More speakers will be revealed soon!
David has worked on dozens of software games at Shenandoah Studios and GameHouse, and the tabletop roleplaying game HeroQuest. He led the team that made King of Dragon Pass, and years later its spiritual successor Six Ages: Ride Like the Wind.
Ari is a game programmer with over 10 years game industry experience and the main organizer of the Finland Unity User Group. His previous work includes leading teams at Rovio, the maker of Angry Birds, and being the lead build engineer at Armada Interactive.
Dr. Adnan Selimovic is the founder CEO of Applied Psychotechnics Ltd. With a decade of experience working within the gaming industry, he has used his proprietary research on the psychology of immersive technologies to help gaming companies (such as Ubisoft, Starbreeze, Lightstorm) optimize retention, monetization and satisfaction of users. His work enables the game technologies to scale swiftly while addressing concerns about safety and exploitative practices. He has led numerous teams in organizing research and analytic frameworks, building profiling models, training staff in duplicating methodology, and creating analytic structures to streamline data collection, analysis, and coherence across internal systems. From AAA studios to indies and frontier startups, he currently leads a team of specialists that routinely deploy these unique psychotechnologies to maximize revenue and gamer satisfaction.
Mr. Arto Käyhkö is a seasoned game industry biz dev veteran. He has been working in multiple roles in funding, investment consulting and marketing (UA, GtM, ) with companies such as Apprien, Google, GHP and Pollen VC.
Mehdi Benkirane (Master of Ceremonies)
Mehdi is the Co-Founder of FLIP Entertainment, a video game centric music publishing whose mission is to monetize in-game music for developers. Before FLIP, Mehdi led industry relations for the SAE group's European operations where he negotiated global partnerships with the global music, games, and film industries.
Tuomas is an experienced IT-consultant turned games developer, with 20 years of experience in the field. He sometimes suffers from culture shock in the games industry, but loves games much more than the high-stakes world of consulting. He makes cloud-based services for Housemarque, and in addition coaches Housemarque's teams in Lean Software Development. On his free time he likes to cook and take photographs in addition to playing board / table-top / computer / console / mobile / live-action games. If you are in need of books for developing your organisation, he’s got a plethora of recommendations.
Magdalena joined the video game industry back in 2014. First involved in mobile games, later leading a QA team in CD PROJEKT RED in the Gwent Project. Saw birth of Gwent, lead team through prototype, closed beta and public beta phase. Now with almost 5 years of QA experience Magda is working in People Can Fly on an unannounced AAA shooter.
Julius is a colorful and smile infused game producer who has worked on games ranging from small to big, and from mobile F2P to console AAA. He's currently working at Ubisoft Redlynx, and during his time at Ubisoft, he's worked on titles such as Steep and Trials of the Blood Dragon, and a couple of unannounced projects. Julius is also a Kajaani University of Applied Sciences alumnus! If you ever need to spot him in a crowd, look for the big hair and colorful socks
Felicia Prehn is a legally blind producer and manager at Nopia Oy, an animation and mobile game studio in Pori. She is also an accessibility advocate and eurodance artist.
Johannes is Game GM at EA Tracktwenty, plotting a Super Secret new game. During his last 5 years at EA, Johannes built the economy for SimCity BuildIt, as well as lead the Product and Analytics team. Before EA, Johannes was at Digital Chocolate Helsinki and developed escalators at KONE China.
Arnold is an Israeli composer, mostly known for his work in video games, movies and visual media. Arnold has studied film scoring at the 'Rimon School of Jazz & Contemporary Music'. While based in Israel, Arnold has worked with companies in the United States, Russia, Ukraine, Germany, Sweden and elsewhere. He is also the founder of 'Capricia', a progressive project that released its album, "Fooled by the Hush," in 2011 with Melodic Revolution Records. Currently Arnold is the CEO of "Capricia Productions", working on "The Birdcage" - the first music album fully produced as an interactive story-driven video game, featuring some of the biggest Rock and Metal names in the world.
Game designer, writer, and composer whose credits include Firewatch, Gone Home, The Cave, Thirty Flights of Loving, and the upcoming In the Valley of Gods.
Eliza is a full stack developer with over 10 years of experience and the CTO of FullXP. Her previous work includes several consultant and senior software engineer roles, having worked on The Walking Dead titles No Man's Land and Our World at Next Games.
Tatu is an entrepreneur and a seasoned game industry professional with a creative and artistic background. During the past two decades Tatu has worked with some of the best teams and experts in the industry from mobile to AAA and back. Tatu has worked on more than 40 globally published games in companies such as Digital Chocolate, Remedy and currently Rovio, where he works as an Art Director of Global Studios.
Arcade is a gameplay oriented game designer who's had the opportunity to work on some of the world's biggest action franchises. With over a decade of experience, he's now the co-founder and Design Director at Neon Giant.
Bjarni is a graphics programmer at Gearbox Software in Texas, USA where he focuses on profiling, performance and environmental rendering such as terrain, foliage and sky. For the last 8 years he has shipped on Borderlands 2, Duke Nukem Forever and Battleborn.
Walid O. El Cheikh
Walid runs the Game Executive program at Aalto EE. He is a regular speaker and coach about entrepreneurship, games and education. He focuses on the human side of business because people are important! Walid’s wish is to inspire people to adopt pitching and networking as early as possible. He believes that it is not so scary, hard or uncomfortable if you have the right tools and tips.
Games Artist, Designer and Educator Ben Kleber has been creating art for videogames for over 17 years. Originating in the Half-Life (1998) editing community, he has contributed to various projects, most notably as a principal artist and level designer for Minh Le's 'Tactical Intervention'. He was one of the founding members as well as the original art director for Critical Force. Ben currently teaches games art at the University of Barcelona's ENTI lab.
Karen is a cinematic designer with over 10 years experience in the video games industry, kitbashing animations & wrangling cameras with glee. She is currently a Senior In-Game Cinematic Artist at Blizzard Entertainment, having created cutscenes for some of her favorite lore characters in World of Warcraft & Heroes of the Storm.
Matthias Develtere is Belgian self educated artist. He gave himself the challenge to learn the basics of 3D in one year, and make a portfolio in that same time period. 8 months later he joined the Swedish Company: Machinegames as a 3D Artist in 2014. And has been working with them for 4 years now. Some of the games he worked on are: Wolfenstein Old Blood, DOOM and Wolfenstein II: The New Colossus Next to his, Matthias writes articles for 3D magazines to share his experience with new beginning artist. His passion is hard surface design, in particular vehicles. One of his goals is to give every vehicle character and a certain flair.