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Speakers

Mike Bithell

Mike Bithell began as a designer and design lead in the games industry in the 2000s, before launching his breakout rectangle game in 2012 and escaping to independent development with his own remote studio. Over seven years, Bithell Games have shipped a number of successful games. Our most famous is Thomas Was Alone, a BAFTA winning minimalist platforming game, we produced a critically and commercially successful stealth action game called Volume, collaborated with Google on EarthShape for their VR hardware and created the Circular series of short science fiction story games. We recently completed the well received video game adaptation of our favourite action movie, John Wick Hex, in collaboration with Lionsgate and Good Shepherd Entertainment.

Imre Jele

Lifelong gamer and game-creator, Imre is an expert in creativity, prototyping and game design. He’s passionate about collaboration across various media and art forms, and engaging audiences in novel ways. He’s known for promoting innovative and collaborative creative approaches including Bossa's regular internal Game Jams. Throughout his colourful career, Imre has worked on a wide range of game genres and platforms. He's Co-founder and Creator-in-Chief of Bossa Studios - winner of multiple BAFTA and other awards, creator of Surgeon Simulator and I Am Bread.

Katie Goode Bio

Katie Goode

Katie Goode is Creative Director and co-founder of Cornwall based, BAFTA nominated, Develop Award winning Triangular Pixels. She started as a games designer in 2008, worked in a range of AAA and smaller studios, on first party, freemium, mobile and serious games, and has worked in XR since 2012. Breakthrough Brit for 2018, she has a passion for new user experiences and sharing all she has learnt along the way with other developers. Previous design roles at Preloaded, NaturalMotion, Sony London Studio, Lockwood Publishing and Frontier Developments.

David Clark

With almost 30 years in video games, David is a respected industry veteran with board-level Commercial, Marketing and Business Development experience, having working for leading publishers including SEGA, SCI and Eidos as well as running his own video games consultancy business, Cuba Entertainment, for the last 12 years. David is a founding director and ex-board member of Green Man Gaming where he has held multiple roles including COO, CMO, MD of Green Man Gaming’s Publishing division and is currently consulting on business development activities. As part of his Cuba Entertainment consulting work, David also helps Western video games companies drive opportunities in the Chinese market.

Careen Yapp

Careen Yapp is currently a member of Google Stadia’s Strategic Partnerships team. Prior to joining Google, Yapp served as Senior Vice President of Global Business for Mixed Dimensions, where she was responsible for strategic direction and pursuit of new business development opportunities. She also served in key business development and licensing roles at Gaikai, a division of Sony Computer Entertainment, Konami Digital Entertainment, D3Publisher of America and THQ where she led in the acquisition and development of high-profile franchises from top video game publishers and licensors including Ubisoft, Warner Bros, Nickelodeon, Disney, Cartoon Network, DreamWorks, Fox, Marvel, Mattel, Microsoft and Lego and strategic promotions with Universal Studios, the Smithsonian, Taco Bell, and Hot Topic. She currently serves as a board member for the Entertainment Software Association (ESA) Foundation and Women in Games International, and has served as a member for the Licensing Industry Merchandisers Association (LIMA) Board and Game Connection Advisory Board.

Bob Chesire

Film industry concept artist and designer, Bob Cheshire, is a Fine Art graduate of Falmouth School of Art (as it was back then). He’s worked on many celebrated titles including, Marvel’s “Endgame” and “Infinity War”, “Star Wars: The Rise of Skywalker”, “Jurassic World: Dominion” and many more. He worked for 10 years as an art and design teacher before becoming a freelancer and also worked in the games industry. Between working on movies, Bob has been invited to universities, colleges and schools to present and discuss the importance of art and design education, visual literacy and his work.

Colin Macdonald

Colin entered the games industry in 1990 producing dozens of games including licences of Lemmings and Prince of Persia, and the early games of the multi-billion dollar Grand Theft Auto franchise. He was a Co-Founder and Studio Manager of Realtime Worlds, where he helped raise >$100m in investment and oversaw the BAFTA-winning game Crackdown. In his role as Channel 4 Television’s Games Commissioner he commissioned dozens of games, which amassed millions of downloads and won BAFTA, Digital Emmy, Broadcast Digital and BIMA awards. He now runs indie publisher Indie Champions, is Commercial Director of Rivet Games, is on the advisory board of UK Games Fund, and advisor to facial animation specialists Speech Graphics.

Tork Shaw

Tork started his professional life in the film industry before switching to services tech. He completed his Masters in Game Design in 2011 and has been working in the industry ever since. He joined Mediatonic just under a year ago after 3 years at Amazon Game Studios in Seattle.

Haley Uyrus

Haley Uyrus

Haley currently looks after the marketing and communications at Mediatonic (Hatoful Boyfriend, Fall Guys: Ultimate Knockout, Murder by Numbers) across their four studios in London, Brighton, Leamington Spa and Madrid. Previously she’s worked on over 35 indie titles at a boutique games PR agency, and as an in-house marketing manager on Sunless Skies, Sunless Sea and Fallen London at Failbetter Games. Haley also is a proud Limit Break and NYU Games Incubator mentor, Game Dev Heroes award winner and is a co-founder of the UK Games Marketer London meetup.

JeffTanton

Jeff Tanton

Jeff Tanton is the Creative Director at Mediatonic, and has spent over a decade designing, pitching, producing and writing for over 20 titles including Foul Play, Hatoful Boyfriend and Fall Guys: Ultimate Knockout.

Oliver Hindle

Oliver currently grows and manages the community and social channels for Fall Guys at Mediatonic. He joined in December 2019, and previously worked in the marketing team at Bossa Studios for 6 years on titles such as Surgeon Simulator, I am Bread, and Pigeon Simulator. In his free time, he coded a game called Purrfect Date with his girlfriend, which was published by Bossa Studios and has sold 250,000 copies across Steam, Humble, and iOS. He also infrequently uploads on Twitch and YouTube. His most successful youtube channel was 'OliverAge24', which he grew to 146,000 subscribers: http://youtube.com/oliverage24

Alexander McKinney-Raphelt

Alexander McKinney-Raphelt

Alexander McKinney-Raphelt is the Studio Art Manager at Mediatonic and has been a total nerd since he played bootleg games on his dad’s C64 for the first time. After almost 17 years in the industry, art-directing and managing game teams all around the world, he is still a nerd, but now at least the graphics are better. Alexander has worked in all relevant game-fields, from AAA games, mobile, to PC;  in companies such as Take2, Zynga, NaturalMotion, InnoGames and now Mediatonic. He loves to be nostalgic when he thinks about the insane amounts of free time he had at his hands when he still used to draw comics; now his life is less about drawing comics but advocating for mental health and LGBTQ+ rights and spreading the idea that non-toxic work culture is actually a good thing.

AardvarkSwift-HeaderPlate

Aardvark Swift

is an award winning recruitment agency specialising in the video games industry for more than 30 years. We place industry professionals from all disciplines in to roles with games studios worldwide, from graduates up to director level.

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Grads In Games

is an award-winning initiative founded by Aardvark Swift to help create better links between the games industry and education. We run a series of annual activities to improve graduate employability within the games industry, most notably our Get In The Game careers events and our Search For A Star game development challenges. Each year we help thousands of students to improve their skills, get their work seen by leading studios from across the UK & Europe, and ultimately get their first roles in a game studio.

Andy Driver

is Operations Manager for Grads in Games and Head of Graduate Recruitment for Aardvark Swift.

Becky Wright

is a recruiter for Aardvark Swift working on graduate roles across programming, art, animation, VFX & design.

Tom Ash

is a recruiter for Aardvark Swift working on graduate roles across programming, art, animation, VFX & design.

Marcus Gardner

Originally specialising in mechatronics and robotics, Marcus switched careers to utilise his experience in systems design, programming, project management and independent research to create memorable experiences in games. Marcus co-founded Moonshine Studios as part of the Falmouth Launchpad Programme in 2018, recently releasing their debut title Get Packed on Google Stadia. Get Packed is a comedic physics-based party game where players take on the role of employees in a calamitous removals company tasked with relocating the citizens of Ditchlington.

Studio Mutiny

The Studio Mutiny team have been working together for about 3 years now. We are a diverse team based in Cornwall, representing Germany, Malaysia, Sri Lanka, Norway, Poland, and the UK. United in our passion for sustainability, love for nature, and fascination of mythology, we have made it our goal to educate and enlighten through environment focused games.

Jonny Lee

Jonny Lee

Company Director/Technical Designer

Kasandra H. Standal

Kasandra H. Standal

3D Props and Foliage Artist

Sean-Kee Murmann

Sean-Kee Murmann

Lighting, Vfx & Technical Artist

About SAI

SAI is a third person action game exploring Celtic folklore and deforestation. Set in a magical forest, players will discover an environment damaged and destroyed by onslaughts of machines. These metallic creatures wreck their way through the land to get to the core of its magic, the Heart Tree. Though its presence is now but a lost memory, the machines remain, determined to find this all powerful entity. As a Druid, protector of the natural world, you must explore this beautiful realm, harness the power that still lingers here, and uncover its dark past. Stop the machines. Protect the land. Save the forest.

SAI

Johanne Bergill

Johanne Bergill is the Creative Director of the Cornwall-based indie studio Polargryph. While mainly a 2D concept artist, she is also skilled in 3D art, writing, and music. Having done several years of freelancing, Johanne has worked with companies such as Antimatter Games, Torn Banner, BBC, and more, helping with games such as Mirage: Arcane Warfare and other unannounced projects. Johanne is an advocate for ethical working conditions in the games industry and strive to create a healthy, happy, and thriving workplace.