Here are this years talented speakers.
Erik Robertson (Keynote) Top Current Games Industry Over- and Underhypes
Erik Robertson (b. 1961) has never had a proper job. Instead, he has with varying success had own businesses, mostly where the IT and marketing fields touch. He has started a dozen or so companies, and works in the computer games industry since 1997, with development in Redikod AB, also with EU research and innovation grants. He works for the computer games industry through Nordic Game Resources AB, not least with Nordic Game, Europe's largest conference for games developers. His latest start-up is Nordic Game Ventures AB, a VC for the Nordic games industry. Erik designed and in 2006-2012 led the Nordic Game Program, a part of the official Nordic cultural co-operation between Denmark, Finland, Iceland, Norway, and Sweden. Erik has also founded several trade organisations including the European Games Developer Federation. He has started several entrepreneur and start-up support organisations, has Bachelor of Arts and Bachelor of Business Administration degrees from Lund University, and has also published internationally in the field of entrepreneurship research.
Chris Remo Firewatch Narrative Design
Game designer, writer, and composer whose credits include Firewatch, Gone Home, The Cave, Thirty Flights of Loving, and the upcoming In the Valley of Gods.
David Dunham Immersion In Games
David has worked on dozens of software games at Shenandoah Studios and GameHouse, and the tabletop roleplaying game HeroQuest. He led the team that made King of Dragon Pass, and years later its spiritual successor Six Ages: Ride Like the Wind.
Mark Florentino Approaching Combat - A Design Retrospective
Mark is a Combat Designer and has been in the game industry for over 15 years. His previous works include titles such as God of War, Manhunters and Strider.
Ari Arnbjörnsson Delivering Assets To Your Mobile Game
Ari is a game programmer with over 10 years game industry experience and the main organizer of the Finland Unity User Group. His previous work includes leading teams at Rovio, the maker of Angry Birds, and being the lead build engineer at Armada Interactive.
Bjarni Arnason Profiling & Optimization
Bjarni is a graphics programmer at Gearbox Software in Texas, USA where he focuses on profiling, performance and environmental rendering such as terrain, foliage and sky. For the last 8 years he has shipped on Borderlands 2, Duke Nukem Forever and Battleborn.
Alberto Alonso Real Time Multiplayer Synchronzation
Game programmer since the age of 10 and open-source developer. CTO&Co-founder of Action-Reaction Games, co-developer of Multi Theft Auto and occasional speaker in the Helsinki Unity meetups.
Magdalena Czarnecka QA Driven Production
Magdalena joined video game industry back in 2014. First involved in mobile games, later leading a QA team in CD PROJEKT RED in the Gwent project. Saw birth of Gwent, lead team through prototype, closed beta and public beta phase. Now as Gwent QA Lead focusing on bringing players singleplayer Gwent campaign - Thronebreaker and Gwent Homecoming.
Arto Käyhkö Dynamic Monetization
Mr. Arto Käyhkö is a seasoned game industry biz dev veteran. He has been working in multiple roles in funding, investment consulting and marketing (UA, GtM, ) with companies such as Apprien, Google, GHP and Pollen VC.
Johannes Peltola Building Games as a Relationship
Johannes is Game GM at EA Tracktwenty, plotting a Super Secret new game. During his last 5 years at EA, Johannes built the economy for SimCity BuildIt, as well as lead the Product and Analytics team. Before EA, Johannes was at Digital Chocolate Helsinki and developed escalators at KONE China.
Mehdi Benkirane (Master of Ceremonies) Hallmaster of Hall 1
Mehdi is the Co-Founder of FLIP Entertainment, a video game centric music publishing whose mission is to monetize in-game music for developers. Before FLIP, Mehdi led industry relations for the SAE group's European operations where he negotiated global partnerships with the global music, games, and film industries.
Julius Fondem Hallmaster of Hall 3 and the host of Fireside chat
Julius is a colorful and smile infused game producer who has worked on games ranging from small to big, and from mobile F2P to console AAA. He's currently working at Ubisoft Redlynx, and during his time at Ubisoft, he's worked on titles such as Steep and Trials of the Blood Dragon, and a couple of unannounced projects. Julius is also a Kajaani University of Applied Sciences alumnus! If you ever need to spot him in a crowd, look for the big hair and colorful socks
Karen Soh The Art Of Cinematic Design
Karen is a cinematic designer with over 10 years experience in the video games industry, kitbashing animations & wrangling cameras with glee. She is currently a Senior In-Game Cinematic Artist at Blizzard Entertainment, having created cutscenes for some of her favorite lore characters in World of Warcraft & Heroes of the Storm.
Ben Kleber 17 Years In Game Art - A Reflection
Games Artist, Designer and Educator Ben Kleber has been creating art for videogames for over 17 years. Originating in the Half-Life (1998) editing community, he has contributed to various projects, most notably as a principal artist and level designer for Minh Le's 'Tactical Intervention'. He was one of the founding members as well as the original art director for Critical Force. Ben currently teaches games art at the University of Barcelona's ENTI lab.
Matthias Develtere Hardsurface Design & Pipeline
Matthias Develtere is Belgian self educated artist. He gave himself the challenge to learn the basics of 3D in one year, and make a portfolio in that same time period. 8 months later he joined the Swedish Company: Machinegames as a 3D Artist in 2014. And has been working with them for 4 years now. Some of the games he worked on are: Wolfenstein Old Blood, DOOM and Wolfenstein II: The New Colossus Next to his, Matthias writes articles for 3D magazines to share his experience with new beginning artist. His passion is hard surface design, in particular vehicles. One of his goals is to give every vehicle character and a certain flair.
Angie Smets Horizon Zero Dawn: A Studio’s Perspective
Angie is executive producer and part of the management team at Guerrilla. Since joining the studio in 2003, she has produced multiple games in Guerrilla’s celebrated FPS franchise Killzone. Most recently, Angie shipped Guerrilla’s first venture into the action-RPG genre, Horizon Zero Dawn, to widespread popular and critical acclaim. Learn more about Guerrilla Games at www.guerrilla-games.com.
Tuomas Hakkarainen Complexity
Tuomas is an experienced IT-consultant turned games developer, with 20 years of experience in the field. He sometimes suffers from culture shock in the games industry, but loves games much more than the high-stakes world of consulting. He makes cloud-based services for Housemarque, and in addition coaches Housemarque's teams in Lean Software Development. On his free time he likes to cook and take photographs in addition to playing board / table-top / computer / console / mobile / live-action games. If you are in need of books for developing your organisation, he’s got a plethora of recommendations.
Tatu Petersen-Jessen Defining and Directing Vision - Setting Up Processes For Creative Work
Tatu is an entrepreneur and a seasoned game industry professional with a creative and artistic background. During the past two decades Tatu has worked with some of the best teams and experts in the industry from mobile to AAA and back. Tatu has worked on more than 40 globally published games in companies such as Digital Chocolate, Remedy and currently Rovio, where he works as an Art Director of Global Studios.
Adnan Selimovic How Games Connect To Everything
Dr. Adnan Selimovic is the founder CEO of Applied Psychotechnics Ltd. With a decade of experience working within the gaming industry, he has used his proprietary research on the psychology of immersive technologies to help gaming companies (such as Ubisoft, Starbreeze, Lightstorm) optimize retention, monetization and satisfaction of users. His work enables the game technologies to scale swiftly while addressing concerns about safety and exploitative practices. He has led numerous teams in organizing research and analytic frameworks, building profiling models, training staff in duplicating methodology, and creating analytic structures to streamline data collection, analysis, and coherence across internal systems. From AAA studios to indies and frontier startups, he currently leads a team of specialists that routinely deploy these unique psychotechnologies to maximize revenue and gamer satisfaction.
Felicia Prehn Disabilities In Gaming (Fireside Chat)
Felicia Prehn is a legally blind producer and manager at Nopia Oy, an animation and mobile game studio in Pori. She is also an accessibility advocate and eurodance artist.
Arnold Nesis The Games Industry Is A New Music Industry
Arnold is an Israeli composer, mostly known for his work in video games, movies and visual media. Arnold has studied film scoring at the 'Rimon School of Jazz & Contemporary Music'. While based in Israel, Arnold has worked with companies in the United States, Russia, Ukraine, Germany, Sweden and elsewhere. He is also the founder of 'Capricia', a progressive project that released its album, "Fooled by the Hush," in 2011 with Melodic Revolution Records. Currently Arnold is the CEO of "Capricia Productions", working on "The Birdcage" - the first music album fully produced as an interactive story-driven video game, featuring some of the biggest Rock and Metal names in the world.
Walid O. El Cheikh Hallmaster of Hall 2
Walid runs the Game Executive program at Aalto EE. He is a regular speaker and coach about entrepreneurship, games and education. He focuses on the human side of business because people are important! Walid’s wish is to inspire people to adopt pitching and networking as early as possible. He believes that it is not so scary, hard or uncomfortable if you have the right tools and tips.