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

01 July 2016
Animal House: Creating Intelligent AI-driven Companions in Far Cry Primal
— by Chris Seddon (Ubisoft Toronto)
30 June 2016
Insurrection: Disrupting Legacy Practices of Digital Asset Production
— by Caleb Howard (Electronic Arts)
28 June 2016
Crowd Control for Feature Film at ILM
— by Jo Plaete (Industrial Light & Magic)
06 June 2016
Shooting for DataDriven²! Evolution of a Modular Weapon System
— by Ramon Viladomat (Crytek)
01 June 2016
Computational Narrative Intelligence and the Quest for Human-Centered AI
— by Mark Riedl (Georgia Tech School of Interactive Computing)
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)
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

Andy Bray

Bill Grosso

Bill is the founder and CEO of Scientific Revenue, the leading provider of dynamic pricing for in-app purchases. Prior to starting Scientific Revenue, Bill ran a consulting company focused on business intelligence and predictive analytics, and was an entrepreneur in residence at Rustic Canyon Venture Partners. Prior to those positions, he held senior positions in engineering and product at various companies, where he was well known for building high-performance organizations which shipped innovative products on time. He has also written two books on software design, has worked as a research scientist in artificial intelligence, and is the author or co-author of over 40 academic journal articles.

Conference Speaker

Lead AI Programmer

Andy started his career at Loughborough University, having achieved a first class degree in Science there. Starting work as a researcher at Loughborough, he then moved on to become a lecturer in programming and AI. Following his time with the university, Andy then embarked on his career within the games industry, since accruing almost 20 years of experience to date. Andy joined Creative Assembly in 2003, where he now resides as Lead AI/Gameplay Programmer. Andy’s work at the studio encompasses titles including Alien: Isolation, Viking: Battle for Asgard and Spartan: Total Warrior, as well as work on the Total War series.

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

Caleb Howard

Carles Gutiérrez

Carol O'Sullivan

Charles Hinshaw

Chris Seddon

Chris Seddon

Team Lead Programmer

Chris Seddon is a Team Lead Programmer at Ubisoft Toronto focused on creating artificial intelligence that helps make games more realistic and fun to play. Chris joined the studio in 2013 as a Senior Gameplay Programmer creating intelligent companions and creatures for Far Cry 4 with Shangri-La and most recently on Far Cry Primal with the fan-favourite Beast Master feature. Prior to joining Ubisoft, Chris started his career programming GPS tracking tools for an agricultural software company. Making games since the age of 15, Chris made the decision to follow his passion, joining the video game industry where he worked on multiple award-winning video games including Bioshock 2, The Darkness 2, Star Trek, FIFA Soccer, Tiger Woods 2006 and 2007, Madden 2008 and NCAA 2008. Chris is a computer programming graduate of Seneca College in Toronto.

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

Carol O'Sullivan

Professor of Visual Computing

Carol O’Sullivan is the Professor of Visual Computing at Trinity College Dublin, where she has been on the faculty since 1997. From 2013-2016 she was a Senior Research Scientist with Disney Research Los Angeles, and also spent time in the Movement Research Lab in Seoul National University as a Visiting Professor from 2012-2013. Her research interests include perception, animation, virtual humans, and crowds. She was the co-Editor in Chief of the ACM Transactions on Applied Perception, and was formerly Associate EIC of IEEE CG&A. She has served on many editorial boards and program committees, including the SIGGRAPH and Eurographics papers committees, and has been program or general chair for several conferences, e.g., Eurographics, ACM Symposium on Computer Animation, ACM Symposium on Applied Perception, and others.

Conference Speaker

Creative Coder

Creative Coder, Artist, Engineer and Researcher in the new media area. Commonly related to the sensorial area and open-source softwares like Openframeworks, Opencv, Arduino, Processing and others. Carles is focused on body/mind perception, new technologies, gamification, interactive installations and research new experiences for public spaces. He has participated, worked or collaborated in several digital laboratories and attended as a media artist at several media-Art Festivals. He co-founded Lummo collective and SayhiLivinWalls and developed different works related to interactive installations, HMI interfaces, Interactive Product for retailing, Face video-mapping, and Digital fabrication. Ars Electronica Futurelab, Seat, Nike, Guess, WildBytes/Sephora, FabLab MediaLab-Prado and Lighting Design Collective have been some main clients. Last but not least, Carles has been teaching/researching in computer programing and was mentor of the Processing group at CoderDojo at MediaLab-Prado, about interactive games done with Processing and using some physics for this digital facade.

Conference Speaker

Caleb Howard

Senior CG Supervisor

Caleb has been working in digital production since the late 80s. Mathematician, Engineer and Artist, he has led the industry in developing procedural tools for production of both Film and Games. Currently he heads a team At Electronic Arts in Vancouver - developing solutions applying the automated efficiency of Machine Learning to the problems of quality, consistency, and volume in content production.

Conference Speaker

Christian Rothe

Charles Tangora

Ensar Akkaya

Eric Johnson

Gaspard Bucher

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

Ensar Akkaya

Ensar Akkaya is an aspiring tools programmer with passion for games, currently finishing his study at the NHTV University in Breda, Netherlands. He has worked on various student game projects and game development related applications. Next to his student projects, he worked for the mailing and shipping industry as a software developer. He developed an integration with Houdini for Unreal Engine 4, which is being used by a student game project to procedurally set dress levels.

Conference Speaker

Charles Tangora

Senior Programmer

Charlie Tangora has worked in the game industry since 2006. He currently works on animation, gameplay, and physics systems at Hello Games. Previously, he worked as a programmer at Naughty Dog and interned at Midway Games in Chicago. He studied computer science at the University of Illinois at Urbana-Champaign.

Conference Speaker

Christian Rothe

Data Scientist

Christian is currently working at Creative Assembly on the upcoming Total War: Arena title. His main interest lies with highly scalable online systems, but he also enjoys all kinds of other challenges (which brings him to nucl.ai). Prior to joining Creative Assembly, Christian worked as a freelancer on a variety of game and non-game projects, co-founded a startup and worked at SAP.

Conference Speaker

Gwennael Gaté

Hannah Davis

James Bonner

Jannes Nagel

Jason Schroder

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

Software Developer

Jannes is a software engineer at the Opaque Media Group. He is currently working on procedural animation and AI for the upcoming VR game Earthlight. Before working at Opaque Jannes has studied cognitive science and worked as a freelancer in Germany for 9 years. Even though Jannes is a generalist he has special interests in parallel computing, AI and animation.

Conference Speaker

Founder

James is a founder of Opaque Media Group, an award-winning Melbourne-based technology and design company specialising in finding novel uses for existing and emerging technologies and techniques to solve problems across a range of domains. At Opaque, James was once a coder but now draws flowcharts, write documents and arranges meetings. James oversees technical and research teams developing technologies in fields as wide ranging as computer vision systems and advanced physical modelling, and combining new developments with emerging technologies to serve unique purposes. James' team is happiest when they're running ahead of the pack. Scarcely a week can go by without someone coming across a problem that no one has ever encountered before, and the entire company looks forward to them. Sometimes there's no solution with current technology - and that's ok, we plant the ideas and look forward to when reality catches up with our dreams, giving it the occasional nudge along the way. James is currently doing his PhD on modelling strategic action for artificial agents.

Conference Speaker

Hannah Davis

Programmer / Artist / Musician

Hannah Davis is a programmer/artist/musician based in New York. She is interested in everything, but at the moment is focused on data sonification, generative music, weird datasets, and possible futures. She is currently working on TransProse, a program that translates literature into music. She has a master's degree from NYU's ITP program and her work has been featured in TIME, Wired, Popular Science, and others.

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

Jo Plaete

Johan van der Beek

Johann Korndörfer

Joseph Dureau

Julian Runge

Julian Runge

Researcher in Residence

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

Johann Korndörfer

Graphics coder

Johann 'cupe' Korndörfer is a graphics coder for the demogroup mercury. Having done some kind of computer graphics since his childhood, he found the proper outlet for this drive in the demoscene, where he is active since 2008. While he works as a rendering engineer in VR for his day job, at night he codes mostly size-limited productions, as restrictions tend to stimulate his creativity.

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

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

Jurie Horneman

Kate Compton

Kristof Minnaert

Laurent Delayen

Mark Riedl

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

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

Martin Skytte Kristensen

Maxim Zaks

Memo Akten

Mieszko Zielinski

Niels Justesen

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

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

Martin Skytte Kristensen

Martin is a 29 year old software engineer from Copenhagen, Denmark with a passion for making games. He graduated in 2012 from the Technical University of Denmark with a Master in Digital Media Engineering and was hired by SYBO after graduation. At SYBO he has been building the tech and gameplay behind the mobile combat runner Blades of Brim. He cares about building the tech that enables the team to produce the unexpected.

Conference Speaker

Paul Renvoisé

Pavel Shevaev

Petr Mácha

Philip Dunstan

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

Senior AI Programmer

Philip Dunstan is a Senior AI Programmer at Massive Entertainment, a Ubisoft studio. Philip's core interests in AI are NPC behaviors, sensory and reasoning systems, and the tools for debugging complex NPC behaviors. Philip has more than ten years of experience in the games industry, starting as a Physics and Core Technology Engineer at Electronic Arts, before transitioning to AI at AIGameDev.com in 2011 and the joining Massive Entertainment to work on Tom Clancy’s The Division in 2014.

Conference Speaker

Game Designer

Game designer in Bohemia Interactive Simulations, one of the creators of the BISim AI toolkit VBSControl using BTs application presented on the nucl.ai 2015. Also indie game dev in notAlab, leading developer of the free RTS "nota".

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

Radu Danciu

Ramon Viladomat

Roelof Pieters

Sam Devlin

Samim Winiger

Samim Winiger

Co-Founder

Samim A. Winiger is a compassionate designer, code magician and narrative engineer. He is a co-founder of Creative.AI - a R&D team focused on machine learning for creative industries. He is known for doing experiments that combine creativity and AI, and open source projects such as GitXiv. Previously, he has been a co-founder of multiple companies and operations in the web, music and games space - working on independent projects and for global brands. Samim dreams about topics such as ethical machines, bots that design, the democratization of creativity, gardening and mediation.

Conference Speaker

Research Associate

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

Roelof Pieters

Researcher & Consultant

Roelof Pieters shares his time between running Graph-Technologies, a machine learning consultancy, and PhD research at the Swedish Royal Institute of Technology. His research touches on shared representations of text, vision, and audio, generative models, where he also investigates creative uses for AI. He is also involved in projects like GitXiv, CreativeAI.net and cohosts the Ethical Machines podcast.

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

Santiago Murillo

Thomas Petersen

Tomáš PLch

Tristan Cazenave

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

Professor of artificial intelligence at LAMSADE Universite Paris-Dauphine. Author of more than a hundred scientific papers about artificial intelligence in games. He started to publish commercial video games when he was aged 16 and co-founded a successful web agency in 1992.

Conference Speaker

Tomáš PLch

developer

Tomas joined Warhorse studios in 2012 during a cooperation between the Charles University’s Faculty of Mathematics and Physics) on making the simulation of the virtual world as alive as possible. The foundation of Inception AI Engine has emerged as the result of this collaboration, and Tomas continues his works on it as the Lead AI Engineer up to this day. Prior to Warhorse, Tomas worked on research within the Artificial Minds Intelligent Systems Research Group on the topic of Agent Simulations and Behavior Structuring. Tomas continues his scientific work and hopes to finish his PhD thesis which covers internals and ideas of the Inception AI Engine in detail.

Conference Speaker

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

Wojciech Jaśkowski

Assistant Professor

Wojciech is an Assistant Professor at Poznan University of Technology (Poland), where we achieved a Ph.D. in Computer Science (2011). His has published in the past on combinatorial optimization, genetic programming, test-based problems, reinforcement learning, and coevolution with applications to classic (e.g., Othello, Go) and not-so-classic (Tetris, 2048, Doom) games. As his current interests concentrate on Vision-based Deep Reinforcement Learning, recently he led a team that developed ViZDoom - a reinforcement learning research platform that allows creating bots that play Doom using only the screen buffer. He is also a winner of several AI or game-oriented competitions such as Hello World Open 2014, Google ROADEF/EURO Challenge 2012 (junior category), or Microsoft ImagineCup Hoshimi Project 2005

Conference Speaker

Co-Organizers & Track Chairs

Clodéric Mars

Diego Perez

Emil 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 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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