The Nordic Game 2014 conference program offers a unique mix of keynotes,
in-depth lectures, and summits, featuring prominent Nordic and global
industry names. The speakers for Nordic Game 2014 will be updated on a
David An, Director Mobile Games
David An is currently Director Mobile Games at ProSiebenSat1 Group where he is responsible for global mobile game licensing, product management and TV and performance marketing. Previously, he was founder and managing director of Rumble Media, a VC-backed mobile and online gaming company where he built one of Germany’s leading gaming portals Fettspielen and Playandroid.
Cindy Au, VP of Community
Cindy Au is VP of Community at Kickstarter, where she oversees the support and growth of Kickstarter's community of creators and backers. Over the last four years, she has helped build Kickstarter's community of independent game developers and studios through education, engagement, and outreach. She organizes the Kickstarter Arcade, an annual showcase of independent games, and speaks regularly on Kickstarter and the changing landscape of video game development. Prior to Kickstarter, she worked as a writer and teacher covering games and comics culture. She holds a PhD from the University of Wisconsin-Madison, where she focused on African American Literature and Civil Rights History. She currently resides in Greenpoint, Brooklyn, and loves game night and pie.
Ian Baverstock, Partner
Ian is a founding partner at Tenshi Ventures. He has been growing and leading businesses in the games and technology sectors since 1989. This has included a 4 year spell as CEO of 300 man game developer Kuju Entertainment, an IPO on the AIM market, several trade sales of businesses and various fund raising exercises. Operationally, Ian led Kuju’s creative and business development expertise for many years, acquiring in-depth knowledge of marketing and brand development in the creative sector.
Outside of his commercial roles, Ian was Chairman of TIGA, the UK games developers’ trade association, for 4 years. He is a Director of the Connected Digital Economy Catapult, an Advisory Board member of the Game Developers Conference & the Design Council and a Director of the One Big Game charity initiative. Ian is a Chartered Engineer and Member of the British Computer Society.
Thomas BIDAUX, CEO
Thomas Bidaux has been managing online games for 15 years now, making him one of the experienced professional in that sector. In 2004, he set up the European subsidiary of the online game giant NCsoft in the UK. He led the company's efforts to expand its game portfolio with European-based development through various third party deals and the creation of a Brighton-based studio. Since April 2008, he manages his consulting agency ICO Partners that supports small and large video game companies on their online strategies as well as their approach to the European market. Since 2012, he also regularly shares his analysis of the opportunities for the game industry on the crowd funding platforms, using the extensive data he is gathering on them.
Mike Bithell, Developer
Mike Bithell is the independent developer behind Thomas Was Alone, and the upcoming followup, Volume. Previous to these projects he worked in Design at Blitz Games and Bossa Studios, shipping a number of titles on all platforms.
David Braben, CEO
David is founder and CEO of Frontier Developments, employing 235 people in Cambridge, UK and in Halifax, Canada. The studio is currently working on the highly anticipated “Elite: Dangerous” as well as a number of other titles. He is co-founder of the Raspberry Pi Foundation, a registered charity making very low cost educational computer equipment, a member of Cambridge Angels, Chairman of the SkillSet approval committee for university Computer Science courses, sits on the BAFTA games board and is a Fellow of the Royal Academy of Engineering. David and Frontier are known for their innovative, proprietary technology and many successful games over the years including “Zoo Tycoon”, “Rollercoaster Tycoon”, \\\"Kinectimals\\\", \\\"Disneyland Adventures\\\" and \\\"LostWinds\\\".
Morten Brunbjerg, Writer
Hi, I Morten and I make a living lying. That means I’m a freelance game writer, geek, consumer – and writer – of all kinds of stories. My goal is to tell stories that matter and stories that moves players.
I’ve worked on games like Hitman: Absolution, Space Hulk, Jagged Alliance Flashback, Max: The Curse of Brotherhood, and several others.
Oscar Clark, Everyplay Evangelist
Oscar Clark is a consultant and Evangelist for Everyplay from Applifier which was recently aquired by Unity. He has been a pioneer in online, mobile and console social games services since 1998. He provided ‘vision’ for one of the first Online games communities (Wireplay - British Telecom); was global lead for games at Hutchison Whampoa (3UK) which included (perhaps) the first mobile in-App purchase; and was Home Architect for PlayStation®Home.\r\n\r\nHe is a regular columnist on PocketGamer.Biz and Develop-Online as well as being an outspoken speaker at countless games conferences including GDC, Casual Connect, Game Connection and Develop on Games Design, Discovery and Monetisation. He is a Mentor for accelerator GameFounders and has guest lectured on Social Freemium Games Design for several Universities. His first book, “Games As A Service - How Free To Play Design Can Make Better Games” is published by Focal Press and is available now www.routledge.com/u/oscarclark \r\n\r\nhttp://gameasaservice.net\r\n\r\nhttp://blog.everyplay.com\r\n\r\nhttp://www.linkedin.com/in/oscarclark
Sylvain Cornillon, CTO
Bossa Studios Ltd
Sylvain Cornillon is the CTO at Bossa Studios [creator of multiple award winning games including Surgeon Simulator], responsible for client side development, server solutions and research across multiple titles and platforms. His career spans 16 years during which he was involved in the creation of Splinter Cell, Black and many other high profile titles at Ubisoft, EA and Codemasters. His experience reaches beyond technology and covers production processes and design knowhow on projects of all size on touch devices, consoles, PCs and VR.
Rodrigo Cortes, Brand Art Director
Rodrigo has been working as an Artist for 16 years in the Games Industry. He has worked on most fields of Computer Graphics like Animation, 2D, 3D, Sculpting and Level Design on pre-production and full production as well as on leadership roles. He currently works as Brand Art Director for Tom Clancy's The Division at Massive Entertainment.
Ste Curran, Founder
I'm a game designer, speaker, writer, and presenter from London England. My games consultancy partnership, Agency, launched in March 2014, and helps studios across Europe make the game they want to make.
Maarten De Koning, Executive Director of Business Development
Partner, Executive Director of Business Development
With a background in investment management and game development, Maarten founded his own agency, before merging with Digital Development Management (DDM) in early 2013.
Maarten's principles of starting an agency were to provide business development, effective product management and consultation to video game developers. Maarten began his career in the industry as game producer and is a certified Scrum Product Owner and Scrum Master.
As an Executive Director of Business Development, Maarten is passionately servicing DDM’s clients across the globe and overseeing all business development in North America and Europe.
Jason Della Rocca, Co-Founder
Jason Della Rocca is the co-founder of Executions Labs, a first-of-its kind, hybrid game incubator and go-to-market accelerator that helps independent game developers produce games and bring them to market. Formerly, Jason was a game industry consultant focused on business and cluster development, working with game studios and organizations all over the world. Prior, he served as the executive director of the International Game Developers Association (IGDA) for nearly nine years, and was honored for his industry building efforts with the inaugural Ambassador Award at the Game Developers Conference. In 2009, Jason was named to Game Developer Magazine’s “Power 50,” a list which profiles 50 of the most important contributors to the state of the game industry.\r\n\r\nAs a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide. He also serves on various advisory boards and volunteer roles, such as co-chairing IGDA-Montreal, as an advisor to the ICT Practice of Foreign Affairs, Trade and Development Canada, and serving on the research management committee of the GRAND Network Center of Excellence.
Dajana Dimovska, CEO
Dajana Dimovska is CEO and Producer at KnapNok Games, a game studio working on digital party games where players have to communicate, look at and touch each other. She is also a co-founder of Copenhagen Game Collective, with the agenda of developing and promoting experimental and underground games.
Phi Dinh, Games Developer
An independent games developer currently working full time on the Kickstarter funded indie title TinyKeep, a dungeon escaping roguelike game. Having previously worked for various companies in the gaming and advertising industry, my background is primarily in games programming. I have a huge passion for procedural generation techniques and game AI, and I enjoy writing online articles and tutorials on those subjects.
Michael Frederickson, Co-Founder
Michael Frederickson and Stephen Barlow started Otter Spice Productions in 2012 primarily to protect themselves from a litigious Kanye West. As an afterthought, it has served as a banner under which they can release games. It is meant to be pronounced like a US Southerner saying "Outer Space."
When not digitizing rap adventures, Michael works in computer animation and as an electronic musician, and Stephen in tech and as a voice actor.
Steve Gaynor, Co-Founder
The Fullbright Company
Steve Gaynor is co-founder of The Fullbright Company, and was writer and designer of their first game, Gone Home. Prior to this he worked for a number of years as a designer on the BioShock franchise.
Iain Gilfeather, Co Founder and Technical Director
As Co founder and Technical Director of Fat Pebble, Iain programmed the hit mobile game, Clay Jam and is now building a team of programmers to make more hand made games. He has 15 years professional games programming, prototyping and leading programming teams. Previously at Black Rock studio, Tech Lead at Mind Candy, BAM! and AAA Games.
Nicolas Godement-Berline, General Manager
Nicolas is the General Manager of gumi Europe, the Paris-operation of leading Japanese mobile games publisher gumi.
Prior to gumi, Nicolas co-founded independent mobile games developer Majaka in Paris, France. From 2006 to 2010, Nicolas lived in Shanghai, China, where he worked as an Account Manager and a Producer for Virtuos, the #1 worldwide provider of outsourced game production services.
Nicolas holds a Master's degree from HEC-Paris, Europe's #1 Business School. He enjoys football, anime and video games.
Massimo Guarini, Founder, CEO & Creative Director
Visionary Creative Director and long-time industry veteran, Massimo is the volcanic mind behind the award-winning Murasaki Baby. He attained cult status by directing the award-winning “Shadows of the Damned” with Suda51, Shinji Mikami and Akira Yamaoka, for Grasshopper Manufacture in Tokyo.
In 2012 Massimo established his own game production studio: Ovosonico, located in a splendid eighteenth-century villa situated by the shores of lake Varese, Italy.
The studio has signed up a deal with Sony Computer Entertainment Worldwide Studios Europe to work together on new intellectual properties and it is considered one of the most promising studios within the SCEWWE family.
Niklas Hansson, Producer,Founder
Niklas has been working in the games industry for 17 years now and has a solid industry background working as software development manager at Massive Entertainment. During his 12 years there he amongst various things worked as the lead software engineer on the critically acclaimed titles World In Conflict and Ground Control II. He also handled the recruitment process for hiring new programmers. Since then he has had time booth to help start The game assembly a Vocational game education in Malmö but also launched his own company defrost games who just released their first title, Project Temporality.
Fred Hasson, CEO
After holding senior posts in TV, he was a successful dot com entrepreneur with Victoria Real, after which he was founding CEO of TIGA, and founding president of EGDF (European Games Developers Federation) where he launched and pursued the tax breaks campaign for video games. His current company Games Capital specialises in business development, financing, and Live Pitch investment events in UK and Europe.
Julie Heyde, Troublemaker
Julie Heyde is based out of Copenhagen, Denmark, and grew up playing video games with her two older brothers. They called it babysitting. Julie has been in the video game industry for 10 years. She started on the investment side, next as a connector between game developers, publishers and technology developers through her company, Bandello, and now a full time game developer. Julie is an active game jammer, one of the organizers of Nordic Game Jam and is currently working on the Norse mythology based game, XTODIE, which clearly reflects her Viking roots. Julie has founded Unicorn7 together with a group of game jammers from the Copenhagen based jamming community. Unicorn7, a web platform for game jam games, is used at game jams such as Nordic Game Jam, Exile Game Jam, No More Sweden, Game On and more. Julie is also involved in Burning Bridges, Indie MEGABOOTH and the A Maze. Festival.
Jeff Hilbert, Founder, Co-CEO/CSO
Digital Development Management
Jeff Hilbert is internationally known as one of the top agents in the world, as recognized by Business Week July 2011, focusing his efforts on the video game industry.
Jeff Hilbert entered the video game industry in the early 90s from the Advertising/Marketing industry. He was attracted to the passion in the industry and the opportunities. Jeff started his formal gaming career with the launch of Spectre VR - one of the first networked games ever released commercially to retail. Jeff then moved into the licensing business where he secured over 100 licensed games to be included in “value packs” launching his career of negotiating game content transactions in the video game space.
This business led to Virgin Interactive, followed by MGM and Viacom to contact Jeff Hilbert to assist them in repositioning themselves in the market as they moved to a licensing model – thus becoming one of the first true agents in the video game industry and the only agent solely focused on the game space.
After 2 years of primarily representing publishers’ products to other publishers, Jeff transitioned his business into representing development studios as an agent. In 2005 Jeff decided to form DDM as the premiere video game representation agency and by all accounts succeeded in that goal within a few years with his business partner Joe Minton. The agency works with the top studios in the world including Ninja Theory (Devil May Cry), Yager (Spec Ops: The Line), Zombie Studios (Blacklight: Retribution), Sproing (SkyRama) and many others.
Jeff built DDM to become the top agency in console space and has been instrumental in moving the agency into the mobile and PC Client F2P space, years before most Western companies understood the impact that these platforms would have on the industry.
Because of Jeff’s foresight and efforts, DDM is now the premier agency across mobile, web, console and PC platforms and is working with companies around the world.
Jeff is the Founder of DDM and is personally focused on opening new markets, providing strategic direction to developers, publishers and investors.
Leah Hoyer, Narrative Design Director
Ms. Hoyer leads the Narrative Design department at Microsoft Studios, which develops story worlds, characters and scripts for games for Xbox and other Microsoft platforms. Her current projects include Xbox One titles Sunset Overdrive, Killer Instinct and Quantum Break, and her focus is creating strong narrative elements that not only create a great game, but will support franchise expansion. Leah previously spent a decade with the Walt Disney company, developing IP and building franchises.
Harri Hätinen, Lead Graphics Programmer
Harri is one of the co-founders in game company Grand Cru which is currently best known for the game Supernauts.
Harri's main responsibilities among general game programming has included all kinds of technology design and implementation from AI to graphics tech.
He has worked years with game technology from lowest-end mobile(Tiki Towers mobile, Marble Mixer, Bad Air Day) to the modern console platforms such as in Trials Evolution.
Jussi Immonen, Head of Business and Portfolio
Jussi Immonen is responsible for Rovio Stars 3rd party publishing business. In this role Jussi oversees the publishing portfolio as well as the partner screening and game title selection.
Rune Skovbo Johansen, Creative Programmer
Rune is passionate about creating solutions that make advanced and cool technology simple to use. He joined Unity in 2009 with a creative and cross-disciplinary approach to software development grounded in a Master's degree in Multimedia & Game Programming. Rune's spare time is spent on indie games and board games, raising awareness of environmental issues, and tinkering with procedural generation.
Wayne Johnson, Software Engineer
Wayne has been passionate about game development since his early teen
years where he began writing assembly games and other hacks for his
Texas Instruments calculator. Growing up in Australia, Wayne has
worked on everything from machine simulation software to audio
middleware development and now works at Unity Copenhagen in the
core/audio team. He brings years of experience developing the FMOD
audio engine and works to make Unity sound as good as it looks.
Michael Jungbluth, Senior Animator
Mike Jungbluth is a senior animator at Zenimax Online working on The Elder Scrolls Online. Past games include Call of Duty: Black Ops, Lord of the Rings: War in the North, Singularity, and Wolfenstein. He has talked at GDC, IGDA Meetings and universities about advancing animation through game design, has been featured on Gamasutra & GameIndustry.biz as a part of #AltDevBlogADay, and is a co-host of the ReAnimators Podcast.
Erik Järlemyr, Programmer
I am a generalist programmer at Tarsier Studios, where I've spent the last four years grappling with everything from shaders to build systems. Before that, I programmed for indie developer Noumenon Games.
Reiner Knizia, Dr
Dr. Reiner Knizia is one of the world’s most successful and prolific game designers. He has had more than 600 games and books published in many countries and languages worldwide with sales totalling 20 million games. He has won numerous international awards. Reiner Knizia has a Master of Science degree from Syracuse University (USA) and a PHD in Mathematics from Ulm University (Germany). Before dedicating himself to the full-time development of games, he was the Operations Director of a £ 10 billion mortgage company based in the United Kingdom. Reiner Knizia has had teaching assignments at various international universities/institutions on Learning Techniques, Management and Game Design, e.g. at the Massachusetts Institute of Technology MIT and the ABECOR Banking Institute.
Veli-Pekka Kokkonen, Software Developer
Veli-Pekka Kokkonen is a Finnish game developer who started programming with Amiga and got caught up in the demo scene and making video games. He is working on the 2D and animation features in Unity and is an active member of the local indie community. Prior to joining Unity, Veli worked for many years on mobile games, architectural visualisations, game engines and tools. He is intrigued by the mixture of art and technology, and explores alternative ways to create game content
Pärtel Lang, CEO
Pärtel Lang is the founder of RootMotion - a company dedicated to the research and development of character animation systems, and the developer behind Final IK - the complete Inverse Kinematics collection for Unity that will bring advanced animation solutions like Full Body IK to the comfortable reach of indie developers worldwide.
Peter McConnell, Composer
Little Big Note Music
Peter McConnell has composed award-winning scores in the Interactive Entertainment Industry for nearly two decades. His credits include Broken Age, Plants vs. Zombies: Garden Warfare, the Sly Cooper Series, Star Wars: The Old Republic, Kinect Disney Adventures, Psychonauts, Brutal Legend, The Sims, Grim Fandango, Indiana Jones and Monkey Island. Peter composed in-house for LucasArts for ten years before leaving to compose independently in 2000. Peter is fluent in classic film-scoring styles ranging from the whimsical to the epic. His influences include Bernard Herrmann, Raymond Scott, Carl Stalling, Duke Ellington, Lalo Schifrin, and Danny Elfman.
Matt Mocarski, Art Director
Carbine Studios / NCSOFT
Matt has been a student of art his entire life. With a strong interest in entertainment Matt got his start in the television animation field. He worked on a variety of programs, including a as a Lead Story board Artist on the Emmy award winning show, The PJS, and the MTV produced Gary and Mike for Will Vinton Studios.
In 1999 Matt’s long love of videogames led him to obtain a 3D Art position on the critically acclaimed Legacy of Cain: Soul Reaver series at Crystal Dynamics. Shortly thereafter his career blossomed after joining Blizzard Entertainment, having the opportunity to work on one of the most successful games of all time, World of Warcraft. While at Blizzard Entertainment, Matt was the Senior 3D Artist responsible for many of the game’s buildings, dungeons, cities and had a heavy influence in establishing the visual style of the game’s assets.
nAfter his time at Blizzard, Matt took the opportunity to expand his knowledge by working with Ready at Dawn Studios for the award-winning Daxter on the PSP. In their small studio setting, Matt was able to work on a wide variety of assets including characters, environments and effects.
In 2005, Matt joined NCSOFT's Carbine Studios as the Lead Environment Artist. He was promoted in 2006 to Art Director, where he is striving to meet new standards for art in the upcoming MMO, WildStar. In 2013 Matt was named Creative Director for WildStar. Although he continues his duties as Art Director, he now oversees all creative aspects of the franchise including story, tone, content and marketing.
Matt has lectured and has been a member of the industry advisory boards at the Art Institute of California, Westwood College of Design, and Laguna College of Art and Design. He was also the creator and owner of the comic book, Corporate Ninja, which was published by Slave Labor Graphics.
Peter Pashley, Tech Director
I've been Tech Director for the games team at ustwo in London for the last 3 years, working on Monument Valley, Blip Blup and Whale Trail. Before that I made Aftermath and before that I was AI Lead on The Outsider at Frontier Developments.
Ryan Payton, Designer
Ryan Payton is founder of Seattle-based Camouflaj, the studio behind RÉPUBLIQUE. Ryan began his career in Tokyo as a producer on Konami's METAL GEAR SOLID 4, and then in 2008, was recruited by Microsoft to return home to Seattle and direct HALO 4. After three years at Microsoft, Ryan surprised the industry by announcing his departure to establish his own independent game studio, Camouflaj.
In spring of 2012, Ryan and his team launched an ambitious Kickstarter campaign for RÉPUBLIQUE. Pitching the game as an iOS-focused, story-driven “stealth survival” game, Ryan and the team raised $555,000 through the popular crowdfunding site. On December 19, 2013, the first episode of RÉPUBLIQUE was released on the App Store to rave reviews.
The 20-person team at Camouflaj's main focus is to develop a AAA game that pushes the Unity platform like never before, utilizing console-like features including large 3D environments, motion captured animation, facial performance, and advanced AI.
David Polfeldt, Managing Director
Jory Prum, Sound Guy
Jory K. Prum is principal engineer and owner of studio.jory.org, a game audio production facility located in San Francisco, California. With 20 years of audio production experience, Jory has focused primarily on video game sound since 1999, when he joined the LucasArts sound team.
Since departing LucasArts, Jory has worked as a gun-for-hire, creating sound effects, recording and manipulating voice & music, and mixing cutscenes for games such as LucasArts' "Knights of the Old Republic", Telltale Games' "The Walking Dead" and "Tales of Monkey Island" episodic games, Double Fine's "Broken Age", and EA's "The Sims 2".
Jory has also worked in post production audio for feature film, as well as commercials. He has experience with foley, sound design, and mixing. Some notable projects include Pixar Animation Studio's Academy Award-winning "For the Birds", Focus Features' Academy Award- and Golden Globe-winning "Lost in Translation", and Sony Pictures' Academy Award- and Golden Globe-winning "Adaptation."
Ari Pulkkinen, CEO
Ari Pulkkinen is an award winning composer and a sound designer. He has worked over ten years professionally in games industry. His work includes many critically acclaimed mobile and console games such as Angry Birds, Resogun, Trine -series, Dead Nation, Outland and Super Stardust HD.
Samuel Rantaeskola, Senior Production Expert
Samuel is a Senior Production Expert at Hansoft with the primary role of helping game developers around the world leverage their Hansoft usage, taking their productivity to new levels.
Samuel has been working with large scale game and software development and project management for 8+ years in various roles within engineering and production.
Before Hansoft he worked as a Senior Producer at Starbreeze, where he was leading large productions in association with EA. Samuel holds an M.Sc. in Computer Science.
Chris Roe, Co Founder and Art Director
Co founder and Art Director of Fat Pebble. 12 years professional games artist experience plus a childhood of stop motion animation. Chris is the driving force behind Fat Pebbles unique approach to fusing handmade with digital. Previously at Ninja Theory, Lion Head and Zoe Mode.
Jakob Schmid, Audio Programmer
Jakob Schmid is the audio programmer at Playdead, currently working on the studio’s next title. In his spare time, he created the music and sound for his friend Jeppe Carlsen’s IGF award-winning game '140', a 2D platformer where music and gameplay is very tightly integrated. Jakob is a computer scientist with a minor degree in musicology.
Tim Shepherd, CEO, founder
Chroma Studios Aps
CEO and founder of Chroma Studios Aps. 5+ years in design, production, business development and strategy. Experience and releases on (almost) all platforms at major studios throughout Europe. Currently overseeing design and development on Chroma's debut launch title.
Brjann Sigurgeirsson, CEO
Image & Form International AB
I'm the CEO of Image & Form, a 12-person game studio in rainy, windy Gothenburg, Sweden. Starting out doing multimedia presentations in Tokyo and web design in San Francisco to start up this game company in 1997, I've seen game-industry trends come and go. At the core are very simple values: quality and originality will always rule.
Brjann Sigurgeirsson, CEO
Image & Form International AB
Brjann Sigurgeirsson is the CEO of Image & Form, a renowned game development studio in rainy, windy Gothenburg, Sweden. As such, he handles PR, marketing and evangelization for the studio and its titles.
He started making "games" very, very long ago - back in 1980 on the fabulous ABC80 machine, where pixels were as big as postage stamps. He then moved on to making multimedia presentations in Tokyo and San Francisco in the first half of the nineties. Then web. Then games again. Lots of uninteresting games, and a few brilliant ones.
Camden Stoddard, Lead Sound Designer
Double Fine Productions
Camden has worked as a sound designer and composer for Double Fine Productions for 5 years. After winning the Game Audio Network Guild's "Rookie Of The Year" award in 2009, he worked on many amazing Double Fine titles, such as Brutal Legend, Stacking, Iron Brigade, Once Upon A Monster, Happy Action Theater, Costume Quest, The Cave, and Autonomous. He was the Lead Sound Designer for Double Fine's recent acclaimed adventure game "Broken Age - Act 1", and is currently working on Act 2. Camden graduated with honors from San Francisco's famed Pyramind School for digital audio production. When he is not in the studio mixing or doing sound design, you can find him exploring the wilds of California and Hawaii.
Jón Thoroddsen, CEO
Jon Thoroddsen is an economist. He was formally a film producer and a stockbroker. Later moving his experience to marketing management. He is the founder and CEO of Digon Games, a game studio in Reykjavik.
Ed Valiente, Business Development Manager
Nintendo of Europe GmbH
Ed joined Nintendo’s European Publisher Business department in 2010 initially working with traditional retail publishers.
Since the launch of Wii U in 2012, his department also takes care of indie developers looking to self-publish on Nintendo eShop, so he spends much of his time promoting interesting and unique games to his first-party colleagues.
Ed has been in the games industry since 1997 and has previously worked at Sony, Microsoft, Square Enix, Namco Bandai and Rovio.
Thomas Vigild, Headmaster
Vallekilde Game Academy
Headmaster at Vallekilde Game Academy - a community high school focused on game design.
Independent game critic, speaker, teacher, designer and consultant. Clients include The Danish Ministry for Culture, the Danish Broadcasting Corporation (DR), national libraries and municipalities and national Danish newspapers like Politiken and Weekendavisen.
External editorial member of the Danish support program for digital games anchored in The Danish Film Institute.
Chairman of the jury for the Danish board game award Guldbrikken (www.guldbrikken.dk)
Chairman of The Danish Game Council - a union of Danish game journalists and educators (www.danskspilraad.dk)
Bill Wang, Vice President
Bill Weizheng Wang has been vice president at Perfect World (Nasdaq: PWRD) since April 2007. He is responsible for investment and business development in North America and Europe. He is on the boards of acclaimed developers including Runic Games and Unknown Worlds Entertainment. Prior to that, he was business development executive at the premier MMO publisher and developer Turbine Inc, which was acquired by Warner Brothers.
Bill Wang received his MBA degree from Pennsylvania State University in 2001 and received his master's degree in finance from Boston College in 2004.
Teut Weidemann, Senior Online Games Supervisor
Ubisoft Blue Byte
Teut Weidemann is a Senior Online Games Specialist and currently works for Ubisoft – Blue Byte on new online game projects after he assisted them on the browser game of the year “The Settlers Online”.
Teut started in the games industry in the 1980’s and since shipped over 100 titles on most known platforms.
After working for Apple Computer and Microsoft Games he founded his own developer Wings Simulations in 1996 which shipped the highly rewarded Panzer Elite for Psygnosis, a Sony company back then. After selling his company he joined CDV as CTO for more than 2 years where he was responsible for all development.
Since 2007 he is consulting companies who have or want to enter the future of gaming: the online space.
Gareth Williams, Mr
Lonewolfwilliams is a Freelance games-tech developer and Unity specialist, with a background in digital media. He has worked with companies including Aardman animations and Auroch Digital and is also an associate lecturer teaching internationally.
Markus Windelen, COO
Anders Östlund, Lead Cloud Engineer
I'm the Lead Cloud Engineer at Simplygon responsible for the architecture of the Simplygon Cloud service. I have worked in the computer games industry for the last
The speakers’ list willl will be updated on a regular basis.
Note: The above list is preliminary and can be subject to change