Principal Program Manager
Xbox Gaming for Everyone
Carlos moved from Madden NFL at Electronic Arts to Senior Producer of Destiny 2 at Bungie to Executive Producer of Forza Horizon at Turn 10. With experience from some of gaming’s biggest franchises Carlos shares insights from these roles and his current position as Principal Program Manager for Product Led Inclusivity, Xbox Gaming for Everyone. Hear how he’s working to ensure diversity and inclusion for all of Xbox Studio’s development projects, even during the move to remote teams.
Senior Project Manager
Wizards of the Coast
At the legendary game company behind games such as Magic: The Gathering, Pokémon, and Dungeons and Dragons Allie addresses challenges facing a modern game developer today, going from development to e-sport, events and marketing. She covers the importance of aligning a company towards the same goals and the benefits of using Favro to solve those challenges.
From Senior Producer of Eve Online at CCP to Senior Producer of both Star Wars Battlefront and FIFA at Electronic Arts to her current role at Bonfire Studios, Sigurlína shares experiences and insights from her time at the forefront of AAA game development and cover topics such as the challenge of finding methods and tools that work with both small and very large development teams and how to scale a team from small into large.
As an experienced Game Producer with over 16 years of game development experience from Iron Lore to Harmonix to Unknown Worlds Michael talks about his early days developing Titan Quest with Iron Lore and his entire 13 plus year run with Harmonix through the peak of the Rock Band craze. He provides valuable insights on remote and distributed work. You don’t want to miss the difference between “hunting” (co-located) vs. fishing (remote and distributed).
Investor & Strategic Advisor
With experience being the production driving force behind two iconic games: EVE Online at CCP and League of Legends at Riot Games, Alli shares his view on how game industry business models and production practices have changed and how Favro organically spread at Riot Games from marketing teams to game production pods to esports to publishing and why it's uniquely suited to game development.
P. von Bergen AB
Patrik provide services focusing on implementing agile go to market methods, aligning business objectives and he helps organizations take control of their marketing technology stack. Tackling the ongoing change in B2B sales and marketing will prove to be increasingly important. To help, Patrik has developed a toolkit, combining 25 years of sales and marketing experience, in both start-ups and mature businesses, passion for agile work method and his never ending interest in martech.
Co-founder & President
Daniel has two decades of experience with programming, game/tools design, distributed team building, production, and marketing. While still finishing high school in Sweden, he landed a job at NASA Ames research center in the Bay Area, working on spacecraft docking simulations. He has since built and led game development teams distributed with members in ten countries on four continents, before co-founding Atomontage Inc. in 2017.
Entrepreneur & Investor
As an early pioneer of the Finnish game industry Samuli started his career in 1995 by co-founding Remedy Entertainment. Since then, he has co-founded six other game studios and Sisu Game Ventures; an investment company focused on the Nordic game industry with 51 portfolio companies. Here he shares his experiences in the early days of Remedy Entertainment, including the original name of Max Payne. He also talks about what it takes to become a successful modern game studio in today’s constantly changing market.
Niko has spent her career building processes that empower teams to own their creative decisions. A former game producer at thatgamecompany on Sky: Children of the Light and Riot Games in R&D and on League of Legends' Champions, she recently joined Mindshow to make 3D animation more Agile. Listen as she shares her experiences working on one of the world’s biggest games at Riot Games, where she built up her Agile expertise and how she brought order to the chaos at thatgamecompany.
Director of Project Management
From Command & Conquer at Electronic Arts to the rise of FarmVille at Zynga to his current role producing blockbuster mobile games, Matt has experience in how to manage the multitude of complexities and disciplines necessary to build a creative experience. He covers how the ideal of small autonomous, cross-functional pods are supported with a single tool that keeps them aligned to the overall game vision despite all having unique workflows.
Garage Beer Co.
Kyle is the former head of Lifecycle Marketing for FoxNext Games, and current Operations Manager for Garage Beer Co. An ardent supporter of efficiency, open communication, and cutting out the middle man, watch as he talks about his transition from game development to working for a fast-growing Barcelona brewery startup. Who knew you could make brewing beer more Agile!
AR & VR Expert
Being in the vanguard of immersive technology Tarrah addresses how to deal with the uncertainty and the unknowns inherent in groundbreaking AR & VR technology platform development and the journey to find the unique process and tool combination to manage a self-contained, multifunction studio pushing the envelope of immersive technology within a much larger organization.
Whether at Electronic Arts, Riot Games, or creating mobile experiences for one of the world’s most compelling movie IPs, Jonathan approaches game production as both an academic and a pragmatist. He shares creative solutions to today’s game development challenges such as how outcome-driven development and a studio-wide agile mindset vastly change the ways teams work and the flexible tools necessary to support them.