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GDC 2010 Advisory Board

These seasoned industry professionals volunteer their time every year to help construct the 400+ 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.


GDC Advisory Board

  • Ian Baverstock
  • Chris Butcher
  • Mike Capps
  • Simon Carless
  • Louis Castle
  • Mark Cerny
  • Carey Chico
  • Laura Fryer
  • Jeff Hanna
  • Chris Hecker
  • Clint Hocking
  • Noel Llopis
  • Julien Merceron
  • Rob Pardo
  • David Perry
  • Bob Rafei
  • Dave Ranyard
  • Tommy Tallarico
  • Alan Yu

  • Ian BraverstockIan Baverstock
    Kuju Entertainment

    Ian is co-founder and CEO of Kuju Entertainment and has been working in the games industry for 16 years. Originally a programmer, Ian has been responsible for the overall creative direction of Kuju in recent years as well as business strategy. Kuju now operates as five autonomous UK studios. Ian is also chairman of Tiga, the UK independent game developers' trade association.

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    Chris ButcherChris Butcher
    Bungie

    Chris is an engineering lead at Bungie where he is responsible for technical vision and game engine research. This involves equal parts of architecture design, hardware wrangling, and wild-eyed ranting about the future convergence of CPUs, GPUs, 4G, HMDs, and the cloud. Currently he is working on Step 7 of Bungie's Master Plan.

    In his eight 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 and networking technologies for the Oni and Halo series. He holds a master's of science in computer graphics from the University of Otago in New Zealand.

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    Mike CappsMike Capps
    Epic Games

    Dr. Michael Capps is the president of Epic Games, makers of the mega-hit Unreal and Gears of War game franchises and the award-winning Unreal Engine 3 game technology. He serves on the boards of the Academy of Interactive Arts and Sciences (AIAS) and the Entertainment Software Association (ESA), and is also an advisory board member of the Game Developers Conference (GDC).

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    Simon CarlessSimon Carless
    Independent Games Festival
    Game Developer Magazine & Gamasutra.com

    Simon is the Chairman of the Independent Games Festival and Editorial Director of the Think Services Game Group, overseeing both Game Developer magazine and Gamasutra.com. He has previously worked as a writer/editor for tech site Slashdot, and as a game designer for companies such as Eidos Interactive and Atari.

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    Louis CastleLouis Castle
    Electronic Arts Los Angeles

    Louis is a co-founder of Westwood Studios and vice president of Creative Development at Electronic Arts Los Angeles. As part of the management team, Louis helps direct EALA's programming, artwork, audio, and research & development departments, as well as contributes to studio business strategy. Louis was the general manager of Westwood Studios from 2000-2003 and served in creative, business and finance roles while growing Westwood from two employees in 1985 to over 250 in 2002. In his creative roles, Louis has contributed as executive producer, creative director, technical director, programmer and artist to over 100 games created by Westwood and EA over the past 23 years including best selling original franchises such as Command & Conquer, Lands of Lore And Eye of The Beholder as well as block buster licensed original products including The Lord of The Rings- The Battle for Middle Earth II, The Lion King, Blade Runner and Monopoly.

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    Mark CernyMark Cerny
    Cerny Games Inc.

    Mark has been working in game design and technology for 25 years. He designed and programmed 1984s Marble Madness for Atari coin-op, 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 Jak and Daxter and Ratchet and Clank series on PlayStation 2 and the PlayStation 3 launch title Resistance: Fall of Man. He has also been instrumental in the creation and guidance of the ICE team, a technology group based at Naughty Dog that specializes in graphics systems and tools for the PlayStation 3. In 2004 the IGDA honored Mark with its Lifetime Achievement Award, calling him a master collaborator and a jack of all trades.

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    Carey ChicoCarey Chico
    Pandemic Studios

    Carey has been working in the game industry since 1996, after graduating from UCLA with a bachelor's in design. His foray into the game industry began when he started at Activision Studios as an animator on Planetfall. From there, he rose through the ranks as lead artist on Battlezone and then as a founding member of Pandemic Studios where he completed Battlezone 2 as art director. After working again as art director on Star Wars: The Clone Wars, he stepped up as studio art director to oversee more global and long term art interests. Some of the most recent titles under his supervision are Full Spectrum Warrior, Battlefront, Mercenaries, and Destroy All Humans.

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    Laura FryerLaura Fryer
    Seattle Studios, Warner Bros. Interactive Entertainment

    In the role of general manager of Warner Bros. Interactive Entertainment's Seattle Studios, Laura oversees the planning and direction of the operations of internally owned development studios Monolith Productions and Snowblind Studios. Laura is responsible for the management of all Seattle division shared services, including QA, Research, Marketing, Human Resources, IT and Finance, as well as oversight of the studio heads for each individual developer, including Monolith Productions.

    Prior to WBIE, Laura held the position of executive producer for Microsoft Games Studios, and was responsible for shipping great games for the Xbox and Windows platforms. The most recent title under her supervision was Gears of War 2. An industry veteran, Laura was one of the first members of Microsoft Game Studios (MGS) in 1995. As a producer, she shipped several games, including the classic Crimson Skies, and Fighter Ace, Microsoft's first massively multiplayer game. She also conceived and produced Microsoft's first release of Zone.com.

    Prior to her return to MGS in 2004, Laura was the director of the Xbox Advanced Technology Group, and a founding member of the Xbox project, which she joined in May 2000. During her tenure, she cultivated worldwide Xbox Developer Support, created the Xbox Advisory Board, and ran Xbox game developer events around the globe.

    Laura had been named one of The Hollywood Reporter's "Top 12 Most Influential Women in Gaming," one of Next Generation's "Game Industry's 100 Most Influential Women," and Gamasutra's "Top 20 Women in Games."

    An avid gamer, Laura enjoys taking video game vacations to play video games in marathon all-day sessions. Her other hobbies include reading, gardening, juggling, and playing with her dogs Jazz and Penelope.

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    Jeff HannaJeff Hanna
    Volition, Inc.

    Jeff recently capped off 15 years in the video game industry by serving as the technical art director on Volition's Red Faction: Guerrilla. He works as a senior technical artist at Volition, helping to define and create better pipelines for the artists and improving game visuals. Jeff has worked with tools providers like Autodesk and ATI, along with numerous community sites such as www.scriptspot.com, www.area.autodesk.com, and www.tech-artist.org, to promote technical art and contribute tools and tutorials to help others in the industry. In 2007 Autodesk awarded Jeff an Autodesk Max Master award in recognition of his contributions to the Max user community.

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    Chris HeckerChris 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 helps 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 and 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.

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    Clint HockingClint Hocking

    Clint Hocking has been working at Ubisoft Montreal since July of 2001, when he began his career in the game industry 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 Developers 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. Before games, Clint worked in the web industry and experimented with independent filmmaking while earning an MFA in creative writing from the University of British Columbia. He lives happily in Montreal with his wife and their dog.

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    Noel LlopisNoel Llopis
    Snappy Touch

    Noel was swept off his feet by the iPhone. He's now following his lifelong dream of being an indie developer, focused exclusively on iPhone game development and consulting. He writes about game development regularly, from a monthly column in Game Developer Magazine, to the Game Programming Gems series, or his book C++ for Game Programmers. Noel is also a member of the Game Developers Conference Advisory Board. Some of his past games include The Bourne Conspiracy, Darkwatch, and the Mechassault series. He earned an M.S. in computer science from the University of North Carolina at Chapel Hill.

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    Julien MerceronJulien Merceron
    Eidos

    Julien started developing on the Atari Jaguar in 1993 at Shen in Paris, programming on Super Burnout, a motorbike racing game, and Nexus, a shoot-em-up. He joined Ubisoft Entertainment in 1994 and worked on programming for Rayman 1 (Jaguar and PlayStation), for Pod (PC and M2), and became lead programmer on Tonic Trouble for the Nintendo 64. After having focused on Rayman 2 (Nintendo 64 and Dreamcast) and on the R&D for the PlayStation 2, Julien became 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. 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 Next Generation strategy, Julien saw the opportunity to pursue his career at Eidos, where he currently serves as worldwide CTO. Julien is fond of hardware architectures, gaming technologies and algorithms; he loves designing engine features and production pipelines.

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    Rob PardoRob Pardo
    Blizzard Entertainment

    As Blizzard Entertainment, Inc.'s senior vice president of game design, Rob is dedicated to ensuring that each Blizzard Entertainment title offers the high-quality entertainment experience that the company has built its reputation on. Leading a group of talented and highly experienced development teams, Rob supervises the design and implementation of gameplay and story features for every Blizzard game. Rob has been contributing to the success of Blizzard's games since 1997, when he joined the company as a designer and strike-team member on the original Starcraft. After being named lead designer on the Starcraft expansion set, Starcraft: Brood War, Rob went on to serve in that role for the development of Warcraft III: Reign of Chaos; its expansion set, Warcraft III: The Frozen Throne; and also Blizzard's largest undertaking to date, World of Warcraft. The latest Blizzard title to reach players under his leadership was the World of Warcraft expansion set, The Burning Crusade. In his current position, Rob continues to oversee all aspects of game design for World of Warcraft and its upcoming second expansion, Wrath of The Lich King, as well as Blizzard's other games in development, including the highly anticipated Starcraft II. Rob earned a Bachelor of Arts degree in criminology, law, and society from the University of California, Irvine in 1996.

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    David PerryDavid Perry
    GameConsultants.com

    David Perry was the Founder & President Shiny Entertainment, Inc. for over 12 years (bought by Atari), he's one of the best known Video Game Industry veterans.

    Over 29 years, Perry has developed or programmed over 100 games across 29 video game platforms. All told, Perry's games (including #1 Hits like The Terminator, Teenage Mutant Ninja Turtles, Disney's Aladdin & Warner's Matrix projects) have totaled over a billion dollars in retail sales.

    Perry sits on the Advisory Board of the Game Developers Conference, Indiecade, VGEXPO, and has spoken at TED, E3, Hollywood and Games Summit, CGDC, MIT, USC, UCI, UCLA, QUB, Montreal Game Summit, Digital Hollywood, What Teens Want etc.)

    In his last position Perry was the Co-Founder & Chief Creative Officer of Acclaim.com, directing multiple MMORPG games, Social Network Games & Casual Titles. All games used the 'free-to-play' model, supported by in-game advertising, subscriptions or micro-transactions.

    Now Perry is the CEO and co-founder of Gaikai.com, a company that's developed a cutting-edge video game streaming technology that allows any Windows game or application to run in any browser with just one click.

    Perry also recently launched a book for students called David Perry on Game Design – GameDesignBook.org (the largest non-profit book on Game Design ever written.)

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    Bob RafeiBob Rafei
    Big Red Button Entertainment

    Bob is the co-founder and chief visual officer of Big Red Button Entertainment, Inc. and a 15-year veteran of the games industry. He was formerly the 13-year art director, character animator and concept artist of Naughty Dog, Inc. (subsidiary of SCEA). He joined NDI in early '95 as its first employee while in the visual development stage of Crash Bandicoot. He played a key role in establishing the look of this series; touching on all aspects of production, from background modeling, lighting texturing, character rigging and animation.

    He then led visual development for the award winning Jak & Daxter series for the PS2, as well as contribute to character animations. Most recently, he co-art directed the award-winning Uncharted: Drake's Fortune for PS3, focusing on visual development, cinematic mo-cap, animation, and lighting.

    Bob serves as an advisory board member for Game Developers Conference (GDC), and the Game Developers Choice Awards. He has lectured at GDC, USC School of Cinema, and SIGGRAPH on various visual arts and production subjects. He also serves as panel leader on Animation and Art Direction craft categories for the Academy of Interactive Arts and Sciences (AIAS) achievement awards. He has contributed writings to Animation Magazine and Animation World Network. Some of his non-gaming credits include album cover art for A&M Records, notably Blues Traveler's: Travelers & Thieves, and inclusion in Society of Illustrators annual #35. He is a '91 BFA graduate in illustration from Parson's School of Design, NYC.

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    Dave RanyardDave Ranyard
    Sony Computer Entertainment Europe

    Dave has been in the games industry for the last 10 years. He started out as an AI programmer at Psygnosis, later moving to SCEE's London Development Studio where he is currently the creative services manager, responsible for the following departments: audio, music, graphic design, and video. He has worked on titles including Wip3out, The Getaway & The Getaway: Black Monday, The Eyetoy: Play and Singstar brands. Prior to the games industry he lectured in artificial intelligence at the University of Leeds where he also gained a Ph.D. in the subject. In recent years, Dave has taken a keen interest in GDC and is currently on the audio advisory board. Dave is a keen musician and he has written and produced many records over the past 10 years and in 1998 took a career break to tour the U.S. and Europe with his band Supercharger.

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    Tommy TallaricoTommy Tallarico
    Tommy Tallarico Studios

    Tommy is a veritable video game industry icon. As one of the most successful video game composers in history, he has helped revolutionize the gaming world, creating unique audio landscapes that enhance the video gaming experience. An accomplished musician, Tommy has been writing music for video games for more than 18 years. He has won over 35 industry awards and has worked on more than 300 game titles. His score for Advent Rising has been noted as "one of the greatest musical scores of all time" by web sites such as Yahoo, Gamespot and others. Tommy was the first musician to release a video game soundtrack worldwide and has released seven video game soundtrack albums since. In 2002, Tommy co-created the critically acclaimed Video Games Live which features music from the greatest video games performed by top orchestras and choirs around the world combined with synchronized video footage, lasers, lights, special effects, interactivity and live action to create an explosive and unique one-of-a-kind entertainment experience. Tommy is the founder, chairman and CEO of the Game Audio Network Guild (G.A.N.G.), which is a non-profit organization educating and heightening the awareness of audio for the interactive world. With over 1,200 members representing over 30 countries since its inception in 2002, G.A.N.G. has quickly become known as one of the strongest and best examples of helping the game industry community. Tommy is an advisory board member for the Game Developers Conference, a governor for the National Academy of Recording Arts & Sciences (NARAS/GRAMMY's), a spokesperson for the Entertainment Consumers Association, a proud member of the International Game Developers Association and a nominating peer panel leader for the Academy of Interactive Arts & Sciences. His popular web site www.tallarico.com has received over 75 million hits by more than 3 million unique users.

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    Alan YuAlan Yu
    ngmoco:)

    Alan is vice president, artist & repertoire, and a founder of ngmoco:). As the company's liaison to the creative community, his responsibilities include evaluating and signing game concepts and ensuring ngmoco's collaboration with the world's best and most innovative game makers.

    In 2004, Alan joined Neil Young at Electronic Arts. He was the director of creative affairs for EA Blueprint, a creative management group focused on developing and producing new properties across various media in a coordinated and connected fashion. Prior to Blueprint, he was director of artist & repertoire at EA Los Angeles and Maxis.

    He worked for the Game Developers Conference from 1995 to 2004. He was executive producer and director the last five years of his tenure.

    Alan is a graduate of Sarah Lawrence College in New York.

    He's obsessed with and always looking for the next great idea.

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    Audio Advisory Board

  • Brian Schmidt
  • Chance Thomas
  • Kenneth Young

  • 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 20+ 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 120 games and he has over 20 patents to his name. Brian is frequently called upon to provide inspiring keynote addresses for conferences such as GDC or Project BBQ or 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). On the creative side, Brian has composed music and created sound design over 120 arcade and console games, including many years of John Madden Football, Desert Strike series, Jurassic Park, 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.

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    Chance ThomasChance Thomas
    HUGEsound.com

    Chance Thomas is the first videogame composer to score an Academy Award™ winning film and log more than one million downloads of his game music. He composed one of the first live orchestral scores in gaming.  He produced one of the first commercially successful game soundtracks in America. Chance’s credits include some of the world’s most valuable IP, adding music to titles like Avatar, Lord of the Rings, Marvel, King Kong, and many others. His projects are major award winners, including Oscar™, Emmy™, GANG™, IGN and Gamers Choice.
     
    In the late 1990’s, Chance led the movement which first brought game music into the Grammy Awards™. He helped found the Game Audio Network Guild, and is a former Chair of the Music and Sound Peer Committees for the Academy of Interactive Arts and Sciences. Chance is currently Principal Composer at HUGEsound (www.HUGEsound.com).  He serves on the Board of Directors for the Game Audio Network Guild, and on the Audio Advisory Board for the San Francisco Game Developers Conference.

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    Kenneth YoungKenneth Young
    Media Molecule

    Kenny is from Edinburgh, Scotland, and lives near London working as an audio designer at Media Molecule, where he is solely responsible for the audio experience in the PlayStation 3 title Littlebigplanet. Before joining Media Molecule, Kenny worked as a sound designer at Sony Computer Entertainment Europe's London Studio where he worked on over a dozen titles including 24: The Game, Eyetoy: Kinetic, Fired Up, Gangs of London, The Getaway: Black Monday and Heavenly Sword. Prior to this he studied music technology as an undergraduate and went on to gain an M.A., with distinction, in sound design. Kenny is an active member of the game audio community and has spoken at the Develop Conference, GDC Europe, the University of Edinburgh, Leeds College of Music and Confetti Institute of Creative Technologies. In October 2005, Kenny set up www.gamesound.org as a resource for those wishing to learn more about sound for games.

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    Visual Arts Advisory Board

  • Steve Reid
  • Steve Theodore
  • Ru Weerasuriya

  • Steve ReidSteve Reid
    Red Storm Entertainment

    Steve is the executive vice president/managing director for Red Storm Entertainment, a division of Ubisoft Entertainment. He is one of the original founders of Red Storm (1996), the studio known for creating the Tom Clancy line of games and helping to establish the genre of squad-based tactical shooters. After a successful run as an independent developer/publisher, Red Storm was acquired by Ubisoft (2000). The studio's most recent work is the multiplayer gameplay for Ghost Recon Advanced Warfighter for Xbox 360. Before games, Steve received a master's of fine arts degree from East Carolina University. He has taught a variety of college art disciplines and now collaborates with local and national colleges as an advisor on digital art curriculum. Steve has participated as a moderator, a panelist and as a guest speaker at the Game Developers Conference, E3 and other industry events.

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    Steve TheodoreSteve Theodore
    Bungie

    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 scenes by typing text commands into the Brown University mainframe. Steve went pro in the early '90's, doing animations for a variety of commercial and television projects. His first game job was building mechs and environments for Mechcommander starting in 1995. He soon joined Valve, where he worked on Half-Life, Team Fortress Classic, Team Fortress 2 and Counterstrike. After a stint as the artist-in-residence at Rad Game Tools, he helped Zipper Interactive make the leap to NextGen as their technical art manager. In 2006, he helped to found Seattle-based studio Giant Bite. He's currently content-side technical director at Bungie. Steve writes the Pixel Pusher art column for Game Developer Magazine and appears frequently at GDC and other games industry events.

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    Ru Weerasuriya
    Ready At Dawn Studios

    Ru is the art and creative director and co-founder of Ready at Dawn Studios. 2006 saw the release of their first game, Daxter, to critical and commercial acclaim, earning them a nomination for the BAFTA awards. Formerly a senior artist with Blizzard Entertainment, Ru initially worked on Starcraft: Brood War and then contributed to the blockbuster Warcraft III: Reign of Chaos and its expansion,

    Warcraft III: The Frozen Throne, his distinctive visual style influencing the direction of both game and cinematic art. Ru also led the cinematic art direction and production design for Starcraft: Ghost and World of Warcraft. As concept, storyboard and matte artist, he has helped the Blizzard Film Department win numerous awards and accolades over the years. His work has been published in several books and magazines, including The Art of Warcraft, The Art of World of Warcraft, Dungeons & Dragons books and Monster Manuals.

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    GDC Advisory Board Emeritus

  • Doug Church
  • Mark DeLoura
  • Julian Eggebrecht
  • Rob Huebner
  • Masaya Matsuura
  • Ichiro Otobe
  • Paul Steed

  • Doug Church
    Electronic Arts Los Angeles

    Doug has been in the game industry since 1990, working on a variety of PC titles (Ultima Underworld, System Shock, Thief, a bit of Flight Unlimited thrown in) at what became LookingGlass Studios. He left in late 1999 and consulted on a variety of titles, a tiny bit on Ion's Deus Ex and Harmonix's Frequency, some MMP's in Hong Kong. Programmer by training, he focuses on game design and technology, and ways to elegantly blend the two. Doug also worked for Eidos where he was doing a variety of design direction, technology investigation, and management. In May 2005, he joined Electronic Arts Los Angeles as an executive producer. He has been coming to GDC for over 11 years now, and still finds it a pleasing blend of frustration and exhilaration.

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    Mark DeLouraMark DeLoura
    Independent Consultant

    Mark is currently working on a variety of projects and contracts, mostly technical and sometimes "serious." He has previously worked as technical director for Ubisoft North America, developer relations manager for Sony Computer Entertainment America, editor-in-chief of Game Developer Magazine, and lead software engineer at Nintendo of America. He is also the founding editor of the Game Programming Gems series of books, which are big hardback volumes full of programming wisdom from professional game developers. In the past, Mark has also been an arcade game programmer and virtual reality researcher.

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    Julian EggebrechtJulian Eggebrecht
    Factor 5

    Julian is co-founder and president of Factor 5, a game and technology developer located in Marin County, California, with additional R&D offices in Cologne, Germany.

    Factor 5 was founded in Germany in 1989 and moved to California in 1996. Factor 5 was a technology partner in the development of Nintendo's Gamecube and Wii consoles, provider of the MusyX sound tools, partner in the Sony PlayStation 3 Edge toolset group, and has pioneered many technological advancements in the areas of audio and visuals in video games in collaboration with Dolby Labs, THX, and AMD/ATI.

    Julian's work includes the classic Turrican line of games, the multi-million selling Star Wars: Rogue Squadron franchise, Indiana Jones, International Superstar Soccer Deluxe, and Contra: The Alien Wars. He served on the board of the IGDA as both board member and treasurer and has been a board member of the Game Developers Conference since 1999. Julian is Factor 5's president and creative director and has recently finished work on the PlayStation 3-exclusive Lair.

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    Rob Huebner
    Nihilistic Software

    Robert is president and co-founder of Nihilistic Software, a small development team located in Marin County, California. Robert's previous work includes Jedi Knight: Dark Forces 2 from LucasArts, Descent from Parallax Software, and Starcraft by Blizzard Entertainment. Nihilistic has been in business over six years and has worked with publishers such as Activision and Blizzard Entertainment on PC and console projects.

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    Masaya Matsuura
    NanaOn-sha

    Masaya graduated from Ritsumeikan University with a major in industrial sociology. In April 1983, Masaya formed the band PYS'S (pronounced "Size") with female vocalist. The band pushed the frontiers of computer music. After 10 albums and several hit songs, PSY'S disbanded in August 1996. In 1993, Masaya explored new ground by combining music and multimedia with the release of The Seven Colors. It was the first CD-ROM from a Japanese musician and went on to win the Multimedia Grand Prix of 1993. December 1996 saw the release of Parappa The Rapper in Japan. It was like no other game that came before it, and it took Japan by storm. Parappa The Rapper went on to win the 1996 CECA Award, the Japan Software Award, and was named Japan Game of the Year 1997 by the readers of 18 domestic game magazines. In 1999, Masaya crossed over from rap to hard rock with Um Jammer Lammy, and the game won an SCEI Gold disc after just two months. Masaya's imagination doesn't end with music games. Vib-Ribbon, released in Japan and Europe in 1999, is another game revolution that creates gameplay from the player's own favorite music CD. Parappa The Rapper 2 was released in Japan in 2001 and is now available worldwide. In 2003, Masaya produced and composed sounds for the new Aibo, Ers-7, which was very experimental and exciting work for him. November 2003, Masaya releases Mojibribon for PS2 in Japan. This is a network title that has very unique style of blending rhythm and Japanese calligraphy using speech synthesis technology to convert text into rap sound. October 2004, the music social community web site "recommuni", in which Masaya is participating for the planning and operation, has started recommuni.jp. "recommuni" attracted people's interest for its innovative system, especially from the music industry which is now changing from a package business to a pay per transaction model. In 2005, Tamagotchi Connection: Corner Shop (NintendoDS) was released and sold more than a million copies. In 2006, the sequel version of Tamagotchi Connection was released.

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    Ichiro OtobeIchiro Otobe
    Square Enix Co., Ltd.

    Ichiro was chief strategist of Square Enix, a leading interactive entertainment company, known for its video game franchise Final Fantasy and Dragon Quest.

    Ichiro joined Square Enix in 2003, and served as president of Square Enix Inc., a U.S. arm of Square Enix, until 2005. Prior to Square Enix, Ichiro was a management consultant with McKinsey and Company. His clients include a mobile phone operator, media companies as well as financial institutions. He played key roles in introducing innovative mobile and network services in Japan.

    Ichiro holds an MBA from the MIT Sloan School of Management and a master's of engineering in electronics engineering from the University of Tokyo.

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    Paul SteedPaul Steed
    Exigent

    Mostly known for his work on the multi-million selling Wing Commander and Quake franchises, Paul hasn't been content with only making games. He gives an occasional talk at shows like the Game Developers Conference held in San Francisco, serves on the advisory board for that same show, writes books on character modeling and animation, authors instructional DVDs and has now helped start an art outsource company based in Delhi, India. Over the last 15 years he's enjoyed a very diverse career that has allowed him to be artist, designer, art director, creative director and now chief creative officer of his own company: Exigent. His experience makes him unique even in the unique industry that is game development. He has worked at traditional development studios (Origin, Iguana, EA, id), web content studios (WildTangent), console manufacturers (Xbox), publishers (Atari) and now art outsourcing (Exigent). Paul is into writing, learning new stuff, playing poker, drinking cold beer and of course, super-high-polygon women. Email: Paul Steed

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