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ABOUT GDC  

|   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
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.
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Louis Castle
SHFL Entertainment
Louis is the chief strategy officer of SHFL entertainment. Louis was formerly vice president of studios for Zynga, CEO of InstantAction (an IAC company), co-founder of Westwood Studios, and vice president of creative development at Electronic Arts Los Angeles. In his role of CSO for SHFL, Louis oversees all of SHFL's worldwide R&D and closely manages its new iGaming segment, which offers B2B social casino games and real money gaming products to over 3000 casino customers. As part of the EA management team, Louis helped direct EALA's programming, artwork, audio, and research & development departments, and contributed 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 an executive producer, creative director, technical director, programmer, and artist to over 100 games created by Westwood and EA over 23 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.
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Halldor Fannar
CCP
Halldor joined CCP in 2005 as CTO, bringing nearly a decade of experience in various software engineering and programming roles at Atari/Midway, 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. His commitment to improving the development process at CCP and drive for innovation is evident with the continued success of EVE Online and the creation of DUST 514. Halldor holds a B.Sc. degree in Theoretical Physics from the University of Iceland.
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Laura Fryer
Epic Games
Laura Fryer leads Epic Games' new Seattle studio, a driving force in the development of Unreal Engine 4, winner of multiple Best of E3 2012 awards. Prior to joining Epic, Laura served four years as vice president and general manager of WB Games Seattle, where she oversaw game development for Seattle area studios, including Monolith Productions and Snowblind Studios. Laura joined Microsoft Game Studios in 1995, and was executive producer for Gears of War and Gears of War 2. As a producer, she conceived and produced Microsoft's first release of Zone.com, and shipped numerous games, including the classic Crimson Skies and Fighter Ace (Microsoft's first MMO). Laura also served as director of the Xbox Advanced Technology Group and was a founding member of the Xbox project, where she cultivated worldwide Xbox Developer Support, launched XNA, created the Xbox Advisory Board, and ran Xbox game developer events around the world. Laura was honored as one of The Hollywood Reporter's "Top 12 Most Influential Women in Gaming," 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, extreme gardening, and hiking with her dogs.
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Clint Hocking
Valve
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 he worked as a creative director at LucasArts. He is currently working as a designer at Valve in Seattle.

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 www.clicknothing.com.
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Rob Pardo
Blizzard Entertainment
As the chief creative officer of Blizzard Entertainment, Inc., Rob Pardo is dedicated to ensuring that each Blizzard Entertainment title offers players the epic entertainment experience on which the company has built its reputation. 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. Pardo can also be heard as a keynote speaker or lecturer at prestigious industry events, including the Game Developers Conference, the D.I.C.E. Summit, and TED conferences. In his current role, he provides overarching creative direction for World of Warcraft and leads a group of highly experienced development teams working on upcoming projects, including Blizzard's unannounced next-gen MMO project. Recent Blizzard Entertainment titles to reach players under his leadership include StarCraft II: Wings of Liberty, Diablo III, and all of World of Warcraft's record-setting expansion sets, including Mists of Pandaria. Pardo also provides game design oversight and mentorship on all Blizzard games.
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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.

Cultivating an early fascination with fanzines, technology, pop-culture, and entertainment led to her first job at Spike Wireless. When she relocated at age 18 from native Australia to the UK, Siobhan entered the games industry as a production assistant at Perfect Entertainment on DiscWorld Noir. By 1999 she had joined Criterion Games as producer, 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, to work alongside directors Mark Healey, Alex Evans, Dave Smith, Kareem Ettouney, and Chris Lee. Together, the small studio would go on to do big things, including winning dozens of awards for LittleBigPlanet 1 and 2.

In 2011, Media Molecule took the step to being a 2 project studio. The first of these was announced in 2012: it is the studios first Vita project, Tearaway, and it continues Media Molecule's focus on creative gaming and getting people making things. The second project is still secret squirrels.
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Justin Thavirat
Blizzard Entertainment
Justin Thavirat is a senior art director at Blizzard Entertainment and has been working in the video game industry since 1994. Justin got his start in games 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 enjoyed contributing game art, concept art, cinematic art, and marketing illustrations for many of Blizzard's games in the Warcraft, StarCraft, Diablo, and World of Warcraft series. Most recently Justin was lead artist on World of Warcraft, art director on World of Warcraft: The Burning Crusade, and is currently art directing Blizzard's unannounced massively multiplayer online game. In recent years, Justin enjoys collaborating with art schools and instructors in developing their curriculums for the next generation of game developers and artists.
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Alan Yu
ngmoco:)
Alan was a founder of ngmoco:). As the company's liaison to the creative community, his responsibilities included 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 is currently working on a new start up.
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Chris Butcher
Bungie
Chris is an engineering lead at Bungie, where he is responsible for technical vision and systems engineering. Currently, he is working on a new IP project as a principal architect of Bungie's next-generation game engine.

In his thirteen 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 beyond. He holds a Master of Science in Computer Graphics from the University of Otago in New Zealand.
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Mark Cerny
Cerny Games Inc.
Mark Cerny is a true veteran of the video game industry, known both for the success of the titles to which he has contributed, and the variety of roles that he has performed on them. During a career spanning over thirty years, Mark has worked as game designer, programmer, producer, and director in arcade games and console games in the U.S. and Japan.

He designed and programmed Marble Madness (1984) 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 the Jak & Daxter and Ratchet & Clank series on PlayStation 2, and the PlayStation 3 titles Resistance: Fall of Man, Resistance II, Uncharted: Drake's Fortune, God of War III, and Killzone 3. 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. In 2010, the Academy of Interactive Arts & Sciences inducted Mark into its Hall of Fame as its 13th member.
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Rod Fergusson
Irrational Games
Rod Fergusson is the executive vice president of Development at Irrational Games, currently overseeing the development of the highly anticipated BioShock Infinite. Rod joined Irrational after seven years with Epic Games, where he led the development of the billion dollar Gears of War franchise. Prior to Epic, Rod had a 10-year career with Microsoft, which included seven years as a producer with Microsoft Game Studios.
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Jeff Hanna
Volition, Inc.
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 senior technical artist for Deep Silver 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 Tech-Artists.org. 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.
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Soren Johnson
 
Soren Johnson is a game designer and programmer. He was recently a design director at Zynga, working on browser-based gaming. Previously, he worked at EA2D as lead designer on Dragon Age Legends. Soren joined EA Maxis in 2007 to work on Spore as a lead designer/programmer. Prior to that, he spent seven years at Firaxis where he was the lead designer and AI programmer for Sid Meier's Civilization IV. He also programmed the AI and was co-designer of Civilization III. Soren writes a design column for Game Developer Magazine. He holds a bachelor's degree in History and a master's degree in Computer Science from Stanford University. He writes a design column for Game Developer Magazine and his thoughts on game design can be found at www.designer-notes.com.
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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).
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Adam Saltsman
Semi Secret Software
Adam 'Atomic' Saltsman co-founded the independent iOS developer and publisher Semi Secret Software in 2008, where he art directed Wurdle, created Canabalt, and helped design their latest game, Hundreds. In 2012, the Museum of Modern Art in New York City acquired Canabalt alongside Tetris, Pac-Man, SimCity, and other classics as part of their permanent collection. Adam also directs Last Chance Media, creators of The Hunger Games: Girl on Fire, Old Spice: Dikembe Mutumbo's 4 1/2 Weeks to Save the World, the Steam player for Indie Game: The Movie, and the claustrophobic survival game Capsule.

Besides serving on the GDC Advisory Board and maintaining and distributing Flixel, a Flash game development library, Adam also works with IGF Chairman Brandon Boyer to organize Juegos Rancheros, an indie gaming collective, as well as the annual Fantastic Arcade event. Adam lives and works in Austin, Texas, with his wife, son, and two pug dogs.
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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 15 years 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. 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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Mike Capps
 
Dr. Michael Capps has been a game designer, executive producer, lead programmer, and studio executive. He's best known for his decade as the president of Epic Games, makers of the mega-hit Gears of War and Infinity Blade franchises and the award-winning Unreal Engine. Michael currently serves on the boards of the Academy of Interactive Arts and Sciences (AIAS), the Entertainment Software Association (ESA), the Entertainment Software Ratings Board (ESRB) and the Game Developers Conference (GDC). Michael also serves as a member of Governor Beverly Perdue's North Carolina Innovation Council as well as Change the Equation, a non-profit, non-partisan CEO-led initiative to drive innovation in science, technology, engineering, and math (STEM) education. Michael was named 2009 Technology Executive of the Year by the North Carolina Technology Association (NCTA) and is listed in Game Developer magazine's Game Developer 50, which recognizes significant contributors to the game industry. Prior to entering the games industry, Michael served on the faculty of the Naval Postgraduate School.
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Chris Charla
Microsoft Studios
Chris Charla is portfolio director for Connected Experiences at Microsoft Studios. In that role he helps shape Microsoft's first-party digital games portfolio, working with external and internal teams to maximize awesomeness for players and developers alike. Prior to joining Microsoft, he was VP of business development at Foundation 9 Entertainment, having earned a battlefield promotion to suit, after many years in the trenches as a designer and producer working 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 IGN.com.
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Dan Fiden
Signia Ventures
Dan Fiden is a general partner at Signia Venture Partners, a venture fund founded by Playdom and Funzio founding investor Rick Thompson. Dan served as interim CEO of Wild Needle (sold to Zynga) and Playchemy (sold to Iddiction) and is a board director at Kihon Games, Idle Games, and Super Evil Megacorp. Previously Dan was general manager of the San Francisco studio of Playfish, a social game developer that was acquired by Electronic Arts. Prior to joining Playfish, Dan was Director of Game Development at Electronic Arts' Pogo division. He also served as Creative Director at Emmy-nominated trans-media startup Spiderdance and at WMS Gaming, a leading developer and manufacturer of casino gaming devices. He began his career in the game business at Jellyvision, serving as Creative Director on the You Don't Know Jack series of games.
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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.
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Julien Merceron
Square Enix
Julien started developing on the Atari Jaguar in 1993 at Shen Technologies in Paris. He then joined Ubisoft Entertainment in 1994, working on Rayman (Jaguar and PlayStation), Pod (PC and M2), and as lead programmer on Tonic Trouble for the Nintendo 64. After having focused on Rayman 2, 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 part in studio creation and organization, technology, production pipeline design, multi-platform strategy, and AAA features integration for franchises such as Splinter Cell and Prince of Persia. He also took responsibility for middleware and development strategy, communication and cooperation strategy, and hardware manufacturer and middleware relations. Julien is fond of hardware architectures, gaming technologies, and algorithms - he loves designing engine features and production pipelines.

At the end of 2005, after having worked extensively on Next Generation strategy around Ghost Recon and Assassin's Creed, Julien pursued his career at Eidos. He started to serve as worldwide CTO, working on the technologies behind franchises such as Hitman, Tomb Raider, and Deus Ex, as well as initiating Eidos Montreal and Eidos Shanghai. Since 2010, Julien has become worldwide technology director for Square Enix Group, and now collaborates with the teams working on franchises such as Final Fantasy, Kingdom Hearts, and Dragon Quest.
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Dave Ranyard
SCE London Studio
Dave is the studio director of Sony's London Studio, famous for award-winning titles such as SingStar, EyeToy, EyePet, and more recently, Wonderbook: Book of Spells. After graduating with his PhD in Artificial Intelligence, Dave started out as an artificial intelligence programmer at Psygnosis' Leeds Studio. He later moved to Sony Computer Entertainment Entertainment's London Studio, where he has had a variety of roles, including audio programmer, audio manager, creative services manager, and game director, before taking up the mantle of studio director in 2012. Under Dave's direction, London Studio will be expanding the Wonderbook portfolio with new and exciting releases coming in 2013, helping PlayStation3 to reach a fresh new family audience in the seventh year of its lifecycle.

Dave is a keen musician who has written and produced many records over the past 20 years, and has played numerous gigs all over the world as a musician or DJ.
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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.
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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. As such, he oversees and serves as the writer on the studio's latest title, an original intellectual property developed for next-generation hardware.

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.

GDC AUDIO ADVISORY BOARD

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Scott Selfon
Microsoft
Scott Selfon is a senior development lead in Microsoft's 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, sound designers, audio programmers, and game designers with technical and creative challenges in developing sound for games. As the principal violist of the Puget Sound Symphony Orchestra in Seattle, Scott has also composed music for a wide range of media, including film, television, games, and live performance. Scott is a member of the Seattle Composers Alliance and is on the advisory board of the Game Audio Network Guild (G.A.N.G.). As an educator, Scott is a faculty member of both the Pacific Northwest Film Scoring Program and the University of Southern California, has coordinated and lectured at the Game Developers Conference's Audio Boot Camp tutorial sessions for more than a decade, and has spoken at 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.
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Chance Thomas
HUGEsound.com
Chance Thomas creates original music for mainstream video games and films. Specialties include epic fantasy, science fiction, and action/adventure.

Credits include top IPs like LORD OF THE RINGS, MARVEL, AVATAR, KING KONG, and STAR WARS. Track record shows billions of dollars in game and film sales worldwide, plus prestigious artistic honors including an Oscar, an Emmy, and other industry awards and nominations.

Chance produced one of the first live orchestral scores in gaming and pioneered adaptive composition mapping (Quest for Glory V, Left Behind). His scores blend live orchestra with electronic elements. Voices and rare acoustic instruments bring added color and texture.

Chance is a passionate advocate for game music. He led the movement which brought game music into the Grammy Awards, and helped found the Game Audio Network Guild. He speaks regularly at Universities, music schools and industry events on game music production and business topics. He serves on the Board of Directors for G.A.N.G.
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Kenneth Young
Media Molecule
Kenny joined Media Molecule in 2007 to set up their audio department and make LittleBigPlanet sound awesome. He is currently the head of audio and responsible for the audio experience in all of their games.

Prior to Media Molecule, Kenny worked as a sound designer in the busy centralized audio department of Sony's London Studio, where he helped ship over ten games in a wide variety of genres on numerous platforms, and worked on countless other third party and unreleased titles. Any rumors surrounding Sony's purchase of Media Molecule being driven by their desire to get Kenny back are totally unfounded and probably untrue.

An award-winning audio designer, composer, and writer, Kenny is a passionate and committed member of the game audio community. In addition to helping put together the audio track at the GDC, he is a G.A.N.G. IESD co-chair, speaks regularly at conferences and higher education institutions, assists in judging awards categories, contributes to books and articles, and runs the blog gamesound.org, primarily as a resource for those who wish to learn more about interactive audio. He holds an MA in Sound Design (with distinction) from Bournemouth University and a BMus with Honors in Music Technology from the University of Edinburgh.

You can find Kenny on Twitter @kcmyoung
 
 

GDC ADVISORY BOARD EMERITUS

  • Carey Chico
  • Doug Church
    Valve
  • Mark DeLoura
    THQ
  • Jullian Eggebrecht
  • Rob Huebner
    Nihilistic Software
  • Noel Llopis
    Snappy Touch
  • Cyrus Lum
  • Masaya Matsuura
  • Ichiro Otobe
    Square Enix Co., Ltd.
  • Dave Perry
    Gaikai.com
  • Bob Rafei
    Big Red Button Entertainment
  • Steve Reid
    Red Storm Entertainment
  • Paul Steed
    Exigent
  • Tommy Tallarico
    Tommy Tallarico Studios

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