Becky has been an audio professional for over 25 years. She previously worked on Halo Infinite, as Senior Audio Producer, and prior to that was Audio Director at PopCap Games - working on Plants Vs. Zombies Heroes, PVZ 2, Peggle 2 and Bejeweled.
Håkan has been working on AAA games since 2008, crafting worlds for game series such as Far Cry, The Division and Hitman.
Quinn is a QA professional and accessibility advocate who worked on AAA titles Killzone Shadowfall, Horizon Zero Dawn, Horizon Forbidden West, and the MMO EVE Online. At TSC, they are expanding their portfolio into additional support areas.
Having worked on film, tv, commercials, theme park rides, VR, and AAA games, Sonja is a Senior 3D Generalist with 10 years experience. Her credits include Carne y Arena, Division 2, and Hitman 3. Sonja also teaches at Schoolism.com.
An engineer with 10+ years of experience in video games, Henry has worked as tech lead on a diverse set of projects for companies across the entertainment industry including Google and LEGO, as well as on his own independent titles.
Kalina is a concept artist who is passionate about visual storytelling and crafting engaging worlds. She's spent the past few years working on “As Dusk Falls.”
Brandon worked on Legacy of Kain: Soul Reaver, Tomb Raider, Rise of the Tomb Raider, and most recently at Crystal Dynamics on Avengers.
Arcadia began her career in the games industry working at the support studio Disbelief, where she helped ship, amongst other titles, Proletariat's Spellbreak.
Greg has spent many years in the industry leading art on projects at ImageMovers Digital, DoubleFine, and Electronic Arts.
Tim is lucky enough to have been making games for a long time within some of his favorite worlds with some of his favorite people. He is often thinking about journeying out into the deep wilderness though, and speaking of which... (he/him)
With experience as an entrepreneur and in AAA game production, Selma is excited about creating a more sustainable and fulfilling work environment.
Mark has worked on a number of titles in the Assassins's Creed franchise as both Level Designer and Mission Designer.
A circuitous route from archaeology to game design led Rudi ultimately to production, where she delights in being part of incredible teams and helping thoughtful, creative devs do their best work.
Erin has been writing in one form or another since she learned to properly hold a pencil, and now has several years of experience in the game writing sphere for everything from character bios to combat barks. (she/her)
Da’Vier is a graduate from Michigan State University’s Game Design and Development Program. Always a fan of a good story, he’s eager to help give games depth and provide players with enriching plotlines and memorable characters.
William is a concept artist with experience in video games, film, and vfx. He specializes in environment storytelling, sets and world building. Companies and freelance clients include Ubisoft, Netease Games, Digital Domain and Pixomondo.
For over 20 years Troy has been creating gameplay experiences on titles like Horizon Zero Dawn, Halo, Tomb Raider, Killzone, and Republic Commando. He has a passion for games that entertain, inspire, teach and bring people together. (he/him)
Having spent the bulk of his video gaming career in LucasArts and Bandai Namco Studios, Ian brings with him a mix of the best of "East & West" game dev to Twin Suns Corp.
Making games since 2014, Dan crafted sound effects and soundscapes for the Tomb Raider franchise and worked most recently on Marvel's Guardians of the Galaxy.
After years as a student of mathematics and government, Claire has changed course and is diving into the world of gaming. She hopes to bring her zeal for teamwork, sportsmanship, and numbers as well as her fresh perspective.
A Level Designer based in Copenhagen, Denmark, Martin got his start making games as a kid, dabbling in both art and design. Working professionally in the industry since 2013, Martin’ notable credits include Hitman 2 and Hitman 3.
Having dreamed of being an animator since he was a kid, Edan is thrilled to be doing just that for a living. A few previous titles include The Last of Us: Part II, Life is Strange: True Colors, and SMITE.
Brett has led many engineering teams over his two decades in the games industry, including at LucasArts (Jedi Starfighter, Republic Commando) and Bethesda Game Studios (Skyrim, Fallout 4).
A SCAD animation graduate, Laurel’s recent experience on SMITE brought a multitude of characters to life. She has a deep passion for learning and is thrilled to be working alongside incredible people to create incredible things.
Andrius Jocevičius, a character animator with over 11 years of industry experience, focuses on crafting detailed motion. He has previously worked at studios such as Rare (Sea of Thieves), Deep Silver (Agents of Mayhem VR), and GGS (Infernals).
Tess has always loved video games, especially those with immersive worlds and stories. She enjoys the challenge of finding creative, thorough ways to test and document issues. (she/her)
With origins in the mod and indie scenes, Brendan has been making art for games professionally for 14+ years. Recent projects include Oberhasli, a virtual world and interactive concert for artist deadmau5. Four of his games have been IGF nominees.
Ranging from 3D printing to product design, Tony has worked on a variety of projects as a freelance digital artist. Now living his dream, Tony is excited to bring his creative experience in design to games.
A 20+ year production veteran, Forest is passionate about ethical, inclusive, and sustainable game development.
Nikita has 14+ years of game animation experience, specializing in player packages, establishing pipelines, and building animation teams. She worked on Aliens Fireteam Elite, ReCore, Batman Arkham Origins Blackgate, and the Disney Epic Mickey franchise.
A high school dropout and 26 year veteran design lead, Harley has served on Republic Commando, Tomb Raider, Rock Band, Call of Duty & XCOM IPs, as well as the VR IPs I Expect You To Die and Until You Fall. (she/her)
Having previously worked on Metro Exodus and Farcry 6, Santiago is an experienced Game Designer with a passion for stealth and combat.
James started out as a hobbyist creating Quake character skins and has since spent 20-ish years modeling, texturing, rigging and animating characters in games such as Unreal Tournament, Dark Sector, Firefall, and the Walking Dead: Saints and Sinners for VR.
Janine got her start as a game writer on the Hitman franchise. She also tells stories through tabletop gaming as a cast member on the actual play podcast "Friends at the Table."
With 17 years experience in the games industry, Rosie has worked as a Level Designer on franchises such as Dead Space and Call of Duty.
Elizabeth is an award-winning game writer recently inducted into the Women in Games Hall of Fame who brings fifteen years of experience.
With 16+ years of game art experience, Geoff has had the unique experience of having worked on a wide range of game genres including Dead Space, Dead Rising, Homeworld: Deserts of Kharak, FIFA, and Call of Duty. (he/him)
Paul is a 20+ year veteran of the game industry. His employers and freelance clients include LucasArts, Disney Imagineering, Glu Mobile, Kabam, Akili Interactive and 2K Games.
Joseph counts himself fortunate to have worked on multiple Assassin's Creed titles during his time in Ubisoft Singapore & Montréal, as gameplay programmer, lead, and eventually supporting various tech functions. He deeply believes that the team is fundamental to success. (he/him)
Chris has been making games for over 25 years, having worked on Donkey Kong, Perfect Dark Zero, Kameo, Halo, Hololens, and God of War. While maintaining a few old skool tricks, Chris is always eager to learn new techniques in order to bring next-gen visuals to a platform near you.
An experienced and multifaceted game engineer, GZ previously worked at LucasArts and Bandai Namco Singapore.