Patrice Desilets

Formé en littérature et en cinéma, Patrice compte maintenant 21 ans de carrière en conception de jeux vidéo. Il est principalement reconnu pour son travail sur les jeux Prince of Persia: The Sands of Time et comme directeur créatif à l’origine de la série à succès Assassin’s Creed. En 2014, Patrice a cofondé Panache Jeux Numériques, un studio indépendant situé en plein cœur de Montréal, où il dirige une équipe talentueuse d’une trentaine de personnes. Le studio travaille présentement au développement de son premier projet Ancestors: The Humankind Odyssey.

Victoria Tran

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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 Shaik

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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

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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 Dowling

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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

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Richard Rouse III est un directeur créatif, designer, écrivain et conseiller travaillant actuellement sur l’action-infiltration/jeu narratif <<The Church in the Darkness>> à son entreprise, Paranoid Productions. Les projets précédents incluent The Suffering, State of Decay, Quantum Break, Sunset Overdrive, Drakan: The Ancients’Gates, Damage Incorporated et Odyssey: The Legend of Nemesis; et il a aussi conseillé sur de nombreux autres titres. Auparavant, il était directeur du design et responsable chez Microsoft Studios, Ubisoft Montréal, Midway et Surreal Software. Rouse a écrit le livre populaire Game Design: Theory & Practice et est un conferencier s’étalant fréquemment sur la conception de jeux et la narration interactive lors de conférences et dans les universités.