Last big wave of spaker lineup has been revealed for a total of 125+ amazing speakers
Last big wave of the amazing Reboot Develop Blue 2019 game developers and games industry conference 125+ speakers strong lineup in 9 tracks has been revealed!
Reboot Develop through half a decade of it’s existence has become a synonym for outstanding, best in it’s class speaker lineups, gathering some of the finest worldwide games industry creators and developers, including not just industry legends but also indie developer superstars as well as AAA studio heads and leads. In 2019 we will be rising the speaker lineup quality bar higher then ever!
* There might be few remaining last minute speaker reveals
YS NET, CEO
Yu Suzuki, one of true games industry veterans and legends, began his incredible more then three decades long games industry career working at Sega at the end of 1983, He is widely know as a creator of a variety of tentpole franchises like Outrun, Afterburner, Virtual Fighter and Shen Mue. He currently resides as the CEO of YS NET. Currently him and his team are working on finishing Shenmue III which is to release later this year.
Guerilla Games, Managing Director / Co-Founder
As Managing Director, Hermen is responsible for the company’s direction and ultimately for Guerrilla’s games from a creative and commercial perspective, including award winning games like Killzone series and Horizon: Zero Dawn. He gained his first experience in the games industry during his student years at Ubisoft in the USA, and started his professional career at Philips Electronics in Strategic Marketing. He subsequently worked as a management consultant at Andersen Consulting before returning to the games industry. Hermen has been the Managing Director of Guerrilla since 2001, and the Vice President for Sony Computer Entertainment’s World Wide Studios in Europe since 2011.
In a career spanning 30 years, Amy Hennig has worked as an artist, animator, game designer, and most notably in the last two decades, as a writer and director. Most recently, Amy worked as the creative director and lead writer on Visceral Games’ Star Wars title, at Electronic Arts. This was following a decade at Naughty Dog as the creative director and writer of Sony Computer Entertainment’s acclaimed Uncharted game series. Prior to joining Naughty Dog, she served as the writer and director of the groundbreaking Soul Reaver / Legacy of Kain series over eight years at Crystal Dynamics.
From Software, Director / CEO
Hidetaka Miyazaki joined From Software in 2004. He’s directed a wide variety of games including Armored Core 4, Armored Core: For Answer, Demon’s Souls, DARK SOULS, Bloodborne, DARK SOULS III, Déraciné, and Sekiro: Shadow’s Die Twice. In May, 2014 he was named as CEO of From Software. He recently received a Lifetime Achievement Award at the Golden Joystick Awards and is working on finishing his latest title Sekiro: Shadows Die Twice.
OtherSide Entertainment, Studio Director
Best known for his work on the Deus Ex and Disney Epic Mickey games, he also worked on several entries in the Ultima series early in his career. He began in 1983 in tabletop games, with Steve Jackson Games and TSR, moving into digital games in 1989 where he worked at Origin, Electronic Arts, Looking Glass, Ion Storm and Eidos before starting Junction Point Studios, acquired in 2007 by the Walt Disney Company. From 2013 until 2016 he was the Director of the Denius-Sams Gaming Academy in the Moody College of Communication at The University of Texas at Austin. Currently, he is Austin studio director for OtherSide Entertainment working on System Shock 3.
genDESIGN, Game Designer / Founder
Fumito Ueda is a Japanese game director and creator of award winning PlayStation titles ICO, Shadow of the Colossus and The Last Guardian. After working at warp and Sony Computer Entertainment he has founded genDESIGN in 2014. Him and his team have worked together with Sony Computer Entertainment in finishing The Last Guardian, and currently he is working on his first independent project at genDESIGN.
Darewise Entertainment, Chief Artistic Officer
The Chief Artistic Officer at Parisian startup studio, Darewise Entertainment. Viktor Antonov is the Creative and Visual executive behind the blockbuster worlds of Half Life 2 and Dishonored. Winner of the Visual Effects Society award and a BAFTA award for outstanding art direction, he is also the designer for the sci-fi thriller movie Renaissance, matte painter for the series Skyland and collaborator with Blur Studios. The Visual Design Director of Zenimax Media from 2011 until 2016 he also collab
Leigh Alexander writes futurist fiction and is a narrative designer with a deep passion for the craft of storytelling systems. She was narrative director on the acclaimed game Reigns: Her Majesty, and recently worked on Reigns: Game of Thrones, among others. Previously she worked as a journalist and critic, and her digital culture writing has appeared in The Guardian, The Columbia Journalism Review, Motherboard, the New Statesman and more. She is the author of Breathing Machine, a memoir of early internet society, and her occasional ASMR video series “Lo-Fi Lets Play” explores ancient computer adventure games.
Blizzard Entertainment, Director of Story
As Director of Story for Blizzard Entertainment’s Story and Franchise Development division, Emmy, Annie and Saturn Award nominated creator George Krstic helps shepherd the narrative expressions of all of Blizzard’s game IPs including Warcraft and Overwatch. A veteran of both the game and entertainment industries, George has worked on such diverse projects as “Star Wars: The Clone Wars,” “League of Legends,” and “Transformers” as well as creating his own television series for Cartoon Network – “Megas XLR”. George is a lead member of the story group responsible for Blizzard’s animated shorts, in-game cinematics, comic books, novels and audio dramas.
Independent UX Consultant
Celia Hodent is recognized as a leader in the application of user experience (UX) and cognitive science in the game industry. Celia holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft (e.g. Rainbow 6 franchise), LucasArts (e.g. Star Wars: 1313), and as Director of UX at Epic Games (e.g. Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, advisor for the GDC UX Summit, and author of The Gamer’s Brain: How Neuroscience and UX can Impact Video Game Design.
SQUARE ENIX, Lead AI Researcher
Youichiro Miyake has been in development of video game titles while researching game AI technologies as the lead AI researcher at SQUARE ENIX. He developed the technical design of AI for the following game titles: CHROME HOUNDS, Demon’s Souls, Armored Core V developed by FROM SOFTWARE, and Final Fantasy XIV, Final Fantasy XV, and Kingdom Hearts 2.8 developed by SQUARE ENIX. He is the chair of the SIG-AI in IGDA Japan, and also the board member of DiGRA Japan and the Society of Art and Science. He is the author of the books “Game AI methods for Digital Games” “Western Philosophy for Artificial Intelligence” (2016) “Eastern Philosophy for Artificial Intelligence” and “The theory of Game AI”(2018).
Hilmar Veigar Petursson
CCP Games, CEO
Hilmar has been leading CCP Games’ ongoing success and growth since his appointment as Chief Executive Officer in 2004. Under Hilmar’s management CCP’s critically acclaimed science-fiction game EVE Online pioneered concepts like player-driven digital economies, democratically elected community governments, and free-to-play mechanics long before they became commonplace in the industry. EVE Online, launched in 2003, celebrated an unprecedented ten consecutive years of subscriber growth and continues to see growth in engagement as it nears its 15th anniversary.
Bungie Studios, Director of Services and Infrastructure
Born in Medellin, Colombia, he moved to the United States at the age of 16 with dreams of becoming either a professional basketball player or a game developer. Basketball was not as fun as playing games so he decided to pursue a degree in Computer Science from Florida International University and joined Bungie Studios in 2003. Luis spends his free time practicing Jiu Jitsu, and when he is not at Bungie working on Destiny, he is at the Jiu Jitsu school choking people out. Luis is the Director of Services and Infrastructure at Bungie, leading the team that ensures that every Destiny player has the best possible experience, and works with other leads at Bungie to keep improving the craft of Leadership.
Panache Digital, Co-Founder / Creative Director
Patrice is at the head of Panache Digital games, an independent Montreal-based studio he co-founded in 2014. With close to 22 years of game design under the belt, he his mostly known for his work on Prince of Persia: The Sands of Time and as the creative director behind the global success franchise Assassin’s Creed from his years at Ubisoft Montreal. His first independent title Ancestors: The Humankind Odyssey on the evolution of humankind is now starting to make noise as it will be released in 2019.
Maximum Games, CEO
An industry veteran of nearly 20 years, Christina Seeyle heads Maximum Games, a video game publishing company she co-founded in 2009, and its premier indie label, Modus Games. In fewer than five years, Christina built Maximum Games into a Top 15 global publisher. In 2016, she led the acquisition of Avanquest UK, establishing a prominent presence overseas. In 2017, Maximum Games created its premier indie branch, Modus, to give innovative independent games a platform, such as newly released Ninjin: Clash of Carrots and the upcoming mech brawler, Override: Mech City Brawl.
Remedy Entertainment, CEO
Tero Virtala is the CEO of Remedy Entertainment. Previously he spent 12 years building and running the Finnish video games development studio Redlynx. During his tenure, the studio created the global hit franchise Trials. Ubisoft bought Redlynx in 2011. After spending a few years as a consultant to some of the world’s leading video game studios, Tero joined Remedy in 2016 as the CEO. Remedy Entertainment employs over 170 developers and is working on two projects: Crossfire 2 / HD and Control.
Playground Games, Co-founder & Creative Director
An industry veteran with more than 21 years’ experience, Ralph is the co-founder and Creative Director of Playground Games, the UK studio responsible for the award-winning Forza Horizon series. Most recently, Ralph was Creative Director on the critical and commercial hit Forza Horizon 4, which launched in October 2018 to universal acclaim.
343 Industries, Studio Head – Halo Transmedia
Kiki heads up 343 Industries’ transmedia and entertainment efforts. She served as Executive Producer on the digital series Halo: The Fall of Reach, Halo: Nightfall, as well as for the recently announced Halo television series being developed with Showtime. Kiki joined 343 Industries in 2009 as Executive Producer and was responsible for building the internal Halo 4 game team and shipping Halo 4. An industry veteran of nearly 20 years, Kiki’s career in games began in the visual arts, where she eventually became Director of Art of Microsoft Studios. Her past credits include the Project Gotham Racing and Forza Motorsport franchises, as well as classics like Fable, Crackdown, Gears of War, and Mass Effect.
Bill Roper has been a well-known figure in the global gaming industry for 24 years. As Chief Creative Officer at Improbable, he’s responsible for connecting the technological capabilities of their SpatialOS platform to the creative vision of developers and studios to build previously impossible games. Bill has led production and creative teams, launching key franchises at Blizzard Entertainment (Warcraft, StarCraft, Diablo), Flagship Studios (Hellgate: London), Cryptic Studios (Champions Online, Star Trek Online), and The Walt Disney Company (Disney Infinity)
Artist / Writer
Dave established himself in underground comics and fanzines in Britain before becoming a frequent contributor to the seminal 2000AD. His work has encompassed Dr Who, Superman, Batman, Green Lantern, Captain America, Dr Strange, The Hulk, Predator and Aliens. With writer Frank Miller he co-created Give me Liberty and Martha Washington Goes To War. Watchmen, his collaboration with writer Alan Moore, is the best-selling graphic novel ever published and became a major motion picture. His autobiographical graphic novel The Originals won an Eisner Award in 2005. His recent work has included Kingsman: The Secret Service, with Mark Millar, now also a major motion picture. He is a creative consultant for the Madefire motion books app and an Advisory Board member for Magic Leap technology.
Electronic Arts / XDS, Sr. Manager / Chair of XDS Advisory Committee
Chris is a 16-year veteran of Electronic Arts, beginning his tenure as a Development Director for Sports and Action titles. Chris is a member of EA’s XDI team, supporting the external development needs of the organization. Chris acts as Chair for the XDS Advisory Committee, which ensures excellence in the delivery of the internationally acclaimed XDS event. Chris has held a board positions with ACM SIGGRAPH Vancouver, and Vancouver Film School. Chris has delivered sessions at games industry events in the UK, United Arab Emirates, Brazil and Colombia.
Grasshopper Manufacture Inc. , CEO / Game designer
Gioichi Suda joined the videogame industry as a planner at Human Entertainment in 1993. After his work on Super Fire Pro Wresting and Moonlight Syndrome, he went independent and found Grasshopper Manufacture Inc. in 1998. He has worked on many titles as the director, scenario writer and game designer. Some of his major work includes Silver Case, killer7, No More Heroes series, Shadows of the DAMNED, LOLLIPOP CHAINSAW and KILLER IS DEAD. His latest title Travis Strikes Again: No More Heroes, a Nintendo Switch exclusive, is to be released in 2018.
AIAS Foundation, President
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 the games industry. Teams have shipped over $1 billion in products under his leadership. He is the only games executive who has held leadership positions on every generation of video game consoles, from 1980 to the present. In 2003 he received the CGE Award for “groundbreaking achievements that shaped the Video Game Industry,” and in 2018 he was inducted into the Wall of Fame at the Computerspielemuseum in Berlin.
Subset Games, Co-Founder / Artist
Artist and designer Justin Ma teamed up with Matthew Davis to develop their first game, FTL: Faster Than Light. Released in 2012, FTL received worldwide attention and praise for uniquely putting players in the captain’s seat of a spaceship. Their second project, a minimalist tactics game called Into the Breach, was released early 2018 to critical acclaim and commercial success. Travel and food-obsessed, Justin started working in the games industry in 2009 at 2K Games Shanghai, later co-founding Subset Games in 2011.
Klang Games, CEO / Co-Founder
Started out as a graphic designer, went into fine arts, fashion and film-making, and finally computer games. After founding Klang back in 2013 with Oddur and Ivar from CCP, he now sits as CEO of Klang which is building SEED. A massively multiplayer simulation game taking place in the future when humanity must settle on a new planet. Very passionate about the creative and visual elements of everything, loves coming up with big visions and getting people on board. Love complex big projects!
Rocksteady Studios, Lead External Development
Ben has been in the games industry for over 10 years. Starting as an Environment Artist in Scotland, he has worked on titles including Red Dead Redemption, Grand Theft Auto IV, and GTAV. Moving on to lead internal and external art teams on Playstation VR, he now heads up the external development department at Rocksteady Studios which supports all aspects of production including art content, animation, cinematics, UI and engineering.
Outfit7, VP of Marketing
Working for Outfit7 since 2014, Ziva Cizman leads an international team as the VP of Marketing. Her focus has been on identifying the unique selling points of games as well as making sure all marketing activities can be measured. Her previous role at Google gave her an inside track to excelling at user acquisition and advertising. Global marketing campaigns for My Talking Tom 2 and Talking Tom Gold Run have helped Outfit7 achieve over 9 billion downloads and counting.
Devolver Digital, Head of Production
Andrew Parsons is the head of production at Indie publishing label Devolver Digital. Since his introduction to the industry in 2005, he has worked in multiple disciplines in both publishing and development that run the gamut from brand management to level design. His continuing mission is to support the talented developers of the Devolver family and to help bring Indie greatness to the unwashed masses. He thinks most games are too difficult.
Remedy Entertainment, Art Director
Saku has worked for Remedy Entertainment since 1996. He has had a directorial role in many of Remedy’s games, most notably as Art Director for Alan Wake and Max Payne 2. His main focus is the overall game experience, especially when it comes to story-driven moments. He has also worked in areas such as audio directing, music production, art direction, franchise development, outlining content pipelines and technology functionality. Saku was the Cinematics Director on Max Payne and Max Payne 2: The Fall of Max Payne. Alongside Sam Lake, he worked on the concept development of Quantum Break and the game’s cinematics.
Oculus, Head of Developer Relations Engineering
With nearly 20 years in the game industry under his belt as a programmer, Matt and his team help developers ship their titles on all Oculus platforms at the highest quality. Prior to Oculus, he was engine programmer at Activision’s Vicarious Visions, maintaining a proprietary cross-platform game engine and toolset that powered the Skylanders franchise, and the Crash Bandicoot and Spyro the Dragon HD remasters
remote control productions / EGDF , CEO / President
Serial entrepreneur Hendrik is well known as CEO of the international production house remote control productions and President of the EGDF. After starting out in the industry as a Producer and Product Manager he has been building a family of independent development studios throughout Europe for over 13 years, which today consists of 13 teams in five countries with more than 270 passionate game makers. Hendrik is also a co-founder and Executive Producer of Chimera Entertainment, the 60 heads strong development studio behind the AAA mobile productions Angry Birds Evolution and Angry Birds Epic (100+ million downloads) and a yet to be announced title. Besides his roles as CEO and producer, Hendrik also is an avid lobbyist for the political and academic acceptance of video games as goods of cultural value.
Crystal Dynamics, Art Outsourcing Producer
Lois started her career working as an artist in a game outsourcing company. She developed her management experience through working with clients from all over the world making console, PC, social, mobile games as well as trading card and toys. Working at both outsourcing and development studios, the one thing that is consistent in her book is to create delightful experiences and success communication with all members in the team. Lois is determined to support both internal and external team working as one toward to the next win!
Samsung Electronics, Head of Game Ecosystem
Richard leads the Game Ecosystem Team based in Samsung Electronics’ R&D center in the UK, part of Samsung’s Galaxy GameDev program. That’s the team that supports developers in Europe (and occasionally worldwide) to make games look their best on Samsung’s high end phones. Richard has over 20 years of experience in graphics and gaming and loves pixels more than almost anything else.
Bungie Studios, Art Lead
An Army veteran from Dallas, Texas, Jason Sussman brings 18 years of gaming industry experience to his role as Lead Artist on Destiny franchise. Of those 18 years, 11 years have been spent at Bungie, designing mission, competitive multiplayer maps, and DLC environments for Halo 3, Halo 3: ODST, and Halo: Reach and The Destiny franchise. Currently, Jason leads Art direction for future content being created by partner studios as well as internally.
JUMPSHIP, Executive Producer / Co-Founder
With 15 years of experience in the games industry Dino Patti, has made a name for himself. Most notably he is known for his role in co-founding, scaling and running Playdead for almost 10 years while they developed and published the multi award winning titles LIMBO and INSIDE. Dino has had an advising role in several game and game related companies including the GDC Europe Advisory Board. In 2017 Dino founded JUMPSHIP with Chris Olsen, where the promising title “Somerville” is brought to life.
Unity Technologies, CTO & Co-Founder
Joachim Ante is well known Chief Technology Officer of Unity Technologies, who co-founded Unity in 2002. Joachim is responsible for writing the core of Unity in his teenage days, and today the engine is in the hands of more than 5 million registered developers. As Unity’s chief technology officer and co-founder, Joachim has brought pro-level game development tools to the masses, and is one of key game development figures responsible for democratization of game development and is playing a major role in the ongoing renaissance of independent games.
Microsoft, Sr. Director, External Partner Relations
Sam came to the games industry with a background in Behavioural Analysis as a consultant specializing in training businesses in negotiation and partnering. Working with a management consultancy group he helped a diverse range of companies from multinationals to supermarket chains as they made the difficult cultural transition into partnering and strategic alliancing. During this time Sam also maintained a passion for comics and gaming; co-founding a comic book studio in the mid-nineties before going on to work freelance in comics, commercial illustration and design. In 2006 he committed full time to games by joining Sumo Digital as an artist and becoming Outsource Manager in 2009. In this position he successfully guided Sumo’s Indian art studio into becoming a fully integrated partner, while managing the developer’s rapidly expanding outsource program which stretched across several simultaneous (often cross-platform) titles for a variety of publishers, including Microsoft, Sony, Sega and EA.
MTG, Investment Executive
Christopher has been in the games industry for over 25 years and has been with some of the biggest brand names – Sega, Konami, Atari and Miniclip. Over the years, Chris has had several start-ups, raised millions in venture capital and has had some great exits, the most recent being the sale of Appscotch to AppAnnie. Currently, Chris is an investment executive with Modern Times Group (MTG) where he is focused on both investments and M&A.
Darewise Entertainment, CEO
CEO of Parisian studio Darewise Entertainment and Vice President of Syndicat National du Jeu Vidéo, Charbit’s rise within the videogames industry has been swift. With his origins in investment banking he brought an analytical eye, economic savvy and a personal passion for video games to his debut role at Ubisoft in 2011. Initially accountable for the monetisation design, development and strategy in the Ubisoft’s F2P teams, in 2013 Benjamin took key learnings from the games-as-a-service division into the world of AAA development, becoming Content and Monetisation Director on Assassin’s Creed. In January 2018 he, along with Viktor Antonov opened Darewise Entertainment as a development studio.
343 Industries, Studio Head – FPS Games
As Head of FPS Games at 343 Industries, Chris oversees the internal development team creating Halo Infinite. With more than 17 years of experience in the gaming industry, Chris has contributed to a number of different game franchises including Counter Strike, Age of Empires and Mass Effect. As one of the founding members of 343 Industries, Chris worked closely with Bungie on Halo 3: ODST and Halo: Reach development as Lead Producer. In 2010 Chris moved to the internal development team in 343 to lead the production of “Halo 4” as a Lead Producer, then transitioned into the Executive Producer role for “Halo 5: Guardians”.
Rami Ismail is the Business & Development Guy at Vlambeer, a
Dutch independent game studio known best for Nuclear Throne, Wasteland Kings, Ridiculous Fishing, Super Crate Box, LUFTRAUSERS, GUN GODZ, Serious Sam: The Random Encounter & Radical Fishing. Believing sharing knowledge openly is the cornerstone of independent development, Rami has spoken on a variety of subjects at dozens of game events around the world. His current big project is organizing Gamedev.world, a truly unique online game developers conference.
Six Foot, Game Designer
Renee Blair is currently a game designer for Six Foot, focusing on combat and systems design for Dreadnought. Previously she has worked for Hi-Rez Studios and Boss Key Productions on Jetpack Fighter, LawBreakers, and Radical Heights. In academia Renee has worked in education, UX, and accessibility, earning her master’s degree in human-computer interaction from the Georgia Institute of Technology. Renee is also regularly involved in game jams and conferences, having previously participated in Pirate Jam, as a speaker for the Xbox Women in Gaming Luncheon, and as an IGDA Scholar.
Gamepires, Technical Director / Co-Founder
Andrej is an industry veteran of 16 years and the Technical Director at Gamepires. He has been a programmer for much longer, almost 22 years, starting out as an enthusiast with his friends. He co-founded Gamepires 8 years ago, working on the in-house PranaEngine used on the award-winning Gas Guzzlers Extreme racing combat game, and has spent the last 2 years working in UE4 on SCUM, a multiplayer survival game currently in Early Access. His interests and experience span all technical areas of the game development.
Enhance, CEO / Founder
Mizuguchi is best known as the creator behind critically acclaimed, award-winning titles including Sega Rally Championship, Space Channel 5, Rez, Lumines/Lumines Remastered, Child of Eden, Rez Infinite and Tetris Effect. His lifelong pursuit of research centered around activating one’s imagination and elevating human consciousness through media has resulted in crafting highly unique, one-of-a-kind experiences across video games, music and live performances. At Enhance, Mizuguchi is committed to conceptualizing and developing synesthetic, next-level entertainment experiences through the power of emerging technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR).
11 bit studios, CEO / Co-Founder
Started game industry career as a CEO of Metropolis Software in early 90s, the company that delivered many classics in Poland like Teenagent, Gorky 17 and others. In 2007 Metropolis was acquired by CD Projekt Group. Grzegorz and friends have left the CDP Group in 2009 to launch 11 bit studios where he works as a CEO till now. At 11 bit studios he not only manages the company, but also he brings valuable high-level ideas to the development team, shaping up the games forged at 11 bit. 11bit studios is widely known for it’s excellent award winning hits This War of Mine and Frostpunk.
Versus Evil, General Manager / Founder
Steve Escalante is the General Manager and founder of independent games publisher, Versus Evil. An industry veteran with 19 years of game development and publishing experience, Escalante started his own indie development team in 1999 to then just prior to Versus Evil served as the Director of Marketing at Bethesda Softworks. Now with these past five years running Versus Evil, Escalante’s indie roots and AAA publishing background is being leveraged in the sales, marketing, distribution and business development needs for mobile, console and PC games.
Ubisoft Paris, Senior Programmer
Igor Cesi is a senior programmer at Ubisoft Paris studio where he helped making 10+ games including multiple titles in Ghost Recon and Just Dance franchises. The latest game he participated in is Mario+Rabbids Kingdom Battle. He has been programming games in C++ for the last 20 years.
Writers Guild Award-winner Anne Toole has written for video games, TV & digital series, animation, comics, and more. Her credits include Curse of The Pharaohs for Assassin’s Creed: Origins, Horizon Zero Dawn, IGF nominee Where the Water Tastes like Wine; and the Emmy-winning webseries The Lizzie Benner Diaries. She also created Alles Liebe, Annette, a short-form series for the German market. Next, her work will appear on Netflix’s anime series Cannon Busters.
Splash Damage, Creative Director
Neil Alphonso is a Creative Director at Splash Damage and was instrumental in the inception and live phase of Dirty Bomb. Neil’s successful 10-year career at Splash Damage has also seen him help bring Batman: Arkham Origins multiplayer and BRINK to fruition. Before coming to Splash Damage, Neil’s globe-trotting seventeen-year career included such hits as the original Tom Clancy’s: Splinter Cell from Ubisoft Montreal and Killzone 2 from Guerrilla Games in Amsterdam.
Treyarch, Associate Producer
Estelle started her career at The Walt Disney Company, then moved into game development in 2014 working as a Producer on Ghostbusters with Fireforge and Activision. She then worked at Loot Crate Interactive, where she launched the Alternate Reality Game The Secret Order of the Keys and a number of other mobile titles. In 2017, Estelle joined Treyarch as an Associate Producer and is currently working on Call of Duty: Black Ops 4.
Slitherine, Marketing Director
Marco started in games marketing in 1998. After experiences in Eidos and Electronic Arts, he soon discovered his hidden love for niches. He joined Slitherine in 2007 and contributed to grow it from a strategy games developer into a successful publishing powerhouse. After twenty years into games, an open mind and a vision that knowledge and information are the key to grow sustainable businesses, Marco is still eager to grow its audience, learn from an ever-changing landscape and share his experience with as many stakeholders as possible.
A highly experienced developer, leader and video games enthusiast who is keen on new technologies. Right now working on shared technology for two amazing AAA titles at Techland (Dying Light 2 and another big unannounced AAA project). He has over 15 years in the game development industry, of which the last 12 years are with Techland (known for Dying Light, Dead Island, Call of Juarez. Currently he is responsible for a team of 50+ programmers developing cutting-edge technology and systems for games across multiple platforms.
Stoic, Technical Director / CEO
John Watson has been programming since he was 6. After doing some work on the Hubble at NASA he decided to apply his vast abilities in the games industry, eventually bringing his experience as lead combat programmer on Star Wars: The Old Republic at Bioware, to Stoic now famous for it’s award winning Banner Saga franchise, where he is Co-Founder, Technical Director, and CEO.
Beginning her career in independent retail and trade marketing Cat moved into journalism in 1998. She worked in radio, TV, specialist online and print media. At Vivendi she launched World of Warcraft and Half Life 2. At Take-Two she was behind the scenes for the launch of Grand Theft Auto: Vice City. As Head of International Communications at Warner Bros. she led publicity, community, social media and influencer campaigns for huge gaming and entertainment brands including: LEGO, Harry Potter, Mortal Kombat and Lord of The Rings. An avid campaigner with an ethical but commercial approach to comms she has also spent the last decade working on pro-bono and not-or-profit communications campaigns both inside and out of the games industry with no budget and limited resources.
Writer / Game Designer / Creator of Worlds
Chris Avellone is best known for his work on a number of role-playing games over the past 20+ years, including Planescape: Torment, Star Wars: Knights of the Old Republic II: The Sith Lords, Fallout (2 and New Vegas), Divinity: Original Sin II, and Prey. Recent works include Into the Breach with Subset Games (the makers of FTL), Pathfinder: Kingmaker with Owlcat Games, and Techland’s Dying Light 2.
Skybound Interactive, President
Dan Murray oversees Skybound Entertainment’s robust gaming business. He works closely with the industry’s leading publishers, developers and investors to extend Skybound’s IP into mobile and console games. Skybound’s game slate among others includes Telltale’s The Walking Dead series, Scopely’s The Walking Dead: Road to Survival, Night School’s Oxenfree. In addition, Skybound Interactive has a handful of video game projects in the pipeline including Overkill’s The Walking Dead from Starbreeze and Rival Games’ Thief of Thieves.
ID@Xbox, Strategic Partner Manager
Guy has been with Microsoft’s Global Gaming Partnerships & Development team for nearly 3 years. He partners with the industry’s leading independent publishers to explore opportunities within Microsoft’s evolving gaming ecosystem, including new initiatives such as Xbox Game Pass. Guy previously spent 5 years at PlayStation managing PlayStation VR, supporting the launch of PS4 and working with early adopters of digital self-publishing on PS3. His career and expertise of digital publishing started at Electronic Arts in 2010.
Magic Notion, Director / Kitty Powers
Richard Franke is the Director of Magic Notion Ltd and the creator of Kitty Powers’
Matchmaker and Kitty Powers’ Love Life. He also plays Kitty Powers’ herself, the drag
queen star of both games. Richard started doing drag around 2008 as a hobby, for a number of reasons, his love of costumes, his love of drag queens, and his desire to get better at being in front of a crowd! Richard has worked on many award-winning AAA games in a variety of roles and in several genres since graduating, including Burnout, Need for Speed, BLACK, Tearaway, Dreams etc.
Creative Assembly, Lead Game Designer
James is a lead game designer with over 13 years’ experience across multiple specialties including systems, level and multiplayer design, and various platforms having worked on PC, console and mobile. He is currently working on a top secret Total War project for the UK’s largest developer, Creative Assembly. His previous credits span the studio’s history, having worked on Alien: Isolation, Halo Wars 2 and a plethora of Total War titles including Shogun 2: Total War and Empire: Total War.
Croteam, Composer / Sound Designer
Damjan is best known as the in-house audio guru for Croatia’s oldest and most reputable studio, Croteam. He is currently composing tunes and designing sound effects for Serious Sam 4, the next instalment in the long-running franchise about aliens attacking the Earth and dying a horrible death while screaming in remarkably high quality as a melodic hybrid metal-orchestral score commemorates their passing.
Ekipa2 part of Outfit7 Group, Senior Art Director
Eran Alboher first lent his unique, intuitive art style to TV and film projects as a character designer and animator, before switching to his first games industry role at Tabtale. From there he made the move to Outfit7 Group where, as Senior Art Director, he lead the artistic vision that brought My Talking Tom 2 to life.
Croteam, Level Designer / Environment Artist
Nika is a Level Designer and Environment Artist at Croteam. She has worked on titles such as Serious Sam VR The Last Hope, First Encounter VR and Second Encounter VR. Currently at Croteam she is working on their biggest game project to date – Serious Sam 4. She holds an architecture degree and has worked as an architect prior to joining the game industry. Her biggest interests include photoscanning, photogrammetry, photorealism and hard surface modeling. Nika is also one of the Women in Games (WIGJ UK) Ambassadors.
Panache Digital, Co-Founder / Producer
Co-Founder and Producer of Panache Digital Games, JF has been in the game industry since 2005 overseeing various production management positions. His shipped titles include Assassin’s Creed 1 and 2, Assassin’s Creed Brotherhood as well as a few within the Nintendo, Star Wars and Splinter Cell franchises. He is also a board member of the Independent Video Game Developers Guild of Quebec, a cooperative of over 160 independent video game developers and the largest of its kind in the world. Previous to being in the video game industry, JF developed custom-based web solutions for Fortune 500 companies.
Revolution Software, CEO / Co-Founder
Charles Cecil has been a key figure in the interactive entertainment industry for over 30 years. CEO and co-founder of Revolution Software, Charles created the multi-million selling Broken Sword series which is one of the world’s most successful adventure fran-
chises. Charles was awarded the status of ‘industry legend’ by Develop, Europe’s leading development magazine. Currently him and his team at Revolution Software are working on redefining classical adventure game genre while developing their next big game.
Extra Credits / Rainmaker Games, Writer / CEO
Best known for writing the web series Extra Credits, James Portnow is a game designer and consultant known for his theories on socially positive design. He received his Masters from Carnegie Mellon’s Entertainment Technology Center and went on to work for Activision as a designer on the Call of Duty series before raising funds to start his own company, Divide by Zero Games. He currently serves as the CEO of Rainmaker Games, a design and consulting firm that has worked with partners from Zynga to Riot Games, in addition to writing the popular Extra Credits and Extra History series.
Ekipa2 part of Outfit7 Group, Director of Design and Animation
Starting out as a multi-skilled game artist at Zootfly, Larisa Percinlic has been a UI art specialist at Outfit7 Group since 2015. She prides herself on designing UI that “players love to touch”, and has done so on global hits like My Talking Tom 2, Talking Tom Gold Run, My Talking Hank and Talking Tom Pool. She’s currently leading the UI team on Outfit7 Group’s next, as-yet-unannounced big release.
Stoic, Senior Producer
Zeb met Arnie, John and Alex, key member of Stoic studio working as a producer at BioWare on Star Wars: The Old Republic. As project manager of both Triple A and Indie games, he strives to foster creativity, humanity and humor among artists, programmers and designers. Recently he has been active in key producer role on Banner Saga series. When not working in video games, he creates silly works of puppetry about cosmic angst and performs them at burlesque shows.
Croteam, CTO / Co-Founder
Alen Ladavac is leading the technology team as well as working on all aspects of Croteam games since 1993. Now mainly heading the efforts on Serious Sam 4 development, his previous work includes the world-famous Serious Sam franchise and critically acclaimed The Talos Principle, as well as a series of console, VR and mobile versions of those games. His broad range of interests and experience spans all technical areas of the game development, from rendering, sound and physics, to networking, build systems and content pipelines.
IGDA / IGDA Foundation, Executive Director
As the Executive Director of the IGDA and IGDA Foundation, Jen MacLean works to build a more inclusive game development community and support game developers around the world in achieving sustainable, fulfilling careers. From the start of her career as a playtester at Microprose Software, through senior roles at AOL, Comcast, 38 Studios, and StoryArc Media, Jen has managed game development, strategy, marketing, business development and partnerships across multiple gaming platforms. She was named one of the “Game Industry’s 100 Most Influential Women” by Next Generation, one of the “Top 20 Women in Games” by Gamasutra.
Raw Fury, Troublemaker / Founder
Jonas is an Icelandic entrepreneur that has founded several companies in the games space. 6 years ago he moved to Sweden, where he worked at Paradox Interactive. In the beginning of 2015 he founded Raw Fury, and independent publisher of games, which he now runs. The company has established itself firmly in a short time and enjoyed success for both itself and the developers that it has worked with. Some of Jonas’s friends suspect he might be a vampire. He does not deny that this might be true.
Bohemia Interactive, Project Lead
Eugen started his career in games with Pixel Federation and now works at Bohemia Interactive, utilizing his experience from enterprise architecture. Joined the team of DayZ Standalone developers couple months into the early access release as an engineer and moved into production and project management. Keeping up with the pace and demands of the project. Aiming to solve hot topics of early access, modding, cheating.
SWERY Hidetaka Suehiro
White Owls Inc., CEO
One of Japan’s representative indie developers. He continues to create unique, spirited work based on the slogan: “From Osaka to all of YOU around the world.” His newest game “The MISSING – J.J. Macfield and the Island of Memories” was lauded as a “very important game” by many media sources and received high praise internationally, such as being nominated for the “Games for Impact” category in the Game Awards 2018. His other representative works include “Deadly Premonition,” “D4: Dark Dreams Don’t Die,” “Spy Fiction,” etc. His next game, “The Good Life,” is planned to be released in 2019.
Sony Interactive Entertainment, Production Supervisor
Toby is responsible for budgeting and supervising projects supporting Sony Worldwide Studios developers in art, motion capture, scanning, animation, cinematics, and external development. He has helped manage outsourced waterfall and agile projects for game art assets, game co-development, R&D software technologies, and internal studio project management tools for PS3, PS Vita, and PS4 exclusive titles.
LGM, Lead Engine Developer
Hrvoje Kelemenić joined Little Green Men Games in 2012 when the studio began its work on Starpoint Gemini 2. Since then he was a core member of studio that created a number of successful titles in the series on both PC and Xbox One, along with numerous expansions. Those games ended up popularizing his novel take on technical UI design among developers working on similar titles, setting new industry standards in the process. He currently works as the lead engine developer on LGM’s new, yet undisclosed flagship project.
SUPERHOT Team, Founder / Business Director
Tom is the guy running business stuff in SUPERHOT Team, the studio most people recognize for their undeniably consistent naming skills and the blockbuster indie hits SUPERHOT and SUPERHOT VR. Tom was one of the original founders of the studio and has had the pleasure of seeing it grow from 5 people working on borrowed desks in 2014 to a still growing crowd of over 40 people with offices in two cities in 2018. Personally, he’s hoping to turn more indie devs away from treating business development as an elaborate cargo cult and lure them towards the fine art of actually looking at a goddamn spreadsheet for a change
Amanita Design, CEO / Creative Director
Jakub is the founder, lead game designer and creative director in Amanita Design, Czech based award-winning independent studio best known for multi-platform adventure games Machinarium, Botanicula, Samorost series and CHUCHEL. The studio currently consists of five standalone teams working on several new exciting games.
European Games Group, Head of Marketing
Quentin is a seasoned marketeer who has been navigating from a brand and social media agency to the digital fitness industry to now leading the marketing department at GamesGroup, a f2p game publisher based in Munich, Germany. There he, together with his team, constantly aims at maximizing marketing’s contribution to product development and user growth.
Gamepires, Creative Director / Co-Founder
During the late 80s, Tomislav started experimenting with 2D-computer graphics for the Amiga demo scene. In the mid-90s, his group of friends got together and founded Croteam, where he worked on many games including the Serious Sam series. In the last 25 years, he has worked on nearly all aspects of the artistic part of gamedev – concept art, 2D, 3D, animation, level design, game design, gameplay, and other. At the moment, Tomislav is the creative director at Gamepires, a super ambitious team currently working on their huge open world survival game SCUM.
Carsten is a seasoned industry veteran with more than 20 years of experience. Today he pushes the boundaries of what’s possible in multiplayer infrastructure and hybrid cloud solutions. Carsten has always been a technology frontrunner, employing modern development tools and strategies ever since he started his career at Terratools. After, he founded SEK in Berlin, where he served as Development Director before becoming Managing Director at pixeltamer.net, finally moving on to zeuz.io.
Samsung Electronics, Senior Software Engineer
Alon works in the Game Ecosystem Team in Samsung Electronics’ R&D center in the UK, part of Samsung’s Galaxy GameDev program. He has been deeply involved in mobile graphics since 2006 and represents Samsung within the Khronos Group. Alon engages with game developers and Samsung’s GPU partners to shape the Vulkan API to make gaming on Android better and better with every passing year.
Motion Twin, Lead Game Designer
Sebastien prefers making games to playing them. He has spent a large part of his life creating games, finished or unfinished projects, and he participated in quite a lot of gamejams (and won more then few). After 15 yrs of web and F2P game development at Motion Twin, his team decided to jump in PC and console markets, with their recently released and critically acclaimed game Dead Cells that launched with overwhelming success.
Tower Five, Game Director / Co-Founder
Renaud joined the games industry more than two decades ago when he helped a few friends on what would today be called an Indie game. He then designed games for Ubisoft, Insight Games and Sega at Creative Assembly, working on brands like Rayman, Splinter Cell, Largo Winch, Corunea and Total War. His last position before leaving Creative Assembly was that of a game director. Currently he is quietly and secretively working as game director on his next big thing! Currently he is quietly and secretively working as game director on his next big thing at Tower Five, completely new studio he recently co-founded! Game design, game rules and systems, including artificial intelligence remains his primary interests, with a focus on transforming player experience intentions into systems which actually materialise them.
Thunderful / Rising Star Games, Managing Director
Ed joined Thunderful in April 2018. His industry journey started at Sony QA in 1997 after flunking his political science degree. Prior to Thunderful, Ed spent 8 years at Nintendo of Europe in third party relations, helping publishers and indie developers across Europe. He also had stints at Square, Microsoft, Namco and Rovio in roles such as game evaluation, localization, product management, business development and account management. Ed has also recently taken responsibility of being MD of Rising Star Games that Thunderful just acquired. His dream is to become the industry’s official reggae DJ.
Kickstarter Games, Senior Games Outreach
Anya Combs is the Senior Games Outreach person at Kickstarter. She has been in the digital games space for over a decade, overseeing multiple mobile and online titles launched for Nickelodeon & AddictingGames, and has worked with countless game creators launching successful projects on Kickstarter. She is excited to continue supporting game devs as they bring their creative projects to life. Anya has also played the saxophone for 20+ years and plays in too many bands in NYC. She doesn’t sleep much.
stillalive studios, CEO
Julian is the founder and managing director of stillalive studios, best known for the Bus Simulator series and the highly anticipated SciFi strategy game Drone Swarm. Over the past 7 years, he has formed an internationally respected team of talented devs, focused on technically ambitious simulation, management and strategy games. The growing team of stillalive studios creates own IPs like Drone Swarm and Rescue HQ as well as it works on franchises like Bus Simulator. Four years ago, the studio released the Kickstarter backed action-adventure Son of Nor.
Tom is the CEO and owner of Melbourne-based videogame developer Tantalus, a studio with more than forty acclaimed titles to its credit, including a handful of million-unit sellers such as The Legend of Zelda: Twilight Princess HD. Tom is a past President of the Game Developers’ Association of Australia. He is presently a Board Member of the not-for-profit Australian National Development Index. His first book, Flashbacks from the Flow Zone is published internationally by Hardie Grant, and his hybrid artwork/videogame Materials recently appeared at the inaugural National Gallery of Victoria Triennial, in what was the largest art exhibition ever staged in Australia.
Chris started out at a small video games company called Distinctive Software where he developed early PC games Hardball II, 4D boxing and worked on the Test Drive and FIFA Soccer franchises. Chris left in 1995 and moved to Seattle where he designed and developed Total Annihilation and later founded Gas Powered Games. Besides that he is creator and lead game designer of classics like Dungeon Siege and Supreme Commander and is former general manager of Wargaming Seattle. Chris left Wargaming in 2016 to start a new company, this time as an indie developer to once again return to the world of RTS gaming.
Global Game Jam, Co-Founder & President
Susan is a 20 year industry veteran and academic scholar who understood the need for her students and in turn, the game community to constantly grow and innovate. Susan started the Global Game Jam (GGJ) as a place for students and developers to come together, experiment, fail and innovate while having fun. The annual event has turned into a weekend of excitement and new ideas, new friends and new games. 2019 boasting over 47K participants and 9K new games made in 113 countries. Susan also works on numerous projects that utilize games to promote positive social impact and create opportunities for developing countries to share their culture and get their games seen and played.
Mihai is the CEO of Amber, a game development agency headquartered in Bucharest, Romania. Previously Mihai was VP of Emerging Platforms at Samsung, building its developer ecosystem. Before Samsung, he oversaw Product Operations at Disney Interactive, a team of 600+ staff across 9 locations around the world. Prior to Disney, Mihai was the VP and GM of Central Development Services at Electronic Arts, overseeing operational teams supporting 18 development studios on 3 continents. He founded and was the GM of EA Romania, one of the largest game development studios in Eastern Europe.
Ekipa2 part of Outfit7 Group, Fellow Data Scientist
Ante Odic worked at Ljubljana’s Faculty of Engineering, where he earned a PhD in context-aware recommender systems, before joining Outfit7 Group in 2013. There he has progressed from hands-on user behavior analysis to leading a large team of data scientists, and now promotes data-driven decision making at a strategic level. He has co-designed big systems – such as ad-mediation and cross promotion – for Outfit7 Group’s mobile games, and has been instrumental in developing an analytics infrastructure capable of drawing answers from a 3TB daily data stream in a matter of seconds.
Maarten de Koning
DDM, Partner / Executive VP of BD
Maarten de Koning has over 13+ years of experience in executive, entrepreneurial and advisory positions in the game industry with a strong background in investment management. As partner and Executive VP of Business Development, he oversees business development and the expansion and consultation of DDM’s clients in Europe and Asia (Japan excluded). Previously, he co-founded production house Green Hill, providing agency, production and development services for game studios, publishers and investors. DDM acquired Green Hill on February 2013, granting Maarten the position of Partner and Executive VP.
Bjørn is a sound designer for the video game industry and has worked on games such Cyberpunk 2077, HITMAN, DARQ, EVE Online and EVE Valkyrie. After several years as an in-house sound designer at AAA studios and freelancer on the side, he has now moved on to set up his own studio from where he now works and provides content for studios on need. Having been part of production from start to finish and on both small and very large projects has led to some interesting discoveries within how to make games not only sound well, but also how to hold on to the player of the games through sound.
Game Designer / Speaker / Consultant
Ste Curran is a game designer, speaker and consultant. He works with small teams around the world to assess and develop prototypes, and writes and delivers monologues about life and design which have been described as “life-changing” and “an hour of nothing”. He co-presents One Life Left, the oldest videogame radio show in the world; co-hosts Marioke, the popular game development karaoke singalong, and co-founded the Gelato Diners Conference, San Francisco’s most delicious GDC. He wrote this bio on his own.
Deborah Guzman Barrios
Oculus, Developer Relations
As part of the Developer Relations team at Oculus, Deborah works closely with developers and publishers during all phases of development. As a lifelong gamer, she is super excited about VR and its potential to bring us into new uncharted worlds where we can experience anything.
Larian Studios, CEO / Creative Director
Swen is the founder and CEO of Larian Studios. He’s been active in the games industry 1997 and has produced over 40 titles including the Divinity Series. In a previous life Swen was the lead software engineer on all of Larian Studios’ titles, but since 2007 his focus is the creative direction of the Larian team. His latest game is award winning Divinity: Original Sin 2. His ultimate ambition is to make the very big RPG that will dwarf them all and he is already working on his next huge RPG project!
Stray Fawn Studio, Co-Fawnder & Game Designer
Philomena is a game designer from Zurich, Switzerland. She co-founded Stray Fawn Studio together with Micha Stettler. The indie game studio recently released its first game, Niche – a genetics survival game and is now developing its second game Nimbatus – The Space Drone Constructor. Philomena wrote her master thesis about community building for indie game developers and founded the nature gamedev collective Playful Oasis. As a chair member of the Swiss Game Developers association she helps her local game industry grow.
Atomontage Inc., CEO / Co-Founder
Branislav had his first epiphanies about the inevitable volumetric future when he won 256-byte competitions in the European demoscene, two decades ago. He has since dedicated his career to developing volumetric graphics technologies that today show a glimpse of what’s possible and how we can only scale to the sci-fi visions of the OASIS, Metaverse, and the Matrix if these virtual worlds are simulated and rendered in a structurally simple, volumetrically sampled way.
Nordisk, Head of IP Development
Christian Fonnesbech is an Executive Consultant at DDM. He is also Head of IP Development at Nordisk Film Games, which is the game investment arm of Egmont – a Nordic media conglomerate with 6.600 employees. His main focus is story and franchise development – building game IPs into lasting properties and brands.
Nikola Nikita Jeremic
Waveform Studio, Music Composer / Founder
Nikita is an avid hard-core gamer who turned out to be a skilled game composer as well, and is currently one of the young aspiring composers in the industry with over 5 years of experience in both AAA and Indie. His ever-expanding list of credits includes titles such as Destiny 2 and Destiny 2 Warmind, Warhammer 40k Battlefleet Gothic Armada 2, and The Witcher 3: Wild Hunt official music album. Besides being a game composer, Nikita is also a skilled music sound designer creating various custom-made virtual instruments in order to make his sonic signature stand out from the crowd. When he is not composing, Nikita spends most of his time in PvP modes of Destiny 2, Quake and Halo 5.
Graham helps developers improve their likelihood of success using two main approaches – by evaluating the UX of their game early and often throughout development, and by putting in place a ‘players-first’ development mindset. The majority of player experience issues can be identified and removed during development, but only if you have a process in place to do so. Previously he was founder of Player Research which was acquired by Keywords Studios, he now works as a freelance UX consultant.
HandyGames – THQ Nordic, CEO / Co-Founder
Christopher is CEO and co-founder of HandyGames a THQ Nordic family member and operates as an international publisher for small and mid-sized projects and developers for a worldwide audience on all game platforms (PC, Nintendo Switch, PS4, Xbox One, VR and of course mobile). Christopher is responsible for international Biz-Dev and Sales within the organization for around two decades.
Geogrify, CEO / Principal Consultant
Kate Edwards is the CEO and principal consultant of Geogrify, a consultancy which pioneered content culturalization, and is the former Executive Director of the International Game Developers Association (IGDA). In addition to being an outspoken advocate who serves in several advisory/board roles, she is a geographer, writer, and corporate strategist. Following 13 years at Microsoft, she has consulted on many game and non-game projects for BioWare, Google, Amazon, and many other companies. Fortune magazine named her as one of the “10 most powerful women” in the game industry in 2013 and in 2014 was named by GamesIndustry.biz as one of their six People of the Year. In 2018, she was honored with Reboot Develop’s annual Hero Award and also presented with IndieCade’s annual Game Changer Award. She is also profiled in the December 2018 publication Women in Gaming: 100 Professionals of Play.
Vitor De Magalhaes
Improbable, Business Development
Vitor has been doing business development at Improbable for over 2 years. You’ll frequently find him flying to different shows, searching for developers looking to make new types of online experiences. Despite being obsessed with games his whole life, his path to the industry was an unconventional one. After completing a Masters in Japanese at Oxford, he went on to sell cloud services within finance before finally settling into the industry he was meant for all along. And he wouldn’t change it for the world.
Google, Head of Mobile Gaming and Apps Poland
Mariusz Gąsiewski has been with Google since 2007. He is now responsible for growth of mobile gaming ecosystem in Poland. During most of his career was helping some of Google’s biggest clients in Central and Eastern Europe in preparation and implementation of mobile measurement strategies. Lecturer at the most prestigious university in Poland, Warsaw School of Economics. He is a frequent speaker at gaming and mobile conferences and a founder of GameCamp, one of the biggest mobile gaming communities in Europe.
Wadjet Eye Games, Creative Director / Founder
Dave has been interested in adventure games ever since 1986, when his mother made the mistake of buying him a copy of Infocom’s Wishbringer. Fifteen years later, he discovered the AGS engine and began making his own. In 2006, he decided that making games was too much fun to do anything else for a living, and formed Wadjet Eye Games to do just that. Wadjet Eye Games has developed a reputation for producing award-winning and critically acclaimed adventure game. The company’s award-winning portfolio includes The Shivah and the Blackwell series, Puzzle Bots, Gemini Rue and many others.
Ubisoft Blue Byte, Audio Director
Stefan has worked in the field of Audio and SoundDesign for TV and Movies since the end of the 90‘s. In the mid 00’s he started to work on games as Sound Designer and Audio Director – i.e. EA – Battleforge, Piranha Bytes – Risen 3, Ubisoft – The Settlers Kingdom of Anteria. He is a certified Fmod and Wwise User and teaches Soundscape Design for Games at the University of applied Sciences in Salzburg, at ETIC in Lisbon and at various SAE institutes in Germany. At the moment, he is the Audio Director at Ubisoft Blue Byte and is responsible for all products in the studio.
Pixel Federation, Head of Marketing Analytics
After getting Master’s degree in Applied Mathematics and quitting job at a bank, Michal joined Pixel Federation in 2014 as a data analyst to support one of the smaller projects back then – Diggy’s Adventure. He mostly focused on improving monetization using custom segmentation strategies and later as part of the mobile launch team on improving player’s onboarding and ad monetization. Currently he’s working as Head of Marketing Analytics – bringing the right data insights for UA team, (soft and global) launching of new games, and last but not least, ad monetization.
Carbon / RGDA, CEO / President
As the President of the Romanian Game Developers Association, Catalin considers himself an advocate of the Romanian games industry and is a firm believer in the talent and potential of Eastern Europe in the world of games. He is a Co-Founder and General Manager of Carbon, a Bucharest-based games incubator and the Founder and CEO of Dev.Play, a game development conference focused on Eastern Europe. Prior to RGDA and his recent initiatives, he had spent a significant time at Gameloft, where he was managing a global division of over 1000 people.
11 bit studios, Partnerships Manager
Pawel is partnerships manager at 11 bit studios, team behind award winning This War of Mine and Frostpunk taking care of PR stuff, co-operation with educational institutions and also working as a volunteer for Indie Games Poland foundation promoting Polish games all around the world. Previously writer and PR manager at Metropolis Software, CD Projekt and 11 bit studios. Big fan of football, indie games and magical potions.
Purewal Consulting, Business Development Manager
Dan is a business development manager at Purewal Consulting, focused on taking the hard work out of opening new revenue streams for indie clients of all sizes by facilitating a broad range of projects such as merchandising, IP iteration, PR planning and brand building. He is always in search of high-quality, low-hassle solutions which let our partners concentrate on their core business. Dan is an ex-games industry business journalist – beginning his games career at Eurogamer before spending seven years at the industry’s leading publication, GamesIndustry.biz, leaving as a veteran European Editor in 2016.
Croteam, Chief Marketing Officer
Ante Vrdelja Croteam, Chief Marketing Officer Ante is developing marketing strategies and leading the execution of marketing programs at Croteam, Croatia’s powerhouse studio behind Serious Sam and The Talos Principle. As a co-founder and Secretary General of CGDA – Croatian Game Developers Association, he established a network of regional game dev studios and is working towards global recognition and local support for the growing industry. Una persona famosa. Muy importante.
As a veteran of games industry with 22 years of combined experience in running huge games industry events, media and being key part on marketing and PR side of things Damir has seen empires fall and rise. For last 8 years together with an incredible and small but super agile team has been running REBOOT brand that besided running one of the biggest comsumer games shows in Europe, as well as the big european consumer games media is the company behind world famous Reboot Develop Blue and Red, two games industry conferences that have redefined the worlwide games industry event lendscape. Damir was also recently elected to serve as an advisor on advisory board of European Game Developers Federation.