Artificial Intelligence in Creative Industries
Less Hype, More Results!

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

nucl.ai grew out of the Game/AI Conference (in its 7th edition) as the largest worldwide event dedicated to its topic. 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, and our audience has broadened considerably over the years. This iteration, the conference is switching to a multi-track format with multiple topics running in tandem during the same day.

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. Join us in Vienna/Austria in July; tickets available from March 16th!

Recent News & Announcements

29 April 2015
Inside Watson: How IBM Is Making Computers Understand Language
— by Dale Lane (IBM Watson)
25 April 2015
The AI Systems in Fortnite and its Director
— by John Abercrombie (Epic Games)
21 April 2015
Tactical Planning with Real-time MCTS in Fable Legends
— by Gwaredd Mountain (Lionhead)
16 April 2015
Building the Massive Crowds of Assassin's Creed Unity
— by François Cournoyer and Antoine Fortier (Ubisoft Montreal)
08 April 2015
MotionFields: Road to Next-Gen Animation
— by Michael Büttner (Ubisoft Toronto)
03 April 2015
The Evolution of Crowds and AI in Feature Film Animation
— by Paul Kanyuk (Pixar Animation Studios)

Conference & Workshop Topics

Character Animation Technology

Real-time Decisions

Agent Behavior

Agent Behavior

As virtual worlds become more engaging, their number of agents is going up tremendously. From AI directors that supervise a scene, to interactive tutors, as well as other actors, each of them require consistent behaviors. In this track, you'll learn about best practices in the field for creating virtual actors, in particular techniques such as behavior trees, planners, or utility systems.

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Keywords

  • multi-agent coordination
  • control hierarchies
  • behavior trees
  • hybrid utility systems

Photo Credit: The Sims 4

Real-time Decisions

How do you build your simulation to respond to user input at interactive rates, especially if it needs to make intelligent decisions? Artificial intelligence techniques have evolved significantly over the past few years, allowing you to make choices about complex problem domains with any-time algorithms. If you're creating intelligent runtime agents for your games, simulations or applications, this track will help you make the most of recent advances.

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Keywords

  • utility systems
  • monte-carlo tree search
  • deep neural networks
  • tactics and strategy

Photo Credit: The AI Sandbox

Character Animation Technology

Portraying characters is one of the most challenging aspects of building an engaging 3D world. While many low-level aspects of character animation technology have been resolved, there are many questions that remain open as the industry pushes towards more procedural blend trees. How should gestures be controlled by AI? What's a way to maintain believable yet flexible locomotion? For developers building simulations or games that rely heavily on characters, this track is intended for you!

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Keywords

  • physics-based controllers
  • procedural animation
  • modern blend trees
  • animation pipelines

Photo Credit: Marvin Rig

Procedural Content Generation

Virtual / Augmented Reality

Crowds and Ambient Life

Crowds and Ambient Life

Making a world believable almost always requires bringing it to life. This track focuses on digital extras and entire crowds that can interact with their environment and perform plausible actions without taking up too much computation power! Whether you're building AI technology for runtime or reusing tools as part of a creative process, you'll learn the tricks and techniques to help your scenes come to life.

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Keywords

  • crowd simulation
  • obstacle avoidance
  • smart objects
  • actor interaction
  • world annotation

Photo Credit: Golaem Crowd

Virtual / Augmented Reality

Recent devices for both augmented and virtual reality provide a variety of new challenges, many of which can be addressed with artificial intelligence techniques. This includes computer vision algorithms, object identification and tracking, gesture recognition and motion tracking — among many others.

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Keywords

  • computer vision
  • object identification
  • gesture recognition
  • motion tracking
  • character interaction

Photo Credit: Project Trains

Procedural Content Generation

Over the past few years, procedural generation techniques have established themselves as not only a sensible approach but often as the default solution for assisting content creation. This track focuses on the algorithms and methods for procedural generation, that can be applied for generating modular pieces of content in complex worlds or entire levels in simpler games/simulations. If you're looking to improve the unique feel and replayability of your games, or reduce overheads creating content, this is your day!

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Keywords

  • modern content pipelines
  • procedural algorithms
  • mixed-initiative tools

Photo Credit: Sir, You're Being Hunted

Advanced Analytics & Data Science

Systemic Design, AI Directors

Cognitive Bots & Language

Cognitive Bots & Language

Some of the biggest challenges for AI involve interacting with humans, understanding and modeling their cognitive process, and using natural language as part of the process! There are many challenges involved here, and there's a lot to learn from early applications ranging from Chat Bots to Twitter agents, and their embodied counterparts that can process speech patterns and speak sentences!

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Keywords

  • cognitive reasoning
  • speech recognition
  • natural language processing
  • natural language generation
  • voice synthesis

Photo Credit: IBM Watson

Systemic Design, AI Directors

Creating emergent simulations that go beyond scripted linear experiences has proven a great way of engaging audiences. However, there are huge challenges in both design and technology for implementing these. How to combine top-down control and bottom-up behaviors? What's required to keep the player experience entertaining? Which design tools can be used to assist the process? This track will dig further into each of these topics.

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Keywords

  • open world simulation
  • ai directors
  • emergent behavior
  • complex systems
  • design methodologies

Photo Credit: Far Cry 4

Advanced Analytics & Data Science

In this track, you'll learn about how and why dynamic pricing impacts revenues. Understand the special blend of skill and luck that goes into a casual game - and the extra ingredient that is needed to explain real player results. Discover effective computational approaches to complex balance problems, the challenges of real-time analytics, and the design of effective recommendation systems to power choices presented in game worlds. Thrill to the never before told story of how one studio detected and prevented early churners!

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Keywords

  • machine learning
  • adaptive systems (pricing)
  • pattern recognition
  • real-time profiling

Photo Credit: Dmitry Nozhnin

Speakers

Michael Büttner

Heather Stark

Piotr Andruszkiewicz

Alexander Bereznyak

Simon Clavet

Simon Clavet

Animation/Physics Programmer

Simon has been programming animation systems at Ubisoft Montreal for the last 10 years. He is interested in responsive character control and realistic animation synthesis. He spends most of his time trying to come up with new ways to animate a character so that it 1) moves realistically and fluidly; 2) is fun and easy to control with buttons and thumbsticks.

Conference Speaker

Alexander Bereznyak

Technical Art Director

Alexander’s focus at Ubisoft is development of new technologies for the next generation of the video games – including animation tech and visual effect tech. He joined the industry some 12 years ago and worked in most of disciplines, including 3d modeling, texturing, rigging and animation, creation of particle FX, shaders and post process effects. Having spent several years as art director of outsourcing teams, he worked on projects of all types of art style targeting all types of game platforms. Game credits: Metro: Last Light, Overlord, Gauntlet: Seven Sorrows, NBA Live 2006, Need for Speed: Underground 2, Showtime Championship Boxing, Everquest 2, Pirates of Caribbean: the Legend of Jack Sparrow. Currently working on: something secret at Ubisoft

Conference Speaker

Piotr Andruszkiewicz

AI Programmer

AI programmer, world conquest enthusiast. Worked on AI for the campaign portion of several Total War titles focusing on diplomacy, pathfinding, tactical planning and optimization.

Conference Speaker

Heather Stark

Analyst

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.

Michael Büttner

Tech Lead Animation & Physics

Michael has been programming games for nearly 30 years, including lead and senior roles at Ocean Software, Infogrames Entertainment, IO Interactive, Square Enix Montreal and Ubisoft. Michael joined the Ubisoft Toronto studio in 2013 as the Tech Lead for Animation & Physics. He brought with him his passion for animation and physics programming, R&D, an innovative approach to character creation and extensive experience working with animators, laying the ground work for pushing the animation tech of Ubisoft Toronto in the future.

Conference Speaker

Bill Grosso

Kevin Carpentier

François Cournoyer

Antoine Fortier

Paul Kanyuk

Technical Director

Paul Kanyuk is a Lead Technical Director at Pixar Animation Studios with credits on Cars, Ratatouille, Wall-E, Up, Cars 2, Brave, and Monster’s University. His specialty is crowd simulation, shading, and rendering, and he is responsible for the procedural animation and rendering of numerous crowd spectacles, including the hordes of rats in Ratatouille, the deluge of falling passengers in Wall-E, and the vicious pack of talking dogs in Up. Paul earned his BSE in Digital Media Design at the University of Pennsylvania and teaches courses in RenderMan and Crowd Simulation at the Academy of Art University in San Francisco. He is also an avid musician and plays bass guitar in the bay area rock band, Halcrow.

Conference Speaker

Antoine Fortier

AI programmer

Antoine graduated BSc from Electrical Engineering with a specialty in Computer Vision and worked as a Software Developer for 7 years in the field. He then made the move to gaming and has been working at Ubisoft Montreal for 8 years as an Engine Programmer with a specialty in AI Programming. His credited games include working on the Assassin`s Creed franchise as well as Shaun White Snowboarding and Surf`s Up. On Assassin`s Creed Brotherhood, Antoine developed the Camera Systems and on Assassin`s Creed 3 he developed the first iteration of the Massive Crowd technology which has thus progressed to become one of the largest AI systems for the NPCs on Assassin's Creed Unity.

Conference Speaker

François Cournoyer

Gameplay Programmer

Francois has been working for 5 years as a programmer at Ubisoft Montreal. His background was originally in physics but he moved to game development and has worked in multiple fields including tools, networking, online, game play and AI. Recently, he has been focusing on designing new AI system that pushes the limit of the next generation of consoles on Assassin's Creed Unity. He has worked on the Assassin’s Creed brand since Assassin’s Creed Revelations.

Conference Speaker

Kevin Carpentier

Kevin Carpentier is a fresh PhD from Heudiasyc (Université de Technologie de Compiègne). He works on the orchestration of virtual environment for learning purposes. His main concern is to ease the production process of a virtual environment by procedurally generating scenario according to expert knowledge.

Conference Speaker

Bill Grosso

Founder and CEO

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

Antonios Liapis

Freyr Magnússon

Miloš Milošević

Mikko Mononen

Julien Pettré

Julien Pettré

Research Scientist

Julien Pettré is research scientist at INRIA, the French National Institute for Research in Computer Science and Control (www.inria.fr) since 2006. He received M.S. degree in 2000. He prepared his thesis under the supervision of Jean-Paul Laumond and obtained his Ph.D. in 2003 from the University of Toulouse III in France. He then spent one 18 months post doc at VRlab, EPFL, Switzerland, headed by Daniel Thalmann. At INRIA in Rennes, he joined the Bunraku team headed by G. Dumont. His research interests are : crowd simulation, motion planning, autonomous virtual humans, computer animation and virtual reality.

Conference Speaker

Mikko Mononen

Software Developer

Mikko Mononen has been working on AI for almost 10 years. He is the author of Recast and Detour, a widely used open source pathfinding library. Mikko works at Unity and is working on AI navigation tools.

Conference Speaker

Miloš Milošević

Data Analyst

Miloš is a data analyst at Nordeus, multinational social network game company, best known for Top Eleven, one of the most successful cross-platform sport games in the world. His main focus are predictive machine learning models and their deployment in a live production setting, as well as maintaining and further improving the company's data pipeline. He previously worked on NLP, product data normalization and has a background in distributed systems.

Conference Speaker

Freyr Magnússon

Senior Software Engineer

Freyr has been working for CCP Games as a gameplay programmer on the EVE Online MMO since 2008. Lately he has been working unwinding legacy code issues and introducing Behaviors Trees into a 15 year old codebase.

Conference Speaker

Post-Doctoral researcher

Antonios Liapis is a postdoctoral researcher at the Institute of Digital Games, University of Malta (UoM). He received his 5-year Diploma (2007) in Electrical and Computer Engineering from the National Technical University of Athens and the M.Sc. (2011) and Ph.D. (2014) in Information Technology from the IT University of Copenhagen. He does research on the crossroads of game design, artificial intelligence and computational creativity. More specifically, he explores the limits of computational input to the human-driven design process in computer-aided design tools. Beyond AI-assisted game design, his research pursuits revolve around procedural content generation, digital aesthetics, evolutionary computation, neuroevolution and constrained optimization. He has published 24 international conference and workshop papers and 2 journal papers in the aforementioned fields, and has won several awards. Moreover, he has led or participated in the design and development of several games of varying scope and for different target audiences, including two FP7 ICT projects.

Conference Speaker

Luis Angel Vicente Sanchez

Kevin Schmidt

Csaba Toth

Noor Shaker

Simon Worgan

Simon Worgan

Lead Data Scientist

Simon Worgan is the Lead Data Scientist at Jagex Games Studio. In this role he has applied his machine learning expertise to a variety of challenges within the games industry, these include in-game recommendation systems, sentiment analysis, behavioural player clustering and predictive modelling. With a Computer Science Ph.D. from the University of Southampton he has over 7 years’ experience in the real world application of Data Science.

Conference Speaker

Noor Shaker

Post-Doc Researcher

Noor Shaker is a Postdoctoral researcher at the Center for Culture and Games at IT University of 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.

Csaba Toth

Game Designer

Game designer with nearly 10 years of experience in the gaming industry and with a background in programming, worked on games from a wide variety of genres, designed and tweaked AI behaviour for racing games, shooters and most recently the campaign part of Total War: Rome2 and Total War: Attila. Apart from AI, he specialises in game balancing and systems design.

Conference Speaker

Kevin Schmidt

Head of Data Science

Kevin built up the data science and engineering team at Mind Candy and with the team created a scalable architecture for mobile game analytics based on Apache Spark. Before Mind Candy, Kevin was heading the data and back-end services team at Last.fm using Hadoop to work with ten years of music listening data from millions of users as well as spending four years working on private clouds and service architecture at Goldman Sachs.

Conference Speaker

Luis Angel Vicente Sanchez

Senior Data Engineer

Luis is Senior Data Engineer at Mind Candy, was the first to introduce Spark Streaming at the company and is responsible for the real-time mobile analytics platform. He has more than 10 years of experience in software engineering and architecture, and has made contributions to open source projects like twitter/algebird, datastax/spark-cassandra-connector and spray/spray.

Conference Speaker

Gwaredd Mountain

Dale Lane

Jeffrey Schlimmer

Adam Davis

Bruce Hayles

Bruce Hayles

Software Engineer

Bruce got his start as a bioinformatics researcher at University of South Florida. After a brief stint at Monster Media creating interactive advertisements using technologies like motion sensing and facial recognition, he transitioned to Iron Galaxy Studios as a game programmer. For the last several years, he has worked on wide range of projects like Batman: Arkham Origins and Killer Instinct in a variety of capacities including optimization, rendering, porting, gameplay programming, and AI.

Conference Speaker

Adam Davis

MPC

Global Head of Crowd Sim & MoCap

Adam began his VFX career as a Crowd Simulation TD at MPC in 2006 after graduating from University with a Bachelor of Science in 3D Computer Animation. From 2007 he worked on movies including 10,000 BC, Watchmen, Harry Potter and the Half Blood Prince as Crowd TD and The Wolfman and GI Joe as Crowd Lead. Adam accepted the role of Head of Crowd in 2010 on Clash of the Titans. Since then Adam has lead MPC’s global Crowd teams on projects including Robin Hood, Pirates of the Caribbean: On Stranger Tides, Prometheus, Skyfall, The Lone Ranger, Man of Steel, World War Z and Guardians of the Galaxy. Most recently Adam lead the team delivering complex crowd simulations for Ridley Scott’s biblical epic Exodus. Adam is currently leading MPC’s Crowd team on movies including Disney’s The Jungle Book, Terminator: Genysis and Fantastic Four.

Conference Speaker

Jeffrey Schlimmer

Principal AI Programmer

Jeffrey Schlimmer is a principal AI programmer at Turn 10 and has a PhD in artificial intelligence. Turn 10 Studios is the creator of the Forza Motorsport franchise. Founded in 2001 as a first-party Microsoft studio, Turn 10 released the original Forza Motorsport for Xbox in 2005. The studio has since gone on to release five Forza Motorsport games on various Xbox platforms, as well as two entries in the Forza Horizon series. The studio’s latest game, Forza Motorsport 6 for Xbox One, was announced in January 2015.

Conference Speaker

Dale Lane

IBM

IBM Watson Developer

Dale has been a developer of IBM Watson since early 2011, after the work started to transition Watson from a Research project demonstrated on a quiz show to a commercial platform ready for industry. He now works on how we understand why Watson comes up with the answers that it does and what we can do to improve it, and the transition of the technology to an extensible platform. Prior to this, Dale spent several years as a member of IBM's Emerging Technologies division, creating prototypes and proof-of-concepts in social web and mobile, augmented and virtual realities, biometrics, the mining and analysis of Big Data, and technologies such as MQTT to build the infrastructure to enable the Internet of Things.

Conference Speaker

Gwaredd Mountain

AI Programmer

Gwaredd has been making games from longer than he cares to remember. His career has spanned almost every conceivable programming role from senior management to deep in the trenches, across many platforms and for companies large and small, such as Microsoft, Criterion and Climax. Despite this he still likes making games. He is currently part of the team developing the AI for Fable Legends. Noted for his unpronounceable first name and dislike of writing bios.

Conference Speaker

Hendrik Skubch

Juraj Blaho

Martin Kolombo

Newfel Messouci

Michał Słapa

Michał Słapa

Senior AI Programmer

AI and gameplay programmer from Poland, working in the industry for over 9 years. Started career with The Witcher, later worked on Hard Reset, Shadow Warrior, and now The Witcher 3: Wild Hunt. Specializes in AI and navigation fields.

Conference Speaker

Newfel Messouci

AI developer & Behavior Designer

Newfel is an AI developer and behavior designer at MASA Group, working on their cutting-edge constructive simulation: SWORD. He takes an active part in improving the AI engine and strives to improve the behavior customization experience. Newfel earned his Master's degree in Artificial intelligence and decision at the Université Pierre et Marie Curie (UPMC) in Paris, and also spent some time working at the National Institute of Informatics (NII) in Tokyo.

Conference Speaker

Martin Kolombo

Senior Game Designer

Martin works as a Senior Game Designer at Bohemia Interactive Simulations. He is currently the product owner of the new AI subsystem being developed in Bohemia Interactive Simulations. Previously he worked on designing many of the core gameplay features of VBS3, including advanced command and control systems, bridge laying, or advanced medical simulation.

Conference Speaker

Senior AI Developer

Juraj works as a Senior AI Programmer at Bohemia Interactive Simulations. He is currently developing a new AI subsystem for Virtual Battlespace 3 (VBS3), which is well known in game-based military training and simulation. He closely cooperates with game designers to address their AI needs. Previously he worked at SAAB also developing training and simulation solutions.

Conference Speaker

Hendrik Skubch

AI Researcher

After graduating a Master of Science in 2007, Hendrik worked for five years in the field of autonomous robotics, focusing on robots playing soccer in the context of RoboCup. He received his PhD in 2012 for work on multi-robot behavior modelling and coordination. In 2013, he joined Square Enix as AI Researcher in Tokyo developing AI techniques for Final Fantasy XV and other titles.

Conference Speaker

John Abercrombie

Ricardo J. Méndez

Vladimir Nejedly

Christopher Laubach

Michael Sellers

Michael Sellers

Professor of Practice

Mike Sellers is a Professor of Practice at Indiana University. He has spent more than twenty years working in the games industry and has been a founder of three successful independent game companies. He has been a Lead Designer, Creative Director, and General Manager in AAA game companies, and has extensive experience in designing and producing MMO, social, and mobile games. Past titles he has led include Meridian 59, The Sims 2, and Realm of the Mad God. He has also conducted and published original research in social artificial intelligence funded in part by DARPA. Professional interests include MMOs, virtual worlds, community formation, artificial intelligence, and emotions.

Conference Speaker

Christopher Laubach

Senior Animation Engineer

Chris has been programming games for 8 years, and has maintained a focus on animation. His passion for animation has made games like Prince of Persia: Sands of Time and Soul Calibur some of his favorites. On the Champion Team at Riot Games, he works with animators to push the limits of animation in League of Legends and unlock more complex character movement.

Conference Speaker

Lead Engine Architect

Vladimir Nejedly studied computer graphics at Faculty of Mathematics and Physics of Charles University in Prague. After his graduation in 2001, he joined Bohemia Interactive Studio. He worked as a programmer in the graphics department and worked on titles Operation Flashpoint Elite (XBOX version), ArmA1 and ArmA2. In 2008, he transitioned to Bohemia Interactive Simulations where he worked on VBS2 as a lead programmer. Since 2014, has been working on a new version of VBS as a lead engine architect.

Conference Speaker

Ricardo J. Méndez

Founder & Interactive Media Technologist

Ricardo has moved from financial analysis on large banking systems, to juggling around medical data, to performing financial sensitivity analysis for bank overseers, to building games and tools. He's currently working large interactive installations, maintaining Unity-related open source projects and generally trying to keep himself entertained.

Conference Speaker

John Abercrombie

Lead Programmer

John Abercrombie currently works on the AI for Fortnite at Epic Games. Previously he directed the work for the companion character Elizabeth in Bioshock Infinite, and led the AI teams working on Bioshock & SWAT 4.

Conference Speaker

Simon Lucas

Chris Poulin

Mike Preuss

Spyridon Samothrakis

John Hearty

John Hearty

Data Scientist

John works as a Data Scientist at Lionhead Studios, where he leads a cross-functional team in building a TB-scale analytics architecture. He also works closely with game design and product management stakeholders, providing modelling and analysis to support Fable Legends’ balance and design. He is currently authoring a book on Deep Learning for a well-known technical publisher. He has yet to successfully clone himself, but continues to hope.

Conference Speaker

Spyridon Samothrakis

Senior Research Officer

Spyros Samothrakis is currently a Senior Research Officer at the University of Essex. He holds a PhD in Computer Science with a focus on Computational Intelligence and Games from the University of Essex, an MSc in Intelligent Systems from the University of Sussex and a BSc in Computer Science from the University of Sheffield. His research interests are Reinforcement Learning, Machine Learning, Evolutionary Computation and Consciousness.

Conference Speaker

Research Associate

Mike Preuss is Research Associate at ERCIS, University of Muenster, Germany. He obtained a PhD in Evolutionary Computation from the Chair of Algorithm Engineering at TU Dortmund in 2013. His research interests focus on further developing and applying multimodal and multiobjective optimization in the context of game AI, namely for procedural content generation (PGC) and realtime strategy games (RTS). He was involved in founding the EvoGames track at Evo* and the Digital Entertainment Technologies and Arts (DETA) track at GECCO and is currently the Chair of the Games Technical Committee of the IEEE Computational Intelligence Society.

Conference Speaker

Data Scientist and Principal Partner of Patterns and Predictions

An accomplished Data Scientist in applications of Cognitive Computing technology, Poulin is the Principal Partner of Patterns and Predictions. While he was recently Director of The Durkheim Project, a non-profit big data collaboration with the U.S. VA and Facebook, Inc. Where Fast Company said "This may be the most vital use of big data we’ve ever seen." He was recently Co-Director of the Dartmouth Metalearning Working Group at Dartmouth College, working on large scale machine learning. He has also lectured in artificial intelligence at the U.S. Naval War College. At Nucl.ai, he will be illustrating successful Deep Reinforcement Learning applications.

Conference Speaker

Simon Lucas

Head of School of CS

Simon Lucas is a Professor of Computer Science at the University of Essex where he is currently head of the School of Computer Science and Electronic Engineering and leads the Game Intelligence Group. Simon is the founding editor-in-chief of the IEEE Transactions on Computational Intelligence and Games, and co-founded the IEEE Conference on Computational Intelligence in Games. His recent research focusses on general game AI and the development of real-time decision making algorithms. He believes we ain’t seen nothing yet when it comes to Game AI, and is very much looking forward to the advances we can expect over the next decade or two which will lead to a new era of super-immersive games.

Conference Speaker

Ivan Encinas

Mieszko Zielinski

Hazel McKendrick

Mark Johnson

Sergey Mohov

Sergey Mohov

Game Designer

Game designer at Tequila Works and independent game developer responsible for several award-winning (and award-pending) indie games: Paradis Perdus, Dédale, Lune, Event[0], Pineapple Dreams. Author of Practical Game Design with Unity and Playmaker. Former staff writer at PC Gamer Ukraine.

Conference Speaker

Mark Johnson

Postdoctoral Fellow

Dr Mark R Johnson is a game studies researcher soon to start a postdoctoral fellowship exploring the relationship between glitches, gameplay rules, and creativity. He is also the creator of the roguelike game 'Ultima Ratio Regum', a procedurally-generated examination of historiography, semantics and metanarrative; a gaming world champion and ex-professional gamer; and a freelance games writer.

Conference Speaker

Hazel McKendrick

Games Programmer

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 he's leading efforts to implement generic AI system for Epic Games' Unreal Engine 4.

Conference Speaker

Ivan Encinas

Senior Data Scientist

As a Senior Data Scientist, Ivan works on the Casual Game Performance Team, where provides analytical and model support to understand about the casual games at King, and their performance drivers.

At King he has worked with several game teams: Papa Pear, Diamond Digger and Bubble Witch 2. He has spent the last 15 years working in a wide range of fields, from linguistics to economics. In the last 5 years, he has worked along Business Intelligence analysis with big databases in on-line & e-commerce companies. He graduated from the Polytechnic University of Catalunya (Universitat Politècnica de Catalunya -UPC), Barcelona.

Conference Speaker

Chris Mackenzie

Vikram Saran

Samim Winiger

Mitu Khandaker-Kokoris

Paul McComas

Paul McComas

Senior Animation Engineer

Senior Animation Engineer at Electronic Arts Canada with 15 years of experience.

Conference Speaker

Mitu Khandaker-Kokoris

Independent Developer

I'm Mitu Khandaker-Kokoris, and I'm an independent game developer (at my currently-one-woman studio The Tiniest Shark) and videogames PhD researcher (at University of Portsmouth, UK). Basically, I make and think about videogames. Most recently, I made a game called Redshirt, a satirical sci-fi social networking simulator.

Conference Speaker