He has been a part of this amazing industry for 10 years now. During this time, he had the opportunity to work in indie, publishing, outsource, and AAA sectors. He joined GSC in 2021 to work on S.T.A.L.K.E.R. 2, contributing to HUD, PDA, settings, world building, and items, among other things.

He is a results-driven executive with over 25 years of experience in building, leading, scaling, and transforming businesses in technology. He has a proven track record of driving revenue growth, exceeding targets, and building high-performing teams. His expertise lies in developing and implementing go-to-market strategies that scale globally. He is passionate about leveraging technology and innovation to drive business growth and deliver exceptional customer experiences. He is proud to sponsor #IamRemarkable, a global initiative that encourages women and other underrepresented groups to celebrate their achievements and improve their self-promotion skills.

 

He is known for his former positions as senior VP of Global Sports Marketing at Reebok, president of Sega of America, and corporate vice-president of Microsoft’s Interactive Entertainment Business division, overseeing the Xbox and Xbox 360 game consoles. From 2007 to 2011, he was head of Electronic Arts’ EA Sports game division. In 2012, Moore was appointed COO of Electronic Arts. He resigned from EA in February 2017 to become CEO of Liverpool Football Club. It was announced in July 2020 that Moore would be leaving Liverpool at the end of August that year, having completed his three-year tenure with the club.

Charly Harbord has worked in industry for over 20 years in a variety of roles. She is the Head of Business Development for The Powell Group and IndieGameBusiness®. She is also the founder and the CEO of Outwith Reality an innovative company focussed on preserving cultural heritage through LiDAR and drone scanning sites to create immersive VR experiences. She is a Women in Games Ambassador and frequent collaborator running WIGJ Twitch. She has presented her research and practice at several international industry and academic conferences including GDC, Devcom and DiGRA. Also having given three keynote speeches, the most prestigious of which was the (United Nations) ONU Mujeres Women in Games Mexico Jam Conference.

Dr Damian Gałuszka – sociologist interested in socio-technological phenomena, with particular focus on digital solutions (video games, VR, AI, automation). Graduate of the AGH University of Science and Technology, the Jagiellonian University, and a member of the Collegium Invisibile association. Assistant professor at the Faculty of Humanities at AGH and collaborator of the EduVRLab laboratory. Participant of numerous conferences – both in Poland and internationally. Author of several dozen academic publications, including pioneering monographs (Video Games in the Family Environment… and A Virtual Autumn of Life… – available for free at www.grywrodzinie.pl). Co-organizer of various events, including academic conferences, public discussions, and workshops. Recognized for his achievements with awards from, among others, the Ministry of Education and the Polish Sociological Association.

Marcin Sobczak is a Warsaw-based sound designer with over a decade of experience in the field. Currently makes noises at Romero Games for a new FPS, working with some game dev legends (yu-pi-ka-yey!!!!). Marcin is a connoisseur of huge explosions, meaty weapons and impactful creatures, feeling at home working on action games and shooters. Throughout his career, Marcin has contributed to notable titles such as Evil West, Outriders, Nobody Wants To Die and many more.

Iavor Pachovski is a composer, keen gamer and audio nerd. Working in the field of production music for about 8 years on games such as „Clunky Hero”, „Marko: Beyond Brave”, „Oceanliner Designs: Grand Voyage”, „Revive & Prosper” and participated in the production stage of projects like „Darksiders Genesis”, „FrostPunk” and „The Witcher (series)”. Passionate about experimenting with different sound and instruments.

Jan Valta (1977) is a composer, arranger, orchestrator, conductor and violinist. He graduated from Conservatory in Teplice and Academy of Performing Arts in Prague. He is best known for soundtracks to Kingdom Come: Deliverance (2018) and Kingdom Come: Deliverance II (2025). These games were made by Warhorse Studios led by creative director Daniel Vávra, and up to this date they sold over 10M copies world-wide. Music from both games have also been performed in numerous concerts. Based on these performances, Jan won two OSA Awards (OSA is Czech Author’s Rights Society) in 2024: for most successful classical work and most successful classical composer. Besides for his co-operation with Warhorse Studios, Jan also scored i.e. the film Zbojník (Outlaw, 2023), two TV series, orchestrated scores for many projects (films, music libraries projects etc.) and created around 1000 arrangements of various genres and line-ups. As a violinist, during his studies Jan became a member of the Czech Philharmonic for two seasons. Since 1998 he’s a member of the Herold Quartet, a classical ensemble which toured about 20 countries. Jan is currently working on another unannounced project developed by Warhorse Studios.

In the game industry since 2006. Started out as a vehicle recordist and sound designer, and have worked on games like the Just Cause series, Mad Max, Battlefield V and many more. Today I run the audio outsourcing company Pole Position Production that do sound design, recordings, code, implementing and music for any kind of games. Our most recent credits are „Indiana Jones and the Great Circle”, „Star Wars Outlaws” and „Split Fiction”.

My name is Henry Scott. I am a Technical Audio Designer at Remedy Entertainment and have been here for 3 years now. I have worked on both Alan Wake 2 and its two DLC expansions, Nightsprings and The Lake House. My day to day involves working with both our sound designers and our composer Petri Alanko on both implementing our audio content, but also designing how it should be experienced by our players. Thinking about how audio interacts with gameplay is what I love most about what I do. Before Remedy, I worked as a sound designer for a small indie title called Unspottable, but also worked as an online educator focusing on making tutorials through my YouTube channel, ScottGameSounds, that teach technical audio skills to creatives looking to learn about Unity, Unreal, FMOD or Wwise.