Arnaud BRICHE
Unity Software
{"Filter":"Technical","FilterValue":"Technical","Name":"Arnaud BRICHE","company":"Unity Software","Image":"https:\/\/content.gdsession.com\/2025\/10\/FD428262-3A43-0A6B-1845-55C6D8199A10.png","titles":"Assassin's Creed: Nexus VR","TalkName":"Thread Lightly: Parallelizing Gameplay and Tools with the Job System","TalkDescription":"Learn how to leverage Unity\u2019s Job System outside ECS, from Editor baking to runtime logic. \r\nThis talk explores how to integrate parallelism into your existing workflows without adopting the full DOTS stack. We\u2019ll look at practical examples like baking static data and iterating through it, showing how Jobs can speed up editor-time, build-time and runtime operations while keeping your project structure clean, modular, and scalable.","description":"Senior Partner Engineer at Unity, empowering developers to maximize engine potential through technical guidance and optimization strategies. Previously Senior Gameplay Engineer at Ubisoft developing core parkour mechanics and VR interactions for the award-winning Assassin's Creed Nexus VR (Meta Quest Game of the Year 2023). Active gamejam mentor and performance optimization enthusiast, bridging technical excellence with community growth across C# and C++ development.","jobTitle":"Senior Partner Engineer","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}
{"Filter":"Art","FilterValue":"Art\/Audio","Name":"Adam Sporka","company":"Embody","Image":"https:\/\/content.gdsession.com\/2025\/11\/CBC5C957-DDFD-053E-F49B-38F3C894B91C.jpg","titles":"Kingdom Come: Deliverance I, II","TalkName":"The Essentials of Procedural Game Audio","TalkDescription":"You can sculpt sounds at the sample level! This session explores how designing custom synthesizers introduces creative constraints that foster originality. We\u2019ll cover the principles of coding audio generators and demonstrate how they can respond directly to gameplay parameters\u2014such as player speed, item state, or environmental cues. The underlying logic can be integrated into middleware like Wwise or FMOD, ensuring your game\u2019s audio remains distinctive, cohesive, and highly scalable.","description":"Adam Sporka is a game audio researcher, developer, and educator, specializing in interactive music and sound. He composed for Kingdom Come: Deliverance I & II, served as KCD II\u2019s technical music director, and created the Sequence Music Engine which handled the music in the games. He is a principal engineer at Embody, a spatial audio technology start-up. Adam also teaches game audio at University of California, Santa Cruz and holds a Ph.D. in HCI. You can reach him at Twitter @adam_sporka.","jobTitle":"Principal Engineer","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}
{"Filter":"Art","FilterValue":"Art\/Audio","Name":"Dominik Regec","company":"Hangar 13","Image":"https:\/\/content.gdsession.com\/2025\/11\/17C72B63-1082-7481-36BD-11744B9444E2.jpg","titles":"MAFIA III, MAFIA: DE, MAFIA: The Old Country","TalkName":"Mafia: The Old Country: World & Biomes","TalkDescription":"In this session, Hangar 13 showcases how they created early 20th century Sicily nature through detailed landscapes and biomes in Mafia: The Old Country.\r\nWe will go through how the creation of the world proceeded through project lifetime. What were the major steps in videogame development from pre-production to finalization phases. Everything is accompanied by example references, images and graphs to help us understand the processes and challenges.","description":"As the Lead Environment Artist at Hangar 13, I am passionate about creating immersive and realistic environments, notably for the acclaimed MAFIA franchise. I have 15+ years of professional practice in 3D graphics, realtime rendering and game development, including 5 years of work experience in the USA.\r\nDuring my career I went through various art & tech-art disciplines: creation of props, vehicles, buildings, production of game city districts, mission set-pieces and even whole game worlds.","jobTitle":"Lead Environment Artist","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}
Jonathan Court
Grip Studios
{"Filter":"Business","FilterValue":"Business","Name":"Jonathan Court","company":"Grip Studios","Image":"https:\/\/content.gdsession.com\/2025\/11\/AA7D8C04-8A97-B11E-2CEB-9479FFF219D9.png","titles":"Alien Isolation, Halo Wars 2, Bob's Bad Day: Amiga","TalkName":"How To Keep Your Project On Course When Plans Fall Apart","TalkDescription":"Every game starts with a vision \u2014 but the path from concept to launch is never straightforward.\nJoin Jonathan Court, Executive Producer at GRIP Studios, as he shares how to keep a project on course when plans fall apart. Learn how planning becomes a creative tool to adapt, anticipate change, and still deliver something extraordinary.\nPacked with real examples and hard-earned insights, this talk reveals what it takes to guide teams through chaos to success.","description":"BAFTA-winning producer Jonathan Court is a veteran game development leader with decades of experience delivering award-winning AAA titles across multiple genres and platforms. He has overseen more than 20 releases, including Alien: Isolation, Halo Wars 2, Spartan: Total Warrior, and Hyenas. Jonathan is currently Executive Producer at GRIP Studios, leading an unannounced project.","jobTitle":"Executive Producer","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}
Jiří Vašica
Perun Creative
{"Filter":"Technical","FilterValue":"Technical","Name":"Ji\u0159\u00ed Va\u0161ica","company":"Perun Creative","Image":"https:\/\/content.gdsession.com\/2025\/11\/13FCEDEF-9507-12C9-0567-B1B2063AE1BE.jpg","titles":"Hobo: Tough Life, Kvark, Kromlech","TalkName":"Going from indie hell to AA chaos","TalkDescription":"What happens when a small indie team suddenly decides to \u201clevel up\u201d? This talk dives into our journey from a 4-person indie studio to nearly 30 developers, switching from Unity to Unreal, and from pure creative freedom to full-blown production chaos. I\u2019ll share what worked, what didn\u2019t, and what we wish we knew before taking the leap from indie to AA development.","description":"Ji\u0159\u00ed Va\u0161ica is co-founder and CEO of Perun Creative. Worked as the producer and lead programmer of the award-winning game Hobo: Tough Life. Currently is working on the upcoming next-gen game Kromlech.","jobTitle":"CEO","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}
Tomáš Hoffman
Grip Studios
{"Filter":"Technical","FilterValue":"Technical","Name":"Tom\u00e1\u0161 Hoffman","company":"Grip Studios","Image":"https:\/\/content.gdsession.com\/2025\/11\/39ED369F-1635-3BC4-2253-E4D662EA68FA.png","titles":"Firefighting Simulator: Ignite, ATS, ETS2","TalkName":"10 Useful Tips for Porting Your Game","TalkDescription":"Making your game multi-platform by porting to consoles and online storefronts is a great way to reach a wider audience. Without proper preparation, however, the process can quickly become expensive, confusing, and time-consuming. Tom\u00e1\u0161 shares practical advice for a smoother porting journey, from engineering insights like managing crossplay, to production tips that help your team navigate platform requirements with confidence.","description":"With more than six years in game development, Tom\u00e1\u0161 has built his career around solving complex technical challenges in simulation games. On his last project, Firefighting Simulator: Ignite, he led the porting to PS5 and Xbox Series X\/S and now works as a Technical Producer at Grip Studios on an upcoming, unannounced title.","jobTitle":"Technical Producer","TalkLanguage":"English","TalkHall":null,"AllSpeakers":""}