Jason Della Rocca

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Jason Della Rocca
Co-Founder, Execution Labs
Jason Della Rocca is a game industry entrepreneur, funding advisor, and cluster expert. He specializes in business/partnership development, pitching/funding, and ecosystem/cluster development.
As the co-founder of Executions Labs, he was a hands-on early stage investor to over 20 independent game studios from North America and Europe. Between 2000-09 he served as the executive director of the International Game Developers Association (IGDA), 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 “Power50,” a list which profiles 50 of the most important contributors to the state of the game industry. As a sought after expert on the game industry, Jason has lectured at conferences and universities worldwide.

Jean-Francois Tremblay

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Since 1997, he participated, as Biz Dev, to the development and launch of multiple hundreds of titles on numerous platforms, such as PC, mobile, console, Facebook among others. Before returning to the games industry with Nutaku, Jeff has lead the AR/VR practice for the Valtech Group for two years. Within Nutaku, Jeff manages a team of Business Development executives in their goal to continuously expand the quality and diversity of games through the 10M investment fund Nutaku has available for developers.

Nicholas Lovell

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Nicholas Lovell is a game designer and consultant who specializes in service and F2P games.

His website, Gamesbrief, has been a resource for F2P game design since 2008. He is the author of The Curve (Penguin), The Pyramid of Game Design (CRC Press) and The F2P Toolbox (GAMESbrief).

Clients have included Rovio, Exient, CCP, Firefly Studios, Square Enix, Electric Square, and many others.

Nicholas is a non-executive director of Spilt Milk Studios, developer of Lazarus.

Marc-André Carbonneau

Marc-André Carbonneau a obtenu un doctorat pour ses travaux de recherche en apprentissage automatique (machine learning). Il a ensuite commencé à travailler à La Forge, laboratoire de recherche chez Ubisoft, où il se concentre sur l’application de l’intelligence artificielle au son dans l’industrie du jeu vidéo. Il a publié plusieurs articles dans certains des plus prestigieux journaux scientifiques tels que IEEE Transactions on Neural Networks and Learning Systems et Elsevier’s Pattern Recognition. Ses intérêts de recherches incluent l’apprentissage automatique faiblement supervisé, la vision par ordinateur et le traitement de signal.

Charles Deenen

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Charles started his career in Game Audio in 1985, writing a sound driver & music for the C64. He moved to the USA in 1991. After 10 years at Interplay as Audio Director (Fallout, Baldur’s Gate) and 9 years at Electronic Arts (Sr. Audio Director), he joined Tim Gedemer @ Source Sound Inc in Los Angeles. Source Sound with it’s 11 person team provides sound for 400+ trailers per year in the Theatrical and Game industries. Charles heads up the Game oriented activities (Call of Duty, Halo, Battlefront, Battlefield etc.) & Commercials (Pennzoil, Mercedes, Audi, Lamborghini, BMW, Ford, Fiat etc.)

Felix Kramer

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I’m a freelance Producer, PR pal, Bizdev bud, and Publisher Scout — I work with many different teams wearing a variety of hats!

Watson Wu

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Watson Wu is an award winning American sound designer, field recordist and composer. Well known in the industry for his extreme sounds, his credits include Baby Driver, Project Cars 2, Assassin’s Creed, Transformers, The Need for Speed franchise and dozens of others.

Adriane Kuzminski

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Adriane is a freelance sound designer with a passion for accessibility. This has led her to work on blind-accessible games like Earplay, A Hero’s Call, Frequency Missing, and others, as well as serve as an accessibility consultant for companies like imitone LLC and The Deep End Games. She is currently a producer and audio implementer with Team Audio, an interviewer and writer for A Sound Effect/Soundlister, a Volunteer Council member with The Audio Mentoring Project, an editor for Designing Sound, and a Drill Sergeant in the U.S. Army Reserves.

Chris Perrella

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Chris Perrella is the Senior Graphics Technical Artist at Insomniac Games, where he is working on Marvel’s Spider-Man for Playstation 4. Chris has contributed to projects such as XCOM 2, Infamous Second Son, Autodesk’s Stingray Engine and Marmoset Toolbag/Viewer.

Nathaniel Wattenmaker

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After a stint in journalism covering games and technology, Nathaniel joined Riot Games. In his half-decade there he’s pitched in on writing and communications strategy for dang near every part of League of Legends. After that game of pinball around League, he found a cozy home guiding publishing and policy for Riot’s player behavior efforts. Nathaniel’s academic background is in history and political science and he believes game designers would probably be better at writing policy than politicians.