Speakers

Adam's been working for the BBC for twenty years and making the award winning 'Game On' for twelve.'Game On' is now the BBC's longest running games focused show that no one knows about.Before the BBC he worked in entertainment retail and for an image management design company. Adam first played D&D in 1981 and will only stop playing games when someone makes him.

Adam Rosser

Journalist

BBC Radio

Talk

Bio

Which three words

Anna Megill writes and designs narrative for award-winning games. During her fifteen years in the industry, she's worked for companies such as Arkane Studios, Airtight Games/Square Enix, Ubisoft, Hasbro, Nintendo, Remedy Entertainment, and ArenaNet. You've probably played one of her games.

Best known for her work on CONTROL, Dishonored: Death of the Outsider, and Guild Wars 2, Anna also judges game-writing competitions and speaks on a range of topics from New Weird to narrative innovation. You'll also find Anna on various podcasts and shows, discussing literature, diversity, esports, and her undying passion for Kpop. Anna currently works for Ubisoft Massive.

Anna Megill

Lead Writer

Ubisoft Massive

Talk

Bio

The Story of Everything: Writing Game Worlds into Life

Dr. Jing Sun is a game scholar based in Beijing, China, and currently serves as the Director of Game Research Centre at Perfect World Education. Her research interests concentrate on game studies, culture studies and critical theories. Her academic works includes her PhD dissertation on character politics in Chinese video games, a comprehensive analysis of game culture in Chinese academia; “Deviant Allegory And Gender Heterotopia: The Politics of Characters in 66RPG Video Games”; “Eastward Spread of Western Culture: Has Year One of Chinese Video Game Studies come?”.

Jing Sun

Director of Game Research Centre

Perfect World Education

Talk

Bio

TBA

Torbjörn Svensson is a PhD student at the Department of Computer Game Development, School of informatics, University of Skövde, Sweden, and a member of the research group MTEC, Media, Technology and Culture. He is currently doing his PhD studies in a research project called Level Up, focusing on the use of gamification and game technology to increase young citizens (16-39) consumption and re-distribution of news. Torbjörn holds an Ma in Film Studies, with special interest in narratives and narration, and was previously working within the subject of Media Arts, Aesthetics and Narration connected to the computer game development programs at University of Skövde.

Torbjörn Svensson

Lecturer

University of Skövde

Talk

Bio

With News as With Games - Using game engagement as a model for engaging young readers in local news

Kristoffer worked with big titles such as Wolfenstein and DOOM and now works at Machinegames as a Senior Level Designer. He loves telling stories and crafting experiences in all forms of medium and is always open to have an hour or two long discussion about the industry and games in general

Kristoffer Kindh

Senior Level Designer

MachineGames

Talk

Bio

From Indie To AAA

Spending her childhood playing her Nintendo 8-bit NES and with an early career peak at the local video game store, Lulu is passionate about gaming in all forms. Having worked many years with sustainability and responsible business at international companies, she is currently working for UNICEF, an international organization whose mission is to make sure every child stays healthy, safe and can make their voice heard. Lulu’s role at UNICEF Sweden is to engage and support companies in adopting a child rights perspective in their business.

Lulu Li

Child rights and business specialist

UNICEF Sweden

Talk

Bio

Level Up for a Better Next Generation: Be the Champion for Your Youngest Players

Lissa Holloway-Attaway is an Associate Professor in Media Arts, Aesthetics and Narration at the Division of Game Development and the leader for the Media, Technology and Culture (MTEC) research group at the University of Skövde. She teaches within the games development education at both the undergraduate and
graduate levels and supervises PhD work in Informatics. Her creative and critical media work and research has been exhibited, performed, played, and published in a number of International venues. Her current research interests include: digital cultural heritage games, experimental storytelling for AR/VR experiences, inclusive game development, and digital and environmental humanities.

Lissa Holloway-Attaway

Associate Professor in Media Arts, Aesthetics and Narration at the Division of Game Development and the leader for the Media, Technology and Culture (MTEC) research group

University of Skövde

Talk

Bio

Creating Sustainable Public Outreach Projects through Games and Play - by Lissa Holloway-Attaway & Björn Berg Marklund

Laura has a background in games journalism and switched over to the development side in 2009. She’s worked at companies like FunLABS/Activision, Milestone and SimBin, before moving over to Sweden Game Arena and Science Park Skövde. In 2018, she moved to Stockholm and joined her friend Anna Jenelius as a co-founder for Valiant Game Studio AB. Laura is currently handling production, marketing, PR and bizdev at Valiant, which includes managing clients such as Sweden Game Arena (and this is why she is still one of the organizers of Sweden Game Conference).

Laura Bularca

Professional Dragon

Valiant Game Studio AB

Talk

Bio

Valiantly Onwards! Designing a long life for a tiny studio - by Anna Jenelius & Laura Bularca

Erik Brattlöf is the studio manager and executive interactive producer at Red Pipe Studios. He has been working with interactive audio for more than 10 years. He has one the worlds biggest game backlogs known to man.

Erik Brattlöf

Studio manager& interactive producer

Red Pipe Studios

Talk

Bio

Why outsourcing makes sense for game audio - by Erik Brattlöf & Erik Olsson

Rebecca is a University of Skövde alumni that since her graduation has worked with games from several different perspectives. As the CEO and co-founder of Sunscale Studios she produced a commercial indie game about cows, and as a technical designer she worked on an educational game about sustainable food production, also featuring cows. Today she works as a programming teacher at the University of Skövde, while studying Gender Studies and Intersectionality with a dream to turn the video game industry into a more welcoming and diverse place.

Rebecca Romin

CEO / Lecturer

Sunscale Studios / HiS

Talk

Bio

Raising Issues of Ecological Sustainability through Game Design - by Björn Berg Marklund & Rebecca Romin

Ulf Wilhelmsson is associate professor in media, aesthetics and narration at the University of Skövde, Sweden. He holds a Ph.D from the University of Copenhagen, Denmark. His research interests lies primarily within computer game studies and integrate film theory, cognitive theory and theories concerned with the audiovisual construction of space and narratives. He is a member of the research group Media, Technology and Culture at the School of Informatics, University of Skövde, Sweden.

Ulf Wilhelmsson

Associate professor in media, aesthetics

University of Skövde

Talk

Bio

Hidden in the Park – how research on online sexual grooming was turned into a mixed media augmented reality board game by Ulf Wilhelmsson & Marcus Laitila Ekelund

Marcus Laitila Ekelund is a Project Manager at IUS Innovation’s Skövde office, where he and his colleagues focus on bringing the power of interactive media and games to areas within healthcare and education. He is currently working with The Rural Economy and Agricultural Societies (Huhshållningssällskapet) to develop a game called GoGlad, centered around motivating and improving the physical exercise of people with disabilities, as well as educating and promoting a healthy and varied diet.

Marcus Laitila Ekelund

Project Manager

IUS Innovation

Talk

Bio

Hidden in the Park – how research on online sexual grooming was turned into a mixed media augmented reality board game by Ulf Wilhelmsson & Marcus Laitila Ekelund

Björn has been working with games, in particular educational games, since 2010, both as a developer and as a researcher. In his thesis, Unpacking Digital Game-Based Learning, he studied how developers, teachers, and students approach and experience the development and use of educational games, and focused on establishing a pragmatic overview of what it actually takes to create something as technologically advanced as a digital game, make it engaging while still representing educational subject matters accurately, and also implementing it and making it work in a classroom environment. In his work, he emphasizes the importance of employing a broad systems-oriented perspective when thinking about serious games, in order to ensure that a created game isn’t just engaging and hypothetically educational, but also efficient, reliable, and realistically useable so that it actually can make a positive impact in its intended context of use and reach its target audience.

Björn Berg Marklund

Lecturer

University of Skövde

Talk

Bio

Raising Issues of Ecological Sustainability through Game Design - by Björn Berg Marklund & Rebecca Romin

Karoline Forsberg works as a Lead Designer at Star Stable Entertainment, the studio behind the big online horse adventure game – Star Stable Online. When she doesn’t work on the game, she makes fancy cocktails at home, for whoever comes and visits her! Besides fancy drinks, her guests will be expected to be judged by her two super social and friendly cats who doesn’t understand the word of “personal space”.

Karoline Forsberg

Lead Designer

Star Stable Entertainment

Talk

Bio

Weekly releases - Break up with crunch and find new love through constraints and goals

Ste is a designer, consultant, speaker, radio presenter and Maraoke host. He solves problems, sings poorly and writes very bad bios. Learn more about Ste at stecurran.com

Ste Curran

Design consultant

N/A

Talk

Bio

Things we lost in the fire

Snutt Treptow is a programmer at Coffee Stain Studios. He started out as a photographer and somehow ended up as a game developer. Has released games on everything from Playstation 4 to Commodore 64. Has also worn the producer hat. Doctors hate him - makes games just using this one dumb trick! You won’t believe what happens next.

Snutt Treptow

Code Wrangler

Coffee Stain Studios

Talk

Bio

Optimizing all-the-things™ in Satisfactory

Natali is a UI/UX designer at King, where, for the last 3 years, she has been working to keep the world addicted to Candy Crush Saga. Natali has a background in architecture and art freelancing, which gained her invaluable analytical and entrepreneurial skills.

Natali Petrovska

UI/UX Designer

King

Talk

Bio

Hard skills - why they are going to fail you

Ragnar Tørnquist is a writer, producer and creative director with twenty-five years of game industry experience. His first commercially released title was an adaptation of the 1996 movie “Casper” for the first PlayStation…and Sega Saturn. His latest game is the recently released first-person fjord noir thriller Draugen. Sandwiched between the two, he worked on games such as point-and-click adventure The Longest Journey, action-adventure Dreamfall, and massively multiplayer RPG The Secret World.

On a day-to-day basis, Ragnar manages Oslo-based indie studio Red Thread Games, and writes words for Red Thread’s next games.

Ragnar Tørnquist

Creative Director

Red Thread Games

Talk

Bio

Story-centric game design: A practical framework for developing interactive narratives

Anna Jenelius is the Founder, CEO & Creative Director of Valiant Game Studio. Her previous experience includes being a solo indie developer, senior QA manager at Paradox, a game design teacher at Future Games, and a freelance game writer. When not making games, she enjoys tabletop role-playing and ranting about historically inaccurate movies.

Anna Jenelius

CEO & Creative Director

Valiant Game Studio AB

Talk

Bio

Valiantly Onwards! Designing a long life for a tiny studio - by Anna Jenelius & Laura Bularca

Erik Olsson founded Red Pipe Studios in 2006 together with Tobias Norman and Mikael Frithiof. He has been working professionally as a sound designer since 2001, across many different mediums and platforms. He loves puzzle games and running.

Erik Olsson

Founder and creative director

Red Pipe Studios

Talk

Bio

Why outsourcing makes sense for game audio - by Erik Brattlöf & Erik Olsson

Viktor has worked as a Concept Artist, as well as Art Lead, since 2015 and joined Stunlock Studios 2017, focused on creating awesome content for Stunlock's arena game Battlerite. As a lover of fantasy, manga, anime, mythology, folklore and all things over-the-top, Viktor always strives to put that extra UMPF in his concept art. Exaggerated anatomy, strong colours and memorable design features all fall under Viktor's favourite things to design.

Victor Blomqvist

2D artist

Stunlock Studios

Talk

Bio

Building a Strong Portfolio as a Concept Artist in the Game Industry

Tobias has been working as a programmer since 2013, starting at Stunlock Studios with Dead Island: Epidemic and later Battlerite. In Battlerite he was responsible for the AI architecture, worked on animation tech and created the VR camera tool "CamCrew". Now he is consulting at Guru Games while he is starting up a new studio, Knackelibang Productions, with an old classmate.

Tobias Johansson

Software Engineer, co-founder

Knackelibang Productions

Talk

Bio

Simple aerodynamics and practical applications in all types of games

Tobias is the Head of Art at Palindrome Interactive with a background in environment art and a hint of tech art. Tobias started his journey into games about 4 years ago with his own company and the release of Thunder League and Lance A Lot. Then moving on to Tarhead Studios release of Blast out and now Palindrome Interactives Immortal Realms: Vampire wars.

Tobias Forsling

Head of Art

Palindrome Interactive

Talk

Bio

Creating the world of Immortal Realms: Vampire Wars

Hugo Bille is a game designer and climate activist who after producing and co-directing the eco-adventure game Fe with Electronic Arts, Hugo Bille left Zoink in early 2018 to search for his own path as an indie developer. What he found was a world on fire.

Hugo Bille

Indie Game Developer

N/A

Talk

Bio

Games For A Warming World

I’m a gamer, dreamer, partner and a father of two children. I play games whenever I have time, I dream about the future and fun projects I want to realize, and I always keep the child within alive. To me life is all about seeing the opportunities available, for me and the ones around me. To sit back and observe others enjoying what I’ve been part of creating is a high and never can’t get enough of!

Gabriel Flamm

Cinematic Animator

DICE

Talk

Bio

From Then till Now

Karl has shipped fast-paced F2P online competitive multiplayer games at Stunlock for 9 years with 5 years in the role of Technical Director, with Battlerite being the most well known title. Karl has experience architecting and implementing multiplayer systems that scale globally while maintaining solid quality of service even in countries with developing infrastructure, starting from a game's VFX systems up to global cloud providers.

Karl Bergström

TBA

TBA

Talk

Bio

Networking Simple Behaviours Reliably

Mattias is an alumni of University of Skövde, currently co-founder and CEO of Flamebait Games where he works game design and business stuff. Flamebait has since it's founding in 2016 shipped Passpartout: The Starving Artist followed by Verlet Swing. During his time at Flamebait he's been working with everything from the hard work of establishing a new company and all that entails to project management to being hands on with game design and art production.

Mattias Lindblad

CEO and Game Designer

Flamebait Games

Talk

Bio

Working fast and killing your darlings without hopefully killing your team

As a game reviewer and games media journalist Tokuoka-san contributed a lot to 4Gamer.net (one of the largest online PC games media in Japan) for almost 10 years. Also, he has been a column writer for Command Magazine Japanese Ed. (tabletop wargame magazine). As a game story writer, he participated in designing the main scenario for Re:volvers8 (SEGA/MyNet).

Masatoshi Tokuoka

Game Journalist

Atelier THiRD

Talk

Bio

Maps, maps, everywhere!

Petter Henriksson has been developing games since 2012 and has since then worked on both successful and very unsuccessful projects. He is currently working on Totally Accurate Battle Simulator handling self-publishing, marketing and paper things, additionally he is trying to figure out how game investments works.

Petter Henriksson

COO

Landfall Games

Talk

Bio

Business tricks Elon Musk doesn't want you to know

Coming from an illustrator background, Dan joined the games industry in 1997. Having no practical knowledge of digital art he created character animations for 1998 rpg title "The Gates of Skeldal" using classical Disney pen and paper method. Putting great emphasis on learning all aspects of 3D production, he later worked on more than 20 published game titles of various genres in studios across the world. Those include titles such as UFO, Need for Speed, Kingdom Come or Vigor.
Dan is a 3D Generalist with a wide skill set which include and anorganic modeling, lighting and visual effects creation. He is also keen on mentoring aspiring artists. Currently residing in Prague with his family of three children, two cats and a dog.

Dan Falta

3D Generalist/ Freelancer

N/A

Talk

Bio

Planning Art

Nika is a Product Owner at Star Stable Entertainment, the company behind the world's biggest MMORPG horse themed game Star Stable. She previously worked with community management and CRM. Nika’s secret skill is making things happen, and she's accompanied by two trusty feline overlords.

Nika Bender

Product Owner

Star Stable Entertainment

Talk

Bio

The fine art of "good enough"

Nathalie is one of the UI/UX Designers at Coffee Stain Studios. She was brought on-board in 2016 to take on the challenge of being Coffee Stains' first full-time UI/UX employee. Since then both the studio and its project have grown, and both are far from done growing. Nathalie will talk about the challenges of designing and creating UI and UX for a game like Satisfactory.

Nathalie Verweij

UI/UX Designer

Coffee Stain Studios

Talk

Bio

Satisfactory: A Journey Through (Time...scratch that) a lot of tests

Jace Varlet, 31 years old, 165cm tall. Not looking for anything serious.

Jace Varlet

Community Manager

Coffee Stain Studios

Talk

Bio

Rehumanizing Game Developers

Dilaram is a former Skövde DSU-student that started PocApp Studios together with likeminded classmates in 2015. She has since then released three game titles with varying success and built a succesful game IP from scratch as the CEO and Game Producer at PocApp with 2 new titles now in the works.

Dilaram Massimova

Co-founder & CEO

PocApp Studios

Talk

Bio

How to build a Game IP as an INDIE

Radu Ziemba has started Deadlime Games (Kappsule Studios) in 2015, with the aim to create outstanding games. Releasing over 100 small titles, he’s latest titles include: Battle Golf Online, Bloxorz Remastered, & Mad CEO. Radu's also involved as a teacher for young aspiring game developers in his hometown Bucharest

Radu Ziemba

Managing Partner

Deadlime Games

Talk

Bio

Deadlime Stories: 100 Games Later

Ruxandra started her gamedev career more than 10 years ago, as an independent game developer. Despite the fact that her project was not a commercial success, it helped her decide what career path to follow. In 2012, Ruxandra joined Gameloft in Cluj-Napoca, Romania as a QA Lead, then as a QA Project Manager. She is currently a Game Producer and some of the games in her career are the international successes Iron Blade: Medieval Legends and the soon to be launched Asphalt 9 for Nintendo Switch.

Ruxandra Nicolescu

Game Producer

Gameloft Cluj

Talk

Bio

Applying the principles of Producing in creating a better future

Åsa Roos is a veteran game developer from Sweden. She started in the games industry about 19 years ago as a game designer for mobile games. From these humble beginnings her career has spanned everything from small games and consoles to triple-A titles. She's currently working as Principal UX designer at BioWare Edmonton on an undisclosed game.

Åsa Roos

Lead UX Designer

BioWare

Talk

Bio

Why Design Matters - Applying Ethics to User Experience Design and Why We Should Care

Bryant Francis is a writer and narrative designer from Los Angeles, California with a seven-year history of jumping back and forth between journalism and game development. His writing has been focused on exploring the boundaries of genre fiction and documenting how to connect with audiences through emerging digital mediums. You can read his work on Gamasutra.com and in Amplitude's 4X strategy game Endless Space 2.

Bryant Francis

Contributing Editor

Gamasutra

Talk

Bio

N/A

Gerard K. Marino exploded into the game music scene in 2005 as the principal composer for the original GOD OF WAR series. He further cemented his reputation for larger-than-life thematic orchestral writing with his contributions to LEAGUE OF LEGENDS, DC UNIVERSE ONLINE, THE AMAZING SPIDERMAN, MilitANT, and RIVAL: CRIMSON X CHAOS. Gerard has given lectures and master classes on game scoring at UCLA, Columbia College, Berkeley College Of Music, The Game Developers Conference, and Gamesoundcon. He has recently provided VO localization as both an actor and a recordist for 2 not-yet-released interactive titles and promotes and performs in BEATCODE, a monthly game-music remix event in Hollywood, CA.

Gerard K. Marino

Audio Director

N/A

Talk

Bio

Loop Primer: Seamless and Fatigue-Free Music Looping Techniques for Interactive Entertainment

Michael Cox is the director of marketing for award-winning studio Crows Crows Crows (The Stanley Parable: Ultra Deluxe, Accounting+, Dr. Langeskov). Prior to Crows Crows Crows, Michael worked with dozens of studios to successfully kickstart games, and has launched titles for over 10 years.

Michael Cox

Director Of Marketing

Crows Crows Crows

Talk

Bio

Launching Twice: Redefining what it means to release a game.

Emily Grace Buck is a freelance game narrative person. She is currently working as the narrative director for The Waylanders with Gato Studio, as a writer on multiple interactive TV shows, on her own projects including a mentorship program with her own company, Buckshot Interactive, and on other projects she cannot speak about. Previously, Emily was at Telltale Games, where she was one of the lead designers on both seasons of Batman: The Telltale Series, The Walking Dead: The Final Season, Marvel’s Guardians of the Galaxy: The Telltale Series, and The Walking Dead: Michonne. She is an outspoken advocate for workers rights in the game industry, ethical narrative design, and consensual romantic and sexual content.

Emily Grace Buck

Narrative Director

Gato Studio

Talk

Bio

Game Dev Culture: Crunch and Beyond

Sara started in the games industry in the late 90’s and has worked with publishing, marketing, export sales and everything in-between. She is now a studio manager at Avalanche Studios new site in Malmö that she’s built up from zero the past year.

Sara Ponnert

Studio Manager

Avalanche Malmö

Talk

Bio

Creating an sustainable environment of trust!

Natalia started creating game in 2012 together with husband Isak Martinsson. Since then they have created a few free games and their two big games Fran Bow and Little Misfortune. Killmonday Games was born after a long search for creative freedom. Natalia has been a creator and director for about 15 years in other realms as theatre, music, film and animation. When the concept of indie game development knocked on the door, they couldn’t let go the opportunity and they started to experiment, knowing nothing about game development.

Natalia Martinsson

Co-Founder & Game Designer

Killmonday Games

Talk

Bio

Creating games to support emotional growth

Sara is the sole developer of Trollskogen – an interactive fairy tale for children inspired by Nordic folklore. She previously worked for game engine companies, supporting users in creating their games. Today she works as a Content Coordinator at Mojang, reviewing custom Minecraft content.

Sara Schmetterling

Game Developer

Self employeed

Talk

Bio

Game Creation for Healing

Stefan is a veteran when it comes to entrepreneurship and investments. He’s currently on the board of game company Fatshark, among other things, and his vast experience is invaluable.

Stefan Lindeberg

Game Investor, Owner

Red Dawn Ventures AB

Talk

Bio

Only a fool….

Hanna Fogelberg is the community manager/peasant handler at Landfall Games. Landfall is an indie studio based in Stockholm and the makers of Totally Accurate Battle Simulator, Clustertruck and Stick Fight. After a couple of years working with community and communication for events, Hanna got recruited to the crazy world of games in 2016.

Hanna Fogelberg

CCO/Peasant handler

Landfall Games

Talk

Bio

The proper care and feeding of your haters!

Susana is an experienced games industry professional. As an early employee at Paradox Interactive she helped build the company from the ground up in various leadership positions including CMO and COO. She has since invested in games & tech and holds numerous board positions in listed and non-listed game companies. In addition to working with entrepreneurs, she's also an active speaker, advisor, mentor and supporter of the Swedish game community.

Susana has extensive experience of living and working abroad, including New York where she set up the Paradox US office and London where she worked with marketing & branding at Reckitt Benckiser.

Susana Meza Graham

Advisor & Investor in Games & Tech

N/A

Talk

Bio

The secrets to lasting leadership - two decades of experiences

Ola’s career in the game industry started in 1995 making miniature wargames, and from there into the computer game industry in 1999. He has worked as a concept artist, game designer, producer and general manager across companies like DICE, Tarsier Studios and Massive Entertainment. The mission driving Ola’s work is to create great games in a sustainable way.

Ola Holmdahl

Production Manager

Massive Entertainment

Talk

Bio

Sustainability in the Swedish Game Industry