Localizing Valiant Hearts: Pushing the boundary between writing and localization
Gérard Barnaud has over 13 years of experience in the video game industry. He worked on numerous AAA titles such as Neverwinter Nights, Fahrenheit, Act of War, Far Cry 2, Brothers in Arms Hell’s Highway, Rayman Origins and Rayman Legends, as well as on well-known franchises such as Dora the explorer and a number of Hasbro licenses. He has been active in various positions from localization tester to third party producer. He is currently senior localization project manager for the Ubisoft Montpellier studio.
Animated Films / Actor / Director
Corporel Acting for Characters in Animation
Robert W. Bennett, originally from the city of Meridian in Mississippi USA; studied modern mime in Paris in 1984 under the Etienne Decroux, otherwise known as the ‘Father of modern mime’. Etienne was responsible for creating the ‘Corporal Mime’ technique and also founded the school of mime that trained Jean-Louis Barrault and Marcel Marceau. In 1994 Robert started to teach at Gobelins, where he became involved in character animation. Since then he has worked in the US and Europe, giving courses on ‘coporal acting’ as part of training programmes dedicated to cinematic animation as well as for studios such as Walt Disney Feature Film France, Warner Brothers Feature Film USA and A-Studio in Copenhagen. He has also taught courses as part of the Richard Williams master classes.
Chillingo / Sales & Business Development Director
Breaking Through the Barriers for Successful Mobile Games Publishing
Matt and his team are responsible for finding the next big thing in gaming. Dixon oversees all publishing offers and works with key partners on new platforms and technologies. A 14 year veteran of the mobile industry Dixon previously managed New Platforms and Global OEMs for EA Mobile where he determined content strategy and launched IP onto new technologies. Prior to joining EA, he worked at LG Mobile and managed their global device roadmap and device specifications.
Google / Chief Game Designer
Cross-Functional Design Principles
A professional game developer since 1980, Falstein was one of the first ten employees at LucasArts, 3DO, and Dreamworks Interactive. Titles he contributed to include Sinistar, Secret of Monkey Island 1-2, Indiana Jones and the Fate of Atlantis, ReMission and Neuroracer. He was the first elected chairman of the IGDA, a published author on game design issues, and a Game Developer Magazine columnist for design. For 17 years he was a freelance designer/producer of entertainment and serious games through his company The Inspiracy before joining Google as Chief Game Designer in 2013.
MyGamez / CEO, Co-Founder
What really works in China? Localisation case studies
Mikael Leinonen is the founder and CEO of the Finland-China based mobile game publisher MyGamez Ltd. Within just two years since its establishment, Mikael has led MyGamez to become one of the leading publishers of foreign mobile games in China. The company has turned Fingersoft’s Hill Climb Racing into one of the most successful foreign titles in China, with over 50 million downloads, 8.5 million MAU and top rankings in major app stores. Mikael has lived and worked in China since 2004.
ProSiebenSat.1 Games GmbH / CEO
How to use TV Advertising and make the best out of it
Tung Nguyen-Khac assumed the leadership of the management board of ProSiebenSat.1 Games in December 2012. As Chief Executive Officer of ProSiebenSat.1 Games, he is responsible for strategy, M&A, and all online games publishing departments. Prior to accepting the position of chief executive officer, Tung Nguyen-Khac was a management consultant who also worked as a business angel and investor for start-up companies, and as a industry advisor for private equity, online gaming and eCommerce enterprises. In his earlier career, Nguyen-Khac held the positions of managing partner and CEO Advisor for Bigpoint in Hamburg, Germany, where he contributed significantly to the company's buildup and remarkable success.
Square Enix / Operations Director
Is traditional Black Box Testing Dead?
From Factory Floor to Laboratory: Modernizing a Publishing QA Department
SEGA / Technical Director - ESD
Fast Iterative Development through Collaboration
"During his almost 20 year career Mark has engineered 4 commercial game engines from the ground up, and worked with many more that have powered high profile titles such as Prey, Bioshock, and the Driver, Prince of Persia, Assassins Creed and FarCry franchises. An obsessive gamer, Mark constantly strives to find better ways to make them with his teams, and more importantly find fun in the process! "
Joost van Dreunen
SuperData Research / CEO
Business Intelligence for the Games Industry
Joost is co-founder and CEO of SuperData Research, a research firm specialized in the digital, mobile and online games market. As one of the first academics to study video games, Joost also has over fifteen years of commercial research experience in interactive entertainment and technology industries. Anticipating the shift to digital games early on, he founded SuperData in 2009. Today SuperData is a leading games industry researcher, collecting digital point-of-sale data from over four million online gamers every month. Clients include publishers such as Activision/Blizzard, Bandai-Namco, Electronic Arts, Microsoft, SEGA, Square-Enix, Ubisoft, Wargaming.net and Zynga. Joost is a recurrent speaker at major industry events such as GDC and Casual Connect, and is regularly quoted in both industry publications and mainstream press. In addition to his business adventures, Joost teaches at the NYU Game Center. He lives in the East Village in New York, with his wife Janelle and son Maximus.