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These seasoned industry professionals volunteer their time every year to help construct the 500+ GDC conference sessions. They work to ensure that the quality of the content provided to attendees is high-level, relevant, and timely. Their dedication is critical to the success of the conference. Read below to find out about the extraordinary members of the GDC Advisory Board.


Ian Baverstock
Tenshi Ventures
Ian has been in the games industry for over 20 years as a developer and investor. He was a founder and later CEO of Kuju Entertainment for many years, as well as Chairman of TIGA, the UK game developer's trade association for 4 years. Ian is now a partner at Tenshi Ventures, an investment and consultancy group specializing in early stage companies in the games and technology sectors which he co-founded.
Jessica Brunelle
Ember Entertainment
Jessica started her game career in 2000 when she joined Sony Santa Monica as a producer, then later contributed as a designer on the original God of War. This early career experience instilled the passion she has today for improving process and nurturing collaborative team atmospheres. While she's worked on a range of genres and team sizes, she's most at home in a small studio where individuals wear many hats and have opportunities to grow. Jessica is currently Production Director at Ember Entertainment, an independent mobile game company.
Chris Butcher
Chris is an engineering director at Bungie, where he is responsible for technical vision and systems engineering. Currently, he is an engine and tools architect for Bungie's in-house game technology.

In his sixteen years at Bungie, Chris has witnessed its evolution from independent developer to a first-party studio within Microsoft Game Studios and now back to an independent developer. During this time, he has helped lead Bungie's engineering team by developing artificial intelligence, graphics, networking and systems engineering technologies for Oni, the Halo series and Destiny. He holds a Master of Science in computer graphics from the University of Otago in New Zealand.
Louis Castle
Castle Production Services
Louis is a creative, technical and business consultant for Castle Production Services. Louis is best known as the co-founder of Westwood Studios and formerly served as the CSO of SHFL, vice president of studios for Zynga, CEO of IAC's Instant Action, and vice president of creative development at Electronic Arts Los Angeles. Louis continues to contract in creative, business and finance roles for numerous companies. Louis has contributed as an executive producer, creative director, programmer and artist to over 100 games in the past 30+ years, including the bestselling original franchises Command & Conquer, Lands of Lore and Eye of the Beholder, as well as blockbuster licensed original products, including The Lord of the Rings: The Battle for Middle-Earth II, The Lion King, Blade Runner and Monopoly.
Mark Cerny
Cerny Games Inc.
Most recently, Mark has been in the public eye as the lead system architect of the PlayStation 4 hardware, but over the course of his three decades in video games he has primarily worked to create game software. Mark has contributed as game designer, programmer, producer and director, in arcade games and in console games, and in the U.S. and Japan.

As a member of Atari he created the hit arcade game Marble Madness, and at Sega he oversaw the creation of Sonic the Hedgehog 2. While president of Universal Studios' game division, he worked in a variety of production and design roles on the Crash Bandicoot and Spyro the Dragon series on the original PlayStation. In 1998 Mark established Cerny Games as a consultancy, and has since participated in the creation of the Jak & Daxter and Ratchet & Clank series on PlayStation 2, the PlayStation 3 titles Resistance: Fall of Man, Resistance II, Uncharted: Drake's Fortune, God of War III and Killzone 3, and the PlayStation 4 launch title Knack, on which he served as director.

In 2004 the IGDA honored Mark with its Lifetime Achievement Award, calling him a master collaborator and a jack of all trades. In 2010 the Academy of Interactive Arts & Sciences inducted Mark into its Hall of Fame as its 13th member.
Chris Charla
Chris Charla is the director of ID@Xbox at Microsoft. ID@Xbox enables independent developers to self-publish their games on Xbox One. He launched ID@Xbox after working with developers for three years as portfolio director for XBLA at Microsoft Studios. Prior to joining Microsoft, he was VP of business development at Foundation 9 Entertainment, having sold out and become a suit after several years working as a designer and producer on creating original IP and doing fun things with licensed IP. Back in the day, he was editor in chief of Next Generation magazine and launch editor of He also edits the fanzines Incredibly Strange Games and Wallingford Skate Report.
Christina Coffin
During her 21 years working in the games industry as a programmer & technical director, Christina Coffin has focused her efforts on rendering, optimization, and platform-specific low-level programming.

Over the years she has worked on a diverse number of games such as Ultima Online, Midnight Club II + III, Far Cry2, Assassin's Creed II, and Battlefield 3.

In 2011, she was awarded the Top Engineer award by the IDGA Women In Gaming group.

An outspoken participant in games industry discussions, architecture review boards, and reviewer of graphics research, her passion for games and the development of technology used to build them is never-ending.

Christina is now an independent developer working on her own secret projects and game related research in Technical Art, VFX, and Animation.
Halldor Fannar
Halldor Fannar is a Software Architect at NVIDIA, his current focus being on GameWorks. Before joining NVIDIA, Halldor lead the technology development at CCP in the role of CTO for almost a decade. His main responsibilities included mentoring of technical staff and building out the core technology platform that powers the massively-multiplayer universe of EVE Online and Dust 514. Prior to CCP, Halldor held various software engineering and technical leadership roles at Atari/Midway, Lightspeed Games, Electronic Arts, and Maxis. As lead programmer or key contributor for a number of console games on systems ranging from Nintendo 64 to Sony's PlayStation2 to Microsoft Xbox, his list of credits include the highly successful Sims 2 and Sims: Bustin' Out. An avid speaker, Halldor regularly presents at conferences on various topics in game development and technology. Halldor holds a B.Sc. degree in Theoretical Physics from the University of Iceland.
Dan Fiden
Dan Fiden is Chief Strategy Officer (CSO) of FunPlus, a mobile game developer and publisher. Dan was a founding partner of Signia Venture Partners, an early stage venture fund where Dan led investments in FunPlus, Super Evil Megacorp, Grow Mobile, and others. Dan has held multiple interim CEO roles at Wild Needle (sold to Zynga) and Playchemy (sold to Iddiction), was General Manager of Playfish San Francisco, and was director of game development at EA's Pogo. He began his career in games as Creative Director at Jellyvision on the "You Don't Know Jack" series. Dan serves on the Boards of Directors of Sirvo Studios and Stress Level Zero.
Laura Fryer
Oculus VR
Laura loves making cool things with interesting people, which is why she joined Oculus in 2014. Laura works in research, but she also helped ship Farlands and Dreamdeck with the amazing Oculus Seattle studio. Before Oculus, Laura helped make Microsoft Game Studios, Xbox, Xbox 360, XNA, the Gears of War franchise, Epic Games Seattle, WB Games Seattle, Shadow of Mordor, Gotham City Impostors, Zoo Tycoon, and Crimson Skies. It was all hugely fun, but not as hugely, mind–bogglingly fun as making artificial reality real.
Christian Gyrling
Naughty Dog
Christian is a lead programmer at Naughty Dog where he has worked for 10 years shipping critically acclaimed games like the Uncharted series and The Last of Us.

In 2001 he moved from Sweden to follow his dream of one day having his name on the credits listing of a successful game. His first job in the US was as a tester, and later as a programmer, at WMS Gaming making video slot machines. San Diego and High Moon Studios (formerly Sammy Studios) was the next stop in 2004 where he developed AI for the vampire–shooter Darkwatch for PS2 and XBox. In 2006 he joined Naughty Dog where his passion for game development has lead him to work on AI, animation, job system, low–level optimization, network infrastructure, tools and more.
Jeff Hanna
A seventeen-year veteran of the video game industry, Jeff has worked on many notable titles such as Saints Row: The Third, Red Faction: Guerrilla, Dark Age of Camelot, and Planetside. He currently works as a Principal Technical Artist for Volition. At his job he strives to identify new tools and processes that can improve game visuals and benefit artists. Jeff is involved with many community sites such as ScriptSpot, Autodesk's Area, and He is a member of the GDC Advisory Board and also sits on a curriculum advisory board for Purdue University. He was awarded an Autodesk 3ds Max Master award in 2007 and was named an Outstanding Alum of Purdue University's School of Technology in 2012.
Chris Hecker
definition six, inc.
Chris focuses on solving hard problems at the intersection of gameplay, aesthetics, and technology. He is an outspoken advocate for pushing the current boundaries of design and interactivity, in the hope that games will eventually achieve their full potential as a medium. To this end, he helped organize the Indie Game Jam and the Experimental Gameplay Workshop, and his recent work has centered on using proceduralism and artificial intelligence to enhance player creativity and agency. Chris has been on the advisory board for the Game Developers Conference for many years, and is a regular speaker at the GDC, Siggraph, and other conferences. A frequent contributor to Game Developer magazine, Chris was the technical columnist for the magazine for two years, the editor at large for three, and is currently on the editorial board of the computer graphics research publication, The Journal of Graphics Tools. He has worked at both ends of the development spectrum, as a one-man indie game developer with his company definition six, inc. and on a hundred-person team at Maxis/Electronic Arts. His professional goal is to help games become the preeminent art and entertainment form of the 21st century. His current project is SpyParty, an indie game about subtle human behavior and deception.
Amy Hennig
Electronic Arts
Amy Hennig recently joined Electronic Arts as Sr. Creative Director on Visceral Games’ upcoming Star Wars title. She joined EA after a decade at Naughty Dog as the creative director and writer of Sony Computer Entertainment’s acclaimed Uncharted game series. Prior to joining Naughty Dog in 2003, she served as the writer and director of the Soul Reaver / Legacy of Kain series over eight years at Crystal Dynamics.

With over 25 years of experience, Amy has been called one of the most influential women in the video game industry. Her work on the Uncharted series has earned a BAFTA award for Story and two WGA Writing Awards in additional to numerous other industry accolades.
Clint Hocking

Clint Hocking entered the game industry working for Ubisoft Montreal in July of 2001, when he began his career as a Level Designer, Game Designer and Scriptwriter on the original SPLINTER CELL. Along with writer JT Petty, Clint was honored for his writing work on the title with the first-ever Game Developer’s Choice Award for Excellence in Scriptwriting. Clint continued as Lead Level Designer, Scriptwriter, and Creative Director on SPLINTER CELL: CHAOS THEORY – the highest rated Splinter Cell to date with an aggregate review score of 94%. Clint then worked as Creative Director on the innovative and acclaimed FAR CRY 2. In 2010, Clint left Ubisoft and moved to San Francisco where worked as a Creative Director at LucasArts. From 2012 to the end of 2013, Clint worked as a designer at Valve. From 2014 until mid-2015 he worked for Amazon Game Studios in Seattle. He currently works at Ubisoft again, this time in Toronto.
Before games Clint worked in the web industry and experimented with independent filmmaking while earning an M.F.A in creative writing from the University of British Columbia. He maintains a blog at

Chelsea Howe
Chelsea likes making games that make a difference. She’s currently a creative director at MaxPlay, a hyper-collaborative upcoming game engine, and co-founder of the Queerness and Games Conference. Previously, she’s worked at EA, TinyCo, SuperBetter Labs, and Zynga, experimenting with the strictures of F2P and consulting on playful experiences. By night Chelsea designs award-winning indie games, runs game jams, and teaches students at places like Coder Dojo and California College of the Arts. Her recognitions include Forbes 30 Under 30 in Games, Fortune's 10 Powerful Women in Games, and Fast Company's 100 Most Creative People in Business.
Soren Johnson
Mohawk Games
Soren Johnson is the founder and CEO of Mohawk Games, where he applies years of experience developing strategy games as both lead designer and gameplay programmer. Mohawk released its debut game, the economic RTS Offworld Trading Company, in 2016. While at Firaxis, Johnson designed Civilization IV, a fan favorite that remains one of the highest-rated strategy games of all time. Johnson is a frequent speaker at industry conferences and was a design columnist for Game Developer Magazine. Johnson’s other development credits include Civilization III, Spore, and Dragon Age Legends. He holds a bachelor’s degree in history and a master’s degree in computer science from Stanford University. His thoughts on game design can be found at
Julien Merceron
Bandai Namco Studios
Julien started as a programmer on the Atari Jaguar in the early 90s at Shen Technologies in Paris. He then joined Ubisoft Entertainment to work in Game Teams and Engine Teams before becoming the Worldwide Technical Director of Ubisoft Entertainment in 1999. In this role, he played a major role in Studios creation and organization, technology and production pipeline design, multi-platform strategy, as well as AAA features integration, on Brands such as Rayman, Far Cry, Splinter Cell, Prince of Persia, and Assassin's Creed. He also took responsibility for middleware and development strategy, communication and cooperation strategy, and hardware manufacturers and middleware relations.

At the end of 2005, after having worked extensively on PS3 / XBox360, Julien pursued his career at Eidos, where he started to serve as Worldwide CTO working on the Technology Strategy for the Group, before getting involved as well as initiating Eidos Montreal and Eidos Shanghai Studios. Julien became Worldwide Technology Director for Square Enix Group, working on a wide variety of Engines and franchises including Tomb Raider, Final Fantasy, Hitman, Deus Ex and Kingdom Hearts.

In 2013, he joined Konami as Worldwide Technology Director to oversee Fox Engine, work directly on the acclaimed Metal Gear Solid V: The Phantom Pain, and help advance many games in the group including Pro Evolution Soccer 2015 and 2016.

Julien joined Bandai Namco Studios last year, where he now serves as their Worldwide Technology Director.
Rob Pardo
Bonfire Studios
Rob is the CEO and co-founder of Bonfire Studios. A game studio focused on multiplayer games that bring players closer together, united in a sense of adventure, exploration and fellowship. Previous to Bonfire Studios, Rob was the Chief Creative Officer for Blizzard Entertainment. Rob is best known for his work as the Lead Designer on StarCraft: Brood War, Warcraft III and World of Warcraft. Based on the achievements of Blizzard games under his direction, Pardo was recognized by Time Magazine as one of the 100 most influential people in the world and The Wall Street Journal named him as one of the top 25 power players in the game industry. During his time at Blizzard, Rob was fundamental in building the game design department and culture within the company and mentoring all the senior designers within the studio.
Lee Petty
Double Fine Productions
Lee Petty has worked in the game industry in a wide variety of art production and art leadership roles since 1996. Lee has shipped numerous console and PC titles at companies such as Accolade, Infogrames, and Crystal Dynamics. Lee is currently at Double Fine Productions, where he served as the art director of Brutal Legend (2009) and project lead on Stacking (2011).
Dave Ranyard
Dream Reality Interactive
Dave is a self-confessed VR pioneer and the CEO of an independent virtual reality studio, Dream Reality Interactive. The studio is based in London, and is currently busy creating original IP, designed from the ground up for VR.

Prior to this, Dave worked for 17 years at PlayStation, where he was the director of Sony’s London Studio. He oversaw Sony’s critically acclaimed ventures into the world of virtual reality on PlayStation. VR games include Ocean Descent, Street Luge and the critically acclaimed, London Heist and make up PlayStation VR collection, VR worlds.

Dave was executive producer on a number of million plus selling PlayStation titles, including Singstar & Wonderbook: Book of Spells. Prior to this, Dave has been a research fellow, musician, programmer, audio creative services manager. Having, studied at Leeds University, Dave obtained a 1st in computer science and PhD in Artificial Intelligence and keeps active links with a number of universities.

Dave is also an active member of the game development industry, holding positions on the BAFTA Games Committee, the Game Developers Conference, Virtual Reality Developers Conference, and the Virtual Reality World Congress. Dave also sits on the advisory board of a number of new VR companies, including Game Face Labs & the New Reality Museum.

Dave can be found tweeting @Dr__Dave
Siobhan Reddy
Media Molecule
Siobhan Reddy is Studio Director at Media Molecule, the band of creative minds behind the hugely successful and innovative LittleBigPlanet game franchise.

Aged just 18, Siobhan relocated from her native Australia to the UK, an early fascination with fanzines, technology, pop-culture and entertainment leading her to the UK games industry, which she entered as a Production Assistant at Perfect Entertainment on DiscWorld Noir. By 1999 she was with Criterion Games, where she consistently shipped high quality titles including Burnout 3 and Burnout 4.

In 2006, seeking a new challenge and the opportunity to be part of a close-knit and creative team, Siobhan joined the newly-founded Media Molecule. The small studio would go on to do big things, including winning dozens of awards for LittleBigPlanet, LittleBigPlanet 2, Tearaway and Tearaway Unfolded. Currently in the works is the hotly-anticipated Dreams for PlayStation®4.

Siobhan is gratified to have been recognized for her work with a number of accolades, which include being named one of the top 100 most powerful women in the UK by BBC Radio 4 Woman’s Hour and the Qantas Australian Woman of the year in the UK, both in 2013. In 2016 she was awarded the MCV Women in Games Creative Impact award.
Brenda Romero
Romero Games
University of Limerick
Brenda Romero is an award-winning game designer, artist and Fulbright scholar who entered the video game industry in 1981. As a designer, she has contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon and Dungeons & Dragons franchises. Away from the machine, her analog series of six games, The Mechanic is the Message, has drawn national and international acclaim, particularly Train and Síochán Leat (The Irish Game) which is presently housed in the National Museum of Play. In 2015, she won the coveted Ambassador’s Award at the Game Developers Choice Awards. In 2014, she received a Fulbright award to study Ireland’s game industry, academic and government policies. In 2013, she was named one of the top 10 game developers by and Develop magazine listed her among the 25 people who changed games in 2013. Romero co-owns Romero Games based in Galway and is Course Director at the upcoming MSc in Game Design & Development at the University of Limerick.
Adam Saltsman
Adam Saltsman is founder and director of Finji, a mom-and-pop indie game label based in Grand Rapids, Michigan. Adam is probably best known for creating Canabalt, the mobile game that popularized the endless runner genre, now a part of the Museum of Modern Art's design collection. Before relaunching Finji in 2014, Adam also helped design the award-nominated tablet puzzler Hundreds, and contributed to indie darlings like FEZ and Cave Story+.

Since 2014 Adam and his wife Bekah have published several award-winning indie games including Feist, Panoramical, and Night in the Woods, and are currently hard at work on Overland (2017). Adam also serves as an advisor to Femicom Museum and the NYU Game Center Incubator, as well as helping organize Fantastic Arcade and Juegos Rancheros.
Brian Schmidt
Brian Schmidt Studios
Brian Schmidt is founder and president of Brian Schmidt Studios, one of the industry's leading game audio and technology companies. A recipient of the 2008 Game Audio Network Guild's Lifetime Achievement Award, Brian is a 25-year veteran of the game audio industry and is recognized as one of the foremost experts in game audio. Brian's credits include more than 130 games for companies including Zynga, EA, Sega, Capcom, Sony, Midway, and Namco. He also has over 20 patents to his name. Brian is frequently called upon to provide inspiring keynote addresses for conferences such as the GDC or Project BBQ, or to give detailed technical and creative presentations to help educate the game audio community at large. Brian uses his blend of hands-on composition and sound design experience, combined with deep technical knowledge, to push new boundaries and further the state of the interactive audio industry.

Prior to ending his 10-year tenure at Microsoft in March 2008, Brian was the primary architect for game audio at Xbox, where he was the driving force behind initiatives such as bringing interactive Dolby Digital to video gaming. He was responsible for the overall design of the Xbox 360 audio system, and responsible for the design of such award-winning technologies as XMA Compression and the Xbox Audio Creation Tool (XACT). Brian is also the founder and executive director for GameSoundCon, the leading conference on sound and music for video games. On the creative side, Brian has composed music and created sound design for over 130 arcade and console games, including many years of John Madden Football, the Desert Strike series, Jurassic Park, the Star Wars Trilogy, and the award-winning Crue Ball. He's composed for notable personalities such as Aaron Spelling, Michael Jordan, and Joel Silver. His theme for the classic video game, Narc, was covered by The Pixies in their Planet of Sound release. Brian currently resides in Bellevue, Washington.
Justin Thavirat
Blizzard Entertainment

Justin Thavirat has been working in the video game industry since 1994, when he answered a local job posting at school that read, "Do you like to draw and play video games? If so, please send your resume and portfolio to Blizzard Entertainment."

Since then, Justin has worked as an artist and senior art director at Blizzard Entertainment, contributing to game art, concept art, cinematic art, marketing illustrations and box covers for many of Blizzard's award-winning games in the Warcraft, StarCraft, Diablo and World of Warcraft series. Recently, Justin was lead artist on World of Warcraft, art director on World of Warcraft: The Burning Crusade, and is currently the senior art department supervisor for Blizzard’s creative development team.

Justin’s art has been featured in numerous publications and exhibits including Spectrum: The Best in Contemporary Fantastic Art, The Laguna Art Museum and the Smithsonian American Art Museum. Justin is a member of the Game Developers Conference advisory board and is also a senior council member for the Laguna College of Art and Design.

When not spending time with his wife and two boys, Justin’s passion is building exceptional art teams, cultivating a collaborative development culture, and empowering artists to achieve something greater than anyone thought possible.

Steve Theodore
Undead Labs
Steve fell in love with computer animation in the Dark Ages, in more ways than one. He dropped out of a Ph.D. program in ancient history to start rendering 3D scenes on the Brown University mainframe. Steve went pro in the early '90s, doing animations for a variety of commercial and television projects. His first game job was building mechs and environments for FASA's MechCommander in 1995.

In the subsequent two decades, Steve has worked on some of the most well-known titles in the industry. He worked as an artist and animator on Half-Life, Team Fortress Classic, Team Fortress 2 and Counter-Strike. In recent years, he's specialized in art tools and pipelines, first as the artist-in-residence for the Granny animation system, then as the technical art manager at Zipper Interactive (SOCOM 3 and M.A.G.) and technical art director at Bungie (Halo 3). He's currently the technical art director for Undead Labs (State of Decay).

Steve wrote the Pixel Pusher art column for Game Developer magazine from 2003 until the magazine ceased publishing in 2013. This year, he's one of the authors on Production Pipeline Fundamentals for Film and Games from Focal Press. He blogs on technical art at
Ru Weerasuriya
Ready At Dawn Studios
With over 16 years of experience in the entertainment industry, Ru started his career with industry-renowned developer Blizzard Entertainment. Initially working on Starcraft, he then led the cinematic art direction for Warcraft III, Starcraft: Ghost and World of Warcraft, and helped the Blizzard film department win numerous awards and accolades over the years.

In 2003, Ru co-founded Ready at Dawn Studios. 2006 saw the release of Daxter to commercial and critical acclaim, winning multiple Game of the Year awards. In 2008, the studio released its second game, God of War: Chains of Olympus under Ru's direction. Hailed by the public and critics as the best PSP game ever made, it has won both a 2008 Academy Achievement Award and a 2008 Game Developer's Choice Award. The studio's following title, God of War: Ghost of Sparta achieved a similar feat in 2010 winning another Academy Achievement Award as well as a VGA award.

As chief executive and creative officer of Ready at Dawn Studios, Ru leads the company's business and creative development. He serves as the creative director and writer on the studio's latest title, The Order: 1886, an original intellectual property developed exclusively for the upcoming PlayStation 4.

Ru has been named one of the top 100 developers in the world in both 2008 and 2009, and for the last few years, has served as a judge for the Academy of Interactive Arts and Sciences' Achievement Awards and as a member of the advisory board for the Game Developers Conference. An alumnus of Art Center College of Design, he graduated with a Bachelor of Science in industrial & transportation design. His work has appeared in several publications.

A native of Sri Lanka, having grown up in Switzerland, Ru has lived and worked in Southern California since 1996.
Alan Yu
Alan Yu is a founder of N3TWORK, a personalized internet experience based on your interests.

He previously founded ngmoco, a mobile gaming company acquired by DeNA in 2010.

Many years ago, Alan was the director of the GDC.


Penka Kouneva
Composer Penka Kouneva enjoys reputation as a unique talent. Working alongside Steve Jablonsky she composed the score for PRINCE OF PERSIA: FORGOTTEN SANDS and TRANSFORMERS: REVENGE OF THE FALLEN video games, and has scored many indie features (MIDNIGHT MOVIE) and television (SyFy channel telefilms, FORENSIC FILES). Her style called "haunting and passionate" is a blend of her Eastern European heritage, classical training, and media scoring.

These days her passion and focus is on scoring video games (2014 releases: the award-winnig casual Rollers of the Realm, Intense Life, the PS4 H-Hour: The World's Elite, Sony's Project Beast - lead orchestrator, and others to be unveiled soon). She is extremely excited to contribute to the community she feels most energized by - game makers and game composers.

In 1999 Penka arrived to Los Angeles with only one contact, small savings and great passion for media music. In the following decade she worked as a Lead orchestrator and composer on game & film titles grossing $10 billion worldwide: Matrix, Transformers, Pirates (films), World of Warcraft, Starcraft II, Gears of War 2, 3, Prince of Persia: Forgotten Sands, Sims 3, Diablo III, Need for Speed, Dragon Age II (games).

Last year she became the first woman since Shirley Walker to be the Lead Orchestrator on two studio films with budgets over $100M -- Elysium and Ender's Game. Penka is also known as a Master Mentor who builds teams in score production, opens doors, provides training, employment and career-changing opportunities for young composers.

Her composition awards include : the SUNDANCE Composer Fellowship, two Ovation Awards, The Copland Award, Hollywood Music in Media Award, Square Enix Music Online nomination, Independent Music Award, and others.
Scott Selfon
Scott Selfon is a Principal Software Engineering Lead in the Xbox Advanced Technology Group (ATG), where he manages developer consultancy, education, support and advocacy efforts across Microsoft gaming platforms and technologies. He is also ATG’s senior audio specialist, helping composers, around designers, audio programmers and game designers with technical and creative challenges in developing sound for games. Scott has composed music for a wide range of media, including film, television, games and live performance and is a violist with the Puget Sound Symphony in Seattle. A member of the Game Audio Network Guild (G.A.N.G.) advisory board, Scott has been a faculty member of both the Pacific Northwest Film Scoring Program and the University of Southern California, has coordinated and lectured at the Game Developer’s Conference Audio Boot Camp tutorial sessions for more than fifteen years, and has spoken at the conferences worldwide on audio, interactive entertainment and sound implementation techniques and technologies for interactive media. Scott is an alumnus of the University of Southern California, where he obtained dual degrees in music composition (film scoring emphasis) and computer engineering/computer science.
Kenneth Young
Kenny is a freelance audio director, composer and sound designer, best known for his work as the brains behind the celebrated audio experiences in Media Molecule’s LittleBigPlanet and Tearaway franchises. Most recently he created the audio experience for Secret Sorcery's PSVR launch title, Tethered, and is currently working with his friends at Foamsword Games on the successfully crowd-funded Knights And Bikes, and with Several other clients on unannounced projects.

 A passionate and committed member of the game audio community, in addition to helping put together the audio track at GDC, Kenny is a G.A.N.G. IESD co-chair, speaks regularly at conferences and higher education institutions around the world, assists in judging award categories, contributes towards books and articles, and runs the blog as a resource for those who wish to learn more about interactive audio. He holds a MA with distinction in sound design from Bournemouth University and a BMus with honours in music technology from the University of Edinburgh.

 You can find Kenny on Twitter @kcmyoung


  • Kathy (Schoback) Astromoff
  • Mike Capps
  • Carey Chico
  • Doug Church
  • Mark DeLoura
  • Jullian Eggebrecht
  • Rod Fergusson
    Black Tusk Studios
  • Rob Huebner
    Nihilistic Software
  • Noel Llopis
    Snappy Touch
  • Cyrus Lum
  • Masaya Matsuura
  • Ichiro Otobe
    Square Enix Co., Ltd.
  • Dave Perry
  • Bob Rafei
    Big Red Button Entertainment
  • Steve Reid
    Red Storm Entertainment
  • Paul Steed
  • Tommy Tallarico
    Tommy Tallarico Studios
  • Chance Thomas


  • Daniel Pagelina
    Double Fine Games
  • Miguel Bernal Merino
    Roehampton University
  • Mary DeMarle
    Eidos Montreal
  • Steve Swink
    CubeHeart Games
  • Chris Pruett
    Robot Invader
  • Mario Vasquez
  • Fabio Minazzi
    Binari Sonari
  • Matthew Wegner
    Flashbang Studios
  • Frank Lantz
    Area/Code, NYU Game Center
  • Ben Wibberley
    VMC Game Labs
  • Sulka Haro
  • Patrick Miller
    Radiant Entertainment
  • Lilian ‘Lil’ Chen
    YouTube Gaming