With a background in literature and cinema, Patrice now has over 21 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. Patrice cofounded Panache Digital Games in 2014, an indie game studio located in the heart of Montreal, were he now leads a talented team of developers. The studio is presently working on its first title Ancestors: The Humankind Odyssey.
Victoria Tran is the Community Developer at Kitfox Games, a small indie team in Montreal, Canada creating and publishing worlds such as Boyfriend Dungeon, Six Ages, The Shrouded Isle, Moon Hunters, and more. She has worked as a community consultant for games such as Omensight by Spearhead Games and was the Social Media Specialist for Episode: Choose Your Story. In her spare time, she writes and manages PeachbuttComics, a humorous webcomic about the experiences of being a woman in the games industry.
Yifat is a game designer and artist working on creating autobiographical games and subversive art, currently working as a professor of game design and 3D modeling at York University. Yifat organized of Different Games in Toronto, is co-director of Dame Making Games and is currently working on The Mattress of St. Dundas, a game about gentrification in Toronto and The Medium is the Message, a series of small games which are done in nontraditional game engines.
Kate Gray is a Narrative Director at Montreal-based studio, KO_OP Mode, known for their last release, GNOG. She is currently working on an exciting, yet secret project, after moving from the UK to Montreal a year ago. She is also an award-winning games journalist, with bylines on Kotaku, The Guardian, PC Gamer and many more. Her main area of interest is romance, sex, and sexuality in games, although she also covers indie games extensively. She previously worked for Xbox and GameSpot.
Forrest is a game designer and team leader with experience ranging from huge AAA teams to a tiny indie. Since 2014 he’s served as the president and designer for The Molasses Flood, an independent team of former AAA developers who debuted with The Flame in the Flood. Prior to that he was the lead level designer on BioShock Infinite at Irrational Games, and on Homefront and Frontlines at Kaos Studios. He loves dogs, cooking, and travel, and hates writing bios in the 3rd person.
Richard Rouse III is a creative director, designer, writer and consultant currently working on action-infiltration/narrative game The Church in the Darkness at his company, Paranoid Productions. Past projects include The Suffering, State of Decay, Quantum Break, Sunset Overdrive, Drakan: The Ancients’ Gates, Damage Incorporated and Odyssey: The Legend of Nemesis, and he has consulted on numerous other titles. Previously he was a Design Director/Lead at Microsoft Studios, Ubisoft Montreal, Midway and Surreal Software. Rouse wrote the popular book Game Design: Theory & Practice and is a frequent speaker on game design and interactive storytelling at conferences and universities.
Alex Epstein is the Narrative Director and voice director for We Happy Few (2018) and Contrast (2013) as well as Narrative Lead for Stories: The Path of Destinies (2016).
A recovering screenwriter, Epstein co-wrote the hit comedy film Bon Cop / Bad Cop, which broke the Canadian box office record, and co-created the TV comedy series Naked Josh, which ran for three years on Oxygen and Showcase. His two screenwriting books, Crafty Screenwriting and Craft TV Writing, have sold over 30,000 copies in English, and have been translated into Korean and Chinese.