the sound of many iconic downloadable, mobile, and casual titles while maintaining a solid career composing for various media projects. Gubman’s work can be heard in projects for notable clients like Disney (Tokyo Disneyland, Disney Anaheim, WDW), Zynga, HyperGryph, Blizzard (Overwatch 2, Hearthstone), Sony, Dream, King, Atari, Warner Brothers Games, GameHouse, NBC Today, and Warner-Chappell. He is most known for his pop-broadway style songwriting for the games HEARTHSTONE and ARKNIGHTS, and most recently took over as composer for SKY CHILDREN OF LIGHT (thatgamecompany). In casual and mobile, top selling match-3 title ROYAL MATCH helped them redefine the quality standards for this genre. His speed, creativity, and memorable melodic voice that brings unique branding to the projects he works on - he is passionate about all the projects that he touches, and delivers AAA quality no matter the project scope. Co-Owned with Alex Cox, Moonwalk Audio prides themselves on creating top quality sound while offering opportunities to folks from all race, class, and gender identity. As an arranger and orchestrator, Adam has worked on additional music and orchestration for various TV and Film projects, including Sausage Party, Galavant, Ride Along 2, Smurfs: Lost Village, Baywatch, and he provided orchestration for EDM superstar BT’s album ‘Electronic Opus’. His award winning production work on Greatest Showman (This Is Me) granted him a triple platinum record. Online streams have yielded over 100 million views. Gubman is also known for re-branding the NBC Today Show theme with Warner-Chappell Music Group, and has done numerous licensing and custom audio packages for TV News programs all over the world. Orchestration clients have included collaborations with Alan Menken, Chris Lennertz, Austin Wintory, Tom Salta, Pasek and Paul, BT, Warner-Chappell, Disney, and many more. An avid songwriter, Adam is a composer for Disney Parks, and writes, arranges, orchestrates, and produces music for parades and entertainment. He has shipped over two dozen shows and attractions for Disney Imagineering and Tokyo Disney, including the Baymax Happy Ride that opened in 2021, Star Wars Galaxy Edge, and the Star Wars Hotel project. He also recently scored the Manta Coaster for Sea World Dubai, which opened summer 2023. Adam’s musical ideology can be wrapped up in the slogan “Imagine the Sound of Your World”. His passion is finding the music culture in the games he works on, and he strives to give every project it’s own identity and musical thumbprint that includes source and songs.
Title: Co-founder and CTO
Company: Sandfall Interactive
After completing an engineering degree in computer science and software architecture, Tom Guillermin joined Ubisoft in 2016 as a gameplay programmer through the Graduate Program. He worked in France and then in Sweden on the franchises: The Division, Ghost Recon, and Beyond Good & Evil. It was in Sweden that he met Guillaume Broche and began helping him with what was, at the time, just a personal project using Unreal Engine. In 2020, with the arrival of François Meurisse, they founded the studio Sandfall Interactive together, with Tom taking on the role of Technical Director and leading gameplay programming. The project then became Clair Obscur: Expedition 33.
Title: Senior Gameplay Engineer
Company: Unseen Inc.
Samantha Halloran is an engineer from Boston, Massachusetts based in Tokyo, Japan. Currently working with an international team of developers at Unseen Inc on their upcoming game Kemuri, her credits also include rhythm and music games from Harmonix and Epic games such as Fornite Music Festival, Fuser, and Dance Central. A voice for diversity and representation in AAA, Samantha has helped include transgender and nonbinary people on development teams and represented in the games they make. In Japan, she is dedicated to creating space for LGBTQIA+ developers immigrating to Tokyo.  
Title: Principal Engine Programmer
Company: id Software
Philip Hammer is a Principal Engine Programmer working at id Software. He's been working in the video game industry for almost 20 years, mainly developing custom engine and rendering technology. Most recently he worked on idTech 8 and DOOM: The Dark Ages. Before that he worked on Starfield, DOOM Eternal, Lords of the Fallen and The Surge 1 & 2.
Title: Lead Scenario Writer
Company: Project Moon
As one of the founding members of Project Moon, Eunkyong Han's first foray into the videogame industry began as a scenario writer for Lobotomy Corporation. After her work on Lobotomy Corporation, she continued her career at Nexon as a member of the MapleStory team before returning to Project Moon. She has been working as the lead scenario writer of Limbus Company ever since.
Title: Manager, Software Engineering
Company: NVIDIA Corporation
After falling into game development totally by accident in 1990, Jeff's first commercial credit came while he was still a university student. After graduating in 1995, he had a three decade career in game development working both for independent developers and for studios owned by Electronic Arts, Sony, and THQ. Since 2022 Jeff has worked at NVIDIA Corporation, starting off as a Python tools programmer and now managing a team and leading a project as part of NVIDIA's Omniverse engine initiative. Jeff created and has moderated the Technical Artist Roundtables at GDC for two decades. He also created the Technical Artists Bootcamp, now the Technical Artists Summit, in 2010. Jeff has served on the GDC Advisory Board since 2009.
Title: CTO
Company: Oxford Brain Diagnostics

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.

Title: Producer/Designer
Company: Ironwood Studios/Co-op Kitchen/Lucky Tree Studios
Charlie Harper is a Game Designer and Producer based in the Greater Pacific Northwest. Since entering indie development in 2013, Charlie has donned numerous roles, demonstrating adaptability and a comprehensive understanding of game creation. Her journey began as a 2D artist at Whimsy Games, and most recently, they contributed to the successful launch of Wizard with a Gun at Galvanic Games Inc as a Producer. Currently, Charlie is a producer at Ironwood Studios and divides their extra time between artistic duties for Co-op Kitchen and design work for Lucky Tree Studios. Over the past decade, they have cultivated a diverse skill set spanning multiple disciplines, with a particular focus on production. Harper's passion lies in pushing the boundaries of gaming, aiming to evoke new emotions, craft compelling narratives, and overcome emerging technological hurdles. With a career marked by versatility and innovation, Charlie continues to be a dynamic force in the indie game development scene, consistently seeking to expand the medium's potential.
Title: Senior Systems Scientist
Company: Carnegie Mellon University
Erik Harpstead is a Senior Systems Scientist in the Human-Computer Interaction Institute at Carnegie Mellon University. His research focuses on understanding how we can use data generated in and around games to advance scientific understanding of thinking, learning, and decision making, as well as create new tools and methods that empower the creation of novel play experiences. In addition to his research, Erik also teaches classes on the Design of Educational Games at CMU covering the integration of pedagogical content and learning science research into complex game systems. He has given talks at international games research conferences (e.g., CHI, CHI PLAY, FDG, and Serious Play). His recent work has focused on building networks of researchers, practitioners, and platform holders, to develop best practices around the use of data in game-based learning analytics and build bridges between academic research and game development practice.
Title: Jr Audio Producer
Company: Sound Lab

Nick Hartman is an Audio Producer and Communications Manager working within the wonderful world of game audio. He currently serves with the Game Audio Network Guild (G.A.N.G.), where he supports the Guild’s efforts to foster community and celebrate excellence in interactive audio. Having worked with clients including SEGA, Firaxis Games, Riot Games, Wizards of the Coast, and more, Nick is passionate about supporting the creative ventures of the gaming industry while cultivating welcoming spaces where talent can thrive.

Title: Advisor & Director
Scott Hartsman is an advisor, independent board director, and angel investor for companies making great games for core gamers. In his previous career he specialized in running live game teams, studios, and companies and has shipped or ran 40+ massive & live games and platforms. He currently works with a dozen groups as an advisor or board director, from startups to large public companies, and enjoys helping them with fundraising, building, shipping, thriving, and navigating the often strange worlds of investors and publishers.
Title: Game Designer
Company: Jeb Havens Games
Jeb Havens is a game & interactive designer living in Portland, OR. He has been professionally designing games and software since 2003, working for companies such as Google, Electronic Arts, and YouTube.He has worked across a wide range of platforms, including mobile, console, game shows, and Facebook. And he has designed games for brands such as Disney, Marvel, Critical Role, Samantha Bee, DoorDash, Spore, and Playboy.Jeb is also an award-winning board game designer, a professional puzzle writer, and has given a variety of lectures on game design and cognitive science.
Title: Senior Director of Engineering
Company: Qualcomm Technologies, Inc.
Kevin Hawkins is a Senior Director of Engineering at Qualcomm Technologies Inc. and the Gaming Project Engineer (PE), focused on making great games run better on real devices. He works across GPU, CPU, NPU, power, software, and developer tools to help studios, OEMs, and engine teams to turn Snapdragon's platform capabilities into real, measurable wins for developers and players. Kevin has led major efforts in graphics, developer tools, and large-scale software platforms, and he stays deeply connected to the game development community with a strong focus on practical performance and developer experience.
Title: Accelerate Program Manager
Company: Take This

Sarah Hays (she/her) is a doctor of counseling psychology and licensed mental health counselor in Washington State. Her passion for serving the gaming community has been clear since before she started working for Take This in 2018, where she serves as the Accelerate Program Manager – providing revolutionary mentorship to marginalized individuals seeking to bridge their careers between games and mental health. She also delivers live, educational content like workshops, panels, and co-hosts Take This' Twitch stream. Never satisfied with limiting herself to serving one part of the gaming community, Dr. Hays is an outpatient therapist for the game-based mental health nonprofit Save Point Behavioral Health, specializing in working with games industry, ADHD, and LGBTQIA+ populations. She has served as the Director of Programming for Queer Women of Esports, as an advisor for the Games Hotline, and is one of the editors of the groundbreaking book A Clinician's Guide to Geek Therapy. She has authored a number of other works, including a chapter in Video Games and Well-Being and The Psychgeist of Pop Culture: The Witcher. She will be releasing her first solo-edited book this fall, The Psychgeist of Pop Culture: Black Mirror.

Title: Founder and Managing Director
Company: Walayance

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.

Title: CEO and Founder
Company: Blind Squirrel Games
A gaming industry veteran with over 25 years of experience, Brad Hendricks is the CEO and Founder of Blind Squirrel Games, a premier full development studio, focused on elevating the craft of game creation through best-in-class partners and original game development. Under his leadership, Blind Squirrel Games has become the trusted 'go-to' video game studio for AAA publishers and developers, working on popular titles like Bioshock The Collection, Borderlands Game of the Year Edition, Mass Effect Legendary Edition, God of War, and many more.
Title: Co-Founder
Company: AdHoc Studio
Nick Herman began his career as an intern at Telltale Games and, over the next decade, took on key creative roles that led to a Creative Director position. During his time there, he helped shape the studio's signature approach to interactive storytelling, directing on some of its most beloved titles, including The Walking Dead, The Wolf Among Us, and Tales from the Borderlands. In 2018, he co-founded AdHoc Studio to continue pushing the boundaries of interactive storytelling.
Title: Narrative Designer
Company: Recurring Dream
Juan Pablo (Pirijuamps) is the narrative designer for indie studio Recurring Dream. He's working on their first commercial game Desktop Explorer, which revolves around a simulated operating system that employs diagetic storytelling for its narrative. He's the host of Single Player Scribe, a solo podcast on videogame writing. He's a fan of narrative games, cross-stitching and chocolate.
Title: Designer
Company: KMLO
Tristan, known online as Kham or Kaemelo is a non-binary game designer and solo game developer. They have been making games for 10 years, and worked at DigixArt on the critically acclaimed game Road 96. They also conceptualized DigixArt's new title : Tides of Tomorrow. Tristan is now working full-time on games with experimental game mechanics, such as Under the Bed, Dungeon Tourists, and The Salt Order which will be presented at ExGS this year.
Title: CEO, InfoBoard Europe GmbH
Company: Infoboard Europe GmbH
Andreas Hinze is CEO of InfoBoard Europe GmbH. Self-employed for 30 years, he has led InfoBoard Europe for 20, building industrial planning software and international projects. For the past five years he has driven the company's move into game development. His deep expertise in economic decision-making shapes Hidden Champion's realism.
Title: Houston
Company: gamingcareers.gg
Adam has worked in the gaming space for over 10 years, always as a leader with a strong passion for mentorship or as he likes to call it, "helping people to be the best versions of themselves at work." After experiencing two layoffs, he decided to take control of his own career, combining his passion for mentorship and years of leadership experience to become one of the only career and executive coaches dedicated to the games industry. Since then, Adam has had the privilege of working with hundreds of game devs, including executives, entrepreneurs, and job seekers from companies like Xbox, Sony, Riot Games, and Nintendo.
Title: Staff Engineer and Graphics Programmer
Company: Qualcomm Technologies, Inc.
Matthew Hoffman is a graphics programmer with over 10 years of experience at Qualcomm Technologies, Inc. working on the Qualcomm® Adreno GPU. He has worked on developing test content, including many initial tests for the Vulkan API and initial Virtual Reality features. He has worked on internal performance metrics and benchmark engagements. Currently, he works to add new features and performance improvements to various game engines.
Title: Lead Gameplay Engineer & Designer
Company: Sucker Punch Productions
Samuel Holley is a lead gameplay programmer and designer at Sucker Punch Productions, where he co-leads a cross-disciplinary group of coders and designers developing core gameplay systems. He focuses on fantasy-fulfilling and narrative mechanics, AI, and player experience. Samuel joined Sucker Punch in 2015. Before that, he was a software engineer at Iron Galaxy Studios. Samuel enjoys hiking, experimental pizza, and time travel stories.
Title: Artist
Company: boshi's place
Jonny Hopkins is a game designer, alt ctrl developer, and artist making experimental and playful software. Their work experiments with physicality of games and input as well as social play that emerges in games.
Title: Independent
Jenny Jiao Hsia is an independent game developer, designer, and co-director of Consume Me, an award-winning narrative game that combines systems-driven gameplay with painfully honest storytelling. Consume Me received both the Nuovo Award and the Seumas McNally Grand Prize at IGF 2025, along with nominations for Excellence in Design, Narrative, and Visual Art. Since releasing Consume Me, Jenny has committed to posting one TikTok every day until the game sells one million copies. When not making games or TikToks, she studies ballet and machine-knits tiny hats for her two Pomeranians, who have not asked for this.
Title: Economy Manager
Company: Supercell
Charlie Hsu is a Game Economy Manager at Supercell with over a decade of experience designing and optimizing in-game economies for globally successful mobile games. He began working in the games industry in 2013, taking on roles in game design and economy design before joining Kabam. At Kabam, he served as Lead Game Designer and Lead Game Economy Designer on Marvel: Contest of Champions for ten years. At Supercell, Charlie is currently working on Clash Royale, bringing his expertise to crafting fair, engaging, and sustainable game economies.
Title: Senior Developer Technology Engineer
Company: NVIDIA
Calvin Hsu is a GeForce Developer Technology Engineer at NVIDIA, where he has been supporting Japanese game developers since 2021. Specializing in real-time path tracing, he is a main contributor to the RTX Mega Geometry SDK. Prior to his current role, Calvin spent 10 years working directly in game development, including a five-year tenure as Lead Render Engineer at Crystal Dynamics on Marvel's Avengers. He now leverages this decade of production experience to help studios push the boundaries of visual fidelity on modern hardware.
Title: Composer
Company: Independent
Ryan is a two-time BAFTA-nominated composer and sound designer, currently living in Seattle, Washington. He's written for award winning games like West of Loathing, Where the Water Tastes Like Wine, and Wizard With a Gun. When he is not making audio, Ryan is likely preparing talks and online content geared toward helping newcomers get started in a career in the game industry. At events like PAX West, PAX South, and GDC, he's given talks designed to help people start or further their work in games, with an emphasis on emotional and mental health.
Title: Sound Designer/Composer/Vocalist
Company: Ludogram/Independent
Katelyn Isaacson is an American sound designer, composer, and vocalist based in Paris, France. She was on the audio team at ArenaNet where she worked on season 4 of Guild Wars 2's Living World before relocating to France to be the studio sound designer at Ubisoft Nadeo for Trackmania. Now freelance, she's sound designing, composing, translating, and directing VO for various European indie studios. As a vocalist, Katelyn started singing in her first choir at the age of 9 and never stopped. Classically trained at the University of Southern California's Thornton School of Music, she enjoys singing in a variety of genres. She sang backup for Elton John at the 2013 Emmy Awards, in the Kingdom Hearts Orchestra World Tour, and on video games such as Tap My Katamari and Elsinore. She's currently singing soprano in l'Ensemble Vocal Syllepse and Soli Tutti, for a number of lyricists and composers, and regularly performs in cover bands and as a backup singer.
Title: Director
Company: Cicero
Damián Isla is an engineer, designer, educator and entrepreneur who has been working on and writing about games and game AI for two decades. He is the co-founder of two indie studios: Moonshot Games (Third Eye Crime) and The Molasses Flood (The Flame in the Flood). TMF, where he served as Creative and Design Director, was acquired in 2021 by CD PROJEKT RED. Before going indie, he worked in the AAA space as the AI lead at Bungie on Halo 2 and Halo 3, and contributed to other iconic titles like Destiny and Bioshock: Infinite. Before joining the industry, Damián earned a Masters Degree at the MIT Media Lab. He holds a BS in Computer Science, also from MIT. He is an Adjunct Professor at Northeastern University where he teaches Game AI.
Title: Co-Founder
Company: Pitchify
Gina Jackson OBE is a veteran of the UK games industry, with 30+ years of experience working on around 300 games across platforms from SNES to PS5. She founded her consultancy Skillfull in 2011 and co-founded Pitchify, a marketplace that connects developers with investors to speed up game funding. An advocate for diversity, mental health, and skills development, she is driving positive change for sustainable growth in the industry.
Title: Chief Strategy Officer
Company: Rebellion
Matt Jeffery has been at Rebellion for 12 years heading up strategy and business development. He has over 30 years of experience in games, previously working at Capcom, Codemasters and PlayStation.
Title: Head of Gameplay, Candy Crush Saga
Company: King
Romain Jemma is Head of Meta for Candy Crush Saga at King, where for the past 10 years he has led product strategy and cross-functional teams, driving growth, innovation, and the long-term success of one of the world’s most iconic mobile games.
Title: Interaction Designer, ChromaCorp/Warped Worlds
Company: Warped Worlds
Jason is an interaction designer working at the intersection of UX, hardware, and playful systems. With a background spanning interaction design, robotics, and creative technology, he focuses on building interfaces that are both intuitive and technically robust. At Warped Worlds, Jason led the design and iteration of interactive stations for ChromaCorp, developing alternative control systems that connected custom hardware with Unity-based software through multiple rounds of public testing. His work has been recognized with an IndieCade Live Action Award. Jason has also worked on robotics installations, mobile applications, and experimental interfaces, bringing a user-centered approach to complex interactive systems.
Title: Product Manager
Company: PICO Immersive US Inc./ Bytedance
Ke Jing is a Product Manager at PICO, ByteDance, working on XR developer technologies and ecosystem. Before PICO, he worked as a Software Engineer at Unity on the XR Interaction Toolkit. He also worked as a Tech Lead at Genies on avatar apps and SDKs. He earned his PhD in Informatics from the University of California, Irvine, in 2021.
Title: Creative Director
Company: Warhorse studios
Prokop Jirsa is a Creative Director at Warhorse Studios. He joined Warhorse in 2014 as a designer on Kingdom Come: Deliverance, where he worked on quest design and directed the game's voice overs. He later became Lead Designer on Kingdom Come: Deliverance II, guiding narrative, systems design, and all voice over production while helping shape the sequel's overall direction.
Title: Game Designer
Company: Metacore
Heikki Joas is a Game Designer at Metacore, currently working in new games development. With over a decade of experience in the games industry, Heikki has previously taken on roles such as Game Lead, Mobile Product Manager, and Monetization Designer at companies including Paradox Interactive and Madfinger Games. His expertise lies at the intersection of design and economics – Heikki specializes in game monetization, economy design, and aligning gameplay with sustainable business models.
Title: Game UX Researcher/PhD Candidate
Company: University of California Santa Cruz
MJ Johns (they/them) is a researcher, experience designer, and game developer with 14+ years of creative technology experience across AAA studios, indie teams, and cutting-edge research labs. With a background in computer science and a passion for innovation, MJ has worked on titles ranging from Call of Duty: Modern Warfare Remastered and Mafia III to experimental VR and educational games. They are the founder of Astire Games, a studio committed to using game design for social good, mentorship, and collaborative learning. Through Astire, MJ has mentored dozens of early-career developers while shipping a range of original games across mobile, desktop, and emerging platforms. Currently completing their PhD in Computational Media at UC Santa Cruz, MJ's research focuses on human-computer interaction (HCI) and serious game design for climate resilience. Their work combines participatory methods, systems thinking, and interactive storytelling to help communities prepare for complex challenges like wildfires and extreme weather. A seasoned educator and public speaker, MJ thrives at the intersection of design, research, and impact—bridging worlds to prototype a more resilient future.
Title: Founder
Company: Ethovox

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.

Title: Sr. Software Engineeer
Company: Electronic Arts (EA) Canada
Michael Jones is a Senior Software Engineer at EA and has over 20 years experience working on the FC/FIFA franchise. His current responsibilities include leading the FC Gameplay Team Fundamentals group and the Advanced Features/Tech group. He is an avid soccer player and uses his real-world experience to create software systems that model the strategies, decisions and physical nature of the sport. Through his career on the franchise he has developed many core systems including: CPU AI, player positioning, passing, set pieces, career mode, Academy, and Rush amongst others. Michael is also a champion of test driven development and has established practical methods to verify complex heuristics and ML systems in game.
Title: Sr Sound Designer
Company: Independent
Michael Jones is an award winning senior sound designer with 23 years experience producing music and sound design for videogames. Ranging from early 2000s mobile, handhelds, and Plug 'n Play TV games, to AAA blockbusters like Call of Duty: Vanguard, Marathon, and Doublefine's Keeper. Michael has left his mark on over 80 shipped video game titles. He also runs a local non-profit (Bitforest) that serves the local game dev community in Eugene, OR. When he's not making audio for games for money, he can be found making audio for games for free or mentoring aspiring game audio producers and game devs.
Title: CEO/Founder
Company: Film Engineers
Vivek Kandasamy has spent 17 years specializing in film production, visual effects, and virtual production workflows that bridge traditional filmmaking and game development. As founder and CEO of Film Engineers, he has contributed to over 50 feature films, more than 200 television commercials, and multiple OTT shows. His work focuses on democratizing virtual production tools, dramatically reducing cost barriers that have historically limited these technologies to major studios. Kandasamy also serves as visiting faculty at Whistling Woods International, teaching virtual production and future film technologies to emerging filmmakers.
Title: Lead Franchise Artist
Company: System Era Softworks
Lead Franchise Artist at System Era, working on Astroneer. Part-time maker, full-time nerd.
Title: CEO
Company: VFX Apprentice
The visionary and chief pixel pusher of VFX Apprentice, Jason Keyser is a renowned FX artist, as well as a devoted VFX educator and student advocate. Jason has worked in entertainment as both a 2D FX and 3D VFX artist for 13 years, animating for the Powerpuff Girls, Arlo on Netflix, and multiple titles for Riot Games - including League of Legends, Teamfight Tactics, and several R&D projects. While working full-time at Riot, Jason created over 60 FX and VFX education videos on his YouTube channel; designed and taught courses for artists internally at Riot; mentored prospective FX artists; facilitated the VFX Bootcamp at GDC; and spoke at conferences to students and pros alike. Jason ultimately left Riot to commit full-time to VFX Apprentice, training and lifting up FX artists across the world. He has been doing so for the past 5 years, working with studios and students alike to provide top-tier VFX training.
Title: Developer
Company: Grandma's Favourite Games
Alec Kieft is a New Zealand–based game developer and the creative force behind Grandma's Favourite Games, a collective of Kiwi creators making some of the most beloved and widely played experiences on Roblox. Known online as Cracky4, Alec is the mind behind breakout hits like Break In, Break In 2, and the chart-topping 99 Nights in the Forest — a survival adventure game that skyrocketed past 1 billion visits just months after its 2025 release. His games are known for their narrative depth, genre-bending mechanics, and strong appeal to Roblox's creator and streamer community. Alec's approach blends player empathy with design precision. He often credits thoughtful and well-researched development cycles, iteration, and a deep understanding of Roblox's culture as key to his success.
Title: Clinical Psychologist
Company: Respec Psychological Services
Elizabeth Kilmer, PhD is a licensed clinical psychologist dedicated to education and research in the use of applied games and resilient gaming communities. Dr. Kilmer developed a comprehensive training program on the use of applied games, with tracks for educators, therapists, and community members. She co-authored the book Therapeutically Applied Role-Playing Games: The Game to Grow Method and has supported the use of digital games like Minecraft in interventions with neurodivergent youth. Dr. Kilmer has extensive teaching and public speaking experience, with talks featured in conferences in the US and internationally. In her clinical practice, Dr. Kilmer uses games like D&D, Minecraft, and Animal Crossing to support insight, growth, and change with her clients.
Title: Senior Game Designer
Company: Rare Ltd.
Nina is a Senior Game Designer who has been in the industry for 10+ years. She has experience working on f2p, puzzle, cozy, and multiplayer games such as Sea of Thieves, Merge Dragons, Cozy Grove, and Everwild.
Title: TVE Product Support Manager
Company: Roblox

A seasoned expert in both digital operations and national security, Jang Kim currently serves as the Roblox TVE Product Support Manager. His career is defined by over 20 years of experience in military intelligence and counter-terrorism, with a specific focus on the intersection of technology and radicalization. Having spent over half a decade tracking terrorist activity online for the U.S. government, he now applies that rigorous analytical framework to managing complex product support systems in the gaming and tech industry for Roblox.

Title: Games Curation Lead, App Store Editorial
Company: Apple
Kelli King champions games large and small while keeping an eye out for the next hidden gem to share.
Title: Founder
Company: Happy Faces Games
Maxim Kirilenko is founder of casual game development company Happy Faces Games, prior to that   Chief Business Officer at Playrix, where for seven years he led marketing growth, business development, and M&A. Since 2025, Maxim has been working as an independent consultant and advisor to game development, adtech, and fintech companies in the gaming sector. Maxim has over 19 years of experience in the game development industry across mobile, PC, and web games which help to bring deep expertise in scaling products and building successful global partnerships.
Title: Brand Art Director
Company: Lucasfilm Games
Greg Knight is a Brand Art Director for Lucasfilm Games working with Development teams on the content and art of Lucasfilm properties.  With over 25 years in concept art and Art Direction, Greg has developed content for Star Wars: Republic Commando, Battlefront I&II, Squadrons, Jedi: Fallen Order, Galaxy of Heroes as well as a few animated features for Disney.  Greg loves Comic books, trail running and café doodling. 
Title: CEO/Gameplay Engineer
Company: CAGE Studios

Salaar has been making games since age 8. He's co-founder of CAGE Studios, currently working on their 4th title, Gunstoppable. He was a Gameplay Engineer at Sony Santa Monica for 5 years, working on titles like God of War Ragnarok. He graduated from UPenn with a Computer Graphics Master's and CS Bachelor's. Outside of work, Salaar enjoys guitar, volleyball, and penguins.

Title: Technical Art Director
Company: Creative Assembly
Ellie Koorlander-Lester is Technical Art Director at Creative Assembly on Total War projects and has been with the studio for 18 years, working on the multi-award-winning Total War series. She studied Computer Visualisation and Animation at Bournemouth NCCA and worked for 2 years in the film and advertising industry working on projects like Jim Henson's 'MirrorMask' before establishing her career in games. During her games industry career, Ellie has worked in the fields of Cinematics, Environment art, Lighting and VFX.
Title: Narrative Editor
Company: Ape Law LLC

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.

Title: Head of Creative Production Technology
Company: B5 Studios
Michael is an Academy Award-recognized creative technologist with over 20 years of experience at the intersection of art, technology and storytelling. He spent over two decades at Industrial Light & Magic, where he helped found ILMxLAB and led groundbreaking immersive projects. He has recently joined B5 Studios as Head of Creative Production Technology.
Title: Founder & CEO
Company: Midwest Games
As founder of Midwest Games, Ben Kvalo has pushed forward a new publishing model in the industry, Shadow Publishing, providing more flexible and sustainable support. Ben is an entertainment and video games leader, most recently having built out films and games while at Netflix. Previously, Ben has worked at two of the largest global video game companies, 2K and Blizzard, working across various roles in publishing, marketing, and technology on both video games and Esports. Ben has worked on some of entertainment's biggest brands including Bird Box, Extraction, Army of the Dead, and over 50 other titles. In video games, he has worked on major franchises like NBA2K, Borderlands, BioShock, Civilization, Mafia, and all of Blizzard's Esports brands, having helped to publish over 100 titles. Ben is proudly Midwestern, originally from Wisconsin, having graduated from the University of Wisconsin-Green Bay.
Title: Director
Company: Noble Robot
Mark LaCroix is a multidisciplinary artist who runs the indie media outfit Noble Robot, working on video and tabletop games as well as developer tools and resources. He is also the co-host of the weekly game development podcast Nice Games Club, and the board chair of Nice Games Alliance, a nonprofit organization supporting independent game development in the Twin Cities. His prior work as a filmmaker and visual artist/animator has appeared in international film festivals, on municipal utility boxes, and as part of multiple Emmy-winning television productions. Mark lives in Minneapolis with his wife and three computers.
Title: Producer
Company: Santa Monica Studios
Leyla (she/her) is a French Tunisian Games Producer who has been in the industry for 7 years, working primarily with AAA art teams. Currently with Santa Monica Studios, she comes from 5 years at Ubisoft San Francisco on XDefiant. In her spare time, Leyla loves to read, write, and create vlog style content for social media. She dedicates her spare time to uplifting margen individuals through her various mentorship roles, and is a member of the board for IGDA LA, helping to serve the greater Los Angeles Game Dev Community.
Title: Independent
American-British composer, Mike Ladouceur, is among the most exciting and significant talents emerging today, with many high-profile film, TV, game and live event projects to his name. Renowned on both sides of the Atlantic, his musical style blends orchestral and ambient electronic textures, and has been described by Grammy nominated conductor and orchestrator, Jeff Atmajian, as like listening to a beautiful impressionist painting. Most recently, Mike worked with Chromatic London as music team lead to compose the bespoke music and sound design for the internationally broadcasted show 1001 Seasons of Elie Saab. Under the music Direction of Daniel Thibaut, Mike and their team wrote the finale for Celine Dion and worked closely with Jennifer Lopez's team to orchestrate her set. They recorded their score at the world famous Abbey Road studios. Mike has composed and arranged music for many high profile private events for major designer brands and Royal events. Mike composed the music for a VR game, Trailblazer, with the EMMY Nominated Singer Studios; starring and Executive produced by Daisy Ridley. His debut feature film, How I Faked My Life With AI, had it's premiere at the Tribeca Film Festival in 2024 to great acclaim. Just before this, he completed Mizu, a documentary series about Japanese culture in Italy, produced for TaTaTu which was written up in Rolling Stone. Mike's debut album, Between Worlds, was recorded at Angel Studios with a 42-piece orchestra and was launched at an immersive art installation at London's Hospital Club with bespoke visuals. He has written additional music and arrangements for His Dark Materials (HBO/BBC), Marcella (ITV/Netflix), Love. Wedding. Repeat (Netflix), and for Master Moley (Nottage Productions) starring Gemma Arterton, Charles Dance, Julie Walters, and Warwick Davis. He has also worked as Orchestrator on The Outer Worlds 2 (Obsidian) and Honor of King's (Tencent) as well as many major film projects including Black Widow (Disney), Mission Impossible: Fallout (Paramount), Ad Astra (Plan B), Gemini Man (Skydance/Paramount), 6 Underground (Netflix), Looking Up (Tianjin Chengzi Yinxiang Media), Where's My Roy Cohn? (Sony) and Nae Pasaran (BBC Scotland). Mike is a passionate educator, holding faculty positions at both Cambridge University and Royal College of Music teaching composition for visual media. He has created his own online course which has helped over 150 students as well as a 6-week intensive in orchestral writing; where he led participants through the process of writing and recording their pieces for full orchestra with multiple large-scale recording sessions.
Title: Product Manager
Company: Meta

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.

Title: Music Supervisor
Company: Ubisoft

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.

Title: Director
Company: Fieldfisher
My practice focuses on advising companies on data privacy and cybersecurity matters drawing on my international experience, having lived and worked in the United Kingdom, France, Luxembourg, Switzerland, Hong Kong and the United States. I help companies – ranging from startups to large Fortune 500 multinationals across a range of industries – to develop data protection and privacy strategies for new products and services. I advise clients on complying with evolving global privacy and data protection laws, such as the General Data Protection Regulation (GDPR), the ePrivacy Directive, as well as the California Consumer Privacy Act (CCPA) / California Privacy Rights Act (CPRA) and similar data privacy laws passed in Virginia, Colorado, Connecticut, and Utah.
Title: Narrative Director
Company: iwot games

Diandra Anne Lasrado's vast experience spans nearly two decades working for industry behemoths such as Riot Games, BioWare, Blizzard, and Aniplex. Diandra is an industry veteran with a narrative background that covers editorial, characters, dialogue, and carries throughout the voice-over pipeline. Her experience covers AAA, mobile and indie games. With Diandra's focus on diversity, great imagination and team first mentality she has built a name for herself as a positive and creative influence for games. She currently is Narrative Director for iwot games making a Wheel of Time game.

Title: Principal Engine Programmer
Company: id Software
Dominik Lazarek is a Senior Engine Programmer working at id Software who focuses primarily on graphics and optimization work. Before joining id Software in 2022, he worked at Ubisoft for eight years where he contributed to Ubisoft's in-house engine 'Snowdrop' as part of the development team behind 'Avatar: Frontiers of Pandora' and 'Star Wars: Outlaws'.
Title: Director of People Operations
Company: Bit Reactor
Sarah is currently the Director of People Operations at Bit Reactor, where she is helping to support the studio culture, and ensure all people-related initiatives are helping the team and studio thrive. As a lifelong lover of all things game-related, she's thrilled at the opportunity to blend her personal and professional interests and contribute to making the games industry a place where people can build successful and fulfilling careers. Prior to Bit Reactor, Sarah spent time working at Proletariat, Inc., and Blizzard, Ent., supporting the development of Spellbreak, and World of Warcraft.   
Title: Principal Software Engineer
Company: Riot Games
Marc LeBlanc has been working in the game industry since 1992, and lecturing about game design since 1999. He has contributed to notable game titles such as Thief: The Dark Project, System Shock, NBA2K and League of Legends: Wild Rift. In 2004 he won the grand prize at the Independent Games Festival for Oasis, which he developed with Andrew Leker. Throughout his career, Marc has passionately explored the intersection between technology and play, and advanced our understanding of game design. He is the original creator of the Mechanics, Dynamics, Aesthetics (MDA) framework, a foundational tool developed for his annual Game Design Workshop at the Game Developers Conference. He has bachelor's and master's degrees in computer science from MIT. He can sometimes be found on Twitch, streaming remakes and mods of games he made twenty years ago, or on YouTube, explaining how video games use math concepts.
Title: Associate Professor
Company: University of California, Davis

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.

Title: Head of Game Audio Division
Company: POSTRED

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.

Title: Designer
Company: Independent
Tom Lehmann has designed board, card, and dice games his entire life. His first game was published in 1992 and Tom has been a full time designer since 2008. He has published 20+ games with 15+ expansions. Tom's games include Race for the Galaxy, 1846, the Pandemic expansions (with Matt Leacock), and the dice games: Roll for the Galaxy (with Wei-Hwa Huang), Ciub, and To Court the King / Favor of the Pharaoh.
Title: Co-Founder
Company: AdHoc Studio
Dennis Lenart grew up wanting to work in both video games and film / television. At Telltale Games he got the opportunity to tell cinematic stories in an interactive medium, scratching both itches and falling into a format that he always wanted to work in, but never knew existed. Starting as a cinematic artist when the company was just a handful of developers making adventure games, he felt fortunate to be able to take the helm of the burgeoning cinematics department and help grow it from a small group of artists making interactive puzzles to a robust team of cinematographers and directors that would help visualize several renowned interactive stories over the next decade. He co-founded AdHoc Studio in 2018 to try and take the next steps within a format he believes has an ever-growing potential
Title: Engineering Manager
Company: Riot Games

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.

Title: Engineering Manager
Company: Playstudios

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.

Title: Senior Researcher
Company: Tencent

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.

Title: Senior Composer/Music & Audio Director
Company: Interleave Inc.
Mason Lieberman is an award-winning composer, audio director, and producer known for his contributions to the gaming and anime zeitgeist. He prides himself on being a problem-solver whose biggest passion is always to connect people through music. Beginning his professional journey as a freelance composer, he got his start composing on anime series like Rooster Teeth's RWBY and Beyblade Burst Evolution, amongst many others. His music has enhanced the heroics of franchises like Spider-Man, Mobile Suit Gundam, Ultraman, and Neon Genesis Evangelion, while lending epic gravitas to titles like Overwatch 2, League of Legends: Wild Rift, PUBG Mobile, Apex Legends Mobile, Teamfight Tactics, EVO, DC Metal Force, Omega Strikers, Unico, Eden, Game for Peace, Mobile Legends Bang Bang, Devil Engine, Soundfall, Bread & Fred, and many others. As a cellist, guitarist, and vocalist, Mason has had the great pleasure of working with a wide variety of film and gaming franchises, with personal favorites including Pokémon, Death Stranding 2, Kaiju #8, Stars Wars: Visions, The Rising of the Shield Hero, Nintendo's Super Smash Bros. franchise, Riot Games' League of Legends, Guild Wars 2, AMC's The Walking Dead, Made in Abyss, Arknights, Tower of God, Warhammer: Vermintide, the Grammy-nominated Stray Gods, Sega's Sin Chronicle, Hell's Kitchen, and God Eater. As a public speaker, Mason Lieberman has addressed passionate audiences on subjects related to film scoring, anime music production, video game scoring, and music theory. He has lectured academically at acclaimed academic programs like Harvard University, UCLA, Musicians Institute and Berklee College of Music, industry-leading conferences like NAMM, SXSW, GDC, and GameSoundCon, and many others. He is a member of faculty at the University of Southern California, where he lectures on video game audio for the School of Cinematic Arts' Interactive Media and Games department. He is also a member of faculty at Berklee College of Music, where he teaches in the Screen Scoring program on subjects surrounding video game scoring, film scoring, and the business of being a composer in the modern media landscape. In 2019, he partnered with Asia Pacific government officials as an international ambassador to Australia representing the video-game music industry. He was thrilled to present the official Cowboy Bebop charity single, 'The Real Folk Blues', in collaboration with Funimation, Sunrise, featuring special guest artists like Yoko Kanno and the Seatbelts, Steve Blum, and many, many more. This original arrangement hit #6 on Billboard global Digital song sales chart, as well as #1 on rock charts in Japan. In 2021, he shared the 'Best Score' award at the Crunchyroll Anime Awards with the rest of the team of 'Tower of God'. He also received the 2020 GANG award for Best Casual or Social Game Audio for his contributions to Tencent's wildly-popular 'Game for Peace' soundtrack. He was honored to be a part of the Forbes 30 under 30, Gaming category for the 2022 list. In 2023, he won the Hollywood Music in Media award for Best Game Score - Mobile for his work as a composer and music director for Game for Peace. For six years, Mason served as a senior composer and game audio supervisor for Tencent. In this position, he had the indescribable honor of working with many of the best audio professionals in the industry on a daily basis. Today, Mason is the Music and Audio Director at Interleave, one of the most highly-regarded music and audio companies in the world. He leads a team of expert audio veterans on a path that has intersected with many of the top franchises of all time. Mason endorses Kiesel Guitars, NS Design, and Auralex Acoustics.
Title: UX Director
Company: Ubisoft
David has been working professionally in the games industry for over 25 years. He has spent the majority of his career focused on the user experience of game development tools, and works to inspire others via his acclaimed conferences all around the world. David is an Autodesk Master Award recipient and recently completed the second edition of his book "Designing the User Experience of Game Development Tools". He currently holds the position of User Experience Director at Ubisoft Montreal.
Title: Principal Tech Artist
Company: Schell Games/Bit Bridge

Daniel Lin is a Tech Artist at Schell Games, co-founder of Ludoko Studios, and an organizer for Bit Bridge, a local game development community in Pittsburgh, PA. Dan usually wears a lot of hats including working with art performance and optimization, figuring out art pipelines and tools, shaders, visual effects, low poly modeling, pixel art, and more. He has participated in over 30 Ludum Dare online game jam events and helps organize the Global Game Jam event in Pittsburgh.

Title: Test Lead II
Company: Blizzard Entertainment
Title: Principal Engineer
Company: Tencent Games
Dr. Elvis Liu is a Principal Engineer at Tencent Games, where he leads multiple R&D teams focused on distributed virtual environments and AI technologies. He has spearheaded several groundbreaking projects that are reshaping the future of game AI. Most notably, he led the development of sparring AI agents for Naruto Mobile—the first commercial fighting game to integrate deep reinforcement learning—which has powered over two billion human-AI matches. The design of this machine learning system was presented by Dr. Liu at the GDC 2024 Machine Learning Summit. More recently, he introduced F.A.C.U.L.—the world's first FPS AI companion capable of seamless interaction with human players through natural language—unveiled at GDC 2025 Core Concepts.
Title: Managing Director
Company: Player Research
Sebastian Long is MD of Player Research (a Keywords Studio), the leading agency for insight into players and play. As a gameplay researcher Seb has led design-improving playtest studies for hundreds of games, spanning all genres, audiences and platforms - including for beloved IPs Sniper Elite, FIFA, World of Tanks, LittleBigPlanet, Talking Tom, Hungry Shark, LEGO, and games including Control and Elden Ring - and influencing the development direction of international projects for businesses including EA, Sony, Xbox, Tencent Games, and hundreds more. As Managing Director Seb leads a 20-person consultancy based in the UK and Canada, providing research that drives game development decision-making, as both a consultant research strategist and the company Director. Seb is a member of BAFTA, community leader within the IGDA Games User Research & UX SIG, prolific speaker and educator, and is based in Brighton on the UK south coast.
Title: Senior Researcher
Company: LightSpeed Studios
Title: Lead Producer of Where Winds Meet
Company: Everstone Studio, NetEase Games
Lead Producer of Where Winds Meet Everstone Studio, NetEase Games Where Winds Meet is taking the world by storm with its epic Wuxia open-world vibes. Following a successful launch across Steam, PlayStation, and mobile platforms, the game amassed over 15 million players in its first month. Since its release, Where Winds Meet has been a fixture on Steam's Best Selling and Most Played lists. The game's momentum is cross-platform, mirroring this success on both PlayStation and mobile platforms.
Title: CEO & Co-Founder
Company: Dragon Snacks
Jen MacLean is the CEO and Co-Founder of Dragon Snacks Games. She got her start in the games industry as a playtester at legendary game studio MicroProse, and from there she built her lifelong love of video games into a successful career managing development of award-winning games, leading partnerships worth billions of dollars, and creating ground-breaking entertainment strategies. Most recently, Jen was the General Manager of Creator Partnerships for Xbox, where her team managed Xbox's largest partner relationships and Jen co-led content strategy for new initiatives.
Title: CEO
Company: Peel Software Development LLC
Alastair Macleod has been working in motion capture since 1998, bringing over 25 years of experience as supervisor, consultant, and software developer. As CEO of Peel Software Development LLC, he created PeelSolve and PeelCapture, motion capture tools that have become widely adopted across the game and film industries. His career spans iconic productions from The Matrix trilogy and The Lord of the Rings to cutting-edge AAA games. Beyond commercial work, Macleod conducts motion capture technical workshops that train the next generation of mocap professionals in practical production skills.
Title: CEO
Company: SynaptixGames
Robert Madsen began his coding career in 1979. Robert started a software firm in 1992 and completed his Bachelor of Science in Computer Science in 1998 from California State University. Robert entered the game industry in 2004, working for MumboJumbo in Dallas, TX in 2008. In 2009 he moved to Other Ocean Interactive in Charlottetown, PEI. Robert founded SynaptixGames, in 2011 where he continues as CEO and Studio Director. Robert is a member of the International Game Developers Association (IGDA) and Chair for the IGDA Indie SIG. Robert is also adjunct faculty at Northeastern University and teaches game economics.
Title: Program Consultant, Gaming
Company: GLAAD
Sabrina Mah is a multidisciplinary game developer working as a Program Consultant on the Gaming team at GLAAD, a nonprofit organization harnessing the power of media to accelerate understanding and acceptance of the LGBTQ community. Her past roles in game development include work in Production, QA, and Narrative at studios The Coalition and Respawn Entertainment. Sabrina utilizes her broad industry experience to improve character representation effectively within the unique challenges of game development. Whilst also acting as Narrative Producer, she led the award-winning authenticity efforts on Catalyst, Conduit, and Alter from Apex Legends. In her free time, she studies computer science, and is currently learning C++.
Title: Senior Game Designer
Company: Blizzard Entertainment

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.

Title: Principal Developer Technology Engineer
Company: NVIDIA
Evgeny Makarov has been a Developer Technology Engineer at NVIDIA since 2006, with a long history of helping studios improve visuals and performance in PC games. Recently, he has expanded his technical focus to include Generative AI, specifically working on the first integrations of Large Language Models (LLMs) for real-time, local inference in gaming environments.
Title: Head of Strategy and Business Planning
Company: Midwest Games
Cisco Maldonado is a publishing and franchise strategist working across global entertainment and games. He has held senior leadership roles at NetEase Games, Bandai Namco and DC Comics/Warner Bros., shaping go-to-market strategy, portfolio positioning, and long-term IP growth across multiple AAA franchises. Cisco specializes in the intersection of product, fans, and business strategy; helping studios translate creative vision into scalable ecosystems that drive engagement, retention, and lifetime value.
Title: Developer
Company: The Crayon Eating Company
Cí Malone is the lead dev at the Crayon Eating Company. They have been in the mines working on Funi Raccoon Game for almost 2 years. They are a programmer, 3D artist and wood turner
Title: Staff Developer Advocate
Company: Discord
Hailing from Australia, but now living in San Francisco, Mark Mandel is a Staff Developer Advocate improving developer experience on Discord's platform for game developers. He is also often known as the founder of two open source projects - Agones, a dedicated game server hosting and scaling platform and Quilkin, a UDP proxy for large-scale multiplayer game server deployments, both of which he founded while Tech Lead for Developer Relations at Google Cloud for almost 10 years. When not working, Mark spends his time pottering on open source, looking for new and interesting things he can do with cloud native technology and games, being distracted by dogs, and practicing too many martial arts.
Title: Canada Research Chair in Digital Gaming Experiences and Immersive Social Technologies, Professor
Company: University of Victoria
Regan Mandryk is a Canada Research Chair in Digital Games and Professor of Computer Science at the University of Victoria, Canada. In her research, she innovates games that offer social connections and emotional benefits for players, and combats what undermines those benefits (e.g., toxicity, obsessive passion). Regan teaches game design and player experience evaluation, and led Canada’s first graduate program on games user research. She regularly gives keynotes and presentations at game and technology conferences. She has consulted with various game companies, (e.g., Electronic Arts, Tencent Games, Ubisoft, Roblox), game incubators (e.g., Execution Labs), and indie studios, as she is passionate about making academic research actionable for players, policymakers, and industry professionals.
Title: Staff Machine Learning Engineer
Company: Modulate
Rachel Manzelli is a Staff Machine Learning Engineer at Modulate. Her work focuses on leading the technical direction & development of audio-native, cost-effective machine learning models that support Modulate's Platform, ToxMod, and other product lines. Rachel holds almost a decade of machine learning research experience, alongside several peer-reviewed publications at the intersection of machine learning and audio. Her work has previously been featured at top venues such as NeurIPS, ICML and ISMIR. Rachel is passionate about creating spaces for researchers to share ideas; she loves to help organize audio-related events at major machine learning conferences, including workshops at NeurIPS ("Machine Learning for Audio" in 2023) and ICML ("AI Heard That!" in 2025, "Machine Learning for Audio Synthesis" in 2022). She regularly brings Modulate's researchers to machine learning conferences & events to share and discover cutting edge research. Before Modulate, Rachel worked at Macro (acq.) as a machine learning engineer, where she developed audio source separation models used in remote coworking spaces. She earned her B.S. in Computer Engineering from Boston University in 2019.
Title: General Counsel
Company: Pocket Entertainment
Eugene began his career working at several large law firms helping tech clients from start-ups to enterprises solve their IP concerns, most frequently as a patent litigator. Following a move in-house to Twitch, Eugene focused on products and regulatory issues, working through a superset of issues encountered by companies working at the intersection of technology, games, and entertainment. Serving next as the head of Twitch's APAC legal function, Eugene built up further experience in commercial matters, as well as global regulatory issues, before returning to the US to lead Twitch's product integrity legal team. He now serves as the General Counsel of Pocket Entertainment.
Title: Lead Designer
Company: Ivy Road
Steve Margolin has been making games professionally for 10+ years. In that time they have shipped games for console, PC, mobile, tabletop and museum/gallery exhibition. When not working on games, Steve volunteers with their local Food Not Bombs and likes to go on hikes. They are most proud of their kitty cat Naberius, a perfect prince.
Title: Principal Designer
Company: Double Fine
Seth Marinello is a game designer most recently working on Psychonauts 2 for Double Fine Productions. After graduating from California Polytechnic State University - San Luis Obispo, he moved into professional software development for a short time, before beginning a transition to his lifelong passion, interactive entertainment. While studying at the Centre For Digital Media in Vancouver, Canada, he began to regularly speak about narrative, gameplay, and interactivity. Seth is an outspoken advocate of video games as the artistic medium of the future.
Title: Principal Technical Game Designer
Company: Riot Games
Geoff is a technical designer with a focus on rapid prototyping, game modes, and sandbox systems design! Been with Riot for 9 years, working on League of Legends, Teamfight Tactics, and R&D projects. 
Title: Executive Producer
Company: Gearbox Montreal
Fleur Marty is an Executive Producer at Gearbox Montreal, where she leads a team working on an announced AAA title. Fleur has been a producer for over 20 years and has led teams for big AAA studios like Ubisoft Montreal, WB Games Montreal or Eidos Montreal, working on beloved franchises like Far Cry, Tomb Raider or Deus Ex. While she started her career as a programmer, she quickly got propelled into project and production management because of her ability (and passion) for problem solving and making people come together. Throughout her career, Fleur has had a particular focus on building inclusive teams and maintaining a culture of openness, mutual trust, and respect, allowing creativity to thrive in a safe space. Since 2021, she has been serving as an Ambassador for Women in Games. Originally from Paris, France, Fleur established herself in Montreal, Canada in 2013. Aside from being an avid gamer, she has a passion for CrossFit (and especially Olympic weightlifting), archery and cooking.
Title: Software Engineer
Company: PICO Immersive US Inc./ Bytedance
Hogan Mastanduno is a Software Engineer at PICO, ByteDance, working on XR developer technologies. Prior to joining PICO, he studied Computer Science and Physics at the University of Michigan, Ann Arbor, contributing to research in Human-Computer Interaction (HCI) and autonomous vehicles.
Title: Researcher
Company: University College London
Greg is a doctoral researcher, experienced second-level teacher and Chair of the IGDA LGBTQ+ Special Interest Group. His research revolves around recognising and documenting queer gaming experiences, with a particular interest in monstrosity, Irish Gothicism and memoir as methodology.  In his work as Chair of the LGBTQ+ SIG, Greg has overseen the development of support for queer game developers, including multiple game jams, career development opportunities and an international network. Currently, he is looking at how intersectional approaches to activism can support members further.
Title: Editorial Director
Company: Game Developer
As the Editorial Director of Game Developer, Alissa McAloon brings a decade of experience in the video game industry and media. When not working in the world of B2B game journalism, Alissa enjoys spending her time in the worlds of immersive sandbox games or dabbling in the occasional TTRPG.
Title: Senior Product Marketing Manager
Company: FusionAuth
Brad McCarty leads Product Marketing Manager at FusionAuth, where he turns authentication challenges into competitive advantages for gaming studios. He's helped companies reduce player abandonment by 60% while actually improving security (yes, both are possible). Brad spends his time reverse-engineering how top studios handle identity, tracking authentication patterns across platforms, and explaining why your login flow is probably killing your game. Before FusionAuth, he built competitive intelligence and go-to-market strategies for B2B SaaS companies, with a focus on developer tools that actually work.
Title: Partner Director, Software Engineering
Company: Microsoft
Max is the engineering manager for Microsoft's Silicon, Graphics, Media and AI Group, where he leads teams working on the hardware and software that power modern graphics, AI and media experiences on Windows.
Title: Sr. Director, Inclusive Design Strategy
Company: Scopely
Tülay McNally is a transformational leader with over two decades of experience in the games industry, known for driving inclusive change through systems thinking and cultural strategy. Currently serving as Senior Director of Inclusive Game Design at Scopely, she leads PlayForAll, a company-wide initiative that embeds accessibility, representation, and prosocial design across game development. Tülay specializes in building frameworks, programs, and studio practices that make inclusive design actionable and sustainable. A certified ICF and EMCC coach, she mentors game developers navigating change and reinvention, and serves on the advisory board of the Game Developers Conference. Her work is grounded in a global perspective shaped by living across Turkey, Germany, Sweden, Canada, and Spain.
Title: Sound Designer + Foley Artist
Company: HNDCRFTD LLC

DJ Meadows is a sound designer and Foley artist whose career has taken him through paths less traveled. After relocating to Los Angeles in 2021 to focus on linear sound design (Film/TV/Ad), he would later join Universal Music Group (UMG) in 2022 as a Technical Director, building live event infrastructure and coordinating productions with artists including Metro Boomin', Imagine Dragons, and Olivia Rodrigo. In 2023, he was Introduced to game audio through the Game Audio Network Guild (G.A.N.G.), finally finding a place of belonging and creative fulfillment, and has been actively exploring the space through various Game Jams, meet-ups, volunteer opportunities, and small indie projects. In 2025, he founded HNDCRFTD LLC to partner with creatives and game developers to bring their stories to life through sound. Outside of work, you can find DJ creating immersive soundscapes for his side project, Flagons N Dragons, which helps elevate the D&D experience for folks of all skill sets. He's also passionate about finding any reason to bring folks together for an obscure presentation night and is committed to making sound design more accessible to people from non-traditional backgrounds.

Title: Research Quality Lead
Company: Google DeepMind
After working at PlayStation for over 12 years, starting in the R&D department, moving into the Developer Technology Group and Third Party Relations, Piermaria is now a Senior Technical Program Manager at Google DeepMind, working on Data and Product Quality for Gemini, the Sima team and other AI applications and research.
Title: VP of Design
Company: PeopleFun
Steve Meretzky got his start at the legendary adventure game company, Infocom, where his titles included Zork Zero, Planetfall, Leather Goddesses of Phobos, and The Hitchhiker's Guide to the Galaxy (a collaboration with Douglas Adams). He also co-founded Boffo Games, and has worked at THQ, GSN Games, and King. He has also done consulting for numerous companies including Google, Activision, EA, Harmonix, Draft Kings, Blizzard, and Playable Worlds. Steve is currently VP of Design for PeopleFun, extending its successful Wordscapes franchise with the release of Wordscapes Solitaire. Steve has been a long-time GDC advisor, is co-founder of the Game Designers Workshop, and a former board member of the International Game Developers Association.
Title: Programmer
Company: Double Jack

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.

Title: Dialogue Manager
Company: Insomniac Games
Patrick Michalak is the Dialogue Manager at Insomniac Games, where he oversees voice-over production, casting, performance capture, and implementation for some of the industry's most ambitious AAA titles. In a single day, he might act as casting director, voice director, union signatory, scheduler, talent wrangler, and—on occasion—therapist. His experience at BioWare, DICE, and now Insomniac has given him a unique perspective on game dialogue production from every angle. Patrick's AAA and VR credits include Marvel's Spider-Man 2, Marvel's Spider-Man: Miles Morales, Ratchet & Clank: Rift Apart, Mass Effect 2, Mass Effect 3, Mass Effect: Andromeda, Dragon Age II, Dragon Age: Inquisition, Anthem, Star Wars Battlefront, Mirror's Edge: Catalyst, Stormland, and Stranglets. He is currently working on the highly anticipated Wolverine game. Patrick began his career as a studio engineer recording and editing dialogue for radio, television, and film before moving into games at BioWare, where he recorded, edited, and mastered hundreds of thousands of lines for the Mass Effect and Dragon Age franchises. In addition to his technical expertise, Patrick has cast and directed space operas, sci-fi adventures, shooters, comic book adaptations, post-dystopian thrillers, and cartoon comedies. One project even featured over 1,000 characters—meaning a lot of auditions.
Title: Narrative Director
Company: Heart Machine
Laura Michet is a narrative writer, editor, and designer who has spent the last 14 years working for both extremely large and extremely small teams, often simultaneously. She has worked in every tone and style imaginable, but is particularly passionate about comedy games. She lives in California and recently shipped Skin Deep with Blendo Games.
Title: Audio Designer
Company: thatgamecompany
Caio Jiacomini is an Audio Designer at thatgamecompany, where he strives to enhance players' experiences by creating delightful sound effects to listen to, as well as systems and tools to support the audio team. He is currently working on dynamic soundscapes for group meditation experiences in the game, bringing his expertise in generative ambient music to the world of Sky.
Title: Lead Research Scientist
Company: Blizzard Entertainment

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.

Title: CEO/Founder, Former Tech Artist
Company: Terrible Posture Games, Inc.
Joe Mirabello is a 15 year industry veteran, having contributed to 14 different games. In 2012 Joe left AAA game development to form Terrible Posture Games, where he solo-developed Tower of Guns, directed Mothergunship, co-directed "3 out of 10", Mothergunship: Forge, and Battle Train, narrative-directed The Walking Dead: The Last Mile, and has worked on many many other things.
Title: Lead Rendering Engineer
Company: Capcom
Hitoshi Mishima is the leader of the Rendering Team in RE ENGINE. He has been working on rendering features at Capcom for about 17 years. He loves exploring new graphics technologies and is always looking for the right balance between the best visuals and performance, with an emphasis on memory efficiency and execution speed.
Title: Vice President
Company: CyberConnect2 Co.,Ltd.
Miyazaki joined CyberConnect2 in 2010 after working as a salesperson for a trading company specializing in software and game development machine, and then in CG production. He currently oversees personnel, finances, business orders, national and international contracts, as well as the selection of outsourcing companies. He is also in charge of the company's Operations Department.
Title: Senior Storyboard/Concept Artist
Company: Lightspeed LA
Rembert Montald believes the best way to tell a story is to show it. Intrigued by the intricacies of visual storytelling, Rembert pursued an education in animation and art in Brussels, Belgium, and later Gobelins, Paris.  After working on a variety of things, including storyboards for animated movies and even theme parks, he decided Belgium was a little too small for him.  Since then, he’s lived and worked all over the globe, including Croatia, Germany, Portugal, and the U.S.A. He worked at Riot Games for almost 7 years.  He is currently collaborating with Lightspeed LA on their upcoming title Last Sentinel.
Title: Game Designer
Company: Infinity Ward
Brett Moody is a game designer living in Los Angeles, California. He is a Game Designer at Infinity Ward, where he is working on a new entry in the Call of Duty franchise. Brett previously worked as an Associate Systems Designer at PlayStation's Santa Monica Studio on God of War: Ragnarok and its Valhalla DLC. As part of SMS's Player Investment team, he worked to implement side quests, collectibles, and other optional content. In his spare time, Brett performs improv comedy and plays on a recreational soccer team named after Astro Bot. In the past several years, he launched a minigame collection on Steam and a digital board game on Steam Workshop.
Title: Principal Rendering Engineer
Company: Iron Galaxy Studios
Jon Moore is a Principal Rendering Engineer at Iron Galaxy Studios and has spent the past 14 years helping ship video games of diverse genres, platforms, and technologies. Some of their favorite projects have included leading graphics development for Rumbleverse and Killer Instinct. Most recently they were the rendering lead on Tony Hawk's Pro Skater 3+4 - a game close to their heart as they have been skateboarding even longer than they've been making video games.
Title: Founder
Company: High Vibe PR
Kalie Moore is an angel investor and the Founder of High Vibe PR, a boutique agency that specializes in working with companies and brands building the future of entertainment, with a focus on gaming. Kalie previously founded an esports PR firm, supported the launch of leading gaming venture capital fund BITKRAFT Ventures, and started her tech PR career at Rocket Internet, a German company builder. In recognition of her leadership in the industry, Kalie was named to AdAge's Women to Watch list in 2020. In addition to her agency work, Kalie founded PRCoverage.AI, a SaaS tool designed for the AI era that tracks media visibility with custom metrics, including AI-specific benchmarks.
Title: Google + Staff Software Engineer
Company: Google Play
Steven Moreland is the tech lead of 16 KB page size migration, inter-process communication, and VM management in Android. He's spent the past decade making sure that Android is updatable, secure, fast, and stable. Previously, he's released Android games as an indie developer, and he carries that first-hand experience forward as he champions maximum performance with the 16 KB project.
Title: Creative Director
Company: Hyperkinetic Studios

Tomo started making games in 1998 at, a then small studio, Treyarch. Spider-Man 2 (2004) was his first big taste of leadership. He co-founded Hyperkinetic Studios in 2014. He has been getting involved in a wide range of interactive work ever since.

Title: Software Development Manager, Gamelift
Company: AWS
Michael Morris is a software development manager at Amazon Web Services (AWS), where has worked with the Amazon GameLift Servers team for nearly 7 years. Before AWS, Michael spent 13+ years working as a nuclear mechanical engineer before transitioning into the software industry. Michael completed undergraduate studies at Old Dominion University (Mechanical Engineering) and Oregon State University (Computer Science). He lives in the broader Seattle area with his wife and two young daughters.
Title: Product Lead, Inception
Company: Google DeepMind
Alexandre Moufarek is the Product Lead for the Inception team at Google DeepMind, a team of creatives, designers and engineers working alongside research to explore breakthrough experiences that wouldn't be possible without Al. At Google DeepMind, Alexandre has contributed to frontier research projects such as Project Astra, SIMA, Genie and Gemini. Passionate about gaming and the power of AI to augment people, Alexandre Moufarek has 15+ years of experience spanning casual and AAA games (Ubisoft - Ghost Recon Future Soldier, Watch Dogs), consumer robotics (SoftBank Robotics - Pepper Robot B2C) and AI Research & Development.
Title: Programmer
Company: Sucker Punch Productions
Roland Munsil is a tools and engine programmer who has been at Sucker Punch since they began working on Ghost of Yōtei. Prior to that, he was at Amazon (not the games division, though) and before that he was in college which is kind of like a job if you don't really think about it.
Title: Senior Writer
Company: Brass Lion Entertainment
Evan Narcisse is the Senior Writer at Brass Lion Entertainment. He's worked as a screenwriter, producer, and narrative design consultant in video games, comic books, film, and TV, often focusing on the intersection of blackness and pop culture. As a journalist and critic, he wrote for The Atlantic, Time Magazine, Kotaku, and The New York Times, in addition to teaching game journalism at New York University and appearances as an expert guest on CNN and NPR. He's also the author of the Rise of the Black Panther graphic novel, Marvel Black Panther: Wakanda Atlas, and The New Day: Power of Positivity. As a narrative design consultant, he's worked on Marvel's Spider-Man: Miles Morales, Redfall, Marvel's Avengers, Gotham Knights, and the award-winning Dot's Home. He also served as story producer on the HBO Max documentary Milestone Generations, documenting the rise, fall, and rebirth of the groundbreaking black-owned comics company Milestone Media.
Title: Principal AI/ML Engineer
Company: Supercell
Mathieu Nayrolles is an AI and ML architect working at the intersection of real-time systems, game development, and advanced AI. He recently joined Supercell’s AI team, where he contributes to advancing applied AI across production, research, and incubation initiatives. Previously, Mathieu played a central role in bringing AI and ML from research into large-scale, player-facing systems at Amazon Game Studios and Ubisoft. His work spans real-time conversational agents, multimodal AI, and performance-critical tooling used by game teams across multiple studios. Mathieu is an active contributor to the research community, a frequent speaker at international conferences including ICSE, ICPE, and ASE, and a co-organizer of workshops at the intersection of games and software engineering. He focuses on turning advanced AI into practical, creative systems that can ship, scale, and meaningfully impact players and developers.
Title: Sound Designer
Company: Firaxis Games
Dmytro Nebesh is a sound designer based in Baltimore, Maryland, currently working at Firaxis Games and serving as adjunct faculty at the Maryland Institute College of Art (MICA), where he teaches Sound for Games. At Firaxis, he contributed to Sid Meier's Civilization VII (2025), designing systems and sounds for its combat mechanics. His past work spans a range of indie titles including Liquid Space Dimension (2023), Pikupals: Picross + Aliens (2020), and Part-Time Pit Crew (2023). Dmytro has also worked on several independent films such as St. John Street: Story of a Neighborhood (2024), MASH Note (2019), and Umoja (2021). He holds a Bachelor of Music in "Music for New Media" from the Peabody Institute of The Johns Hopkins University. Previous speaking experience included Alumni Panel: Connections & Community in the Arts (2025), MFN seminar - Alumni Night (2023) and other educational panels/seminars around the local Baltimore area.
Title: Founder & CEO
Company: Twisted Mountain Animation
Chris Nelder is the Founder and CEO of Twisted Mountain Animation, bringing over 20 years of experience across TV, film, and games. With a background as an animator, rigger, 3D generalist, technical director, and pipeline supervisor, Chris combines hands-on expertise with a passion for innovation. He is driven to transform how studios support artists, streamline pipelines, and harness tools and data to make production faster, smarter, and more scalable, helping creative teams focus on what matters most — making great content.
Title: Manager of the Developer Solutions Team
Company: Reddit

Edgar Neto is the Manager of the Developer Solutions Team at Reddit, where he leads initiatives to strengthen developer relations and enhance the developer experience across Reddit’s ecosystem. Since joining the company in 2024, he has focused on building tools, partnerships, and programs that empower developers to create games and innovate on the platform.

Before Reddit, Edgar spent four years at Snap Inc. as a Staff Partner Engineer and later as Partner Engineering Manager, driving successful integrations and improving partner developer experiences. He also held engineering roles at Facebook, contributing to the Instant Games platform, and at Memorado, where he helped build and lead the engineering team from the ground up. Earlier in his career, Edgar worked in game development at Wooga and Jynx Playware.

Edgar holds a Master’s in Computer Science from Universidade Federal de Pernambuco and completed a postgraduate study in Psychology and Neuroscience of Mental Health at King’s College London, exploring the intersection of technology and human behavior.

Title: Expert Audio Programmer
Company: CD Projekt Red
For about 20 years Tomas worked on multiple AAA titles and game engines with extensive audio production needs like Crysis, World of Warcraft, Warcraft 3 Reforged, Overwatch, and an Unannounced Survival Game. Since joining CD Projekt Red he has contributed to the shared audio tech for multiple exciting projects across The Witcher and Cyberpunk 2077 franchises. Tomas is driven to fully unlock the creative potential of the audio professionals he has had the privilege to work with. As an engineer exclusively working on audio tech, Tomas has worked across different code disciplines from game client and server; game and audio tools; asset management systems, to deliver importance-based audio mixing; server authenticated voice system; or other complex audio features.
Title: Senior Legal Counsel (Product and Privacy)
Company: k-ID
Joe Newman has spent a decade in the video games industry working on kids' privacy and safety issues. He has worked both as in-house counsel for Electronic Arts and Ubisoft, and in private practice for a variety of clients ranging from indie games to some of the largest video game publishers in the world. In his work, he balances the needs of children's safety with preserving their rights and the privacy and security of their personal information at scale. At k-ID, Joe develops automated compliance solutions for the next generation of online services, seeking to provide meaningful global compliance while empowering children everywhere.
Title: Director of Online Experience
Company: thatgamecompany
Tim Nixon is Director of Online Experience at thatgamecompany, where he has spent eight years working on Sky: Children of the Light. An MMTCP-certified meditation teacher, he led the integration of sound bath and meditation experiences into Sky — contemplative practices that have since reached millions of players worldwide, bringing them a moment of calm and connection in an often busy online world.
Title: CEO and Creative Director
Company: Creature
Doug North Cook is the CEO and Creative Director at Creature, the studio behind Starship Home (2024 D.I.C.E. Award Winner) and the publishing label behind Maestro, THRASHER, Laser Dance, Deadly Delivery, Prison Boss Prohibition among many others. Doug has been working with immersive technology since 2012 and has helped ship more than two dozen games. He was previously Head of VR at Robot Teddy, the founding faculty of the Immersive Media program at Chatham University and is the co-author of Human Spatial Computing with NYU professor Regine Gilbert, published by Oxford University Press in 2026.
Title: EVP, Research & Analytics
Company: Open World
Kerri Norton heads Research & Data Analytics at Open World, the strategic brand consultancy dedicated to supporting the development, marketing, and long-term growth of the global video game industry and its communities. In her role, Kerri builds modern insight systems for game studios navigating today’s attention economy. She applies the rigor of data and analytics — grounded in deep industry experience — to craft launch strategies and ongoing brand and audience growth plans. By integrating playtest and survey feedback, behavioral data, and community intelligence, she helps teams make smarter, stage-gated decisions at every phase of development and go-to-market.With over 17 years in consumer insights across media and gaming, Kerri has worked alongside some of the industry’s leading franchises while developing forward-thinking research approaches that connect creative ambition with commercial impact. Though she’s partnered with major studios, she’s most energized by helping new games find their footing, bringing clarity, structure, and strategic precision to teams that need every marketing dollar to work harder.
Title: Technical Marketing Manager
Company: Red Hat
This talk shows how we turn a suboptimal reinforcement learning exploration agent into a route seeking speedrunner by pairing PPO with a panel of model judges orchestrated by llm-d and served with vLLM. The agent plays normally while a narrow planner handles dialog and puzzle moments, then llm-d routes short clips to a vision judge, a state checker, and a rule judge to produce preferences that train a small reward model. The next PPO burst learns with shaped rewards, improving coverage, reliable dialog completion, and key speedrun metrics. We keep it practical for game developers with YAML first deployment on OpenShift AI using KServe and vLLM, plus a reusable kit of prompts, rubrics, and metrics. We will showcase Double Dragon and Zelda: Oracle of Seasons on the original Nintendo Gameboy, but the same pattern applies to any game for automated testing or optimal route discovery for speed running.
Title: Developer Relations Engineer
Company: Google Play
Val is part of the Developer Relations Engineering team at Google Play. Her past experience includes working as software engineer for Google Android XR, primarily as a Unity developer, and as an Animation Programmer at Ubisoft. She's looking forward to great conversations about games and tech!
Title: Technical Director
Company: Black Shamrock - A Virtuos Studio
Eoin O'Grady is a game developer with 17 years of experience in the games industry, primarily working on AAA console titles. They have extensive experience with Unreal Engine from UE3 through UE5, and have worked at studios including Black Shamrock (a Virtuos Studio), Splash Damage, and DIGIT Games. Their credits include The Outer Worlds: Spacer's Choice, Gears of War 4, Gears of War: Ultimate Edition, and Batman: Arkham Origins, as well as the highly successful Unity mobile title Star Trek Fleet Command. With a strong passion for optimization and developer tooling, Eoin O'Grady focuses on building systems that improve performance, content quality, and team efficiency across large-scale productions.
Title: Sr. Client Advisor
Company: McKinsey & Co.
Title: CEO
Company: Modulate

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.

Title: Co-Founder & CEO
Company: Bonfire Studios
Rob Pardo is the co-founder and CEO of independent video game development company Bonfire Studios. He is a renowned designer, best known for his influential career at Blizzard Entertainment, where he spent 17 years, ultimately serving as its Chief Creative Officer. During his tenure there, he was a key figure in the development of some of the most celebrated video game titles, including StarCraft II, Warcraft III and World of Warcraft. His significant contributions to the video game industry led to him being named one of the 100 most influential people in the world by Time magazine in 2006. In 2016, Pardo co-founded Bonfire Studios with a philosophy centered on creative independence and a passion for making games that the team itself loves to play. The studio’s first title is Arkheron, a team-based, competitive PvP game currently in an Alpha phase of development. As CEO, Pardo leads Bonfire with a goal of creating games that combine the thrill of competition with the warmth of community.
Title: Director of Operations
Company: National Association of Voice Actors (NAVA)

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.

Title: Dialogue Designer
Company: Independent
Charles Pateman is a game audio voice/dialogue specialist with 20 years experience working in audio professionally. Moving into the games industry in 2015, he has worked at Lionhead, OMUK, Creative Assembly, and has most recently worked as Lead Voice Designer at Massive Entertainment on Star Wars Outlaws.
Title: Associate QC Director
Company: Ubisoft

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.

Title: Game Designer
Company: Quibble Media, LLC
Jon Perry began his game design career making and releasing freeware games in the late 90s with Derek Yu under the label Blackeye Software. Together they made games such as Quibble Race (1998), Diabolika (1999), and the full-length metroidvania Eternal Daughter (2002). After a decade-long hiatus from games, Jon reemerged as a tabletop game designer, publishing evergreen titles like Air Land & Sea (2019) and Spots (2022). In 2024, Jon Perry returned to video game design with the commercial release of UFO 50 (2024), a collection of 50 video games spanning a wide variety of genres.
Title: Actor
Company: Independent
Jane is a London based North American actor, with over 25 years of extensive experience in film, TV, theatre and voice work. She is an award-winning voice artist, having won Best Performance in a Leading Role at the 2022 BAFTA Games Awards for her work as Selene in Housemarque's/Sony Interactive's Returnal. Jane has worked as a voice actor and performance capture artist on over 60 titles, from independent projects to numerous AAA critically acclaimed IPs. Selected credits include Mystra in Baldur's Gate III, Diana Burnwood in the Hitman, Rogue in Cyberpunk 2077, Sharon Holt in As Dusk Falls and Karen Bowman in Ghost Recon: Wildlands. Jane also holds a Master's Degree in Actor Training & Coaching and supports actors in their work in the voice over studio, as well as on stage and screen. Jane also consults with game developers who wish to learn more about working with actors in their projects.
Title: Game Developer
Company: HotPink Games
HotPink has been making cute lewd games since 2018 and SFW games for a number of years before then. HotPink strives to push the boundaries for quality in Adult Games, and hopes to inspire others to do the same. They aim to tackle sensitive topics in a pleasurable way that they hope the player can always enjoy.
Title: Game Developer, Content Creator
Company: SonderingEmily
Emily Pitcher (aka SonderingEmily) is a Los Angeles based game developer and content creator, making videos about her favorite indie games and the journey of making a psychological horror game, lily's world XD. Her development journey has been featured in The Game Awards Future Class, Forbes 30 Under 30, Business Insider, Entrepreneur, and Polygon.
Title: Dialogue Lead
Company: EA - Respawn
Heather Plunkard-Serge is a Game Dialogue professional of 11+ years working in Los Angeles, CA. With previous tenures at Playstation Studios, Activision, Formosa Interactive, and now EA Respawn, her experience spans the entire range of titles from Indie darlings to AAA to GaS. Heather currently serves as the Dialogue Lead for Respawn's Jedi team.
Title: CEO
Company: Amber Studio
Mihai Pohontu is the CEO of Amber, a game development agency headquartered in Bucharest, Romania. Previously Mihai was VP of Emerging Platforms at Samsung, working to build the developer ecosystem around the company's product line. Prior to joining Samsung, he oversaw Product Operations at Disney Interactive, a team of 600+ staff distributed across 9 locations around the world. While at Disney, Mihai founded the Partners group, delivering a portfolio of co-development and licensing projects, leveraging Disney properties and franchises to deliver high-quality entertainment created by external studios and publishers, such as the top 50 grossing game "Frozen Free Fall". Prior to Disney, Mihai was the VP and General Manager of Central Development Services at Electronic Arts, overseeing operational teams supporting 18 development studios on 3 continents. He founded and was the General Manager of EA Romania, one of the largest game development studios in Eastern Europe.
Title: Senior Narrative Designer
Company: Independent
Ashley Ash Poprik is a video game and comic writer. Her credits include Destiny 2, Call of Duty: Black Ops 6, Clue: Disney Villains, Marvel's Spider-Man 2, and Transphoria, to name a few. Ash pushes to create a more diverse games industry through mentorship, speaking, and advocacy.
Title: Director of Consulting
Company: Newzoo
Porter brings a multifaceted background that blends gaming expertise, business acumen, and a passion for tackling complex challenges at the intersection of technology and entertainment. Leveraging his robust experience in digitization, economics, and account management for Fortune 500 companies, he has developed a remarkable ability to distill intricate concepts into comprehensible insights. Acting as a bridge between technical experts and non-technical stakeholders is one of his specialties, making him an invaluable asset in translating complex data into actionable strategies. As the Consulting Director at Newzoo, a globally recognized authority in PC and console games, gamers, and games market data, Ben shares his skills to empower world-leading organizations to seize opportunities in the dynamic gaming ecosystem.
Title: Composer
Company: Slide20XX
Title: Tech Architect
Company: Ubisoft
Thomas is a Technical Architect at Ubisoft, specializing in large-scale data engineering, analytics, and AI-driven developer tools. Over the past several years, Thomas has architected the implementation of core data and DevOps infrastructure that powers insights and decision-making across Ubisoft's worldwide studios. Most recently, Thomas was the technical lead on DocGPT—Ubisoft's secure, in-house AI knowledge assistant—bringing generative AI to the heart of the studio's development workflows. From integrating scattered sources like Jira, Confluence, Perforce, and playtest reviews, to deploying highly secure, domain-aware retrieval pipelines, Thomas helped make knowledge more accessible for thousands of game developers every day. Prior to this, Thomas worked on Ubisoft's global analytics and machine learning platform, delivering scalable event-driven architectures and deploying AI-powered features directly inside game engines. A strong advocate of combining DevOps discipline with machine learning and data engineering best practices, Thomas leverages tools like Kubernetes, ArgoCD, Spark, and Databricks to make scalable, production-grade solutions a reality. Thomas holds a PhD in Applied Mathematics from IRRCyN (Nantes) and an engineering degree in Computer Science and Mathematics from Mines de Nantes.
Title: Director of Product Design
Company: Discord
Sota Proffitt is Director of Product Design at Discord, where she leads teams shaping the product experience for one of the world's largest communication platforms, serving hundreds of millions of users globally. Before joining Discord, she spent over four years consulting as a Strategy Director for Epic Games, helping guide product vision and user experience across gaming and creator ecosystems including Unreal Engine, Fab, ArtStation, and more. She has spent over a decade working in the games industry, beginning her career consulting for Omen Games as an industrial designer, and later for Discord through the acclaimed design studio Instrument. As a strategist and creative, her experience spans brand, marketing, and product, with a focus on platforms that serve both developers and players.
Title: Creative
Company: ComfyUI
Eric “Purz” Purcell is a creative technologist exploring the intersection of generative AI, art, and open-source tools. Working within the ComfyUI ecosystem, he focuses on building, testing, and teaching creative workflows that help artists and developers experiment with new forms of generative media. His work centers on making powerful tools approachable—and fun to explore.
Title: Co-founder and Game Developer
Company: BEESWAX GAMES
Adam Pype is an inter-disciplinary artist and game developer known for making immersive experimental horror games that play with our fear of old technology, ominous environments and the human-machine relation between digital spaces and their uncanny representations of the familiar world. He has created more than 50 freeware experimental game works and has recently released No Players Online, his second commercial project after SPOOKWARE in 2022.
Title: Senior Researcher
Company: LightSpeed Studios
Title: Staff Area Designer
Company: Obsidian Entertainment
Dan Qiao is an area designer at Obsidian Entertainment, focusing on level and combat system design. She has worked on several AAA games, including The Outer Worlds 2 (Obsidian Entertainment), Call of Duty: Modern Warfare II (Infinity Ward), and XDefiant (Ubisoft). Her expertise covers both multiplayer and narrative-driven single-player games, with strengths in content blocking, scripting, and iterative development.
Title: VFX Artist
Company: Beyond-FX
Rachel Quitevis is a VFX Artist from Dallas, Texas. Since 2017, Rachel has worked for game developers such as Playful Studios, Gearbox Software, Santa Monica Studio, and Blizzard Entertainment. She began her career as a 3D generalist, refocusing her discipline to visual effects in 2020. Rachel is currently a VFX Artist at the co-development VFX studio Beyond-FX since 2024, lending her expertise to AAA titles while honing her craft among the industry's best real-time visual effects artists. When Rachel is not working on video games, she's playing them. She is also an amateur Miata mechanic, rock climber, award-winning dessert baker, musician, plant collector, bookworm, and dog-mom of Cosmo Squirrelbane.
Title: Producer
Company: Code Cozy Studio
Fae Raitt (any/all) is a video game producer and studio head. Their love of game design began with Dungeons & Dragons and grew into a career while working at United Way of King County and completing bachelor’s and master’s degrees in game design. Since then, Fae has helped student and indie teams find clarity in production, scope, and pipelines. In 2024, they founded a studio dedicated to cozy game experiences, releasing its first title in 2025. Fae focuses on people-first production practices and building sustainable, supportive creative environments.
Title: Design Lead
Company: IDEO
Ridima is a consulting game designer at IDEO's Play Lab, where she applies her pattern-seeking intuition to bridge play and design thinking. She is particularly interested in transformational game design, with a focus on fostering motivation and inviting reflection.
Title: Global Quality Engineering Offer Manager
Company: Softtek
With 20 years at Softtek, he currently serves as Global Quality Engineering Offer Manager. His career has evolved from Automated Test Engineer to QA Delivery Manager, leading globally distributed teams delivering 24/7 testing services across complex, enterprise-scale environments. He is a certified Project Management Professional (PMP) and has completed executive education programs at institutions such as Harvard University. His cross-industry expertise includes Gaming, High Tech, Transportation and Logistics, Banking and Financial Services, Retail, Healthcare, and Insurance. Hector actively drives the evolution of modern Quality Engineering by shaping scalable operating models and AI-augmented testing strategies. At GDC, he shares how these innovations can elevate PlayTesting, enhancing regression efficiency, strengthening gameplay validation, and increasing the strategic impact of testers.
Title: CEO
Company: Dream Reality Interactive
Dr. Dave Ranyard is a distinguished entrepreneur and innovator in the field of interactive entertainment, with a career spanning over two decades. He is the founder and CEO of Dream Reality Interactive, a cutting-edge development company specializing in creating games across multiple platforms from mobile to XR. Additionally, Dave is the Chair of award-winning narrative game studio, Interior Night, and advisor to several companies including Zenos Technology, Singer Studios, and Meeple Corp. Prior to founding DRi, he served as the Head of Sony Playstation's flagship studio in London, where he led groundbreaking projects in the gaming industry. Dave's passion for creativity and entertainment has been a driving force throughout his career. In his earlier years, he left school to start his own vintage business and was later signed to Warner Music Group, gaining valuable skills that he has seamlessly incorporated into the art of game development. His diverse background and multidisciplinary approach have resulted in unique and innovative projects that have made a significant impact in the gaming industry. In addition to his entrepreneurial pursuits, Dave holds a PhD in Artificial Intelligence, showcasing his deep knowledge and understanding of new technologies. His achievements and contributions in the field of interactive entertainment have earned him a reputation as a thought leader in the games and tech industries. His visionary leadership and dedication to innovation continue to shape the landscape of interactive entertainment, driving the industry forward into exciting new frontiers.
Title: Director - Graphic Developer Tools
Company: NVIDIA
Aurelio spends his days at NVIDIA working diligently to ensure that real-time graphics developers worldwide have the best tools possible. As the director of graphics tools, Aurelio works with customers inside and outside of NVIDIA to help guide the vision and development of tools like Nsight Graphics and Nsight Aftermath. Prior to his life at NVIDIA, Aurelio was a game developer for 16 years, having worked at most of the big publishers on legendary titles.
Title: Co-Founder and CEO
Company: Future Friends Games
Thomas co-founded the UK-based indie games promotion agency Future Friends Games with the goal of working on coolcoolcool indie games such as Vampire Survivors, Content Warning, Thronefall, What the Golf?, Rusty's Retirement, and Frog Detective. Since then Future Friends has also become a publisher, signing games like CloverPit, Tiny Aquarium, Summerhouse, Europa, The Cabin Factory, Gourdlets, Exo One and Laysara: Summit Kingdom. Best known for his popular GDC talks, blog posts and guides, Thomas recently pivoted to TikTok, both trying to get indies to go trending and becoming a TikTok influencer himself by racking up millions of views on silly topics. He uses his newfound power as in influencer to shed light on important social topics like, "is it okay to cut pizza with scissors?"
Title: Wargaming HQ Analyst
Company: Wargaming, Inc.

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.

Title: Senior Creative Director
Company: Behaviour Interactive Inc.
An enthusiastic fan of Stephen King's work, Dave Richard just cannot get enough scary movies, jump scares and everything horror. With a degree in Fine Arts, he first entered the video game world as a 2D Artist, before moving on to various other roles including Lead Game Designer, and eventually Creative Director. Dave has been a key player at every stage of the development of Dead by Daylight, from the ideation phase to making it the globally acclaimed hit horror game it is today. When reflecting on the success of the game, Dave is humbled to see that what started as a dream project has now grown to become a worldwide phenomenon: "I remember taking part in an event one day and seeing a girl with a Dead by Daylight tattoo on her arm. I realized then the impact we had on our fans. I understood that we had a duty to not only create quality content, but also to create content that would have a positive effect on people and on today's culture." At work, Dave's role is to oversee and direct every aspect of the content creation, from the narrative of the characters to the choice of maps, the visual design, the music as well as the gameplay mechanics. When he's not working on innovative ways to scare the millions of fans out there, you might find Dave hitting the drums to the beat of his favourite rock band.
Title: Lead Character Artist
Company: Raven Software
Gary Riley is the Lead Character Artist at Raven Software, working on the Call of Duty franchise.  I’ve been in the industry for 17 years and worked for Rare Ltd, Ubisoft, Ninja Theory and now Activision/Microsoft.
Title: Designer
Company: Hypnogenesis
Allen Riley is an artist, curator and educator working with art and technology. He designs hands-on learning curriculum for youth at Beam Center and builds independent arcade cabinets with Arcade Commons. Riley's artwork has been presented at the Burchfield Penney Art Center, Slamdance Film Festival and Indexical, and his arcade game Videofreak was shown at the Smithsonian American Art Museum, the Museum of the Moving Image, and Wonderville. He is a PhD candidate in Film & Digital Media at UC Santa Cruz.
Title: Engineer
Company: No Goblin

Cass is a Gameplay Engineer and a hobbyist game developer based in the United States. She has made a good dozen terrible games in the past 2 years and is always on the hunt for more. She's currently working on a good game called Snap & Grab from No Goblin.

Title: Sr. Manager, Global Corporate Communications
Company: Ubisoft

Jessica Roache is Senior Manager, Global Corporate Communications at Ubisoft, where she spearheads Ubisoft's global accessibility communications program. Driving this 360-degree initiative led to her recognition in 2023 as winner of the GAConf "MVP Award for Unsung Hero," an award recognizing behind-the-scenes efforts with big impact. Working cross-functionally to embed accessibility in Ubisoft's communications, marketing, and events across its games and services - Jessica's passion is to empower everyone to drive accessibility improvements in their own sphere of influence.

Title: CEO & Managing Director
Company: Nordicity

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.

Title: Associate Art Director
Company: Behaviour Interactive Inc.
Sarah Robinson has been working in the video game industry for nearly two decades on a variety of games from mobile educational titles and platformers to high action PC and console games. Originally hailing from a User Interface background, she is currently an Associate Art Director at Behaviour Interactive working on Dead by Daylight and focusing on new characters and content.
Title: Development Director
Company: Playstudios

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.

Title: Founder / CEO
Company: Lingotion
Andreas Rodman is a Swedish tech entrepreneur specializing in artificial intelligence and software innovation. With a background in computer science, Andreas focuses on building cutting-edge technology that pushes creative and technical boundaries. Andreas is the founder and CEO of Lingotion AB, a Swedish tech startup at the forefront of AI research in video game development. Lingotion offers on-device, performance-efficient, and legally compliant real-time AI-acting for video games, unlocking an infinite number of new possibilities for gameplay and character interactions.
Title: CEO
Company: Mobile Game Doctor
Dave Rohrl is a 32 year game industry veteran with a long history of making fun, approachable games that delight millions of players and helping other developers to do the same. Dave's time in the game industry has included stints in production, design, and studio leadership with The Learning Company, Pogo, PopCap (where he was immortalized as Crazy Dave in Plants vs. Zombies), Zynga, and Playdom. For the last 11 years, Dave has run Mobile Game Doctor, a leading consultancy that helps game live service developers solve their most challenging game design, product management, UX/UI, and growth marketing problems. Dave lives in the San Francisco Bay Area with his wife, 3 rescue pit bulls, and 600 board games.
Title: Director
Company: Ubisoft, La Forge
Alexis Rolland is a seasoned technology leader with over 15 years of experience at the intersection of artificial intelligence, game development, and data analytics. As the Director of Ubisoft La Forge in China, he spearheads innovative R&D initiatives that bridge academic research and game development, driving technical prototyping and the adoption of cutting-edge AI solutions. Alexis began his career as a consultant at IBM before transitioning to the gaming industry, where he has played a pivotal role in shaping Ubisoft's AI and data strategy. Over his 13-year tenure at Ubisoft, he has held multiple leadership roles, including Director of Ubisoft China AI & Data Lab, where he managed a diverse team of data scientists, engineers, and product managers to enhance analytics, machine learning, and AI-driven innovation across Ubisoft's projects. A self-taught programmer with a passion for development, Alexis has contributed to numerous groundbreaking AI initiatives, such as Ubisoft's internal generative AI platform, Ghostwriter for narrative dialogue generation, and ZooBuilder, a tool for creating 3D animations from videos. His expertise spans reinforcement learning, computer vision, and generative AI, with his work showcased at major industry events like SIGGRAPH Asia.
Title: VP, Next Generation
Company: Microsoft Xbox
Jason Ronald is a Vice President at Xbox, where he leads the teams responsible for guiding Xbox from one generation to the next. Bridging the developer platform and player experiences, Jason helps shape how Xbox evolves to meet players and creators wherever they are. With more than 20 years in the game and software industry, Jason brings deep experience across engineering, program management, and people leadership. He has a proven track record of shipping large-scale, complex projects that span hardware, software, and global online services—always with an emphasis on quality, reliability, and player impact. Jason is known for uniting diverse teams around a shared vision, driving technical excellence across game development, services, and platform security. A passionate people leader, he focuses on building high-performing teams through thoughtful hiring, mentorship, and individualized growth. At GDC, Jason brings a forward-looking perspective on the future of Xbox and the opportunities ahead for game creators.
Title: Game Director & Lead Designer
Company: Ironwood Studios
Seth Rosen was the lead designer and game director on Ironwood Studios' debut title, Pacific Drive. With a background in systems design, his career work has focused mainly on survival games and non-combat AI behaviors. Whether it's making companion-AI Elizabeth feel alive in BioShock Infinite, applying the lessons learned to a whole city in Mafia III, or figuring out how to expand Don't Starve and later add multiplayer mechanics to the game, Seth is always looking to build on what has come before, pushing boundaries and solving new problems.
Title: Studio Creative Director
Company: FarBridge
Richard Rouse III is a creative director, designer, and writer who has worked on a range of titles from AAA to indie and everything in between. He is the Studio Creative Director at FarBridge currently working on dark new games. Past projects include Homeworld: Vast Reaches, The Suffering, State of Decay, Quantum Break, Drakan: The Ancients' Gates, Damage Incorporated, Odyssey: The Legend of Nemesis and his experimental stealth/narrative game The Church in the Darkness. Previously he was a Design Director/Lead at Microsoft Studios, Ubisoft Montreal, Midway and Surreal Software. Rouse wrote the popular book Game Design: Theory & Practice and is a frequent speaker on game design and interactive storytelling at conferences and universities.
Title: Narrative Director
Company: Subverse Interactive Narrative

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.

Title: Senior Animator
Company: Riot Games
Originally from Venezuela, Brendan has been in the industry for a hot minute. He currently animates at Riot Games but previously he did everything from PreVis for Marvel and StarWars, multiple Disney Jr. projects, worked on indie titles such as Shantae Half Genie Here at Wayforward, freelanced doing motion graphics and even worked in the circus as a juggler! Making him a go to reference guy.
Title: General Manager
Company: Multiplay Company: Rocket Science Group
Larry Rye is General Manager for Multiplay at Rocket Science Group, focused on game services and live multiplayer operations. He began at Multiplay in 2016 as its first Solutions Engineer and has supported launches across 50+ titles. He’s focused on player experience, developer experience, and making launches “boring” through operational discipline.
Title: VP, Head of Live Operations
Company: King
Eva Ryott is Head of Live Operations in King’s tech team. She has for the past 10+ years she shaped how King runs and evolves its live games, helping teams deliver fresh, high-quality player experiences at scale.
Title: CEO and Co-Founder
Company: Finji
Rebekah is the other half of Finji with Adam Atomic Saltsman. She studied media, communications and culture and worked in Public Relations, specifically Media Relations in her early 20s. She moved into technology working as a technical writer and then product manager within the photography software industry. In 2008, she began managing the finances and porting partnerships for Semi Secret Software. As CEO of Finji, Rebekah contributes to internal design efforts, manages the financial and legal branches of the studio, cultivates relationships with partner projects, and is the direct contact for all consoles and storefronts. In her spare time she provides financial services and business development advice to other startups and independent game studios. Bekah has been obsessed with Secret of Mana for over 20 years, apparently plays a mad Jinteki corp in Netrunner, and isn't ashamed of her love of the Spice Girls. She also volunteers with Pug Rescue of Austin, is the president of the Austin Pug Club, a writer, an avid distance runner, and mom to two exuberant and chaotic boys.
Title: Secretary General
Company: iGi
Sho Sato is the CEO at LUDiMUS Inc., leading specialists group of creative industries like game, anime and manga. He is the co-founder and Secretary General at iGi, the first game incubator in Japan, and works as an advisor for So-Fu game accelerator by Ministry of Economy, Trade and Industry and as the core member of Global Game Growth Gateway by Agency for Cultural Affairs. From 2024, he became the chairman of IGDA Incubation SIG, a working group for more than 120 leaders from incubators and accelerators in 61 countries.
Title: Founder, Always Supporting Games Community (ASGC) and BD Director
Company: Tencent Games
I'm a Business Development Director at Tencent Games in North America, with 20 years of experience across Amazon, Veeam, VMware, Dell EMC, and Goldman Sachs. At Amazon, I led business development and strategy for Prime Gaming and was a Principal Producer for Amazon Games. I'm best known as the founder of ASGC (Always Supporting the Games Community), the largest career support initiative in games. ASGC helps game developers through layoffs and career transitions. Supported by nearly 2,500 volunteer coaches, the community has facilitated almost 90,000 coaching conversations. Through 13 free job-seeking resources across LinkedIn, Discord, and other platforms, the community has helped more than 4,500 people secure jobs. The guiding principle is simple: we help gamers get hired. Zero profit, infinite caring. In 2023, this work was recognized when I was named a LinkedIn Top Voice in Video Games and received the International Special Industry Achievement Award from the Australian XR Festival. In 2024, it was further honored with the inaugural Game Changer Award at The Game Awards. In 2025, the community's efforts during industry layoffs were recognized with the Giving Award from Games for Change and the inaugural Industry Impact Award from Game Dev Heroes. At the External Development Summit (XDS), this work was also honored with the Unsung Hero Award. Across 40+ global events, ASGC has distributed more than 3,000 free tickets. For their 2025 and 2026 events, our community partnered with GDC and gamescom to provide over $500K in free passes. In addition to my role at Tencent, I serve as an advisory network member at Vivrato and as a special advisor to the Zero Abuse Project. Our community annually supports Gamers for CHOC, benefiting CHOC Children's. ASGC has been featured by Business Insider, Bloomberg, NPR, CBC, The Los Angeles Times, Epic, IGN, GamesBeat, PC Gamer, Polygon, The Fourth Curtain, Naavik, and more. I've spoken at GDC, DICE, GamesBeat, MIGS, XP Games Summit, and served as a keynote speaker at XDS. Follow for practical career support, industry context, and real help for people working in games. I hold an MBA from the Wharton School, an MB in Biotechnology from the University of Pennsylvania, an MPA in Policy and Management from NYU, and a BS in Finance from Boston College, where I was a Rhodes Scholarship finalist and named a top 10 graduate.
Title: Executive Vice-President & Global Head of Transmedia
Company: SEGA
Justin is a seasoned strategic and operational executive with over 30 years of leadership experience. He currently leads Sega’s Global Transmedia Group, overseeing Film/TV/Streaming, Consumer Products, Location-Based Entertainment, and Live Shows. Before Sega, Justin built a strong record of creative and financial success across gaming, mobile, and consumer products. His experience includes senior roles at Disney and Scopely spanning production, marketing, sales, business strategy, and development, as well as leading The Walt Disney Company’s Japanese Consumer Products business. He has also served as an advisor and investor across sectors including Web3, music, consumer products, and gaming. At Scopely, Justin managed Asia-based offices across Japan, China, South Korea, and Singapore, providing strategic, M&A, and operational leadership. Previously, he led Disney’s Asia Pacific games business, driving global franchises such as Disney Tsum Tsum, Kingdom Hearts, and Marvel Future Fight.
Title: Senior 3D Programmer
Company: Ubisoft Mainz
Aaron Scherzinger is a Senior 3D Programmer at Ubisoft Mainz. He received a PhD (Dr. rer. nat.) from the University of Münster, Germany in 2018 for his work on scientific visualization and image processing before joining Ubisoft in 2019. Since 2020, he is part of the Anno team and has been working on the Anno 1800 Console Edition and Anno 117: Pax Romana.
Title: Bellelvue
Company: Brian Schmidt Studios, LLC
Brian Schmidt is one of the early 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 35 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 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 iconic video game NARC and lead composer and audio lead for Black Knight 2000. 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 is the creator of GameSoundCon, the industry's largest conference dedicated to composing video game music and video game sound design. 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 Journal and presented by invitation to the AES special conference on Audio Technology. Brian currently serves as President of the Game Audio Network Guild (G.A.N.G.), a position he was elected to in 2012; sits on the advisory board of the Game Developer Conference; 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).
Title: Vice President
Company: PGDA

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.

Title: Game Designer
Company: Independent
Ian Schreiber has been making games professionally since the year 2000, mostly as a game designer. He has also taught game design from kids age 8 up to grad school level. He is co-founder of Global Game Jam and GGJ Next, and has written three books on game design.
Title: Composer
Company: Garry Schyman Productions

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.

Title: Group Product Manager, Developers
Company: Discord
Mason Sciotti, a nine-year veteran and Group Product Manager for Developers at Discord, has been key in evolving Discord into a comprehensive gaming platform. His deep expertise spans Discord's history of developer products, including SDKs and pioneering console integrations with Xbox and PlayStation. Currently leading the Social SDK, Mason focuses on helping game developers use Discord's social graph to boost player engagement and retention. His approach combines technical product understanding with practical, measurable implementation guidance, shaped by working with studios of all sizes. At GDC, Mason shares proven strategies to make Discord integration a driver of sustained player engagement.
Title: Senior Manager of Creative
Company: PlayStation Studios
Keith is a veteran art leader with over 25 years of experience in art production, world building, cinematic development, and team leadership. He started in the games industry as an artist in 1998 working on a series of popular outdoor sporting titles. In the years since, he has contributed to a variety of studios and franchises including Presto Studios (MystIII, Whacked!), Volition (Saints Row, Red Faction, Agents of Mayhem), Blizzard Entertainment (TITAN, Hearthstone), and Bungie (Destiny 2, Marathon). Keith is also a long-running veteran speaker at the annual Game Developer's Conference. He is co-creator/co-organizer of the Art Direction Summit along with Andrew Maximov. Keith has also moderated the Art Leadership Roundtable since 2012.
Title: Lead Writer and Narrative Designer
Company: Pacific Drive
Karrie Shao is the Nebula-nominated and BAFTA-longlisted Lead Writer and Lead Narrative Designer of Pacific Drive, the best-selling supernatural survival game described as Stephen King's X-Files in a Station Wagon. The game sold 1M+ copies and has been honored by BAFTA and The Game Awards. Shao's writing has garnered praise as funny and compelling by GamesRadar. Pacific Drive is in development for television by James Wan at Atomic Monster. Shao is a BAFTA Breakthrough 2024 talent and was one of the first women to write and produce on League of Legends, the most played PC game of all time.
Title: Creative Executive (formerly King, Candy Crush)
Company: -

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.

Title: Corporate Vice President
Company: AMD
Robert Shearer is a Corporate Vice President at AMD, leading Advanced Architecture and ISV engagement within the Computing & Graphics organization. He is responsible for aligning silicon architecture, software, and ecosystem partnerships to drive platform‑level differentiation across client, graphics, and AI portfolios. Robert brings deep leadership experience at the intersection of hardware and software, with a proven track record of building and scaling high‑impact technical organizations and translating architectural vision into commercial results. Prior to AMD, he held senior leadership roles at Meta, Microsoft, and IBM, where he led silicon and system architecture initiatives from concept through production. Robert holds more than 150 issued patents and is recognized for fostering durable, forward‑looking platform strategy.
Title: Senior Principal Data Architect
Company: Sony Interactive Entertainment
Shalin is a Senior Principal Data Architect at PlayStation. He has a long track record of taking on PlayStation’s toughest technical challenges and successfully delivering lasting transformational impact for its players. Shalin also serves a key technology leader at PlayStation and is responsible for its adoption of numerous state-of-the-art engineering practices.
Title: Senior Director of Product Management
Company: Blizzard Entertainment
Chase Shi, Senior Director of Product Management at Blizzard Entertainment, leads commercial strategy for the Diablo franchise, including the award-winning mobile game Diablo Immortal and several incubation projects. He oversees product strategy, monetization, LiveOps, and growth across these games. Previously, he drove business success for top-ranking titles like Star Trek Fleet Command at Scopely. He also hosts Game Bakery, a podcast bridging the gap between Eastern and Western gaming industries through creative dialogue.
Title: Senior Software Engineer
Company: Riot Games

Hyungjin Shin is a Senior Software Engineer at Riot Games who helped 2XKO gear up for launch. Previously he's worked for various indie studios for mobile, VR, and AR applications before joining Riot 5 years ago on Legends of Runeterra. He loves systems design and has a penchant for finding and improving workflow inefficiencies on large scale teams. Even in his free time he can often be found working on personal game projects, building scalable systems and flexible solutions for entirely made up game dev scenarios.

Title: Leadership Coach & Developer
Company: Shonkventures
Grant Shonkwiler first started making games when he was 12 years old, starting with modding and programming. Since then he has filled many different roles in the game industry: programmer, lead designer, technical producer and currently is a leadership coach and production consultant. His career has taken him from casual games at Megatouch Games, to AAA shooters at id Software and to Epic Games to work on Fortnite. Grant currently runs his own consulting company, and is the co-author of four books including Gear Up: Advanced Game Development Practices. Grant also enjoys building communities within the industry working with the IGDA and the GameDevDrinkup.
Title: Dialogue Lead
Company: Insomniac Games
Based in Seattle, Kareem Shuman has been a game audio professional for over 13 years, focusing on game dialogue specifically for the last 9 years. He's worked on indie titles, Guild Wars 2, Halo 5, many Destiny 2 seasons and expansions, and most recently as the Dialogue Lead at Insomniac Games working on the upcoming Wolverine game.
Title: Attorney and Counselor at Law
Company: Lewis Rice LLC
Benjamin J. Siders is an intellectual property and technology lawyer, and Practice Group Leader for the Intellectual Property practice group, at Lewis Rice LLC in St. Louis, Missouri. A former software engineer, Ben brings a developer's mindset to his legal practice, providing cost-effective, actionable counsel to software and game development clients. His work focuses on helping small businesses, entrepreneurs, and startups protect their creations with copyrights, trademarks and patents, and navigating complex technology licensing and compliance. Ben also maintains a niche practice working with video and board game clients. He has advised developers and publishers on a wide range of gaming products, including tabletop games, mobile apps, fantasy sports platforms, and digital publishing services. Ben's legal counsel is informed by his personal experience as a game developer. He has developed a multithreaded on-line RPG server in C++, dubbed "Archon," and open-sourced a ROM2.4 derivative MUD codebase. He is also co-inventor of U.S. Pat. No. 9,078,103 for a geogaming technology used to create "parallel reality" games. Ben is also a co-author of the American Bar Association's Legal Guide to Video Game Development, and has written for Landslide, the American Bar Association's intellectual property law journal, including an article focused on legal issues in board game design. He also co-hosts A Lawyer's Guide to the Galaxy, a podcast about the intersection of geek culture and the law.
Title: Director
Company: Voices of the Forgotten
Hayden Sigal (born January 19th, 1991) is a Jewish video game designer and educator working with Voices of the Forgotten, a non-profit dedicated to telling forgotten jewish stories through games and teaching the next generation how to do the same.
Title: Senior Game Designer
Company: Warcradle Studios

Ziz is a very experienced game designer with over 20 shipped games in a wide variety of mediums and platforms. She has made games for consoles, PC, mobile, VR, AR, live-action street games, tabletop wargames, card games, TTRPGs, LRPs, and even installed games in both museums and raves. Most recently Ziz is working for Warcradle Studios creating tabletop games and before that worked with Rare creating new IPs.

Title: Co-Founder & CEO, ESPAT TV
Company: Producer Call of Duty: The Film
Dr. Dante Simpson is an acclaimed award-winning Marketing Executive and serial entrepreneur. Simpson is currently the Co-founder and CEO of ESPAT TV, a premium gaming content agency and studio. ESPAT TV is a collaborative, comprised of industry leading production studios, led by Ridley Scott Creative Group and PRG, alongside the talented creatives of Zoic Studios, Petrol, Elite Edge Productions, The Famous Group & Disney’s InWorld. Since ESPAT Studios’ inception, in 2019, its collective has been a part of the gaming cultures most recognizable moments, including development and production of unforgettable immersive experiences (Travis Scott|Fortnite, Lil Nas X|Roblox, Post Malone|Pokemon, Ariana Grande|Rift Tour, etc.), NFL’s mixed-reality activation with Nickelodeon for the 2024 Super Bowl, the award-winning introduction of Balenciaga in the Fortnite metaverse (Grand Clio Award), and trailers and programming for the world’s most recognizable gaming titles.   Previously, Simpson served as the Sr. Vice President of North American Business Development for SonyBMG Music Entertainment, where he led efforts for business development, growth, and campaigning. During his tenure, Simpson developed the division’s strategies into a highly successful revenue-generating business. Prior to SonyBMG, Simpson established himself as an industry leader while serving as Vice President of Business Design and Development for The Gucci Group where he implemented one of the most successful multi-channel marketing campaigns in the high-fashion industry, under the leadership of Creative Director Tom Ford.   Simpson has overseen the rapid growth and expansion of organizations, as well as providing consultation to companies globally. His diverse body of work spans global gaming interests, branded entities, and high-profile influencers - both on content/technical production and campaign matters. Most recently, as co-Producer of CALL OF DUTY: THE FILM, ESPAT channels the high-octane energy and cinematic intensity that have defined a generation of blockbuster storytelling. Under the banner of ESPAT Studios, Simpson leads the creative and production vision for one of the most ambitious game-to-film adaptations ever mounted—where authenticity meets adrenaline. Merging the immersive realism of the legendary video game franchise with large-scale filmmaking, Paramount, Skydance & Activision have positioned CALL OF DUTY as a global entertainment event designed to ignite audiences across film, gaming, and streaming platforms.   Earning a formidable reputation as a trailblazing marketing executive and change-agent in various spaces, coupled with his success at The Gucci Group, Sony BMG Music Entertainment, and boutique agency DSA Media Group (Associated Press, Sprite, Body Armor, Sony Pictures, Tulum Board of Tourism, iHeart Radio Music Fest, Bud Light and more), Simpson has been referred to as one of the most effective “behind-the-scenes” marketers/builders (according to AdWeek).    Simpson is currently a board member of MMCA (Multicultural Media & Correspondents Association), recipient of the TNJ 40 Under 40, Effie Award winner, Clio Award winner, Billboard “Executives To Watch, Cannes Lions Digital Craft Grand Prix, and Webby Award winner (Super Bowl).   Simpson received his Bachelor’s degree from The Ohio State University, Master’s degree with cum laude distinction from New York University, and in 2023 received an Honorary Doctorate from Texas Christian University’s Harvest School. Continuing his accolades of 2023, Simpson received the Presidential Lifetime Achievement Award, presented by President Joseph R. Biden, in a ceremony on Capitol Hill.   Born in Rochester (NY) and raised in Atlanta (GA), Dr. Simpson currently resides in New Jersey.
Title: VP of Product
Company: Bad Robot Games
Seth Sivak is a seasoned entrepreneur and executive with over 16 years of experience building and scaling companies at the intersection of games, technology, and creative culture. His current role is VP of Product at Bad Robot Games driving product and production across the studio. Previously, he was the CEO and Co-Founder of Proletariat Inc., a game studio he grew from 5 to 130 employees, raising five rounds of funding, launching multiple original titles, and ultimately leading the company to be acquired by Activision Blizzard in 2022. Following the acquisition, Seth served as VP of Development on World of Warcraft, where he oversaw production and product management for one of the world's most iconic game franchises during a period of significant organizational and cultural transformation. An engineer and designer by training, Seth began his career in gameplay programming before moving into product leadership at Zynga. Since 2020, he has been an active angel investor and advisor, supporting dozens of early-stage companies such as Modulate.ai, K-ID, Midsummer Studios and working with venture capital firms such as Courtside Ventures, TIRTA Ventures, and a16z.
Title: Fellow & VP, Technology Partnerships
Company: Electronic Arts
Bio Jeff is a Fellow & Vice President leading Technology Partnerships at Electronic Arts. With 30 years of professional game dev experience and 57 credits across 46 shipped titles spanning both AAA and indie studios, Jeff has built his career around engineering excellence, technology strategy, and hands-on problem solving. He is known for approaching hard problems from unconventional angles, applying deep technical thinking to bridge business needs and technology capabilities, and still brings a builder's mindset to every partnership. During his 27+ years at EA, Jeff has driven the company's global technology partnerships in alignment with EA's broader technology strategy. He works closely with the C-suite, central platforms, studios, and senior technology leaders to identify non-obvious opportunities, translate emerging technologies into practical use cases, and turn complex constraints into meaningful outcomes for teams. His work focuses on developing and strengthening strategic relationships from implementation through executive levels with technology companies ranging from early-stage startups to some of the world's largest, all in service of helping EA teams create world-class games players love.
Title: Game Writer/Narrative Designer
Company: Independent
With over 30 years of combined story and game development experience at world-class entertainment companies such as Marvel, Activision, Lucasfilm and Telltale, Evan Skolnick brings a unique perspective to narrative experiences in the games we play. A college professor, international speaker, and BAFTA- and D.I.C.E. award-nominated game writer, Skolnick is also the author of Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques. Game projects to which Skolnick has contributed include Cuphead: Don't Deal with the Devil, Concrete Genie, The Walking Dead: A New Frontier, Batman: The Enemy Within, Mafia III, Star Wars: Battlefront, and Marvel: Ultimate Alliance 2, among many others.
Title: Audio Engineer, Dialogue, Sound Design & Music
Company: Independent

Amanda Rose Smith is an audio engineer, composer and sound designer based in NYC, with twenty years of experience working in games, film, tv, animation, audiobooks, and podcasting. She specializes in capturing and creating high quality dialogue and spoken word audio across multiple genres with credits including GANG best dialogue winner “Telltale’s The Walking Dead”, Just Cause 4, Orange Is The New Black, The New Adventures of Peter Pan, Orphan Black: The Next Chapter, and many more. She holds a BA in Music Composition from Smith College and a MA in Music Technology from New York University. She’s passionate about the convergence of art and technology and using new tech to bring an artist’s vision to life, whether that art be her own or someone else’s. The rest of her time is spent walking with her adorable dog and watching old episodes of Star Trek TNG.

Title: Marketing Manager, Social & Community
Company: GDC Festival of Gaming
Sam Smith is the marketing manager focused on community and social for GDC Festival of Gaming. Before GDC Sam logged time at Sega, Daybreak Games, and San Diego Comic-Con. In his free time that isn't taken up by his two cats, Sam spends time trying to grind just a little longer in whatever top down ARPG is sneaking his time or prepping for the next table-top game he plans to run. 
Title: AI Programmer
Company: Warhorse Studios
Petr Smrček is a game engineer primarily focused on AI. He has been working at Warhorse Studios for 10 years, participating on both Kingdome Come: Deliverance and its sequel. His contributions are mainly to the realistic open world simulation, combat behaviors and item system. He enjoys games that reward player for clever ideas and allow natural decisions.
Title: Design Director
Company: Mythwright
Based in Brighton, Jeff has made a name for himself in the game industry working on high-calibre, critically acclaimed titles such as Alan Wake 2 (at Epic Games Publishing) and the Forza Motorsport series (at Microsoft Game Studios). He is currently design director for Mythwright Publishing and design lead on Out of Words. Jeff is a meticulous and creative game designer, with a wide range of projects under his belt in both scope and style.
Title: Technical Music Director
Company: Warhorse Studios
Adam Sporka is a software developer by trade, a musician by domain, and a scientist by approach. As a researcher, developer, and educator in game audio, he places a special focus on interactive music. He has served as the technical music director for Kingdom Come: Deliverance II (Warhose Studios) and is the author of the Sequence Music Engine, a proprietary adaptive music middleware used in both games. As a composer, he contributed to the soundtrack of both Kingdom Come: Deliverance games, writing some of the most memorable medievalesque and early renaissance pieces on the soundtrack. Currently, he teaches game audio at the University of California, Santa Cruz. He received his Ph.D. and habilitation in human-computer interaction from the Czech Technical University (Czech Republic) and was a postdoctoral researcher at the University of Trento (Italy). He has published more than 50 articles in the proceedings of international conferences and academic journals. Adam is currently appointed as a principal engineer at Embody, a Sunnyvale-based game audio software company focused on the commercial applications of the head-related transfer function. He can be reached on Twitter at @adam_sporka
Title: Studio Director, Product Development and Creative Strategies
Company: Frima Studio
Fred spearheads our BI department and helms our creative department.  Working with product managers, data analysts, game designers, creative directors, UI and UX designers and their associated directors, Fred strives to make Frima’s games fulfill high quality expectations, well-defined player’s fantasies and on-going success during development and live operations. A passionate gamer and leader, he constantly blends the craftsmanship of game making with the validation of data analyses.  Through his 20 years of experience, he’s been witness to multiple shifts in business models and looks to innovate games’ strategies and innovativeness to best benefit our players and keep them engaged for years to come.
Title: Sr. Director of Engineering
Company: NVIDIA
Martin heads up Raytracing at NVIDIA as a Senior Director of Engineering. As one of the original authors of OptiX in 2008, and after a brief stint in hardware architecture working on the Maxwell SM, Martin went on to lead design and development of the software stack that powered the launch of RTX hardware raytracing in 2018. His team's responsibilities today include the development of all of NVIDIA's raytracing APIs and platforms (DirectX, Vulkan, OptiX/CUDA, Switch 2), the continuous research of future raytracing capabilities in hardware and software, and direct work with partner ISVs in the gaming and professional applications space.
Title: Tool UX & Workflow Designer
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: CEO/Director
Company: Wildflower Interactive
Bruce Straley shipped The Last of Us and the Uncharted series, then founded Wildflower Interactive where he’s currently working on Coven of the Chicken Foot.
Title: Senior Dialogue Designer
Company: Naughty Dog
David Su is a game developer, audio programmer, musician, sound designer, and researcher interested in creating new audio experiences through technology. He is currently a senior dialogue designer at Naughty Dog and an adjunct assistant professor at the University of Southern California. Previously he was the lead audio and systems programmer at Brass Lion Entertainment, working on Wu-Tang: Rise of the Deceiver. David's game credits include One Hand Clapping, NFL Endzone, Trolls Music Stars, and Yi and the Thousand Moons. He has also worked on audio technology for products by Focusrite Novation, Output, and Sunhouse.
Title: CEO
Company: Astrid Entertainment
Sharon Tal Yguado is a senior media executive and the Founder and CEO of Astrid Entertainment, an interactive entertainment studio building open world cooperative games and experiences. Over the past 20 years, Sharon has built and led studio divisions and media platforms at major companies including Amazon and Fox. She is known for innovation, forward thinking, and a willingness to take creative risks, with a career rooted in franchise building and long term world creation. She cares deeply about fans and fandom. Her credits include leading global franchises such as The Walking Dead, The Boys, and Invincible. She also oversaw acclaimed series including The Marvelous Mrs. Maisel, Fleabag, Homecoming, and Good Omens. She previously served as Head of Scripted Programming at Amazon and Head of Global Programming at Fox Networks Group.
Title: Co-founder and COO
Company: GamerSafer

Maria Tamellini is an award-winning social impact entrepreneur working at the intersection of trust & safety, technology, and community health in games. She is the Co-Founder of GamerSafer, a company innovating in cross-platform identity and verification technology to strengthen player accountability, and manages Minehut, the largest independent Minecraft server network in the world. Maria is a driving force behind community-led initiatives like the Minecraft Official Server List and the DefenderNet Initiative, and has led collaborations with organizations such as the Thriving in Games Group, Common Sense Media, ECPAT International, Take This, WeProtect Global Alliance, and Stanford's Reach Lab.

Title: Senior Narrative Designer
Company: Firaxis Games
Finn Taylor is a narrative designer and medievalist. He received his PhD in Old Norse from the University of California, Berkeley, specializing in the Viking Age and the role of history in video games. He is currently a Senior Narrative Designer and Historian on Sid Meier's Civilization VII at Firaxis Games.
Title: Sound Designer
Company: Independent
Akash Thakkar is an award-winning sound designer based in Seattle. His portfolio includes contributions to critically lauded titles such as Hyper Light Drifter, Outer Wilds: Echoes of the Eye, Concrete Genie, and High on Life, among others. Beyond his creative work, Akash is dedicated to educating and empowering the next generation of audio professionals. He frequently shares his expertise through international speaking engagements and educational content for aspiring sound designers. Akash is also a vocal advocate for fair compensation in the gaming industry, actively working to ensure audio professionals receive appropriate recognition for their contributions.
Title: Independent
AP Thomson spent most of seventh grade math class making games on a TI-83 Plus graphing calculator. This activity didn't escape the notice of his teacher and a stern lecture was subsequently delivered by his mother. Now AP Thomson spends his days making games on an Apple M4 Pro Mac Mini, an experience much improved over the calculator both because he gets to use a keyboard and because there aren't any math teachers around to snitch on him. Evidence of his crimes can be found in several projects, including: Beglitched, Swap Sword, Fortune-499, Consume Me, and most recently Titanium Court.
Title: Marketing Director
Company: System Era Softworks/Latinos In Gaming

Joe currently works as a Creative Lead and Marketing Director at System Era Softworks and co-founded Latinx In Gaming, a non-profit working for Latinos of all kinds in the gaming industry. He is obsessed with lighthouses.

Title: Level Design Lead
Company: CD Projekt RED
Level Design Lead at CD PROJEKT RED with more than 12 years of experience. Specialised in pushing the limits of AAA open-world RPGs. Currently leading CD Projekt RED's Level Design Team working on The Witcher IV.
Title: Communications Director
Company: Innersloth
Victoria Tran is the Communications Director at Innersloth, creators of Among Us, and helps run their indie game fund Outersloth. Her work in community and social strategy includes Venba, Unpacking, and she was once the Community Manager at Kitfox Games for projects like Boyfriend Dungeon, Dwarf Fortress, and more. She is also on the GDC Advisory Board, an organizer for Wholesome Games, and author of the book Mastering Community Management.
Title: Founder
Company: Spoke and Wheel Strategy

Dana Trebella is the founder of Spoke & Wheel Strategy, a company established in 2015 that focuses on marketing, PR, and brand strategy for games. Prior to starting Spoke & Wheel Strategy, she worked at PR agencies both in Chicago and NYC, marketing a vast variety of consumer products (think a lot of liquor brands!), and ultimately decided she wanted to collaborate with people who are passionate about making art, expressing creativity, and cultivating authentic experiences. She was also one of the co-organizers of Bit Bash, Chicago's alternative games festival from 2015-2020. Dana has a Master's in Integrated Marketing Communications from Northwestern University and a Bachelor's in journalism and theatre from Indiana University. She lives in Santa Monica with her husband, Whitaker, and two mini goldendoodles, Chester & Westport (but Chicago will always feel like home).

Title: President, COVEN
Company: COVEN

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.

Title: Lead Environment Artist
Company: Bit Reactor
With nearly 20 years of 3D modeling and environment art experience Eli’s career has been varied.  After working in related fields, he got a late start in AAA gaming after previously working on social media games, architectural visualization, commercials, and in a startup 3D software Bio-Tech company.  Through his career he has leveraged his Bachelor of Architecture and MFA to create believable, immersive, and engaging spaces.  Among other skills, his understanding of the built environment, sense of proportions/scale, and enjoyment of collaborations has helped him develop visually compelling and immersive environments for players.
Title: Director of Legislation and Policy
Company: Comradery.co

Cade Underwood (he/they) is the Director of Legislation and Policy for the Office of Philadelphia City Councilmember and Minority Party Whip Nicolas O'Rourke, a member of the Working Families Party. In this role, Cade worked with PACA/USFWC to pass legislation supporting cooperative development in Philadelphia. Before his time in City Council, Cade worked as a Research Assistant at the Housing Initiative at Penn, where he researched the growth of investor ownership of single family housing in Philadelphia. Cade is also a founding member and worker-owner of Comradery Worker Cooperative, a platform-based worker cooperative supporting artists and creatives online. Cade graduated from the University of Pennsylvania Carey Law School as well as the University of Pennsylvania Stuart Weitzman School of Design with a Master of City Planning.

Title: Senior Technical Animator
Company: That's No Moon
Thomas is currently the wielder of the title Senior Technical Animator at **That's No Moon**. He's a self proclaimed Mocap Janitor and has had a lengthy career in animation for cinematics before making the jump to the technical side of the industry.
Title: Narrative Designer/Educator
Company: Rancho Solano Prep

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.

Title: Vice President, Global Head of Gaming & Interactive Entertainment Solutions
Company: EPAM
Vitalii Vashchuk, Vice President & Global Head of Gaming at EPAM Systems, brings nearly 20 years of expertise at the crossroads of gaming and technology. Under his leadership, EPAM's gaming practice has grown into a global powerhouse, delivering innovative solutions that support the experiences of over one billion players worldwide. A passionate advocate for collaboration within the industry, Vitalii is excited to host a dynamic panel discussion on the future of gaming. We'll delve into transformative trends like AI, cloud gaming and the groundbreaking impact of AI on the gaming industry.
Title: Advanced Environment Artis
Company: MachineGames
Antonio Figueiredo is an Advanced Environment Artist at MachineGames, who has been working in the games industry since 2015. With a background in architecture/archviz, Antonio is an avid gamer, notably spending many hours in The Witcher 3, Elden Ring, and Halo 2 (on the original Xbox).
Title: Associate Technical Director
Company: Gearbox Software
Working on Gearbox's Online Platform and the SDK to access it since October 2018
Title: Director of Events & Operations
Company: International Game Developer Association
Parker (they/them) is a non-profit management and events specialist, with over a decade working with different organizations to help them grow. Often referred to as the wizard behind the curtain, they manage all aspects of IGDA's day to day operations, as well as on site presences at events. They are passionate about LGBTQ+ rights as well as mental health issues, and is a 2025 Safe in Our World Ambassador. They also volunteer with a Canadian non profit, the Women's Non Profit Network, as their Head of Awards, and work with Women in Games International as their Communications Manager. In their spare time, they love playing with their two cats, Nyx and Thanatos, and streaming dating sims.
Title: Programming Lead,Tools
Company: Infold Games (Papergames)
Xianyu is a programmer who works at the crossroads of tech and art, collaborating with artists from gaming, film, and animation. Since joining Papergames in 2019 as a tools engineer, Xianyu designed and led the cutscene pipeline for Love and Deepspace, building the game's narrative performance system from scratch and seeing it through six major iterations. This system continues to power new content and help creative teams do their best work. Xianyu focuses on making tools more efficient and helping artists bring their ideas to life.
Title: Product Manager
Company: Meta
Patricia Wayne is a Product Manager at Meta Reality Labs. She works on the Meta Quest App Store and Monetization tools for VR developers. She has spent a decade working in virtual reality, and previously worked in traditional gaming and in the music industry. She lives in Los Angeles.
Title: Narrative Designer & Writer
Company: Fiction Control
Matthew Weise is a narrative designer and writer whose work bridges the worlds of games and traditional entertainment. He spearheaded the story development of Disney's Fantasia: Music Evolved for Harmonix Music Systems, architected the choice-design for the interactive film The Jury Room by Oscar-winning director Barry Levinson (Rain Man, Good Morning Vietnam), co-designed and directed the game prequel to the Christopher Nolan produced sci-fi film Transcendence, and has performed similar roles on projects for Microsoft, Red Bull, Eko, PBS, and The National Ballet of Spain. His IGF-nominated The Snowfield, an emotion-driven immersive experience set during WWI, was developed while he was Game Design Director of MIT's GAMBIT Game Lab, an initiative that mixed games and research in innovative ways. His current company, Fiction Control, provides narrative design services for film, television, and games. He is currently working with Rocket Ride on an unannounced project for a major entertainment IP.
Title: Producer
Company: Unknown Worlds
Nico Williams is a Producer at Unknown Worlds Entertainment, where he enables multi-disciplinary teams to do their best work within realistic constraints of schedule, resources, and budget. Nico has worked on a wide variety of projects, from R&D explorations, to full-production client and internal game titles, to multi-day location-based experiences. Before Nico joined the industry, he founded WolverineSoft Studio at the University of Michigan, where it has continued to grow with every passing year. When Nico isn't working, he can be found playing pickleball, participating in a D&D campaign, or searching for the best hot chocolate in town.
Title: Professor
Company: USC & Griffin Scientific
Dmitri Williams (PhD, Michigan 2004) is a professor at USC Annenberg, where he teaches courses on technology and society, games and data analytics, as well as an independent consultant working with technology companies on consumer behavior. His current work focuses on the study of influence among populations through the concept of "social value." His ongoing work centers on the social and economic impacts of new media, often within online games. He works actively with companies and startups across the tech sectors. Williams was the first researcher to use online games for experiments and to undertake longitudinal research on video games. He has testified before the US Senate and in federal courts and has been interviewed by most major media outlets.
Title: Expert TDiA
Company: That's No Moon

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.

Title: Graphics Programmer
Company: Sucker Punch Productions
Eric Wohllaib is a graphics programmer at Sucker Punch Productions based in Bellevue, WA. He joined the company in 2016 near the start of Ghost of Tsushima's development, and has been working on the graphics and engine code there ever since.
Title: Systems Designer
Company: Blizzard
Gameplay Systems Designer at Blizzard. Currently working on gameplay content and systems design on Overwatch’s Stadium game mode.  
Title: CEO
Company: Talofa Games
Jenny Xu is a long-distance runner, fitness instructor, and Forbes 30 Under 30 honoree, CEO of Talofa Games. She began running and making games at age 12, studied Computer Science at MIT, and has shipped 10 mobile titles with over 10 million downloads. A Niantic Beyond Reality Contest grand prize winner, she raised $6.3M in venture capital, making Talofa one of 2025's Top 25 innovative gaming companies. She taught 1,000 consecutive virtual fitness abs classes, holds a professional group exercise certification, and sets marathon PRs (2:56). Jenny also successfully completed Apple's Entrepreneur Camp, Google's Growth Labs, and a16z's SPEEDRUN program.
Title: Game Operations Director
Company: Tencent Games
Hommy Yang is the Game Operations Director at Tencent Games. She joined the company in 2009 and brings over a decade of cross-functional experience across game development, publishing, and live operations on both PC and mobile platforms. Her portfolio spans multiple genres, including MOBA, hyper-casual, and RPG.In recent years, she has led the long-term global operations of Honor of Kings and its IP-based titles, overseeing localization and data-driven operational strategies to support sustainable global growth and deliver premium gaming experiences to players worldwide.
Title: Studio Creative Director
Company: Neobards Entertainment
Al Yang is the game director of SILENT HILL f, developed by Neobards Entertainment in Taipei, Taiwan in collaboration with Konami Digital Entertainment. Previously, he also directed Resident Evil Resistance and Final Fantasy XV Pocket Edition. He is particularly interested in how local and global culture shapes perception and gameplay design, having been influenced by working in and extensively with studios around the world; including the US, Japan, Germany, and China. Al is also currently serving as the studio creative director at Neobards, helping oversee titles such as Dead Rising Deluxe Remake and Dynasty Warriors M.
Title: Game Designer
Company: Yeariver

Yuning Yang is an independent game developer and technical narrative designer currently developing Aelwater, a narrative-driven exploration game examining themes of memory and loss. Previously, she worked as a narrative designer on Persona 5: The Phantom X and released The Falling Star on Steam to positive reception. Yuning holds an MFA in Interactive Technology (Level Design) from Southern Methodist University's Guildhall and a BA in Mathematics and Computer Science from New York University, bringing a unique interdisciplinary approach that combines systematic design thinking with emotionally resonant storytelling.

Title: Founder & Director
Company: Dire Lark
Trevin has been leading game dev teams for over 15 years, shipping games which bring together engaging entertainment and real-world impacts. While he's first and foremost a game designer, he's also a researcher, speaker, and author, investigating how games and play are part of effective interdisciplinary interventions in complex contexts (like, for example, the climate crisis). As a senior fellow with the Atlantic Council's Climate Resilience Center, Trevin led the development of the Gaming for Climate Action report, collecting and sharing the best practices from game developers working on pro-environmental games from across the globe. In 2022, Trevin founded Dire Lark, a game design for change studio, where he and a small team conduct research, make games, and support other studios to bring rich, meaningful experiences to players.
Title: Product Director
Company: Ubisoft
Roxane Zaim is a Senior Product Director, Quality Engineering, at Ubisoft, where she leads global initiatives at the intersection of quality engineering, AI, and inclusive innovation. With 15 years of experience across France, the UK, and Canada, including transformation roles at IBM and Allianz, Roxane brings a rich background in IT, data, and strategic delivery. She currently drives AI-flagship initiatives such as DocGPT, a GenAI assistant scaling knowledge across Ubisoft's development pipelines. Known for her ability to connect technical rigor with human-centered leadership, Roxane is deeply engaged in AI strategy and innovation culture, and is a respected voice in women-in-tech circles. As a lead of Ubisoft Montréal's Women's ERG, she champions equity and psychological safety through visible action and mentorship. Whether navigating cost optimization, scaling experimental technologies, or shaping inclusive culture through internal events and speaking engagements, Roxane brings clarity, care, and strategic insight to complex transformation. Her work consistently bridges operational reality with visionary execution, making her a sought-after leader in change-ready environments.
Title: Enterprise Account Executive
Company: Incredibuild
Yair Zarmon is an Enterprise Account Executive at Incredibuild, where he partners with leading studios and enterprise engineering teams to dramatically reduce build times and accelerate development cycles. Working across gaming, embedded systems, and high-performance environments, he focuses on transforming distributed infrastructure into a scalable throughput layer that keeps pace with modern development demands. Prior to Incredibuild, Yair played a key role in scaling revenue at Monday.com pre- and post-IPO and has led market expansion initiatives in DevOps and digital transformation across multiple industries and regions.
Title: Lead Audio Designer/Audio Director
Company: Morefun Studio / Tencent Games
Audio director of 'Roco Kingdom:World'. Has been deeply engaged in game audio in Tencent for 4 years. Lead sound designer of Ace Force 2 and Main weapon designer of Arena Breakout: Infinity.
Title: General Manager of AI Innovation and Science
Company: Microsoft Xbox
Haiyan Zhang is General Manager of AI Innovation and Science at Xbox. She was formerly Chief of Staff to the CEO of Microsoft Gaming and was Senior Director of Innovation at Microsoft Research Cambridge. An innovation and technology leader, Haiyan has spent the past 20 years working hands-on in software engineering, AI, user experience, hardware R&D, cloud platforms, design thinking and blue-sky envisioning. She continues to push the boundaries of where technology can transform people's lives for the better.
Title: Lead Economy Designer
Company: Team Jade / Tencent Games
Working as the Lead Monetization Design at Delta Force, with over 7 years of experience in systems and monetization design for FPS.
Title: Influencer Relationship Manager
Company: Team Jade / Tencent Games
Qinfu Zhao has served as a Influencer Relationship Manager for the Chinese versions of Call of Duty: Mobile, Honkai: Star Rail, and Delta Force, participating in the launch periods of all three games. He is currently working on the global version of Delta Force, where he focuses on influencer and creator relationships under the Publishing department. He is responsible for driving the brand's content popularity and overseeing its creator ecosystem.
Title: Game Engine Development Engineer
Company: Infold Games
Yuhan Zhou is a Game Engine Development Engineer at Papergames (internationally known as Infold Games), working on Infinity Nikki. He focuses on cross-platform compatibility and performance optimization, with a scalability-driven approach to developing open-world systems and asset management for PC, PlayStation, and mobile. Additionally, he aims to maximize the performance and graphical quality of the mobile UE5 experience by leveraging cutting-edge hardware capabilities.
Title: Independent Game Investor and Advisor
Company: Independent

Simon Zhu is a lifelong gamer who started playing at age three and never stopped. For over a decade, Simon has poured his heart into the gaming industry, investing in or helping create nearly 100 studios worldwide. From backing thatgamecompany's Jenova Chen on Sky: Children of the Light to supporting Quantic Dream's Star Wars: Eclipse, Second Dinner's Marvel Snap, and teams like Bungie, Behaviour Interactive, and Niantic, Simon has championed creators with bold visions. He also built bridges for indies, partnering on hits like Fall Guys, Royal Match, Spiritfarer, and Sifu. Since leaving his previous role on May 4, 2025, Simon is now independent, still driven to lift developers and prove gaming's endless potential. Here is an article on his story: https://www.linkedin.com/pulse/game-break-free-simon-zhu-pzvyf

Title: Studio Head Emeritus
Company: Sucker Punch Productions
Chris Zimmerman started Sucker Punch with friends in 1997 and has been at the studio ever since. He partnered with Brian Fleming as co-Studio Heads until 2020, then stepped down from studio leadership to step up his direct contribution to the games. Chris ran the coding team for most of Sucker Punch history while also meddling in game design. His particular focus has been on core character abilities, whether that's sneaking past anthropomorphized rhinos, jumping and climbing and flinging superpowers across cityscapes, or diving into a swirling melee fight armed only with a katana.
Title: Senior Software Engineer at Embark Studios
Company: Embark Studios
Tom van Dijck is a senior software engineer with over 26 years of experience in game engine, systems, and security development. At Embark Studios, he has spent the past two years working as an anti-cheat developer, leading security efforts on THE FINALS and ARC Raiders. His background spans low-level engine development, backend systems, and large-scale live games across PC and consoles, with prior roles at DICE, Blizzard, EA, and Sony.