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Current Speakers

(Be sure to check back for updates on speakers and sessions)


Stone Librande

Stone Librande, Electronic Arts

Creative Director


Session:

Stone Librande has worked in the game industry for over 10 years on games such as Diablo 3 and Spore. He is currently the Creative Director at EA/Maxis where he is designing the newest SimCity game. In addition to his full-time job, he also teaches game design courses at Cogswell College in Sunnyvale, CA. and runs design seminars at the Game Developers Conference and at other locations around the world. His walk-in closet holds more than 300 card and board games, including 30 that he has designed himself.

Cynthia Woll

Cynthia Woll, Electronic Arts

Executive Producer Mobile


Session:

"The Role of Story In Mobile Games"

Cynthia Woll recently completed a two-year stint as Creative Director for Disney Mobile, where she guided the design for the critically-acclaimed iPhone game “Where’s My Water?” as well as “Pirates of the Caribbean: Master of the Seas” and “Cars 2 AppMATes, a groundbreaking toy/iPad product. Cynthia has designed mobile games, social games, virtual worlds and reward systems for clients that include Tapulous, MTV, Neopets, DirecTV, AOL, Ultimate Movie Site, Buzznet.com, and Knowledge Adventure. In addition, as founder and CEO of Cul de Sac Studios and Angel City Games, she designed and launched a series of social games for Facebook including Burb Wars and Gossip Town. Prior to founding her own companies, Cynthia served as Executive Producer at Yahoo! Games, Executive Producer at Atari Inc., Sr. Producer at Electronic Arts, Director of Development at Mattel Media, Producer at Disney Interactive, and Executive Producer at Time Warner Interactive. Her published games are a diverse portfolio and include Yahoo! Chess, Barbie Magic Hair Styler, Dungeons & Dragons Online, online Scrabble and Monopoly, ClubWorld, and PopJax Video Trivia. Cynthia will be mentoring on game design and designing in monetization.

Brad Muir

Brad Muir, DoubleFine

Game Designer, Project Lead


Session:

"How Do You Create Your Next Game?"

Marcus Montgomery

Marcus Montgomery, Backbone Entertainment

Senior Game Designer


Session:

"Leading the Design Without Being the Lead Designer"

Marcus Montgomery is a veteran designer with more than 17 years of industry experience. As a game designer he has worked at 3DO, Sony Computer Entertainment, and currently holds the position of Senior Designer at Backbone Entertainment. He has lead design for 3 commercially released Xbox 360 and Playstation 3 titles and was instrumental in the design execution of 5 Playstation 1 and 2 games. In his free time he has been known to participate in the Experimental Gameplay Project and has organized a hackathon at Backbone Entertainment. He is intrigued by the innovation in the independent games space and hopes to foster more crossover with the mainstream.

Stephanie Morgan

Stephanie Morgan, Rabbit

Founder


Session:

Panel

Stephanie Morgan is a serial award-winning producer of social entertainment products, including GodFinger, WordFu, and Star Defense for iOS. She was also Studio Director at Hands-On Mobile (World Poker Tour and Guitar Hero) before her time with ngmoco. Prior to becoming a game producer, she lived as a professional card player and worked in films, with her first game being Baldur's Gate Mobile at Sorrent (Glu). Those in the industry know her as one of the key designer/producers that has driven powerhouse mobile titles, having multiple millions of downloads, DAUs and MAUs. Currently Founder & C3PO at Rabbit, a live social video startup, Stephanie continues to advise game companies as much as her schedule allows.

Doug Hill

Doug Hill, Playdom

Lead Game Designer


Session:

"You Have 30 Seconds..."

Doug Hill is a Lead Game Designer at Disney Playdom, where he oversaw the design of Armies of Magic for Facebook and is currently working on an unannounced title. Previously, Doug has worked on more than 30 published titles from a variety of publishers including Disney Interactive, Popcap Games, Nickelodeon, Activision, Take Two, and THQ. These were primarily on Nintendo DS and Game Boy Advance, but also include PC, Nintendo Wii, and PlayStation. He has served not only as a Lead Designer, but also a Producer, Writer, and Content Designer on a variety of titles. Past titles include Armies of Magic, Elements of Destruction DS, Bookworm DS, Dora the Explorer, Little League World Series, UNO, and many more.

Mike Lu

Mike Lu, Gree

Executive Producer


Session:

"Designing RPG's for Mobile"

Mike Lu has over 10 years of product experience working in online media. His products has generated more than $200 MM in revenue across two separate start ups. He later joined Funzio as the executive producer for mobile games managing Crime City, Kingdom Age, and Modern War. Mike is currently the Sr Director of Product, at GREE which acquired Funzio in June 2012.

Josh Rose

Josh Rose, LudusLabs


Session:

"Making the Transition from console to Mobile and Social Games"

In his 20 years in the game industry, Josh Rose has overseen the launch of 28 software products and 22 games. Josh has assembled international game production teams of over 75 people, for both large and small clients, including ngmoco:) and Glu Mobile. He has worked with top-tier brand properties including Star Wars, Lady Gaga, and the George Romero Dawn of the Dead franchise. Josh is a frequent speaker on viral product design and a sought after expert for his unique talent at building, leading, and motivating creative teams as well as designing viral, high player-engagement products.

Christian Godorr

Christian Godorr, BigPoint

Creative Director


Session:

"Whales and Long Tails: Creative Analytics for Game Design"

Christian Godorr is currently the Creative Director of Bigpoint. Christian joined in 2006 as the Producer of Dark Orbit, and oversaw the creation and development of one of Bigpoint's oldest and most successful titles. He now is responsible for managing the game design department as well as overseeing game balancing and virtual economies for all Bigpoint games.


Christian established the foundation for Bigpoint's successful virtual item-based business model, and has built a strong game design team, responsible for conceptualizing and balancing new products and product updates. His main focus is on balancing game titles by analyzing player's needs and monetizing audiences without overlooking the "fun-factor".


Christian has 14 years of professional experience in the online games industry, which has leveraged an excellent knowledge and skillset in Game Design, Game Balancing and Virtual Economy. Christian's prime focus has been on the analysis of player needs and knowledge on how to monetize these aspects without neglecting the "fun" in games. He studied Media Informatics, Philosophy and Social Science at the University of Hildesheim and Hannover.


Noah Falstein

Noah Falstein, Suddenly Social

Co-Founder, Chief Creative Officer


Session:

"Gamification - Are You Serious?"

Noah Falstein began his career in game development in 1980. Among the first ten employees at Lucasfilm Games (now LucasArts Entertainment), The 3DO Company, and Dreamworks Interactive, Falstein was project leader for the classic arcade game Sinistar, the PC titles PHM Pegasus and Indiana Jones and the Last Crusade, and co-designer of Indiana Jones and the Fate of Atlantis. Other titles he has contributed to include Re-Mission, Cisco MindShare Game, and Alan Wake. He was the first elected chairman of the International Game Developers’ Association, and was the design columnist for Game Developer magazine for six years. Since 1996 he has been President of The Inspiracy, providing game design and project management expertise to a wide variety of companies. He has been an early leader in areas including interactive narrative and story games, flight simulators, modern console development, serious games, and virtual worlds. http://www.theinspiracy.com

Brandii Grace

Brandii Grace, Transform Entertainment

Sr. Game Designer


Session:

"Designing Games to Attract a Wider Audience of Females"

Brandii Grace is the Chief Creative Officer of Transform Entertainment – a pioneering company recently featured on Gamasutra for working to create AAA console games specifically targeting the growing women’s market. Brandii has nearly 10 years of design and development experience in the games industry working with a wide array of platforms, genres, and markets for games ranging from giant AAA MMO’s to award-winning indie titles. She has taught game design innovation, been published in respected game development textbooks, and helped start more than one collegiate game program.

Randy Angle

Randy Angle, LudusLabs

Sr. Partner


Session:

"RPG Meta-Game"

With more than two decades of industry experience under his belt, Randy Angle has been responsible for over 60 games, in every genre, on every imaginable platform, many as Lead Designer and Creative Director. He has a proven ability for game design, engineering, project management, and building teams while operating multiple projects. Games he has developed have won awards, garnered fan appreciation and earned hundreds of millions of dollars for past clients. Brands he has made games for include: Star Trek, LEGO, Lord of the Rings, Dungeons & Dragons, Spiderman, Dora the Explorer, SpongeBob SquarePants, Fairly Odd Parents, Danny Phantom, Jimmy Neutron, Zorro, Deal or No Deal, 1 VS 100 and many original titles.

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Marina Kobayashi, Electronic Arts

Lead Games User Researcher


Session:

"Game User Research is for Game Design!"

Marina Kobayashi is a lead games user researchers at Electronic Arts Headquarters in Redwood City, California. She started conducting user research in the User Studies Lab at Carnegie Mellon University where she earned her Masters in Human Computer Interaction. Her user research has taken her to emerging markets ethnographies in Mumbai, India, contextual inquiries with roboticists for NASA AMES, to Turbotax studies and eBay gamification research. She currently supports the Battlefield, Mass Effect, and Dragon Age franchises. Through a morning ritual of talking about what games they each played the night before, Marina and her colleagues relish in game experiences, what makes them fun, and how to make them better. They are also passionate about improving the practice of Games User Research. This means thinking about process and methods and how to make them most effective and efficient. Marina lives in San Francisco, California’s Mission District where she enjoys tacos and tokidoki.

Sarah Romoslawski

Sarah Romoslawski, Sifteo

Game Designer


Session:

"Game User Research is for Game Design!"

Sarah (Hatton) Romoslawski works at Sifteo Inc. designing games for the Sifteo cube platform. Additionally, she leads playtests for all Sifteo titles to ensure fun and usability for the Sifteo audience -- ages 7 to 12. Currently working on several unannounced titles for Sifteo, Sarah has also shipped The Cogwell Twins and the Amazing Alpha-Matic, a Montessori inspired game for pre-readers, and produced Sifteo’s DIY Multiple Choice Creativity Kit. Previously Sarah worked at EA’s Pogo.com on web features, games for the Pogo Mini avatar service and as a producer for the physics game Cirque du Flea. Sarah holds an MFA from Arizona State University’s interdisciplinary Arts, Media and Engineering program where she developed embodied and multimodal language arts scenarios and teen focused serious games for the Situated Multimedia Arts Learning Lab (SMALLab). Her art and research has appeared in venues such as ACM Sandbox, ACM Multimedia, the Participatory Design Conference, iDMAa, and Interaction Design and Children.

Rob Hunter

Rob Hunter, Focused Apps


Session:

"The Evolution of Hit Tennis"

Rob Hunter joined forces with Mark Johnson in 2009 and have been making apps for iOS ever since. The two focus on making casual games that are specifically designed for mobile touchscreen devices. Their most popular title, Hit Tennis 2, has been downloaded over 13 million times. Mark and Rob have recently launched the third installment Hit Tennis (Hit Tennis 3) with truly spectacular results.

Ethan Levy

Ethan Levy, FamousAspect

Independent Game Designer


Session:

"Game Design is Business Design"

Ethan Levy is a 9.5 year veteran as a game producer and designer. He has worked at companies big and small, including BioWare, Pandemic Studios, PlayFirst, iWin and Electonic Arts' Office of the Chief Creative Officer. Currently, he works as an independent game developer and a game design consultant in the mobile/social space.

As part of BioWare San Francisco, he led the development of browser-based Dragon Age Journeys and Dragon Age Legends Remix and social network Dragon Age Legends as Game Producer. Dragon Age Legends was named as one of Kotaku's "5 Best Games on Facebook" and was nominated for 2 awards at the GDC Online Choice Awards in 2011. The three Dragon Age games have totaled over 50 million plays.

Tony Parisi

Tony Parisi

Entrepreneur, Career CTO/Architect


Session:

"Lean Game Design with HTML5 and WebGL"

Tony Parisi is an entrepreneur and career CTO/architect. He has developed international standards and protocols, created noteworthy software products, and started and sold technology companies. Tony's passion for innovating is exceeded only by his desire to bring coolness and fun to the broadest possible audience.


Tony is perhaps best known for his work as a pioneer of 3D standards for the web. He is the co-creator of VRML and X3D, ISO standards for networked 3D graphics. He also co-developed SWMP, a real-time messaging protocol for multi-user virtual worlds. Tony continues to build community around innovations in 3D as the co-chair of the WebGL Meetup and a founder of the Rest3D working group.


Tony is currently a partner in a stealth online gaming startup and has a consulting practice developing social games, virtual worlds and location-based services for San Francisco Bay Area clients.

Anthony Farmer

Anthony Farmer, Cantor Gaming

Sr. Mobile Gaming Platform Developer


Session:

"An Introduction to Casino Gaming"

Anthony Farmer has been creating revolutionary games and game platforms for decades and most recently has enjoyed being part of the team that's transforming Las Vegas casino gaming by dragging it kicking & screaming into the Mobile Era.

Ross Dannenberg

Ross Dannenberg, Banner & Witcoff

Attorney


Session:

"Legal Issues for Video Game Developers"

Ross Dannenberg handles a wide-range of intellectual property issues, with experience in Internet, e-commerce, telecommunications, and computer software-related issues. With a background in computer science, Ross has prepared and prosecuted hundreds of patent applications in a variety of technical fields, including mobile and traditional telecommunications, computer software, video games, and Internet and business method inventions. He also has experience with intellectual property protection of video games, including patent and copyright protection, copyright clearance, and licensing, and has experience with entertainment, copyright, trademark and domain name related matters. Mr. Dannenberg is an adjunct copyrights professor at George Mason University School of Law.

Mr. Dannenberg earned his Bachelor of Science degree in Computer Science from the Georgia Institute of Technology with concentrations in Telecommunications and Database Management. Between his undergraduate studies and law school, Mr. Dannenberg was an Information Systems Manager for Carnival Cruise Lines, where he was responsible for all facets of computer and network use, training, and administration aboard a cruise ship. He earned his Juris Doctor from The George Washington University Law School in 2000, where he was a member of The Environmental Lawyer legal journal.

Mr. Dannenberg is the founding Chair of the American Bar Association's (ABA) IP Section Committee on Computer Games and Virtual Worlds, and is the Editor-in-Chief of the Patent Arcade website. Mr. Dannenberg is the author of The American Bar Association’s Legal Guide to Video Game Production, published by the ABA in 2011, and is the executive editor of Computer Games and Virtual Worlds: A New Frontier in Intellectual Property Law, published by the ABA IP Section in 2010. Mr. Dannenberg currently serves on the Steering Committee of the Intellectual Property Rights Committee of the International Game Developers Association. Mr. Dannenberg earned his Private Pilot's license in 1999, and is a former member of the Lawyer Pilots Bar Association and International Technology Law Association. Mr. Dannenberg is a Fellow of the American Bar Foundation.

Mr. Dannenberg's representative clients include multinational software, networking, and telecommunications companies, a virtual world software developer having a user base of over 4 million users, video game developers and publishers, and emerging technology companies.

Mr. Dannenberg practices in the firm's Washington, D.C. office.

Jon Slenk

Jon Slenk, Duff Research

Mobile Software Engineer


Session:

"Making Cross Platform Games in Haxe NME"

Jon Slenk became a programmer probably because he liked video games (he grew up on Crash and Zzap! 64), and because he wished usability were more respected (he grew up on MacPaint). His day jobs have included startups, megacorps, and academia, in realms such as video games, television, consumer electonics, and bioinformatics. A fan of open source and smart programming languages, he naturally got sucked into the world of Haxe and NME for developing a couple of 'strictly small time' games.

Anton Commissaris

Anton Commissaris, Apsalar

Chief Revenue Officer


Session:

"From Download to Domination: Engaging Mobile App Users with Analytics and Targeting"

Anton Commissaris brings to Apsalar over 15 years of experience in software, Internet and mobile sectors spanning product strategy, sales, business development, marketing and operations. As a founding member of Mint.com's executive team, he helped the service become the world's leading personal financial management web service until its acquisition by Intuit. As Director, Revenue & Business Development at Intuit's Consumer Group, Anton drove strategies to build Mint to obtain millions of additional users while increasing revenue per user.


Prior to Mint, Anton was VP of Business Development at Right Hemisphere, (acquired by SAP AG), the leader in visual enterprise solutions, and Director of Business Development at Spotlife.com, (acquired by Logitech in 2002), a pioneer in Web consumer video broadcasting. He began his career as an attorney working in London and Paris, and then in Palo Alto, California at Wilson Sonsini Goodrich & Rosati. He holds law degrees from the University of Auckland, New Zealand, and the University of Montpellier, France.

Aditya Dayal

Aditya Dayal, ThrowMotion Inc.

Founder & CEO


Aditya Dayal is the Founder and CEO of ThrowMotion, Inc. Building upon his passion for technology and sport, his vision is to scale down and bring the realism of sport indoors. ThrowMotion’s first game units are starting Beta tests at various locations in the Bay Area this fall. Aditya holds bachelor’s degrees in Physics and Mathematics, and a PhD in Astronomy from the University of Arizona. He has spent the last 12 years working with complex electro-optical systems in areas of systems engineering, algorithms and product development/marketing in Silicon Valley. Prior to that, he worked with the instrument design team for the Hubble Space telescope at NASA’s Jet Propulsion Laboratory and the California Institute of Technology.

Dren McDonald

Dren McDonald, nerdtracks

Composer, Sound Designer


Session:

"That Magic Moment: When Design and Audio Make Music Together"

Dren McDonald (nerdtracks.com) has most recently worked as Audio Director at Loot Drop developing the titles Ghost Recon: Commander (Ubisoft) and Pettington Park (Zynga), where he worked closely with well known game designers John Romero, Brenda Garno Brathwaite, and Tom Hall. Previously he was audio lead at 6Waves/LOLapps on hit titles such as Ravenwood Fair, and Ravenskye City, & he's worked on a number of mobile and indie titles, including the upcoming "Skulls of the Shogun". Dren also serves on the Game Audio Network Guild as the Community Manager and News Editor.

Alex Peake

Alex Peake, Primer Labs

Founder, CEO


Session:

Alex Peake is the founder and CEO of Primer Labs, a startup that creates endless learning games to make all knowledge playable. Alex founded the alternative fashion company Tactical Corsets in 2009. Alex was the editor of Agile Journal, a web & mobile applications developer at Sling, and lead animation editor at Atomic Cartoons.

Tyson Daugherty

Tyson Daugherty, Appssavvy

Sr. VP, Strategic Partnerships


Session:

"Activity Advertising: Native In-Game Monetization "

Tyson Daugherty is senior vice president, strategic partnerships at adtivity by appssavvy, an activity advertising technology company. He leads strategic partnerships integrating the adtivity activity-based advertising platform, which enables web, social and mobile publishers, including CrowdStar, Disney, OMGPOP, TheBroth and Ubisoft, to name a few, to unlock and create new, display advertising opportunities reaching people as they perform activities.


Daugherty arrived at the company from Future US, where he was vice president, Internet development. At Future US, he steered online strategy and execution, and managed a team of more than 30 employees responsible for building and operating online products in video games, technology, sports, entertainment and music sectors. Through a combination of building, buying, partnering and marketing, Daugherty drove growth of the online product portfolio from seven million to 20 million monthly unique users.


Previously, he was general manager and vice president of business development at Bolt, where he worked with appssavvy's Co-founder and CEO Chris Cunningham. Daugherty is an entrepreneur at his core and previously founded two Internet companies, Gigmania and Pixelfixx, in the music and gaming sectors respectively. Daugherty holds an MBA from Insead in France, where he founded iMEG (Insead Media and Entertainment Group) and is a graduate of Tulane University. Follow him on Twitter at @pixelfixx.


Aaron Cammarata

Aaron Cammarata, voidALPHA

Partner


Session:

"Going Rogue - Game Design Freelancing 101"

Aaron Cammarata has been developing videogames since he taught himself Logo on a Coleco Adam as an 8 year old. He turned pro in 1995, and was worked for companies including Activision, Neversoft, THQ, and Locomotive Games. He has contributed to top-selling games for console, PC, and handheld devices, including Tony Hawk's Pro Skater and multiple Pixar titles. He is passionate about innovation and creativity, and believes that videogames offer us entertainment experiences unlike any that have come before. In 2011 he founded game studio voidALPHA with partners Mark Day and David Nielsen, which currently has 4 titles in development. An avid gamer with a passion for game design as a craft, Aaron loves talking games, playing games, and making games. He holds a B.S. in Computer Science from Bucknell University.

Ben Peters

Ben Peters, Pickmoto


Session:

"Finally! The Coming Future of Social Sports Games"

First things you should know about Ben Peters are his allegiances: Warriors, Giants, 49ers, and UCLA, his alma mater. After a brief spell as a lawyer, he discovered an undiagnosed passion for tech and startups. If Pickmoto can figure a way to include hip-hop and Korean culture, then his life would be complete.

Ryan Merket

Ryan Merket, InMobi

Director, Product Marketing Management


Session:

"Mobile Advertising Best Practices for Game Developers"

Ryan Merket has had a lifelong love of tech. He first learned how to program at 11, developed his first site at 13 and started his first internet business at the age of 16.


Prior to InMobi, Ryan was the CEO and co-founder of AppGalleries.com, a white label app platform that gives publishers the tools to showcase mobile apps that are relevant to their audience. Ryan founded AppGalleries.com after leaving Facebook, where he helped major platform partners like Disney, Hulu and Spotify effectively leverage the Facebook Platform. Before Facebook, Ryan co-founded Ping.fm (acquired by Seesmic), a service that allows users to post across multiple social networks at once.


Ryan’s first moved to the Bay Area to work for CBS Interactive in San Francisco as a Senior Product Designer. At CBS he launched the very first implementation of Facebook Connect and numerous social applications for various CBS properties.


When Ryan is not plugged-in you can usually find him at AT&T Park or Candlestick Park, or in the East Bay trying a new restaurant.

Cristian Mitreanu

Cristian Mitreanu, OFMOS

Creator


Session:

"Changing the Way We Learn Business ...with a Casual Video Game"

Cristian Mitreanu is the founder of BizBigPic, where he is building a platform for continuous business skill learning and personal marketing -- an alternative to the conventional business education. OFMOS, a casual video game that mimics the process of running a company over long periods of time, is a key component of the innovative offering, bringing a new approach to the way we learn business. Previously, Cristian authored and published Spointra and the Secret of Business Success, a business book humorously formatted as a "children's book for business professionals." Some of his writing has been published in MIT Sloan Management Review and by the American Marketing Association. He also founded and organized TEDxUIUC, an idea-sharing initiative at the University of Illinois at Urbana-Champaign.

Michael Bergen

Michael Bergen, MHL Consortium

Sr. Partner Alliance Manager


Session:

"Bringing Mobile Gaming to the Big Screen"

As senior partner alliance manager for the MHL Consortium, Michael Bergen is responsible for generating developer awareness to drive the adoption of MHL technology. Leveraging both his broad technical knowledge and his passion for games and apps, Michael brings a deep understanding of the mobile developer ecosystem to the MHL Consortium.


He has more than a decade of experience working with publishers and developers of mobile games and applications. Prior to joining the MHL Consortium, Michael was senior manager, global games business development at Sony Ericsson, responsible for the mass market adoption of the Xperia™ PLAY among developers and publishers that resulted in the creation of an extensive catalog of games. Previously, he spent five years at Nokia in a variety of roles working with games and application providers on a number of initiatives, including both N-Gage and the OVI Store. He began his career in mobile leading the entertainment, games and media vertical at Palm in the late 1990s.


Michael holds a Bachelor’s of Arts in broadcasting from San Francisco State University.

John Shedletsky

John Shedletsky, ROBLOX

Creative Director


Session:

"Building a Giant Snowball Without iTunes, Facebook, Steam, Microsoft etc."

John Shedletsky is employee #1 and Creative Director at ROBLOX. He joined the co-founders in 2006 fresh out of Stanford as a caffeine-guzzling code monkey. Over the past six years, he has been involved in nearly all aspects of developing the product from being a tiny game with 3 active players up to a demographic-dominating behemoth with 3 million active players. ROBLOX is at the forefront of the user generated content movement - it is a platform that allows literally anyone to build and host their own cross-platform online multiplayer game for free. There are individual user-created ROBLOX games with tens of millions of game plays, and there are millions of games available to play on ROBLOX.com. John has been desigfning and building games for more than 20 years. His biggest fear is that one day he might have to get a real job.

Matthew Kagle

Matthew Kagle, VacuumGenesis

Lead Designer


Session:

"The making of Arrival: Village Kasike"

Matthew Kagle teaches game design, level design, programming, and English composition at DeVry University; is a novelist and children’s book author; and is a stay-at-home father to two boys. He has worked as a game and level designer at Totally Games, Pterodactyl Inc., and Raven Software; a QA Engineer at Global VR and Eidos Interactive (where he was also an accountant for a few months); and a writer for Twilight Zone Software. Matthew’s company, Vacuum Genesis Games, is planning to release their first game, Maid Max Cleans Up Haunted House Hill, in October. In his spare time, Matthew likes to… Wait, what is “spare time?”

Terry Hsiao

Terry Hsiao, Hook Mobile

Co-Founder, CEO


Session:

"Design Social Sharing Features To Grow Your User Base via SMS"

Terry Hsiao, is a recognized entrepreneur with an impressive track record for developing companies in the mobile telecom industry.


Prior to founding Hook Mobile, he was chief operating officer and general manager of International markets for Way Systems, taking the company from pre-revenue to more than $10M.


He also co-founded InphoMatch, the pioneer in mobile messaging, with annual revenue of $100M, which was acquired by Sybase for $425 million. In addition, he managed the founding and operations of Nextel Partners’ wireless venture (acquired by Sprint), from the creation of the business plan, raising capital, development of operating structures, to IPO within 18 months.


Hsiao has been appointed by Virginia Governor of Bob McDonnell to serve on the state’s Board of Innovation and Entrepreneurship Investment Authority (IEIA). He also serves on the Board of Governors at MIT Sloan School of Management, Monte Jade D.C. Chapter, and on the Business Advisory Boards of Rutgers University College of Engineering and the Confucius Institute at George Mason University (GMU).


Hsiao holds an S.M. degree from MIT Sloan School of Management with a concentration on growth strategy and entrepreneurship, and an Honors B.S.E.E. degree from Rutgers University.

Dave Merrill

Dave Merrill, Sifteo

President


Session:

"The Process of Creating and Designing Games for a Completely New Game System"

Dave Merrill is an expert in cutting-edge human-computer interaction and has developed multiple award-winning interfaces and technologies. A frequent speaker in the domains of user interface innovation, the future of play, and entrepreneurship, Dave and his work have been featured at TED, MoMA, the Discovery Channel, and Wired. Dave holds a BS in Symbolic Systems and an MS in Computer Science from Stanford University, and an MS and PhD from the MIT Media Lab.

Greg Campbell

Greg Campbell


Session:

"Fun, You, and Innovation"

Greg Campbell's parents believed he would have a future in video games ever since he was 2, when they pulled him off a Pac-Man arcade game he was hugging for dear life.
 He has since grown up to co-author Fate and Destiny, a turn-based RPG in the original StarCraft engine which took 10 years to complete. Chris Metzen of Blizzard Entertainment seemed excited to play it.
 Since then, he has made The Metaphysical Revolution, a D&D 3.5 module about the ramifications of industrializing magic, the rights of sentient machines, and change in a medievalish fantasy setting. He ran this module at a bar once because someone asked, "Do you know D&D?"
 Nowadays, Greg works at ParallelPorta on a game called PuzzAllure. Details are super secret right now, but Greg believes it will be fun, because more games should be about fun.





*Because you always get caught in the middle.

Kevin Park

Kevin Park - Cogswell Polytechnical College, Cloudera


Session:

"Social Gaming Is (in) The House"

Chris Anderson

J. Chris Anderson, Couchbase Inc.


Session:

"How Draw Something absorbed 50 million new users, in 50 days, with zero app downtime"

J. Chris Anderson is a co-founder of Couchbase and Chief Architect of the company's mobile technology. Chris has a personal obsession with bending the physics of the web and giving control back to users. Couchbase's mobile efforts fulfill his long-time dream of peer-to-peer replication. Chris is co-author of "CouchDB: The Definitive Guide" (O'Reilly) and has spoken at a number of conferences including: SXSW, OSCON, MySQL, ApacheCon and the Erlang Factory.

Nick Black

Nick Black, CloudMade

VP Products


Session:

"Designing Mobile Games for the Freemium Audience"

With an emphasis on design, experience and usability and a background that spans anthropology, geographic analysis, software engineering and product design, Nick has been working in the mobile-local space since 2005, leading startups and projects spanning community building, location based services and mobile monetization. Whilst designing CloudMade's upcoming mobile gaming product - 'Sponsored Locations' - Nick lead a design driven process to solve two big problems facing mobile game developers: user retention and user monetization. The CloudMade team built their product hand in hand with some 40+ national retailers, 100+ mobile game developers and 100s of end users. His talk looks at their approach and the impact their product has on mobile game design

Wally Nguyen

Wally Nguyen, Pocket Change

SVP Business Development


Session:

"User Retention and Engagement"

Wally Nguyen is Pocket Change's SVP Business Development, managing developer relations, account management, and business development. Prior to Pocket Change, he served as VP Sales at Super Rewards, building the core publisher and advertiser platforms and helping lead the monetization company to a successful acquisition. Wally has also been critically involved in other internet start ups, such as EdgeCast and Panther Express, both specializing in gaming and digital content delivery network infrastructure.

Catherine Delcin

Catherine Delcin, Delcin Consulting Group


Session:

"Identifying a winning idea for developing a successful game or application""

Catherine Delcin serves as a business strategist and attorney to game developers and independent game companies. She is an impassioned entrepreneur and serves as resource for motivating entrepreneurial exploits. Catherine has written extensively on the topics of entrepreneurship and founded, The Entrepreneurship Movement, a non-profit organization with a mandate of empowering people to fulfill their life purposes. With designated business acumen and a creative analytical framework Catherine has accumulated several years of experience consulting in technology, life sciences, business and legal industries. Her academic credentials include Psychology and Law degrees.

Randy Mosiondz

Randy Mosiondz, Cryptic Studios

Sr. Game Designer


Session:

"Identifying a winning idea for developing a successful game or application""

Randy Mosiondz is a Senior Game Designer at Cryptic Studios, a California-based company specializing in Massive-Multiplayer Online Role-Playing Games. He worked as a Designer on the award-winning City of Heroes and Lead Designer on Champions Online. He is currently Creative Lead on the upcoming Neverwinter MMORPG, which has won best-of-show awards at PAX East, Gamescom, and PAX Prime. Randy has also done writing and editing on the tabletop role-playing game system Savage Worlds with Shane Lacy Hensley of Pinnacle Entertainment Group.

Brendan Burke

Brendan Burke, Playnomics

Player Science Lead


Session:

"Data-Driven Design"

Brendan Burke plays a dual role at Playnomics – focusing on both understanding how players interact with games through the use of predictive analytics, and helping game publishers utilize that information on an ongoing basis. Prior to joining Playnomics, Brendan worked as a research scientist in Genetics and Bioinformatics through the Bio-X graduate program at Stanford, where he did his undergraduate as well. As a bench researcher he developed statistical models for predicting mutation rates in seasonal viruses, like influenza. He specializes in adapting biologically inspired models to predict virality and lifecycle change in online player populations.

Frederic Markus

Frederic Markus, Lucas Arts

Studio Creative Director


Session:

"Prototyping the Nintendo Way: Into the Rabbit's Hole"

Scott Rogers

Scott Rogers, Walt Disney Imagineering

Senior Producer, Interactive


Session:

"Everything I learned about Level Design, I Learned from Disneyland"

After discovering that game designers have more fun, Scott Rogers embarked on a 19-year-(and counting) career in video games. He has helped design many successful video games including: Pac-Man World, the Maximo series, God of War, Drawn to Life series and Darksiders. Scott is currently Senior Producer for Walt Disney Imagineering and lives just outside nuclear strike range of Los Angeles with his lovely wife, two children and many, many action figures.

Mitch Zamara

Mitch Zamara, Storm 8

Senior Game Designer


Session:

"Designing Quests and Narrative Systems for Mobile Games"

Mitch Zamara is a senior game designer at Storm 8 with over 5 years of experience in the Video Game industry. His primary expertise includes: Systems Design, Game Balance, Economy Design, First Time User Experience Design, Quest Design, Content Design/Itemization, New game conception/pitching, Game deconstruction/analysis, Monetization and virality optimization, and UI/UX Direction. Mitch's has shipped titles such as City Story Metro (iOS), Capital City (FB), CityVille (FB), Vampire Wars (FB), and specializes in Game Design, and Product Management.

Greg Costikyan

Greg Costikyan, Playdom

Sr. Game Designer


Session:

"Uncertainty in Games"

Greg Costikyan has designed more than 30 commercially published games -- tabletop, PC, online, mobile, and social network, been a game industry entrepreneur, and written extensively about games, game design, and game industry business issues for publications as diverse as the New York Times, Salon, The Escapist, and Verbatim: The Language Quarterly. He designed one of the earliest online games, one of the earliest web games, and one of the earliest mobile games. Some of his writings are extensively used in game studies courses across the globe. He's received the Maverick Award (for "tireless promotion of independent games"), the Gamer's Choice Award, five Origins Awards, and is an inductee into the Adventure Gaming Hall of Fame. At present, he is working as a freelance game designer and consultant.

Matt Almer

Matt Allmer, BigPoint

Lead Designer


Session:

"Monetization: Fear of the Big Green Monster"

Matt Allmer is currently Lead Designer at Bigpoint and has very recently launched Universal Monsters Online. His experience spans a diverse list of platforms, genres and designs. From Playstation PSP to mobile, from rhythm/dance to Tony Hawk to MOBA. In his recent project, Matt led the every area of design including level design, character design, game mechanics, progression and monetization.


Matt has over 7 years experience in the game industry. He graduated from Academy of Art University with a Bachelor's in New Media.

Dexter Chow

Dexter Chow, GarageGames

Executive Producer, Chief Creative Officer


Session:

"What Does a Producer Do Anyway?"

Dexter Chow's first game as designer and producer was the innovative digital video game In the First Degree, released in 1995 for Broderbund Software. He then produced a string of five popular Warlords titles. He has been Executive Producer and Designer at Strategic Simulations, Inc., Mattel and Ubisoft. Along the way, he also taught game design at the Art Institute of CA.

Rick Liu

Rick Liu, DeNA


Session:

"Analytics - An Ingredient To Maximize Revenue"

Rick Liu is a Member of the Founder Team of Gameview DeNA, with more than 20 years of experience in mobile, social, gaming, and digital marketing. Gameview Studios is a leading publisher of free-to-play games for iOS and Android; its Tap Fish franchise was acquired in 2010 by Japanese mobile Internet company DeNA. Liu's international assignments have taken him to Europe, North America, Latin America, and Asia; he was responsible for Siemens mobile and networking business, Motorola's satellite communications business in China and its mobile broadband business in Latin America, and early Intel's mobile business development.

Eric Lindstrom

Eric Lindstrom, LudusLabs


Session:

"Making the Transition from console to Mobile and Social Games"

In a 25-year career reaching back to being among the first 200 employees at Electronic Arts, Eric has contributed to over 30 titles on multiple platforms in most genres, from early console to modern mobile free-to-play. He has led teams of eight and eighty, creating original properties as well as working with established intellectual properties including: Tomb Raider, Star Wars, James Bond, Arthur Christmas, and more. He speaks at industry events and has been nominated for WGA and BAFTA awards as well as being named one of Edge Magazine’s Hot 100 Game Developers of 2009.

Stefanie Hels

Stefanie Hels, BigPoint

Director of Analytics


Session:

"Whales and Long Tails: Creative Analytics for Game Design"

Stefanie Hels is currently the Director of Analytics of Bigpoint. Hels joined Bigpoint in 2007 as the first Game Analyst, built up the analytics team, and established the KPIs (Key Performance Indicators) for efficiency control of Bigpoint’s free-to-play games. She is responsible for managing and overseeing the analytical department and developing analytical strategies that complement the company’s business model.


Hels is responsible for the planning, development, and execution of analytical tactics which support fact-based decision-making and competitive intelligence – resulting in effective business strategies and growth. She leads the business intelligence process with her knowledge of how to monitor interdependency in a virtual economy.


After several years of experience working in the game industry, Stefanie has vast knowledge and skill sets in Games Analytics, Data Mining, Behavioral Targeting and Virtual Economy. Stefanie studied Applied Media Science and specialized in the field of digital games research, media psychology and media economy.

Rob Jugnow

Rob Jagnow, Lazy 8 Studios

Founder and CEO


Session:

"Innovating by Breaking the Rules"

Dr. Rob Jagnow is the founder and CEO of Lazy 8 Studios. After working on several AAA titles at Demiurge Studios in Boston, Rob bootstrapped his own company in San Francisco, CA. Lazy 8's first independent title, Cogs, has won a number of awards, including the Grand Prize at the 2010 Indie Game Challenge. Since it launched on PC in 2009, it has been ported to 9 different platforms to achieve broad distribution. Rob's latest project, Extrasolar (www.exoresearch.com), blends aspects of alternate reality games (ARGs) and traditional game design to create a new genre that blurs the line between fantasy and reality.

Mark Johnson

Mark Johnson, Focused Apps

Founder


Session:

"The Evolution of Hit Tennis"

Mark Johnson joined forces with Rob Hunter in 2009 and have been making apps for iOS ever since. The two focus on making casual games that are specifically designed for mobile touchscreen devices. Their most popular title, Hit Tennis 2, has been downloaded over 13 million times. Mark and Rob have recently launched the third installment Hit Tennis (Hit Tennis 3) with truly spectacular results.

Mark Schlichting

Mark Schlichting, NoodleWorks interactive

President


Session:

"Thinking Like a Kid: Designing Award Winning Apps Kids Want to Play With"

Mark Schlichting is a well-known pioneer of the children's multimedia and interactive design industry. He is an expert in children’s interactive design with over 30 years of design, publishing, and creative management experience, and over 100 awards for excellence in entertainment and education. Mark is probably best known as the creator of the Living Books CD-ROM series. The highly animated and multilingual Living Books set the benchmark for truly engaging and educational multimedia in the 90’s.


Currently Mark serves two roles: one as the Chief Creative Officer of Wanderful interactive storybooks, a company delivering enhanced children’s apps, based on the original Living Books. He also serves as the CEO of NoodleWorks Interactive, a design, consulting, and production company specializing in children’s interactive design. In late 2011 NoodleWorks Interactive released its first iPad/iPhone App, NOODLE WORDS – Action Set 1, which went on to win several awards, including the KAPi Award for Best Educational Product of The Year, The Parents’ Choice Gold Award, and The Children’s Technology Review Editor’s Choice Award.


After Living Books, a Broderbund/Random House company, Schlichting was the CCO at Narrative Communications, an early streaming technology company where he was the first to animate and stream Mozilla, Netscape's mascot. He also served as VP of Design & Development at JuniorNet, a children's online network where Schlichting worked with Highlights for Children, Ranger Rick, Weekly Reader, Zillions, Sports Illustrated for Kids, and Jim Henson/Disney's - Bear and The Big Blue House, before going on to found NoodleWorks in 2000.


Schlichting is currently completing a book on the psychology and art form of computer interaction titled, “Understanding Kids – Designing Award Winning Interactive Media for Children.”

Scott Foe

Scott Foe, GameFace.me

Chief Creative Officer, Co-Founder


Session:

"Lean Game Design with HTML5 and WebGL"

Interactive Achievement Award loser Scott Foe is the undisputed most-spectacular failure that the games industry has ever witnessed, having been in on the ground-floor of both the commercially flaccid Sega Dreamcast and the awesomely horrible Nokia N-Gage.

Foe currently spends his time advising, consulting with, and sitting on the boards of pre-funding and seed-stage startups in the mobile and social gaming spaces. Foe also advises both GameFounders gaming startup accelerator and Cerca Trova Advisors.

Josh Lee

Josh Lee, Floor is Lava

Game Designer, Developer


Session:

"Exploratory Design for New User Interfaces"

Josh Lee is a veteran game designer with a broad range of titles and experiences under his belt. Josh runs Floor Is Lava, a design and development firm that focuses on the creation of offbeat games and and other fun things. His work has been featured everywhere from the Wii to the MOMA.

Prior to founding Floor Is Lava, Josh was the creative director at Sifteo, leading the creation of innovative games for cutting-edge devices and platforms. Josh has also worked on games for Nintendo, Sega, and more.

Josh is dedicated to the creation of experiences that are fun and accessible to people with a broad range of tastes and abilities. All he really wants is for you to be happy.

More information about Josh and Floor Is Lava is available at: http://floor.is/lava

Shailesh Bhat

Shailesh Bhat, Clef Software

Founder/CEO


Session:

"7 Guerrilla Tactics to Find Answers for your User Research Questions"

Shailesh Bhat has more than 15 years experience in the broader software space. This presentation is based on Shailesh's experience in various product management roles in the consumer internet space since 2004. In 2010, Shailesh set up Clef Software. Clef Software's games ChemIQ and BioIQ are edu-games aimed at helping teachers and students.

Andrew Ashcraft

Andrew Ashcraft, Giantsdance Games

Game Designer


Session:

"Comparing In-Game Economies for DragonVale and Tiny Monsters"

Andrew Ashcraft has been designing games professionally - or working directly with game designers - since 1994. His experience places him directly where the idealism of the creative process meets the realities of game development and publishing. As a result Andrew has developed tools that guide the vision through to completion.

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Richard Terrell, B.E.S. Studios

Designer, Writer


Session:

"A Crash Course In Innovation"

Richard Terrell is an indie game designer, video game consultant, tournament organizer, competitor, writer, musician, artist, and teacher. Video games are complicated interactive systems incorporating many different types of art and design. Gamers are diverse in preferences, opinions, learning styles, and play styles. Understanding how these two worlds collide requires a patient approach. In the fall of 2007 Richard started the Critical-Gaming blog to define the language and break down the design of video games to begin communicating clearly. Richard seeks to understand and converse with all gamers and non-gamers alike. He believes knowledge is power and teaching is one of the best ways to that knowledge. Knowledge of methodologies, crafts, and facts in addition to knowledge of each other on a personal level. Teaching and learning are important to Richard. If you have a comment or a question of any type, he'll do his best to help. If you seek debate or have a point to make, he will argue against you, defend you, or a bit of both.

Roger E. Pedersen

Roger E. Pedersen, PSI Software Inc


Session:

"Influence the Player Through Psychology Such as Persuasion and Coercion"

Roger E. Pedersen has been designing, producing, and programming games since the early 1980s for companies such as CBS Software, Gametek, Hi-Tech Expressions, Merit Software, Villa Crespo Software, Acclaim Entertainment, Phantom EFX, Walker Boy Studio, 3D Open Motion, Hypnotics, Merit Industries, Slingo, Digital Embryo, Cellufun and Game Trust. His cumulative title sales have surpassed 60 million copies on over 80 titles for multiple platforms including the personal computer, video consoles, location-based, Internet, arcade, and hand-held. He is also the author of award-winning articles for Gamasutra.com, GameDev.net, and Gignews.com and best-selling Wordware Publishing book entitled "Game Design Foundations" the first and second editions.Roger received his Masters in Videogame Production from UAT.

Josh Samuels

Josh Samuels, Raindrop Games

CEO/Studio Lead


Session:

"The making of Arrival: Village Kasike"

Josh Samuels is the CEO of Raindrop Games, Inc, a startup founded in 2009. He has an extensive technical background and has programmed and designed video games for Windows, Web and iOS. Raindrop Games is presently focused on the Arrival Game Series which are historical games taking place in the Caribbean prior to European settlements.

Dr. KRS Murthy

Dr. KRS Murthy, Big Data Experts

CEO


Session:

"Video Game Delivered Education and E-Learning"

Dr. KRS Murthy is child prodigy and a world famous polymath. He is a highly sought after Key Note speaker and public speaker in international conferences. He has shared the stage with Who's Who in technology, business, industry, music and literature, some even Nobel winners, government leaders, international religious leaders. He is a world famous speaker with over 150 Key Notes and organized, chaired and lectured in numerous international conferences.


One of the African American owned companies in USA he led as the President grew from $60M to over $500M and a valuation of $3.5B in one year. The companies was listed in the Black Enterprise 100 at the top. Murthy has advised the CEOs and the BOD of leading American Indian, Hispanic and Disabled Veteran owned companies in USA.


Dr. KRS Murthy has developed video games based education techniques, applicable to preschool, K-12 and college students of different ethnic demographics, not only for curricular improvement, and also for IQ and EQ enhancement.


He has served on the BOD of IEEE and Board of Governors of six IEEE professional societies, IEEE Standards Board and in IEEE committees preparing position papers on USA's competitiveness strategies and recommendations to be presented in the US Congress.


Murthy was the President of Silicon Valley Engineering Council and worked in committees with Who's Who of Silicon Valley and the World to include, for example, Dr. Dan Maden (Founder / CEO / Chairman of Applied Materials), Mr. Steve Wozniak (Founder and CTO of Apple), Mr. Stan Myers (Founder and CEO of Semi.org), Dr. George Kozmetsi (Presidential Gold Medal Winner from President George Bush, Senior), Prof. Pilkinson (Father of GPS) and Nobel Winners Dr. Arno Penzias, Dr.Charles Townsend, Dr. John Bardeen and Dr. Murray Gellman.

David Evans

David Evans, Roar Engine

COO & Jedi Trainer


Session:

"Taking Tried and True Mechanics Social"

David Evans started his first technology business in 1986, adding his own splash screen to already cracked Commodore 64 games and selling them in the newspaper. Revisiting the hacker skills he learned as a kid, David started making corporate websites in 1997 to support support his theater habit. Finding the web a far more challenging and creative space than the unemployment queue, David incorporated his first company in 2000, Digital Monkey, to service the digital media needs of South Australia's arts and entertainment industry. David's second company, StarPlayit, a music learning and games technology platform, was spun out of Digital Monkey. He raised several million dollars from angel investors for StarPlayit and negotiated a term sheet for acquisition of the company for an 8 figure sum. StarPlayit lives on as an OEM licensor of music recognition algorithms. Digital Monkey was sold to an Australian based competitor.


David is now the COO at Roar Engine, the complete complete, social, mobile & web, cloud-based game mechanics engine. He most recently worked on the game design for Halfbrick/Six Foot Kid's sim built on Roar: Band Stars.


David has 2 granted patents. He loves public speaking and has presented at major conferences in the US and Australia. David's superpower is his ability to see and elicit feats of brilliance in others. He's building an entrepreneur coaching practice, Jedi Trainers, to help geeks like him unleash the force of creativity within and bring out their best.

Robert van Gool

Robert van Gool, Gonzo Games

Chief Gonzo


Session:

Elissa Shevinsky

Elissa Shevinsky, Menagerie Networks

CEO, Co-Founder


Session:

"Monetizing Social Games"

Elissa Shevinsky is CEO and Founder of Menagerie Networks, a company building niche online dating software and social games. Elissa has worked in startups for the last ten years, and been part of gamer culture for just as long. Her current fascination is with games that facilitate social connection. Elissa can be found on most social networks via a simple google search for her name, or on twitter under @ElissaBeth.

Gregory P. Silberman

Gregory P. Silberman, Kaye Scholer

Partner


Session:

"Rules of the Game: Intellectual Property for Game Developers"

Gregory P. Silberman is a patent attorney and partner in the Technology, Intellectual Property & Outsourcing Group in Kaye Scholer’s Palo Alto Office. His practice emphasizes the representation of domestic and foreign clients in the legal and business issues related to the development and deployment of business and entertainment, software, technology and services.

Heather Logas

Heather Logas, UC Santa Cruz

Game Designer


Session:

"Social Responsibility in Game Design"

Heather Logas is a game designer, artist, educator and mother, currently working as a game design researcher at UC Santa Cruz. A professional game designer since 2004, Heather has worked on a wide variety of commercial titles,from point and click adventure games to MMORPGs as well as an exploration in games as art. Heather has an MFA in Digital Art and New Media from UC Santa Cruz, and currently works at that institution as a lecturer and game design researcher. Her personal work explores game making as an art practice and the social responsibility of game creators.

David Wessman

David Wessman, Polically Incorrect Games, LLC

Game Designer


Session:

"Learning by Doing: Teaching Game Design by Making Games"

In 2008 David Wessman left a successful career in the game industry to begin teaching at the University of Advancing Technology in Tempe, AZ. Drawing on 17 years of experience making some truly great games, Professor Wessman teaches a variety of undergraduate and graduate courses while directing multiple student game projects.


His game career began in 1991 as a tester at Lucasfilm Games working on such classics as Indiana Jones and the Fate of Atlantis, Monkey Island 2: LeChuck’s Revenge, and Secret Weapons of the Luftwaffe. This led to joining Larry Holland’s independent development team to lead testing on X-Wing, where he soon transitioned to a design role. Over the next several years he honed his design and writing skills on TIE Fighter, X-Wing vs. TIE Fighter, and X-Wing Alliance, becoming Totally Games’ Gameplay & Story Lead. With the launch of the Xbox Mr. Wessman switched to console development holding lead designer roles on Blood Wake, The Chronicles of Riddick: Escape from Butcher Bay, Saints Row and Death Jr. 2: Root of Evil. His last industry position was as a senior designer on his first serious game, a training simulator for the U.S. Intelligence Community. In addition, David has worked on several board wargames as a developer, rules editor and playtester.


Wessman is most proud of the fact that TIE Fighter is still considered by many to be one of the top 10 games of all time more than 10 years after its release, and that Tellus: Save the Earth (one of his student projects) was the winner of the SaveEarthGame competition sponsored by the IEEE’s Committee on Earth Observation and the University of Advancing Technology’s 2011 Student Innovation Award.

Matthew S. Thomas

Matt Thomas, TotalSynch

CEO


Session:

"Bridging Game Design’s ‘Uncanny Valley’: Paths to the Next Generation of Immersion in Traditional..."

Matt Thomas wrote his first novel at age 12 and designed and programmed his first video game at the age of 16 (a space conquest turn-based strategy game). Majoring in both computer science and creative writing, he has published 3 books including a science fiction novel, a cookbook and a true romance while also working continuously in the entertainment technology field as a technology entrepreneur. In 2000 he founded The Babylon Interactive Group (designing MMORPGs) and the TotalSynch Company in 2002 (creating game development tools), one driving content and the other driving technology. The TotalSynch Company holds 2 patents in automated 3D lip-synch animation. He also created and moderates “The Animation Proclamation”, a 3D animation blog. Over the last few years he’s been designing next-generation social media games. His passion is found anywhere that Entertainment and Technology come together.

Andrew Hager

Andrew Hager, Gala-Net

Systems & Engineering Manager


Session:

"Build to win, or build to spend?"

After studying computer science, selling a business, and attending culinary school, Andrew Hager fell into his niche of helping people and numbers work together. A recent immigrant from Southern California, he is still adjusting to the idea of wearing pants to the beach.

Ruth Polachek

Ruth Polachek, LoopJoy

CEO & Founder


Session:

"Monetizing Mobile Games"

Ms. Polachek has over 5 years of experience as CEO and founder of startups developing web and mobile applications, with millions of views worldwide. After an early career on Wall Street, working on M&As of technology companies at Lehman Brothers, Ms. Polachek was named one of Israel's 40 under 40 promising youngsters. Today, as Co-Founder and CEO of LoopJoy, she focuses on increasing revenue of mobile game developers.

loopjoy.com | @loopjoy

rutipo.com | @rutipo

Matt Zitzmann

Matt Zitzmann, Kamcord

Co-Founder


Session:

"Mobile Gameplay Recording"

Prior to co-founding Kamcord, Matt Zitzmann worked at Google for nearly 4 years as a Product Manger on AdSense. He worked on developing innovative advertising products for both advertisers and publishers. Matt graduated from MIT with dual B.S. degrees in Computer Science and Management.

Matt Anderson

Matt Anderson, Wyrd Miniatures

Producer


Session:

"Kicked Up Crowdfunding: Gamifying Kickstarter"

Matt Anderson is a producer at Wyrd Miniatures, a creative director and co-founder of Broken Compass Studios, and a co-founder of Cobalt Flux, Inc. He has done extensive work to promote and establish video games as a viable tool in physical education and physical therapy, and has co-developed hardware and software utilized by thousands of schools nationally and internationally. Products originated at Cobalt Flux, Inc. have been featured in Wired magazine, PSM magazine, the New York Times, and have been the core component of numerous studies. Recently, he worked as creative director on the iOs title Catball Eats it All by Broken Compass Studios, which has been featured three separate times as an Apple "Staff Favorite" on the front page of the App Store. Under Wyrd Miniatures, he co-designed and conducted the Kickstarter campaign for Evil Baby Orphanage, which funded at 1975% of its intended goal. Matt holds an MFA in Entertainment Arts and Engineering from the University of Utah.

Justin Gibbs

Justin Gibbs, Wyrd Miniatures

Game Designer


Session:

Justin Gibbs is a game designer with Wyrd Miniatures. He originated the Evil Baby Orphanage game which funded 1975% on Kickstarter in two weeks. Evil Baby Orphanage is a card based party game for three or more players and it is currently on its way to retail stores both nationally and internationally. He also worked extensively on the game Puppet Wars and has been involved in playtesting and developing various games with Wyrd. Previous to doing game design, he worked with the developmentally delayed, primarily in an autism early intervention program.

Peter Kacandes

Peter Kacandes, Bango

Sr. Technical Account and BD Manager


Session:

"Monetizing Games and Apps with Direct Carrier Billing and with Facebook Mobile Credits"

Since May of 2012, Peter Kacandes has joined Bango Plc as the West Coast Regional representative for Mobile Billing and Analytics working with the Strategic Accounts such as Facebook, Amazon, RIM, and Microsoft. Peter has a background in Systems and Control and a minor concentration in semi-conductor physics. He received a MS in Electrical Engineering and Computer Science and an MBA from MIT. He performed post graduate research in robotics at the Fraunhofer Institute for Manufacturing Engineering and Automation and worked as an embedded systems engineer on digital and signal processing at the UPS R & D center. Peter was at Sun Microsystems where he worked in Supply Chain Management and was the product manager for the Java APIs for XML and Web Services. Peter joined Adobe Systems as the product manager for the PDF and XML specification and later worked as a technical marketing manager in Mobile and Devices business working with customers on implementing the Flash mobile platform. At Sony Ericsson, Peter was an Android Developer Programs Manager and Business Development and Partner Manager for Android applications developers. In his free time, Peter is an avid sailor, dancer of Salsa and West Coast Swing, and has competed in many triathlon events including IronMan Austria, Coer d’Alene and Canada.

Scott Kim

Scott Kim, Sifteo

Creative Director


Session:

"The Process of Creating and Designing Games for a Completely New Game System"

Scott Kim is Creative Director at Sifteo, leading the creation of games for the innovative Sifteo Cubes platform. He has been a game designer for 20 years, designing puzzles for Tetris, Bejeweled, and Lumosity.com. His work in other media includes monthly puzzles for Discover magazine, the annual Mind Benders & Brainteasers calendar, and toys for ThinkFun. Scott is the author of several books, including Inversions, Math Dance, and The Playful Brain. Besides designing games, he works in graphic design and mathematics education. He has a BA in music, and a PhD in Computers and Graphic Design from Stanford University.

Amit Khanduja

Amit Khanduja, Reliance Entertainment - Digital

Executive Vice President


Session:

"“Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand”

Amit Khanduja is the Executive Vice President at Reliance Entertainment - Digital. He is currently responsible for the Jump Games Global Business and Reliance Digital Ventures, managing projects like Tom Hanks' Electric City, a first-of-its-kind 360 degree digital experience encompassing Online, Social, Mobile and Gaming. Jump has successfully developed and released titles like Real Steel, F1 2011, Total Recall, Tom Hanks Electric City, etc.


Amit has been instrumental in leading the growth of the company in the last 18 months by focusing on mobile platforms and the core loops of clear progression, retention, monetization and most importantly fun.


Having more than 15 years of high-tech consumer and enterprise experience, Amit has held key positions at several leading companies and start-ups, including Sun Microsystems, HP, and Tira Wireless. Previously he was the Managing Director for East NA and APAC for Tira Wireless and was instrumental in growing the business by 200% in the last 12 months of his tenure. Prior to this, Amit led the Marketing and Business Development initiative for Sun Java CDS and Sun J2ME partners and Business Development. He has also worked with HP as Director of Mobile E-Services solutions and held other positions in Marketing, Product Management, and Business Development.

Luis Parra

Luis Parra, Press Start Studios

CEO/Games Director


Session:

"How Game Design has Evolved and the Future of It"

From Colombia, but currently living in San Francisco, CA, has over 5 years of experience in the game industry. CO-Founder of Press Start Studios a game studio based in Colombia and San Francisco, before Press Start he worked as Level Designer, Game Designer and Game Developer in colombian studios like Jaguar Taller Digital, Colombia Games and Zio studios. With Press Start Studios he has published 4 games on Facebook with around 200k players, currently with Press Start he is working in a new game for iOS. He is always trying to innovate to deliver new experiences for players as well as making them laugh with his projects. While working at Press Start he has been finishing his Master in Game Design at the Academy of Art university.

Is all about team work "A great team makes a great game".

Ryan Gerard

Ryan Gerard, Pickmoto

Cofounder


Session:

"Mechanics of Casual Social Games"

Ryan Gerard is the cofounder of Pickmoto, a game company looking to rethink sports games for mobile. He wrote binary before english, wrote his school essays completely in NAND and XOR gates, and has an upsetting tendency to dream in code. Before Pickmoto, he was an early employee at Xobni, where he learned the in's and out's of building awesome consumer software.

Michael Agustin

Michael Agustin, GameSalad


Session:

"Design Gardening: A Look into the Role of a Product Leader in Games"

Michael Agustin is Chief Product Officer at GameSalad, where he leads product vision and creative direction of the company. Michael conceived and co-invented all of GameSalad's flagship products, including Creator, Arcade, Marketplace, Cookbook, as well as Portable Game Format.

Michael co-founded GameSalad in 2007 with the intention of making media creation a lifestyle accessible to everyone, not simply a tool for the technically literate. In a previous life, he designed tools and artificial intelligence (AI) at Edge of Reality for console games such as Pitfall: The Lost Expedition and Sharktale. Michael was also part of Apple's Platform Experience Group assigned to work on the MacOS X operating system. Most recently, he was a designer and programmer at Three Rings for the online game Bang! Howdy.

Michael earned a master's degree in entertainment technology from Carnegie Mellon University where his primary research was focused on the rapid ideation and prototyping of games. He received his Bachelor's degree in computer science, with a minor in business, from The University of Texas at Austin.

Kate Connally

Kate Connally, Tadami Video Playground

CEO & Co-Founder


Session:

"Tadami Video Playground"

Kate Connally has been building casual games businesses for focused demographic groups for over eleven years. She was instrumental in identifying the female casual gamer when she was running the first downloadable games business at Shockwave. Most recently, she built the AddictingGames business into one of the top media brands for teen-age boys and the largest free online game site in the US (ComScore, June, 2010).

Now founder and CEO of Tadami Video Playground, http://www.tadamiplayground.com, she has teamed with veterans of Leapfrog and Nickelodeon to build an interactive video platform for kids. The platform enables creatives and developers to create simple interactive video applications using a real-time video processing engine, motion detection, and other enhancements. Applications run on tablets and handsets and have an array of uses from pure entertainment to education. The platform is affectionately referred to as "a super casual, super social Kinect, designed for kids and beloved by the kid in everyone."

She began her career with Volpe, Welty & Company, and has held posts with Advent International, Macromedia, Inc., Atom Entertainment and Nickelodeon / MTV Networks. Connally graduated cum laude from Princeton University. In 2010, she was named by "Fast Company" magazine among the "Most Influential Women in Games."

Rob Carroll

Rob Carroll, Tapjoy

Director of Publishing


Session:

"Pre-Launch Checklist 101: 5 Things to Not Forget Before Launching Your Mobile Game"

Zoya Street

Zoya Street, Gamesbrief

Editorial Assistant


Session:

"Metrics, Benchmarks and Forecasting: The Gamesbrief Free-to-Play Spreadsheet"

Zoya Street is editorial assistant at Gamesbrief.com, a blog and online resource about the business of games: marketing, monetization and more. Zoya is also a freelance writer, web marketing strategist and art technologist, writing a crowdfunded book about the history of the Dreamcast. Website: zoyastreet.com. Twitter: @rupazero

Andrew Pearlman

Andrew Pearlman, Adrenalytics

CEO and Founder


Session:

"Covering the Bases of Analytics and Monetization"

Andrew Pearlman has been working in the games industry for 2 years as a BI Analyst at 50 Cubes, Monetization Manager at Breaktime Studios and Product Manager at Playfirst. Specializing in the optimization of revenue and engagement, he most recently restored the Diner Dash franchise to see it's highest 2 quarters of revenue after 2 years in the App Store. He is currently building a small studio to focus on real money gambling games.

Robert Heubel

Bob Heubel, Immersion

 


Session:

"Creating a Console Gaming Experience for Mobile Using Haptics"

Bob Heubel is a haptic technology evangelist with Immersion Corporation, specializing in helping developers implement what is known as force-feedback, tactile-feedback or rumble-feedback effects. . You may have felt some of Bob’s work in Rockstar Games, Grand Theft Auto III, Max Payne, or Sega’s Sonic 4 Ep. II for Android. He has spent more than 13 years working with developers, carriers, OEMs and ODMs to design and program these sensations aimed at improving both gaming and interaction experiences. Bob graduated from UC Berkeley in 1989 with a BA in English Literature.

Sessions

 


Panel - "How Do You Create Your Next Game?"
Hear expert advice from industry leaders
  • Brad Muir
  • Frederic Marcus
  • Stephanie Morgan
  • Randy Angle
  • Randy Mosiondz
as they discuss taking the plunge into creating your next game.
Main Talks

"17 Games in 17 Years"

Speaker: Stone Librande, Electronic Arts | Time: 3:30pm - 4:30pm | Room: Gold


"Prototyping the Nintendo Way: Into the Rabbit's Hole"

Speaker: Frederic Markus, LucasArts | Time: 11:00am - 12:00pm | Room: Venetian

As Social and Mobile games continue to evolve, players are being exposed to deeper game systems and features that closely mirror those of traditional games. Of these, one of the most important systems is Quests, which have been a proven system on traditional RPG/MMO's and Social games on Facebook, but haven't seen their true potential on mobile.In this talk, I share what I've learned designing quest and narrative systems for the last few years, and what designers need to know when designing these systems for mobile games.


"Designing Quests and Narrative Systems for Mobile Games"

Speaker: Mitch Zamara, Storm 8 | Time: TBA | Room: TBA

As Social and Mobile games continue to evolve, players are being exposed to deeper game systems and features that closely mirror those of traditional games. Of these, one of the most important systems is Quests, which have been a proven system on traditional RPG/MMO's and Social games on Facebook, but haven't seen their true potential on mobile.In this talk, I share what I've learned designing quest and narrative systems for the last few years, and what designers need to know when designing these systems for mobile games.


"Innovating by Breaking the Rules"

Speaker: Rob Jagnow, Lazy 8 Studios | Time: 10:30am 11:00am | Room: Gold

In this session, we'll hear controversial game design insights from Rob Jagnow, the brain behind the award-winning game Cogs. In his new game, Extrasolar, Rob's small team is breaking established rules in a deliberate attempt to push the threshold of what a game can be. He will explain why some of the design rules exist and why designers should consider breaking them in this clone-saturated market that's driven by first movers. The talk will conclude with simple exercises to encourage innovation that you can start applying immediately.


"Game Design is Business Design"

Speaker: Ethan Levy, FamousAspect | Time: 5:30pm - 6:00pm | Room: Gold

The game industry has changed. A rapid shift is underway as we move from a packaged goods dominated past to a digital, free to play dominated present. More players then ever enjoy the widest range of games of any time in our industry's history. In this new world, the designer’s role has changed dramatically. The successful designers of our digital present are not only masters of fun, but also masters of business models and monetization. This lecture talks about the changing role of game designers and presents case studies of how they can successfully apply business design to their practice.


"RPG Meta-Game"

Speaker: Randy Angle, LudusLabs | Time: 5:00pm - 5:30pm | Room: Crystal

From table-tops to computer games and from action to social, how the mechanics of RPGs can be used in all games to encourage a deeper and more engaging player experience.


"That Magic Moment: When Design and Audio Make Music Together"

Speaker: Dren McDonald, nerdtracks | Time: 9:30am - 10:00am | Room: Venetian

Audio: it's not just for the last month of development anymore! C'mon, you know you play test your game with the sound turned off, everyone does it. And then a call goes out 2 weeks before ship date to find someone to make some sounds. But does that make for a great game experience in the end? Rarely. Early integration of audio in the game design process usually results in an unforgettable game experience, and it doesn't have to inflate your budget either. When the design team and audio team put their heads together a little bit, some magical results might follow. The narrator who describes your gameplay (BASTION), the Tank Zombie music that instinctually increases your pulse (LEFT 4 DEAD), the interactive, immersive score from JOURNEY...those games would feel empty without these audio elements. We'll discuss examples of good audio/design integration and strategies towards an audio approach that will help make your games unforgettable.


"Learning by Doing: Teaching Game Design by Making Games"

Speaker: David Wessman, Politically Incorrect Games, LLC | Time: 5:00pm - 5:30pm | Room: Crystal

It is conventional wisdom that the best way to learn something is by doing it. Relying on his 17 years of experience in the mainstream game industry Professor David Wessman, an instructor at the University of Advancing Technology in Tempe, AZ, prepares his students for the realities of commercial game development by leading them through the entire process of creating modern games for today's market. Students learn about every facet of game development with an emphasis on cross-disciplinary distributed development using the latest tools and agile methodologies.


"The Evolution of Hit Tennis"

Speaker: Mark Johnson & Rob Hunter, Focused Apps | Time: 4:30pm - 5:00pm | Room: Venetian

Mark Johnson and Rob Hunter, a 2-person indie studio, discuss the creation of their 20 million download strong iOS game, Hit Tennis. They will talk about its 3 year evolution, and how game design was shaped by analytics, feedback, and market forces. For us, marketing isn’t something you do after finishing your game, it’s a core part of game design itself.


"Everything I Learned About Level Design I Learned from Disneyland!"

Speaker: Scott Rogers, Walt Disney Imagineering | Time: 2:00pm - 3:00pm | Room: Venetian

Game Designer/Author Scott Rogers reveals his secret weapon for designing levels: Disneyland. Learn how to inject the genius of the Magic Kingdom into your own game designs. Topics include player's thematic goals, pathing techniques, and illusional narrative. From skeletons to trash cans, there’s a lot to learn from Disneyland!


"Uncertainty in Games"

Speaker: Greg Costikyan, Playdom | Time: 1:00pm - 2:00pm | Room: Gold

We try to avoid uncertainty in our everyday lives, but uncertainty is a critical element in games. If there's no uncertainty about path or outcome, the game won't hold our interest. Uncertainty can, however, come from many sources -- random factors, hidden information, difficulty of perception, and strategic complexity among them. In this talk, I will analyze a number of very different games to uncover where they produce uncertainty and why this engages players; discuss many different types of uncertainty; and suggest ways that designers can add depth to their games not only by tuning existing sources of uncertainty, but by adding additional ones.


"Whales and Long Tails: Creative Analytics for Game Design"

Speaker: Stefanie Hels & Christian Godorr, BigPoint | Time: 2:00pm - 3:00pm | Room: French

Today, Daily Active Users (DAU), Monthly Active Users (MAU), and Lifetime Value (LTV) have become clichéd buzzwords in the gaming industry. Free-to-Play analytics, however, require a keen understanding of diverse metrics and methodologies to empower game designers with practical, timely insight. Join Bigpoint’s Director of Analysis, Stefanie Hels, and Creative Director, Christian Godorr, as they illuminate how to leverage methods of analytical creativity with game design, to extend the potential of a project’s lifetime and user engagement. Explore multiple, mixed approaches, and learn to separate signal from noise with a plethora of data types.


"Making the Transition from Console to Mobile and Social Games"

Speakers: Josh Rose & Eric Lindstrom, LudusLabs | Time: 10:30am - 11:00am | Room: Venetian

The Mobile Social Gaming Marketplace is littered with the bodies of games designed and published by Console Gaming expatriates who thought their experience and instincts needed only some tweaking to accommodate a touch interface and a smaller screen with maybe a dash of accelerometer. Josh Rose and Eric Lindstrom of LudusLabs successfully made the transition in the early days of iPhone development and offer a crash course on how to avoid the transitional mistakes that plague game developers who continue to underestimate the fundamental differences between successful console and mobile social games.


"Analytics - An Ingredient To Maximize Revenue"

Speaker: Rick Liu, DeNA | Time: 5:00pm - 5:30pm | Room: Venetian

Rick Liu, a seasoned facilitator, will take the audience into a journey inside game analytics body of knowledge and demonstrate its importance to maximize game revenue. Dashboard and instrumentation is imperative when flying a 747 jumbo jet; equally important, it is the instrument cluster and GPS in our cars when we are driving. How does the game design team know if they have designed a revenue generating game? Nobody can answer this question for certain without analytics. Beginners without prior experience and experts in analytics are all invited to this unorthodox orthogonally facilitated experience. Bring a note pad to take notes and participate. There will not be any powerpoint overhead display.


"Designing Games to Attract a Wider Audience of Females"

Speaker: Brandii Grace, Transform Entertainment | Time: 1:30pm - 2:00pm | Room: French

An expanded version of the incredibly popular Microtalk from IGDA Summit/Casual Connect: "Designing Games to Attract a Wider Audience of Females" uses both psychology studies and market research reports to demonstrate a variety of ways any game can be designed to appeal the fastest growing market of gamers - females.


"Lean Game Design with HTML5 and WebGL"

Speaker: Tony Parisi & Scott Foe (GameFace.me) | Time: 1:00pm - 1:30pm | Room: Crystal

HTML5 and WebGL have emerged as a viable platform for developing high production value, no-download games. This session with game industry and web veterans Scott Foe and Tony Parisi will show how to design a game from the ground up using HTML5 and WebGL in a Lean Game Development process. The session will focus on risk management through low-inventory game design and judicious use of outer methodologies. The presenters will demonstrate a simple game designed using techniques that include 3CAD tuning (Camera, Character, Control and Art Direction) and then briefly summarize how to continue to develop a product while employing lean design techniques through minimum viable product and beyond.


"A Crash Course In Innovation"

Speaker: Richard Terrell, B.E.S. Studios | Time: 1:00pm - 1:30pm | Room: French

Innovating in game design is tricky. It can be as simple as making the smallest player interaction more consistent, or it can be as grand as redefining a genre. Innovation doesn't guarantee financial success, a quality product, or imitators. In this workshop l explain why designers should care about innovation and the method I use to refine, repair, and innovate. This isn't a light hearted, feel-good thought piece. It's time for a game design gut check.


"Legal Issues for Video Game Developers"

Speaker: Ross Dannenberg, Banner & Witcoff | Time: 9:30am - 10:00am | Room: French

Every game design conference needs one attorney, right? Video game design and development relies heavily on intellectual property (patents, copyrights, trademarks), and is fraught with other legal issues as well. Ross will discuss issues designers and developers encounter during the design/development process, including contractor agreements, employment issues, intellectual property, licensing, and any other legal issue YOU want to discuss. Session format will be interactive Q&A lecture, so come and learn regardless of whether you have a specific question or just want to be aware of the general legal issues you may encounter. Discount codes will be available at the session for Ross’s book: The Legal Guide to Video Game Development.


"Video Game Delivered Education and E-Learning"

Speaker: Dr. KRS Murthy, Big Data Experts | Time: 4:30pm - 5:00pm | Room: Crystal

Dr. KRS Murthy's Key Note presentation expounds the advantages, substantiating the perfect fit of video games for adapting and re-purposing them for education vertical. The author argues that the most important advantage of a gaming platform to use in education and e-learning vertical is that the video games are inherently engaging, highly interactive, a personal experience, very relaxing and fun to the players, which places the players minds in an excited mental state, making it the best opportunity to strategically embed education contents. In such a unique frame of mind, the player is playing the game to win, yet enjoying the challenge. That frame of mind is also the best suited to learn, not just passively as in reading a book, but actively learn. The frame of mind is also the best to remember the educational contents presented to the player.


"Game User Research is for Game Design!"

Speaker: Sara Romoslawski (Sifteo) & Marina Kobayashi (Electronic Arts) | Time: 4:30pm - 5:00pm | Room: Crystal

All games require a player. Ensuring that players understand a game’s mechanics, puzzles, and story through playtesting allows development teams to carry an initial game design from conception to an amazing experience. Sarah and Marina will share their proven methods for conducting games user research. They will discuss playtesting with gamers of vastly different ages (7 – 77 years old) as well as testing games designed for different platforms and genres. By showcasing that playtesting has to zoom out from the game itself and consider the context of the target audience, platform and genre, Marina and Sarah will provide attendees with a toolkit for acquiring useful games user research data so that they can design the best games possible.


“Rules of the Game: Intellectual Property for Game Developers”

Speaker: Gregory Silberman, Kaye Scholer | Time: 11:00am - 12:00pm | Room: Crystal

This workshop will provide game developers with an overview of intellectual property law in order to allow them to protect their games and make sure they do not infringe the rights of third parties. The presentation will focus on the implications of trade secret, trademark, copyright and patent law to game developers and publishers. The goal of the presentation is to enable developers to make informed decisions about the intellectual property embodied in the games they are developing and to avoid common mistakes.


"Social Responsibility in Game Design"

Speaker: Heather Logas, UC Santa Cruz | Time: 3:30pm - 4:30pm | Room: French

You don't have to make a game about famine or global warming in order to have a positive impact on the world. This talk will define and discuss socially responsible game design and give designers tools to bring more social consciousness to their own projects, no matter what those projects might be.


"Going Rogue - Game Design Freelancing 101"

Speaker: Aaron Cammarata, voidALPHA | Time: 9:00am - 9:30am | Room: Venetian

Freelance Game Designers have a unique set of challenges above the standard issues involved in contracting. In this talk, I share what I learned making a living as a freelance designer in the SF Bay Area, with a heavy emphasis on the issues specific to Game Design. I will try to quickly cover the basics of contracting, and then spend the majority of the talk focused on issues unique to our field. You'll go home with a new batch of 'cheat codes' - shortcuts or hidden gems that I discovered - for you to use in launching or growing your own freelance Design career.


"Identifying a winning idea for developing a successful game or application"

Speaker: Catherine Delcin, Delcin Consulting Group | Time: 4:00pm - 5:00pm | Room: Fountain

Most of us would like to be responsible for creating the next Angry Birds or Call of Duty Franchise. Unfortunately, many of our ideas fall short. What is the common thread between the most successful games and applications? It starts with the ideology. This session will help you strategize to identify your winning idea for success.


"Designing RPG's for Mobile"

Speaker: Mike Lu, Gree | Time: 9:00am - 10:00am | Room: Gold

Role playing games has been around for as long as video games has been around. I'd like to cover how this traditional game design has translated to the current mobile platform.


"Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand"

Speaker: Matt Allmer, BigPoint | Time: 11:00am - 12:00pm | Room: Gold

“Designing for Branded IP: Amplifying the User Experience, Enhancing the Brand,” and in the talk I would share specific data and examples about the design and development for the Branded IP. In this session we would discuss how to work with Branded IP if you have or havent had success with your own IP.
We will share our experience of working with brands' like Real Steel, F1, Total Recall, Tom Hanks Electric City, etc. and how to design the core loop to sustain your games as the top game in Appstore even after the launch 14 months later. We would share few of the secrets for how we’ve maintained "Real Steel" popularity for so long, especially given that most games based on movie IP have traditionally had short shelf lives.


Lightning Talks

"Changing the Way We Learn Business ...with a Casual Video Game"

Speaker: Cristian Mitreanu, OFMOS | Time: 3:30pm - 4:00pm | Room: Garden

The idea here is that the business body of knowledge and, subsequently, the education does not clearly capture the business big picture. And that creates some problems at the individual as well as societal level. My proposed solution: a casual video game that promises to address these challenges.


"Thinking Like a Kid: Designing Award Winning Apps Kids Want to Play With"

Speaker: Mark Schlichting, NoodleWorks Interactive | Time: 2:30pm - 3:00pm | Room: Crystal

What makes an interactive experience compelling for children? What turns a simple click or tap into a magical interchange? Truly engaging interactive content for children is a blend of psychology and technology that listens and responds to kids. To create great products for children designers need to understand the value of intrinsic play, dynamics of attention, and strategies for continued engagement. Knowing what delights and excites a child’s imagination allows designers to deliver a satisfying experience that brings kids back again and again for more.
In this lively talk and demonstration long-time children’s interactive design specialist Mark Schlichting (Shh-lick-ting) will share some of his best secrets for creating award winning content that invites kids to play and keeps them engaged. He will discuss “kid informed” design, calling in the Muse, the hook of surprise, the power of play, “It’s Alive!”, and other great tips for creating engaging and magical content for kids.


"Leading the Design Without Being the Lead Designer"

Speaker: Marcus Montgomery, Backbone Entertainment | Time: 9:00am - 9:30am | Room: French

We’ve all had trouble with stalled design decisions or misdirected design intent. Lack of direction stalls production and is draining on morale. In these times, we are not all in positions to push design forward, or are we? How can we as supporting designers help the creative leadership remove these blockades? This talk will cover how to assess common design challenges and suggest tactics on how to overcome them while supporting the creative leadership.


"Making Cross Platform Games in Haxe NME"

Speaker: Jon Slenk, Duff Research | Time: 4:00pm - 4:30pm | Room: Crystal

A talk giving people an overview and then some intimate details about how to make a cross platform game using the programming language Haxe and the NME toolkit. A simple game will actually be created on the fly and run on Mac OS X, Android, and iOS.


"Influence the Player Through Psychology Such as Persuasion and Coercion"

Speaker: Roger E. Pedersen, PSI Software Inc. | Time: 1:00pm - 2:00pm | Room: Fountain

How a game designer could through mechanics "influence the player through psychology such as persuasion and coercion." Designers of interactive games present the player with challenges such as obstacles, puzzles and intelligent enemies. Could the game designer use common methods of persuasion and coercion such as propaganda, brainwashing, peer pressure, subliminal messaging pressure under time constraints and self-sacrifice in the design to control and motivate the player and their decisions; even decisions that the player would not normally agree with or make? (Based on my Masters thesis)


"Designing a New Generation of Interactive Table Games"

Speaker: Aditya Dayal, ThrowMotion Inc. | Time: 5:00pm - 6:00pm | Room: Fountain

We have designed and created a unique table game that combines complex mechanical controls with sensors and software. An accompanying mobile App + tablet allow users to personalize and customize the game experience. We're getting ready to place Beta units this fall. My talk will be cover the process by which we designed and, more importantly, tested our assumptions about the game via game nights on our Alpha prototype. How we incorporated user feedback into the hardware and software. I will also talk about some of the unique challenges of integrating the software and hardware...What went really well and what we'd do differently the next time around.


"Taking Tried and True Mechanics Social"

Speaker: David Evans, Roar Engine | Time: 10:30am - 11:00am | Room: Fountain

Zynga didn't start by developing a Poker game by accident. It was a deliberate attempt to learn about translating successful game mechanics to the social web.
When we started working with Halfbrick's Six Foot Kid studio on the publishers first social game, BandStars, we wanted to take a leaf out Zynga's book. We identified Kairosoft's Game Dev Story as having mechanics with great potential for a social game. The engagement hooks were there so the process of design was about trying to find a few opportunities for social mechanics and freemium monetization. To ice the cake, we layered in a more mass market theme: the music industry.


"The Making of Arrival: Village Kasike"

Speaker: Matthew Kagle & Josh Samuels, VacuumGenesis & Raindrop Games | Time: TBA | Room: TBA

What is it like to design a game that is historically accurate yet fun? What are some pitfalls to avoid and good practices to bring your project to the finish line with a minimal budget? This session looks at the process the Arrival: Village Kasike development team went through coming up with a design for a fun, historically accurate game. We then cover lessons learned in the development process.


"The Process of Creating and Designing Games for a Completely New Game System"

Speaker: Scott Kim & Dave Merrill, Sifteo | Time: 2:00pm - 3:00pm | Room: Fountain

Scott joins Sifteo President Dave Merrill for a 15 minute lightning talk on the process of creating and designing games for a completely new game system. Scott and Dave will discuss what inspires them in the game design process, and delve into the challenges and rewards of working for/running a video game start-up.


"How Game Design has Evolved and the Future of It"

Speaker: Luis Parra, Press Start Studios | Time: TBA | Room: TBA

I will talk about the new challenges Game Designers have to face the new trends and platforms in the game industry, is not the same to design for a touch and mobil device than for a pc or console with traditional controls, also game design with the free to play system has change into a marketing strategy inside the game making the design of a game more complex and challenging.


"Mechanics of Casual Games"

Speaker: Ryan Gerard, Pickmoto | Time: 11:00am - 12:00pm | Room: Fountain

There is a relatively new type of game that has taken hold across the world: casual games. This class of game includes Words with Friends, Draw Something, and Scrabble, and these games have seen adoption by millions of users, and are making millions of dollars. My talk will discuss the properties of casual games, the psychology behind what makes these games popular with the public, and the social aspects of casual games that can make them incredibly viral. Lastly, I will touch on Pickmoto, a casual game for sports fans that I'm currently working on for NFL season.


"Social Gaming Is (in) The House"

Speaker: Kevin Park, Cogswell Polytechnical College | Time: 4:00pm - 5:00pm | Room: Fountain

Often game design and development are hard because we tend to be in awe of things we do not understand well, or we think are complex. We believe we are building new worlds and new experiences, which is often true, but those implementations often have aspects of things we can and do understand very well (think of how many interesting dishes you can make from the same three ingredients and common household spices). Rather than fumble around with unknowns, if we can relate our actions and desired outcomes with something we can easily imagine, and even verify, the tasks and paths ahead become clearer.
By using specific comparisons and concrete examples, we can draw parallels between the design, feature-prioritization, testing, release, re-skinning, and maintenance of a social game and the preparation of a house for a special event, like a visit from distant relatives or a party. The type of game determines the size and type of house, as well as the type of event, but this basic ability to relate something less well-known with something familiar is critical to efficient success.
It is surprising how many game studios miss the basics by focusing on how different what they are making is from anything people have ever tried or seen when understanding the commonalities can make their differences stand out more clearly.


"Design Gardening: A Look into the Role of a Product Leader in Games"

Speaker: Michael Agustin, GameSalad | Time: 11:00am - 12:00pm | Room: Fountain

In every project exists two seemingly opposing goals.

  1. Make it fun.
  2. Ship it within scope.
The problem is that keeping each goal in the hands of two or more people can lead to politics. Moreover, if either goal takes an extreme precedence over the other, a project runs the risk of not being successful.
This is where the assignment of both goals to a single role might help. Nomenclature aside, let's call this role the Product Leader. This role could be bestowed upon an individual who has the discipline and the authority from the team to balance the multiple principals of business, art, teamwork, and technology within the production of a project. This person would also be the single, most person responsible for ensuring the success of the project. <Insert Uncle Ben quote here.&rt;


"Kicked Up Crowdfunding: Gamifying Kickstarter"

Speaker: Matt Anderson & Justin Gibbs, Wyrd Miniatures | Time: 1:00pm - 2:00pm | Room: Fountain

As as an independent games studio, crowdfunding is an indispensable option for bankrolling your next project. Kickstarter has developed a number of familiar tools that work to engage a community, including rewards, stretch goals, and updates. Here are suggestions on taking your Kickstarter to the next level -- applying gamification to engage people in your universe earlier, retain trendsetters, increase funding levels, and emotionally invest your audience.


"Monetizing Social Games"

Speaker: Elissa Shevinsky, Menagerie Networks | Time: 4:00pm - 5:00pm | Room: Fountain

Social gamers can be hardcore or casual, and driven by motivations ranging from casual socializing to hardcore achievement or revenge. Using examples from popular social games, we'll look at the connection between gamer motivations and best practices for game monetization.
Other factors for deciding how best to monetize your social game will also be considered, with time for audience Q&A.


"An Introduction to Casino Gaming"

Speaker: Anthony Farmer, Cantor Gaming | Time: TBA | Room: TBA

A quick recap of casino gaming's history and a brief glimpse into its future.


Product Talks

"From Download to Domination: Engaging Mobile App Users with Analytics and Targeting"

Speaker: Anton Commissaris, Apsalar | Time: 5:00pm - 6:00pm | Room: Garden

There’s a mindshare war going on in mobile. As the average number of mobile app installations per user increases year over year, the average amount of time users spend in each app has been known to decrease. For mobile app developers and marketers, it’s becoming increasingly challenging to capture a share of those sessions. In today’s state of mobile, measuring and optimizing for app installs is no longer enough. We’ll discuss ways to move beyond the download and take charge of the entire user lifecycle: from acquiring the right users, to analyzing those users effectively, and finally re-marketing to your high value users to monetize and increase lifetime value.


"Tadami Video Playground"

Speaker: Kate Connally, Tadami Video Playground | Time: TBA | Room: TBA

Tadami Video Playground is a user-generated video platform with a unique angle and focus. Our platform provides a rich set of frameworks and live special effects for games and activities with video on mobile devices. (Think "DrawSomething" with video, or 2D Kinect-- no hardware required.)
Using applications built on the Tadami framework, users literally watch themselves interact with animations, special effects on a live screen of a tablet or handset. Short videos are saved and shared, to create an asynchronous social experience.
We developed our own proprietary motion detection software (ShadowTouch) and our own method of foreground-background separation, specifically for mobile devices with a single camera. Together these technologies offer developers a rich palette of interactive video features. Applications range from charades, music and dance games, greeting cards and education.
We are looking for inspired, creative developer teams to innovate new styles of immersive video-based gameplay.
Our website is http://www.tadamiplayground.com. Our first application showcasing the Shadow Touch technology is available outside the US via iTunes.


"Creating a Console Gaming Experience for Mobile Using Haptics"

Speaker: Bob Heubel, Immersion | Time: 10:30am - 11:00am | Room: Garden

Touchscreens have become the default UI in mobile devices, but with their adoption, the lack of tactile feedback is a common complaint. The best gameplay is multi-sensory – HD graphics and quality sound are no longer sufficient to stand out from the crowd of mobile games. Bob will talk about satisfying today’s mobile gamer by using lessons learned from the console space, specifically, about using haptic feedback for greater fun and engagement. Haptics let players feel what is going on – powering intuitive experiences that delight. Console gaming has long included “rumble” feedback to engage players with this sense of realism. With the explosive growth in mobile gaming, Android developers can now offer similar effects in mobile games by leveraging new free tools and solutions that easily integrate this feedback into their designs.


"User Retention and Engagement"

Speaker: Wally Nguyen, Pocket Change | Time: 4:00pm - 5:00pm | Room: Garden

It seems that the majority of the market, both from the developer/publisher and service provider sides, are focused on the top and bottom of the funnel: new user acquisition and monetization.
However, with skyrocketing marketing costs on user acquisition, and an everlasting fickle market overwhelmed with free to play games that diminish monetization; the most cost effective means to making money (if not saving money) is through effective user retention and engagement.


"Monetizing Games and Apps with Direct Carrier Billing and with Facebook Mobile Credits"

Speaker: Peter Kacandes, Bango | Time: 1:00pm - 2:00pm | Room: Garden

Most game developers are very interested in how to monetize their game content, yet are unaware of the opportunity to charge for their games or in app credits/goods via mobile operator billing. For example, Facebook recently launched mobile operator billing as a new option for developers to charge for content in their games, leading to much higher purchase conversions due to the simplicity of operator billing. This talk will discuss the different options of incorporating operator billing into games whether native or HTML5, desktop or mobile.


"Build to Win, or Build to Spend?"

Speaker: Andrew Hager, Gala-Net | Time: 9:00pm - 10:00pm | Room: Garden

I will discuss the two primary methods of monitization/IAP: necessary, and optional. Both methods have distinct pros and cons; through the course of the event, we will discuss examples, motivations, proper use scenarios, and the possibility of a "middle ground".


"Monetizing Mobile Games"

Speaker: Ruti Polachek, LoopJoy | Time: 1:00pm - 2:00pm | Room: Garden

Trends and new platforms - and how they tie into game design (including our own LoopJoy platform and other platforms in the field offering similar Monetization options).
Old fashioned methods versus new trends: in-app purchases and game design - virtual goods versus real world products. As tied into game design.


"Mobile Advertising Best Practices for Game Developers"

Speaker: Ryan Merket, InMobi | Time: 11:00am - 12:00pm | Room: Garden

You’ve built a great mobile game. Now you need to promote it, but how? While PR, viral marketing and game reviews are vital to your marketing strategy, they can’t deliver consistent results like mobile advertising can.
Join InMobi as we take you through the fundamentals of mobile advertising for games. We discuss all aspects, including how to make great mobile creative, what are the best targeting options and markets. We will also share our formula to calculate LTV (Life Time Value), so you can better optimize your spend, all from real world examples as case studies.


"Pre-Launch Checklist 101: 5 Things to Not Forget Before Launching Your Mobile Game"

Speaker: Rob Carroll, TapJoy | Time: 3:30pm - 4:00pm | Room: Crystal

During this session we’ll review 5 often overlooked components that developers should have in place before they launch their app. This session will review important metrics, features, new user flow, game reviews and distribution. In addition to the presentation there will be an extended Q&A session at the end for developers to get their mobile launch questions answered.


"Bringing Mobile Gaming to the Big Screen"

Speaker: Michael Bergen, MHL Consortium | Time: 11:00am - 12:00pm | Room: Garden

MHL technology is an HD audio and video standard backed by industry leaders Nokia, Samsung, Sriilicon Image, Sony and Toshiba that allows the television to display what's on the phone. No longer do you need to strain your eyes to play your favorite games on the tiny screen of your handheld device. Instead, MHL technology allows mobile gamers to play on a TV using an MHL-enabled mobile device. Acting as the game console or controller, an MHL-enabled mobile device makes today's popular single-player games into a social experience. And don't worry about draining your battery, the TV provides a power back charge to your handheld so the device is always fully charged and ready to go.


"Activity Advertising: Native In-Game Monetization"

Speaker: Tyson Daugherty, Appssavvy | Time: 10:30am - 11:00am | Room: Garden

Ad model innovation is created when an ad model is aligned with the consumer use case of the channel or platform. Paid search is native to organic search, Sponsored Stories is native to key Facebook use cases, Promoted Tweets is native to Twitter and the :30 second ad spot is native to TV. Activity Advertising is native to Gaming. It’s still early innings, but Activity Advertising is proven among leading game developers and publishers as well as top advertisers. Activity Advertising is increasing daily ARPU for U.S. audiences by $.01 - $.02. Tyson Daugherty of adtivity by appssavvy will discuss the “When” and “How” of Activity Advertising, share some success stories and outline ROI scenarios for integrating activity advertising in your games.


"Designing Mobile Games for the Freemium Audience"

Speaker: Nick Black, CloudMade | Time: 5:00pm - 6:00pm | Room: Garden

It used to be that a game developer's top problem was building an awesome game that players would love. Not anymore. Now, as well as create a killer game, developers must find a way to monetize their creation without upsetting their users. To add to the difficulty, there are a ton of different monetization options out there, all promising to make you rich overnight. Tough choices to make.
But game developers are missing the biggest monetization opportunity of all. Their players are mobile - literally. Today mobile gamers are playing everywhere - on the bus, at the cafe, in-line at the supermarket, whilst waiting for a haircut. The one thing that mobile users have a plentiful supply of is mobility.
And it doesn't stop there. Retailers - like coffee shops, clothes stores, fast food chains, electronics stores and so on - are looking at the many millions of mobile gamers out there. They want part of the action. They want those users in their stores. In fact, big retail brands will pay big bucks to advertise to mobile gamers. Its the mobile game developers and publishers who stand to benefit the most from this retail marketing bonanza, attracting huge chunks of the $21Bn annual retail advertising spend.
This talk will cover:

  • An advertiser's perspective of what's wrong with the mobile ad market
  • Analysis of where the largest untapped pools of ad budget can be found
  • What a mobile game developer needs to do to attract large retail advertising budgets
  • How to do this in a way that adds to the user's enjoyment of the game
  • What tools are available today to do this and guidelines for success


"Covering the Bases of Analytics and Monetization"

Speaker: Andrew Pearlman, Adrenalytics | Time: 4:00pm - 5:00pm | Room: Garden

We all know that analytics are essential to the success of a new title but at the end of the day what do we really need to look at? This session will go over the top three actionable metrics and reports which allow designers to optimize their games without burning too many cycles. We'll also talk about the psychology behind making IAP enticing to players and ways to increase revenue without damaging the user experience.


"Design Social Sharing Features To Grow Your User Base via SMS"

Speaker: Terry Hsiao, Hook Mobile | Time: 2:00pm - 3:00pm | Room: Garden

Discoverability and social sharing has become a key to app growth and sustainability with 2 million apps across the app stores fiercely competing for user downloads, engagements, and pocket books. Even with the social Facebook, Twitter, and email integration, developers are still paying $1.60 to $7+ per new user for apps free! Game developers and publishers are desperate to find new ways to make money, grow users, and cut costs.
SMS is the most popular form of communication amongst users, generating a 98% read, open, and response rate vs. Facebook (16%), Twitter (19%), and email (12%). Through SMS, developers can empower their users to invite their friends to download or play with their mobile address book friends, an untapped social graph.
Hook Mobile’s CEO, Terry Hsiao will walk through how to incorporate SMS to existing social and mobile ad network strategies, grow MAUs virally, and cut acquisition costs significantly through SMS invitations.


“Building a Giant Snowball Without iTunes, Facebook, Steam, Microsoft etc.”

Speaker: John Shedletsky, ROBLOX | Time: TBA | Room: TBA

We launched ROBLOX when "Facebook games" meant selling your friends. A lot of people today are building apps that live inside the iTunes, Google, or Facebook ecosystems. Building a community dedicated to your game outside of these gatekeepers is still a very viable strategy. Instead of leveraging a social network, we built our own around our game. We made this decision very early and we have never looked back. 8 out of 9 ROBLOX users find us through word of mouth (as opposed to through paid marketing), stats like these are hard to come by, but I suspect this is incredibly good. Our average active user plays 7 hours a week. In the kids demographic, we are the most popular game site on the internet in terms of time spent, by an order of magnitude, compared to our closest competitor which is Nickelodeon.com (comScore). We can only do it because we own the platform from top to bottom, and the social network.


"Data-Driven Design"

Speaker: Brendan Burke, Playnomics | Time: 5:00pm - 6:00pm | Room: Garden

Discussion on how web and mobile game design is evolving and now increasingly influenced by big data. Through predictive algorithms and data mining techniques, designers can access information about player behaviors, desires, and habits that drive feature design and gameplay mechanics. The result being - players the engage more frequently and for a longer period of time because the game is designed around the gameplay preferences.


"Mobile Gameplay Recording"

Speaker: Matt Zitzmann, Kamcord | Time: 2:00pm - 3:00pm | Room: Garden

I'd like to talk about mobile gameplay recording. My company, Kamcord, has built a solution that allows users to record, replay, and share a video of their gameplay on Facebook, Twitter, and YouTube. We've built an easy-to-use SDK for developers and many games will be going live with our technology soon. This is a brand new marketing channel that mobile game developers should really consider tapping into since it will be completely free!


"Metrics, Benchmarks and Forecasting: The Gamesbrief Free-to-Play Spreadsheet"

Speaker: Zoya Street, Gamesbrief | Time: 4:00pm - 5:00pm | Room: Garden

The GAMESbrief free-to-play games spreadsheet is a simple but powerful way of maximizing revenue from an online game. This forecasting tool monitors six key metrics to identify what obstacles are holding your game back. In this talk Editorial Assistant Zoya Street shares the benchmarks we've been tracking from the free, social and mobile gaming spaces. Learn how different games perform, how results vary across different design strategies, and why it's really annoying when game directors brag about their massive conversion rate.


Venue

 


The Game Design Conference will be held at:

The Fairmont San Francisco

950 Mason Street
San Francisco, CA


fairmont hotel game design conf fairmont hotel game design conf

What: Game Design Conference

Where: THE FAIRMONT SAN FRANCISCO @ 950 Mason Street, San Francisco, CA

When: Monday September 17, 2012

Time: TBA



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Places to eat near the Fairmont Hotel

Directions

Driving from South Bay

  1. Get on 101-N toward San Francisco
  2. Take exit 430A toward Downtown SF
  3. Merge onto I-280 N
  4. Continue onto King St
  5. Turn left onto 3rd St
  6. Continue onto Kearny St
  7. Turn left onto California St
  8. Turn right onto Mason St
    (Destination is on your right)

Walking from Montgomery BART

  1. Head northeast on Market St toward Sansome St
  2. Turn left onto Sansome St
  3. Turn left onto Sutter St
  4. Turn right onto Stockton St
  5. Turn left onto Bush St
  6. Turn right onto Mason St
    (Destination is on your right)

Schedule

(Be sure to check back for schedule updates)

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About Us

 


What is the Game Design Conference?


The Game Design Conference was created to give game designers a place to gather and learn from each other. With a number of varying and expanding approaches, tools, best practices, and advice to be had, there's a lot of new information to wrap your head around. And the best way to learn is to spend time with people who are actually working as game designers, perfecting their craft and bestowing their knowledge to you.


The Game Design Conference provides a variety of forums for learning, from workshops and sessions with experts to the in between, where attendees informally connect and share questions, knowledge, and perspectives with their peers.



The Game Design Conference team is also responsible for:


HTML5 Developer Conference logo

The HTML5 Developer Conference has grown to become the highest attended HTML5, JavaScript, and Web Development conference in the world. Providing tracks on Javascript, HTML5, Apps & Games, client, server, and mobile. HTML5DevConf boasts renowned speakers & leading edge sessions at the most developer friendly price on the planet!


Game Dojos logo

Game Dojos is a rigorous 3 month session of hands-on workshops, seminars, and mentorship with the leading producers, designers, developers, marketers, distributors, and investors in the industry. They provide your team with free or subsidized options for bay area work space and funding assistance options. Game Dojos has been honored with extremely strong responses from veterans with arrays of games and millions of downloads, creative young startups, as well as innovative and worthwhile platforms and tools.


Bay Area Game and App Development Group logo

The Bay Area Game and App Development Group is a place to grow and present your games and apps and related tools and platforms. Find other game developers for your projects. Get or give advice on design, funding, art, technical architecture, careers for your game or application. Find cohorts and support for your plans for your game or app to take over the world!


The International Game Developers Association is the largest non-profit membership organization serving individuals who create video games. We bring together developers at conferences, in local chapters and in special interest groups to improve their lives and craft. The Silicon Valley & San Francisco IGDA chapter is dedicated to improving developer lives through community, professional development, advocacy and fun.

At the Game Design Conference you will have the opportunity to:

  • Connect with and learn from other game designers and experts
  • Explore a full day of in-depth workshops, keynotes, and sessions from industry professionals
  • Experience emerging games and technologies from exhibitors and vendors
  • Network with hundreds of other designers
  • Enter a game for your chance to win the GaDeCo game design contest
  • Enjoy post-conference events and parties where you can get more time with designers in a more casual environment

Who should go to the Game Design Conference?


We encourage all those involved in designing games to attend. Whether you've just completed the next hot mobile game, make mind bending board games, or you're dipping your toes in the water as you embark on your game design career. The Game Design Conference is a place for all to gather to foster and share creativity. Hear great talks, meet great people, see great games.


Game Design Conference Organizers


Melody Scaeffer

Melody Schaeffer

Producer

  An experienced Game Developer   and Designer that has created   game products for facebook,   mobile devices and game consoles.   Including over 4 years, as a Multimedia Specialist in Serious Games arena providing visuals in courseware, instructor, simulator, and web based training for the United States Military. She is also a Director of the Silicon Valley International Game Developers Association.


Jonathan Lancaster

Jonathan Lancaster

Web Designer

  Jonathan is a web designer,   project manager, musician,   composer, sound designer, audio   engineer, and whatever else he   decides to sink his teeth into. His accomplishments range from assisting with the successful execution of the largest HTML5 and JavaScript conference in the world, to winning Miami University's Undergraduate Artist Competition, and being awarded a Cincinnati Entertainment Award with the band Daughters and Sons, who were also named "The best reason to dance to live music" by City Beat magazine. He studied music performance, composition, and music technology, obtaining a Masters from the University of Cincinnati College-Conservatory of Music, and a Bachelors from Miami University (OH). Jonathan is a member of the Game Audio Network Guild, International Game Developers Association, Phi Mu Alpha Sinfonia, and the North American Saxophone Alliance. Although a native of Ohio, Jonathan is fluent in Brazilian Portuguese and thrilled to now be living in San Francisco where you can find him throwing down the funk with the band "Hurricane Thursday."


Andrew Severns

Andrew Severns

Associate Producer

  Andrew is completing a bachelor   degree in Game Development with   a focus in production at Cogswell   College. This is his second   semester as an intern for the SV IGDA/Bay Area Game and App Group where he has helped organize events such as the Game Dojos Accelerator and SV IGDA Meet Ups. He has been heavily involved at Cogswell as the Student Body President and within Student Life as a Resident Assistant. After college, Andrew will be pursuing a career in video game development as a producer.

Ann Burkett

Ann Burkett

CEO

  Founder HTML5DevConf, Game   Design Conference (new), Game   Dojos Game Accelerator, Bay Area   Game and App Developers, and a   long time mobileweb game developer. Ann is a game developer who joined the game industry with Macromedia Shockwave.com where she worked on some of the worlds first hit browser based casual web games and original work web showcases for such artists as Tim Burton and Trey Parker and Matt Stone of South Park. She and partner Liran Nuna eventually formed their own game development company. Together they worked on social and mobile games for the local school system and companies such as Crafted Fun, Quizmonster, Zynga. After having prototyped the hit game “It Girl” which morphed later into “Top Girl” on mobile for Crowdstar, Ann’s partner stayed on at YouWeb and their small dev company concluded with a reasonably happy ending. Ann founded the HTML5 Developers Conference, Bay Area Game and App Developers Group, Games.js, and chairs the Silicon Valley IGDA and the SF Mobile Dev Group. Ann is always interested in the next platforms and the next games and the art of fun.


Ellis Kim

Ellis Kim

Project Manager

Social Media Specialist

  Ellis works as Project Manager and   Social Media Specialist by day,   while   moonlighting as an artist   and writer.He spends most of his free time on his personal project, of which you may occasionally see random sketches of at his Tumblr page or on his Deviant Art. You can also find him on Twitter at @EllisK01


Tomoya Katagi

Tomoya Katagi

Web Developer

  Tomoya is currently studying   algorithms with a focus in   informatics and mathematics.    He is well versed in many programming languages with Java and Javascript being his favorites. He has hopes to develop tools and services that will be used all over the world.
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HTML5 Developer Conference | Sillicon Valley IGDA | Game Dojos | Bay Area Game and App Development Group

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