Artificial Intelligence in Creative Industries
Less Theory, More Sparks!

The largest worldwide conference about Artificial Intelligence applications
in interactive media, training & simulations, and digital entertainment.

nucl.ai is the largest event worldwide dedicated to AI in Creative Industries and returns this year in its 8th edition. The event brings together hundreds of professional developers, enthusiasts and practitioners from Europe and beyond!

In AI, best practices and techniques are often widely applicable to other industries, so nucl.ai spans across a multitude of disciplines. Learn, network, be inspired and join us for 9 tracks on 3 days and 60+ sessions from high-profile keynotes to hands-on tutorials!

This event is perfect for you if you're interested in digging into depth on business-critical subjects, staying up-to-date of upcoming technology, and establishing contacts with other companies in the field. See you in Vienna/Austria in July!

Conference Tracks & Topics

Analytics & Data Science

Agent Behavior & Coordination

Character Animation

Cognition, Bots & Understanding

Dynamic Dialog & Storytelling

Generative Systems & Design

Human Interaction & Recognition

Procedural Content Generation

Real-time Decisions

Recent News & Announcements

20 May 2016
People Play, People Talk? A Deep Dive on Organic Downloads
— by Julian Runge (Wooga)
19 May 2016
Making Robots Interact with People: Lessons Learned Deploying Pepper in Japan
— by Gwennael Gaté (Angus.ai)
12 May 2016
Bodyguards and VIPs: A Look at Ambient, Alert and Evacuation Behaviors in HITMAN
— by Jason Schroder, Thomas Petersen (IO-interactive)
11 May 2016
Bringing a Hero from Paragon to Life
— by Laurent Delayen (Epic Games)
10 May 2016
Generative Bots for Everyone! A Tracery Tutorial [Workshop]
— by Kate Compton (University of California, Santa Cruz)
04 May 2016
Creating Digital Doubles, The Character Pipeline in Quantum Break
— by Kristof Minnaert (Remedy Entertainment)
28 April 2016
Functional Reactive Programming, or the art of Time Travel(ling Debuggers)
— by Claudia Doppioslash (Independent)
15 April 2016
Late to the Party! A Story of Adding Player Bots to a Humans-Only Game
— by Mieszko Zielinski (Epic Games)
08 April 2016
A Brief History of Matchmaking in Heroes of the Storm
— by Alex Zook (Blizzard Entertainment)
06 April 2016
Visual Instruments for Live Performance and Creative Expression
— by Memo Akten (Independent)
05 April 2016
Climbing in VR and Reaching New Heights with Procedural Animation
— by Aly Helmy (Crytek)

Speakers

Alex Zook

Ali Helmy

Anders Bouwer

Charles Hinshaw

Claudia Doppioslash

Claudia Doppioslash

Claudia Doppioslash is a Functional Programmer and a gamedev. Having learned many languages, she ended up preferring strongly typed functional languages though she's still a moderately smug LISP weenie.

Conference Speaker

Charles Hinshaw

Charles Hinshaw is game developer and software designer. He is based in Copenhagen, Denmark, where it is nearly always dark and rainy.

Conference Speaker

Docent (Lecturer)

Anders holds an MSc degree in Artificial Intelligence (cum laude) from the VU Amsterdam, a Master's by Research in AI and Education from the University of Edinburgh, and a PhD in Computer Science from the University of Amsterdam. He has worked as a lecturer, programmer, and researcher for the Human-Computer Studies lab and the Intelligent Systems Lab at the University of Amsterdam, and the Music Computing Lab at the Open University in Milton Keynes (UK). He is currently affiliated with the Amsterdam University of Applied Sciences, where he does research on Automated Game Design and teaches several courses on AI, Mobile Development and Game Technology. His research interests include artificial intelligence, human cognition, intelligent learning environments, intelligent multimedia, music interaction, mobile multimodal interaction, procedural content generation, and automated game design.

Conference Speaker

Ali Helmy

Animation Programmer

Ali Helmy is the Animation Programmer at Crytek in charge of all character animation systems on Crytek’s VR focused research & development team. He has been involved with the current generation of VR hardware from very early on and has been in charge of all character animation systems in Crytek’s VR efforts. From Dinosaur demos & VR Benchmarks to full games like The Climb & Robinson: The Journey, he has been involved with every aspect of making animations work for the entirely new realm that is VR.

Conference Speaker

Senior Data Scientist

Alex Zook is a Senior Data Scientist at Blizzard Entertainment and PhD candidate at the Georgia Institute of Technology. As a Blizzard data scientist he's work on problems including identifying gameplay styles of World of Warcraft players, analyzing map design in Overwatch, and refining matchmaking in Hearthstone and Heroes of the Storm.

Conference Speaker

Eric Johnson

Gaspard Bucher

Gwennael Gaté

Jason Schroder

Jo Plaete

Lead Crowd Technical Director

Jo Plaete is ILM London's Crowd Simulation Supervisor. Prior to joining ILM Jo has worked in the visual effects and feature animation industry for several years for companies like Framestore, Animal Logic and MPC on projects like World War Z, The Lone Ranger, 300, Guardians Of the Galaxy and most recently Bond SPECTRE and Star Wars: Episode VII. Coming from a computer science, media and animation background Jo has always been passionate about crowd simulation and procedural ways of animating.

Conference Speaker

Jason Schroder

Senior Programmer

Jason joined the Australian games industry in 2001. Starting as a generalist game programmer at Krome Studios, where he soon found his passion as an AI programmer. Jason was responsible for designing and developing AI solutions for several AAA titles over a number of years at Krome. He later joined the Hitman team at IO Interactive in 2011. Starting with Hitman: Absolution and continuing with this year’s HITMAN. His primary role has been to develop AI systems and behaviors for both titles.

Conference Speaker

Gwennael Gaté

Co-founder

After 5 years at Aldebaran Robotics (SoftBank group), where he led the teams of software engineers developing NAO’s and Pepper's artificial brains, Gwennael Gate is now the co-founder of Angus.ai, an AI company offering a suite of APIs making it easy for developers to build machines that can perceive their environment.

Conference Speaker

Gaspard Bucher

Programmer & Artist

I am a Swiss artist and programmer living in the mountains. As "Gaspard Buma", I created dance and performance projects. I am now focusing on interactive graphics with Lucidity and music creation with my band KEGAIS.

Conference Speaker

Eric Johnson

Senior AI Engineer

Eric Johnson is a Senior AI Engineer in the Advanced Technology Division of Square Enix. Before joining the industry in 2008, Eric received a Master’s Degree in Artificial Intelligence from the Georgia Institute of Technology, focusing on case-based reasoning for realtime strategy games. Currently he is working on the AI for Kingdom Hearts III.

Conference Speaker

Johan van der Beek

Joseph Dureau

Julian Runge

Jurie Horneman

Kate Compton

Kate Compton

Kate Compton is a long-time Procedural Content Generation (PCG) practitioner. She wrote the first paper on procedural platformer levels, generated the planets for Spore, and wrote the latest SimCity fire system. She is now a PhD candidate at UC Santa Cruz developing artificial intelligence to augment human creativity with generative art. She likes laser cutting, 3D printing, founding companies, and baking.

Conference Speaker

Jurie Horneman

Designer / Programmer

Jurie Horneman is a game designer and programmer who has been making games since 1991. He has worked at Rockstar Games, Blue Byte, Kalisto Entertainment, and Thalion Software. He was a co-founder of Mipumi Games, and has consulted for Arkane Studios, Moon Collider, Tequila Works, and Tale of Tales. He is passionate about combining narrative design, game design, and programming in order to create new experiences.

Conference Speaker

Julian Runge

Julian works for Wooga, the Berlin based developer of mobile games like Jelly Splash, Pearl's Peril, and most recently Futurama - Game of Drones. After heading analytics and data science for Wooga for a couple of years, he most recently moved to a ‘researcher in residence’ role. In this new capacity he focuses on the (rare, but sweet) projects that yield both tremendous business impact and meaningful scientific contributions. He also is a Ph.D. candidate at Humboldt University's school of business and economics in Berlin. He recently spent three months at Stanford University’s Graduate School of Business as a visiting researcher, deep diving on purchase decisions in the free-to-play and freemium business model. An economist by training, he developed a strong interest in machine learning in recent years, especially in its application to game design and marketing. His research in the field has been recognized by a best paper nomination at CIG 2014 and a best paper award at AIIDE 2015.

Conference Speaker

Joseph Dureau

VP of Research

Along with a unique crowd of data scientists, cryptographers and developers, his current focus is on using machine learning to crack natural language understanding, and bring life to the Internet of Things without compromising users’ privacy. He holds a PhD in Statistics from the London School of Economics, and an MSc in mathematical engineering from Ecole Centrale Paris. Before joining Snips, Joseph worked at the NASA-Jet Propulsion Laboratory, at the French Commission for Atomic Energy, and with the Bill and Melinda Gates Foundation. He also co-founded Science.ai, a startup that is bringing the semantic web revolution to science.

Conference Speaker

Johan van der Beek

Freelance Game Logic Specialist

Johan graduated in AI in 2007 after creating cooperative squad behavior in Killzone 2 for Guerrilla Games. He left the gaming industry to focus on creating and implementing smart parsers, AI systems and algorithms for several non-game projects. In 2011 it was time to move these techniques into the gaming industry. Via game design studies and working as a (serious) game designer in simulation and game studios, he now balances and calculates game models using AI and simulation techniques at Ludible - Automated Game Balancing as a freelancer.

Conference Speaker

Kristof Minnaert

Laurent Delayen

Mark Riedl

Maxim Zaks

Memo Akten

Memo Akten

Artist & Developer

Memo Akten is an artist from Istanbul, based in London, UK. His work explores the harmonies and tensions between nature, science, technology, culture and tradition. Combining critical and conceptual approaches with investigations into form, movement and sound he creates data dramatizations of natural and anthropogenic processes. His primary tools include studying and working with complex systems, behaviour, algorithms and software; though he works and collaborates across many disciplines producing work spanning video, sound, light, dance, software, online works, large-scale installations and performances. Alongside his practice, he is currently working towards a PhD at Goldsmiths University of London in artificial intelligence and artistic, expressive human-machine interaction. Akten received the Prix Ars Electronic Golden Nica in 2013 for his collaboration with Quayola, ‘Forms’. Past exhibitions and performances include the Victoria & Albert Museum, London; Royal Opera House, London; Garage Center for Contemporary Culture, Moscow; La Gaîté lyrique, Paris; Holon Design Museum, Israel and the EYE Film Institute, Amsterdam. His work has also been featured in books, academic papers, magazines and websites such as Wallpaper*, Dazed, Eye magazine, Guardian, BBC, Financial Times, Wired and Dezeen.

Conference Speaker

Maxim Zaks

Software Developer

Maxim Zaks is a freelance Software developer with history in IDE, Web and Mobile development. Last 3.5 years he worked with Wooga/Black Anvil helping them develop mobile strategy games and a small ECS library called Entitas.

Conference Speaker

Associate Professor

Dr. Mark Riedl is an Associate Professor in the Georgia Tech School of Interactive Computing and director of the Entertainment Intelligence Lab. Dr. Riedl’s research focuses on the intersection of artificial intelligence, virtual worlds, and storytelling. The principle research question his lab addresses is: how can intelligent computational systems reason about and create engaging experiences for users of virtual worlds and computer games. His research is supported by the NSF, DARPA, ONR, the U.S. Army, U.S. Health and Human Services, Disney, and Google. He is the recipient of a DARPA Young Faculty Award and an NSF CAREER Award.

Conference Speaker

Laurent Delayen

Programmer

Laurent has been working in the game industry since 2001, and the past 13 years at Epic Games on games such as the Gears of War trilogy and Paragon, where he has specialized in real time Character Animation.

Conference Speaker

Kristof Minnaert

Senior Character Technical Artist

Kristof Minnaert is a Senior Character Technical Artist at Remedy Entertainment, where he focuses on the character and animation tools and pipelines. He has been part of Remedy Entertainment since 2013 and has been working in the games industry since 2006.

Conference Speaker

Mieszko Zielinski

Niels Justesen

Paul Renvoisé

Pavel Shevaev

Pierre Gutierrez

Pierre Gutierrez

Senior Data Scientist

Pierre Gutierrez is a senior data scientist at Dataiku. As a data science expert and consultant, Pierre has worked in diverse sectors such as e­business, retail, banking, but also gaming. He has experience in various topics such as fraud detection, bot detection, recommender systems, or churn prediction.

Conference Speaker

Pavel Shevaev

Chief Technology Officer

8+ years of game dev. Skills range from PHP dirty hacking to C++ servers coding. Walked a thorny path from an OOP zealot to an admirer of simple solutions for complicated problems.

Conference Speaker

Paul Renvoisé

NLP Lead Developer

Paul Renvoise is NLP Lead Developer at Recast.AI, a French startup enabling developers to easily access conversational agents suiting their needs. After a literature formation, he studied art history for a year and then enrolled into 42. This change of direction comes from his need to create tangible things and use his imagination to solve real problems. Fascinated by the way people’s minds work, he wanted to dive directly into artificial intelligence to analyse artificial minds.

Conference Speaker

Niels Justesen holds a B.Sc. in Software Development and just recently finished his M.Sc. in Games Technology at the IT University in Copenhagen. Here he pursued his interests in Game AI and has two peer-reviewed conference publications about game playing algorithms in strategy games. Now he works as a software developer at IT-Minds building intelligent applications for their clients.

Conference Speaker

Mieszko Zielinski

Lead AI Programmer

Epic Games' Lead AI Programmer Mieszko Zielinski has been developing games for over a decade now. He found his game industry calling in 2003, when he joined a little known studio, Aidem Media, to get his foot in the industry's door. Since then, Zielinski has worked at CD Projekt Red, Crytek and People Can Fly, where he developed the AI system for "Bulletstorm" almost from scratch, with a team of great programmers. Currently his attention is split between leading efforts to implement generic AI system for Epic Games' Unreal Engine 4 and developing AI bots for Epic's latest game, Paragon.

Conference Speaker

Radu Danciu

Ramon Viladomat

Sam Devlin

Santiago Murillo

Thomas Petersen

Thomas Petersen

Senior Programmer

Thomas has a been working in most areas of game related programming since late 97, from audio over platform, to gameplay and AI. He’s currently working at IO Interactive on the AI team, helping deliver new feature content and maintain the live HITMAN game.

Conference Speaker

Santiago Murillo

Data Scientist

Santiago Murillo, Data Scientist at Social Point. He holds an Industrial Engineering Degree and a title of researcher in computer science from the Polytechnic University of Catalonia (UPC). He has more than 10 years’ experience working with technologic solutions and innovations in various industrial sectors. In the last years he has led the development of machine learning tools for marketing technology field and also a number of R&D projects supported by the Spanish Ministry of Science and Innovation, which focused in developing technology for data mining and artificial intelligent applied in digital advertising industry.

Conference Speaker

Dr Sam Devlin (http://www-users.cs.york.ac.uk/~devlin/) received an MEng degree in Computer Systems and Software Engineering from the University of York, UK, in 2009. In 2013, he completed his PhD on multi-agent reinforcement learning at the University of York and visited Oregon State University funded by a Santander International Connections Award. His research interests are focussed on artificial intelligence, data mining and machine learning. He was a Research Associate on the EPSRC funded New Economic Models and Opportunities for digital Games (NEMOG) project from 2013-2015, working on data mining for collective game intelligence. He now holds a full academic role as a transitional fellow in the Digital Creativity Labs.

Conference Speaker

Ramon Viladomat

Senior Gameplay Programmer

Ramon Viladomat is a Senior Gameplay Programmer at Crytek in charge of the main character, weapons, input and camera systems. In the past, he was involved in games like 'Ryse: Son of Rome' or the 'Invizimals' Series, developed 'WAAR' (Wide Area Augmented Reality) for PlayStation Vita SDK and coded the 'Reactable' (tangible musical synthesizer). Currently trying to push game engine technologies to new standards and always up for new challenges.

Conference Speaker

Radu Danciu

Senior Entertainment Engineer

A videogame programmer with over 8 years of experience and a passion for AI and tools, having worked on IPs in the Hitman and Tom Clancy universes. Currently acting as manager and lead programmer of Sprocket, Inc. - a small games and middleware development studio founded in 2014, located in Iasi, Romania; previous employers include Ubisoft, Io-Interactive and Microsoft Game Studios.

Conference Speaker

Vegard Myklebust

Vegard Myklebust

Technical Director

Vegard is an Illustrator turned Animator turned Rigger turned Programmer which according to him sums up to Technical Director. He has worked on audiovisual productions around the world in advertising, film, music videos, TV series and games. He says his claim to fame is that he helped make a music video for Iron Maiden, though his previous client list includes BBC / Canal+ / Network Rail as well as constantly being involved in independent productions. He runs a company called useful slug that provides freelance Technical Direction services for audiovisual productions and is currently developing Ludus part time while working full time as a Technical Director on Kickstarter funded The Mandate.

Conference Speaker

Co-Organizers & Track Chairs

Clodéric Mars

Diego Perez

Emil "AngryAnt" Johansen

Heather Stark

Michaël Rouillé

Michaël Rouillé

CTO

Michaël Rouillé is the CTO of Golaem, a company he co-founded in 2009. Golaem develop Golaem Crowd, a character animation software for artists of vfx, animation & game studios who need to populate backgrounds & midgrounds of films, tv series, commercials and video games. Michaël defines himself as a programmer, an art he has been trying to master for the last 25 years. First as a hobby making Z80 assembly demos in mid-schools, C games in high-school and C++ 3D game engines in university. Then as a profession, developing the kernel and the 3D visualization of a distributed simulation platform at Inria; designing and developing a real-time 3D visualization engine for civil and military simulators at Thales Training and Simulation; designing and developing a human behaviors modeling language, authoring tool and execution engine for virtual humans at Inria; founding Golaem and developing artist-friendly tools to animate digital characters. Apart from 3D, Michaël's professional interests include AI, animation and game engines. Michaël's personal interests lie in visual arts, he has been to art school, and love to torture himself with how to bridge between the programming & art worlds.

Track Chair and Co-Organizer

User Research Specialist

Heather is a games analyst who has worked on over a dozen games, as a consultant and in-house, across a wide range of genres and platforms. She is an active member of several London tech meetups and has a background as a consultant, tech analyst, and HCI researcher. Recently, she has been an early stage advisor for two analytics-related startups. She has been forgetting R syntax for over 30 years, dating from back when R was S. When she finds shiny things she shares them on @hastark.

Track Chair and Co-Organizer

Emil "AngryAnt" Johansen

Freelance game developer

A freelance game developer with a specialisation in AI, and author of the "Behave" AI middleware solution, Emil brings experience from a host of client projects as well as a four-year stint at Unity Technologies. A preference for behavioural logic, but a wide appetite for new and exciting challenges.

Track Chair and Co-Organizer

Lecturer in Computer Games and AI

Diego Perez is a Lecturer in Computer Games and Artificial Intelligence at the University of Essex (UK), where he achieved a PhD in Computer Science (2015). He has published in the domain of Game AI, with research interests on Reinforcement Learning and Evolutionary Computation. He has organized several Game AI competitions, as the Physical Travelling Salesman Problem and the General Video Game AI competitions, both held in IEEE conferences. He also has programming experience in the videogames industry with titles published for game consoles and PC.

Track Chair and Co-Organizer

Clodéric Mars

CTO

Since the beginning of 2015 Clodéric is leading to the creation of craft ai, an AI-as-a-service platform enabling IoT, mobile and web developers to create apps that adapt to each user. For 9 years, from INRIA to Golaem and MASA Group, his goal has been to democratize the creation of autonomous AND controllable AI. Clodéric is a co-author on two chapters in Game AI Pro 2, he was a track chair at nucl.ai 2015 and has spoke at many events including GDC 2014 AI Summit, LaFrenchMobile Day 2016 and SIdO 2016.

Track Chair and Co-Organizer

Mika Vehkala

Noor Shaker

Richard Kogelnig

Tommy Thompson

Senior Lecturer in Computer Game Technology

Tommy Thompson is a senior lecturer in computer game technology at Anglia Ruskin University, Cambridge, UK. He is an AI researcher focussed on machine learning applications in the areas of non-player character behaviour, procedural content generation and relevant benchmarking of AI through games. Tommy is also the host of the YouTube series 'AI and Games' (www.aiandgames.com/@AIandGames) - looking at interesting applications of AI for games in both academic research and commercial releases - and a game developer at Table Flip Games (@TableFlipGames) when time permits!

Track Chair and Co-Organizer

Richard Kogelnig

Software Engineer

Richard is currently working at Mi'pu'mi Games (mipumi.com) on an unannounced AAA title. His main interests include Artificial Intelligence, Procedural Generation and Virtual Reality. Before joining Mipumi he worked as a freelancer and was part of the AiGamedev.com team.

Track Chair and Co-Organizer

Noor Shaker

Post-Doc Researcher

Noor Shaker is a Postdoctoral researcher at the Aalborg University Copenhagen. Her research interests include player modeling, procedural content generation, computational creativity, affective computing and player behavior imitation. She is organizing the Platformer AI competition and chairing the IEEE task force on Player Modeling.

Track Chair and Co-Organizer

Mika Vehkala

Game Developer

Mika has been working in the industry since late 1999 – including IO Interactive as Senior AI Programmer on the Hitman: Absolution and Killzone: Shadow Fall for Guerrilla Games. He has specialized in both game AI and animation technology for games.

Track Chair and Co-Organizer

The Team & Advisors

Alex J. Champandard

Filip Wisniewski

Petra Champandard-Pail

Prof. Helmut Hlavacs

Verena Riedl

Verena Riedl

Marketing Director

Verena made her way from Urban Planning into the games industry, with inbetween stops at advertising and eventmanagement. These days she is working as a producer, game designer and marketing strategist, who has focused on mobile development in the last years. She was already part of the volunteer team at Game/ AI Conference in 2014 and joined the team now to help with the dark arts of marketing.

Prof. Helmut Hlavacs

Professor of Computer Science

Prof. Helmut Hlavacs studied Technical Mathematics at the Technical University of Vienna, and received a PhD in 2001. He joined the University of Vienna as researcher for the EU projects BISANTE and later CODIS, and received habilitation in 2004, also being promoted to Associated Professor. He was guest professor in Spain and France, and initiated numerous projects on national and international level. He was vice chair and grant holder of the COST action IC0804, leader of industry projects with Rohde&Schwarz, Kapsch Carrier Com, T-Systems, Telekom Austria/A1, ASFINAG, member of the Research Center Telecommunications Vienna, etc., and successfully closed several basic research projects in the area of mobile video, task virtualization, energy efficiency, and traffic status measurement. Prof. Hlavacs co-authored over 150 peer-reviewed publications, published at international conferences or journals, resulting in an Erdös-Number of 4. He is author of one book, and guest editor of numerous special journal issues, one being currently reviewed. Furthermore, he has received eight best paper and distinguished paper awards at international conferences so far. He was also advisor of eight finished PhD students so far, two of whom have been awarded with prestigious PhD awards.

Petra Champandard-Pail

Conference Director & Co-Founder

Petra has a background in business management, and worked as an International Area Manager for a large multi-million dollar corporation. She eventually moved on and joined Alex as the co-founder of AiGameDev.com. Petra is the creative force in the team, and takes care of business!

Filip Wisniewski

Lead Developer

Filip worked previously in semantic web research for a couple of years and after a brief start-up interlude he now found his calling in digital entertainment and teaching. He helped organize the Game/AI Conference in 2014 and presented a tutorial about Monto-Carlo Tree Search there, along with the AiGameDev.com team.

Alex J. Champandard

Conference Co-Ordinator & Co-Founder

Alex is the mastermind behind AiGameDev.com, the largest online hub for artificial intelligence in games. He has worked in the industry as a senior AI programmer for many years, most notably for Rockstar Games. He regularly consults with leading studios in Europe, most recently on the multiplayer bots for Killzone 2-3 at Guerrilla Games. Alex authored the book "AI Game Development" and often speaks about his research. He's associate editor for the IEEE Transactions on AI in Games, and serves on the program committee for the AIIDE and CIG conferences.

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