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Caio Miguel Jiacomini is a video game sound designer and audio developer. Comfortable with the whole game audio pipeline, he has worked doing everything from creative sound design to audio programming for several titles, from indie to AAA. He has been a gamer since he got a PlayStation One for Christmas as a child, falling in love with the profound impact that audio has on a game’s emotional experience.
He currently works at thatgamecompany as an Audio Designer on Sky: Children of the Light, creating a wide range of sound effects for the game and developing internal systems and tools for the audio team. On top of that, he’s also an Assistant Professor at Berklee College of Music, teaching game audio courses.
Previously, he worked at Psyonix designing and implementing sound effects for Rocket League and even developed proprietary audio software for the game. Beyond that, he has worked with teams of all shapes and sizes as a freelancer, both as a contractor within larger studios to help them meet their milestones, as well as collaborating with indie developers to help them build their entire audio vision from scratch.
Caio was born in São Paulo, Brazil, where he started studying music at the age of ten with an acoustic guitar handcrafted by his grandfather. In 2017, he moved to the United States to pursue a Bachelor's degree from Berklee College of Music in Boston, where he still lives.
He also develops his own synthesizers and audio tools for fun. When he's not being a massive audio nerd, Caio likes to sit outside with a good book while watching over the packs of menacing geese that roam the streets of Boston.
- Bringing Clarity To Your Audio Mix
It's a me!
- Axes of Management
- Debugging Techniques: Stuff You've Forgotten is Acquired Knowledge
Chris has been making games for more than 25 years, including early career at EA Los Angeles, the start-up that became PopCap San Francisco, and an early hit iPhone game. His primary focus has been establishing several game development communities beginning in 2004. He currently operates DevPods.gg as his main work since 2015. He's taught game development at Georgia Tech and Northeastern, in addition to independent video courses on game programming fundamentals used by 400,000 students and a top selling course on solo / small team production methodology.
- 15 Principles for Project-Based Game Development Learning
Chris has been in the software industry for a very long time, developing games, educational simulations, and web applications.
- Why You Should Still Learn To Code
I'm a Gameplay Engineer working on interactive simulations and game based education. In my off time I research and develop games for entertainment with a focus on 3rd person character combat.
- Visceral Combat Design for 3rd Person Melee Combat
Developer at Daylight Basement Studio. Check out my game rbagame.com
- Composer/Developer Collaboration
Creath Carter is a veteran Game Developer and Technical Artist based in the Pioneer Valley in Western Massachusetts. With a deep understanding of the history of game art pipelines, game engines, and software packages, Creath spends his time managing client projects, independent game development, organizing the Pioneer Valley Game Developers, and training feral cats for the resistance.
- Current State of Generative AI
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Elliott Mitchell is an XR developer, volumetric filmmaker, and founder of Vermont Digital Arts. His work spans immersive VR installations, AR experiences, and award-winning volumetric films presented at festivals including Sundance, Tribeca, and Venice. As a technical director and creative technologist, he collaborates with artists, filmmakers, and studios to build innovative multiplatform XR experiences that bridge storytelling, games, and interactive art.
- XR in Transition: A Developer Roundtable
Curious composer for multimedia, with a primary interest in folk and live instruments. Currently writing for Daylight Basement Studios, Rust LTD, and ESPN.
- Composer/Developer Collaboration
Jenna Hoffstein is a game design leader with nearly 20 years of experience across videogames, toys, and tabletop games. Most recently she led a Game Design team at Hasbro, guiding a portfolio of 75+ annual board game titles across brands including Monopoly, Clue, and Avalon Hill while championing design excellence and innovation. She is passionate about understanding the many ways people experience play and building the systems that help creative teams do their best work.
- Why “Fun” Is a Terrible Design Goal
By day, Joseph Hill works with longtime collaborator Miguel de Icaza at Xibbon, where they’re bringing the Godot engine to iPad and iPhone through Xogot, a native iOS port designed to make mobile game development with Godot more accessible. Prior to Xibbon, Joseph joined Miguel in co-founding Xamarin, where they brought C# to mobile platforms and helped enable C# support in several game engines along the way.
Joseph is also an active community organizer. He co-founded BoGo, the Boston Godot developers group, and helped organize GodotCon Boston, the first GodotCon held in North America.
- Going Mobile with Godot
Justin got his first job after college in programming after graduating with a Psych degree in 1998. He had no idea how useful the degree would end up being for the rest of his career. After working in embedded systems, real-time frontend browser software, and multi-tenant cloud service architecture processing millions of records a second, Justin recently left the software management career track to learn game programming, easily the most challenging environment he has coded in.
- The Joys and Sorrows of Pair Programming with LLMs in Unreal
Kristen brings 10+ years of experience and a whole lot of humor & empathy to video game production. An expert relationship builder & communicator, Kristen is passionate about building & sustaining healthy teams through psychological safety & clear expectations. Having worked in PC, console, mobile, & web, hands-on development, outsourcing & licensing, start-ups & Fortune 500 companies, Kristen draws from a wide set of experiences when problem solving, including 5+ years of leading teams.
- Watch on Sunday, Release on Friday: How we ran a week-long content pipeline with Game of Thrones Ascent
Matthew Shifrin is a leading voice in revolutionizing the world of entertainment for blind children and adults. As founder and CEO of Bricks for the Blind, a nonprofit creating text-based instructions that enable blind people to build LEGO sets independently, he's committed to making the world of LEGO accessible to disabled children.
Matthew’s innovation and advocacy began at age 13 when a family friends gift of text-based LEGO instructions sparked his desire to share the joy of building LEGO sets with other blind kids. So he founded Bricks for the Blind, and established a partnership with LEGO resulting in their Accessible Building Instructions Initiative. Matthew’s nonprofit has created accessible instructions for over 460 LEGO sets, and instructions have been downloaded more than 20,000 times by builders from over more than 120 countries. He teaches LEGO-building workshops for blind people across the country, and runs robotics programs for blind children.
An accomplished musician with degrees from the New England Conservatory, Matthew earned top honors showcasing his talents as an accordionist, composer, and countertenor.
He’s written multiple musicals, and his most recent one, My Grandma’s Mind Is Like An Ocean, a one-man musical in English and Yiddish won the award for Best Musical at NYC’s United Solo Theatre Festival on Theatre Row.
He wrote and hosted the award-winning podcast "Blind Guy Travels”, which premiered at the Tribeca Film Festival, and was the first podcast on a major podcasting network, (Radiotopia) to feature a blind host. He also convinced a braille-making company to create Yiddish Braille. Matthew hopes that his advocacy will inspire blind people to use their creativity to make the world a more accessible place.
- Accessibility in Gaming
Michael Carriere is the founder and Creative Director of Zapdot, a software development studio that has specialized in educational and training games for over 17 years. His work bridges technology, storytelling, and learning to create engaging, purposeful digital experiences.
Michael is passionate about building and employing tools that empower users and has collaborated with educators, non-profits, and enterprise teams to make learning more interactive.
- You want to start a game studio? Are you sure about that?
Former Dev Lead @ Genpop Interactive working on the action MOBA SLIMECORE.
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New dad.
Senior Software Engineer at Skymap Games.
Masters in Computer Science.
Some previous credits: JETT: The Far Shore, Guildlings, Knockout City, Bitlife.
- Prototyping: Cut to the Fun
I am an award-winning Animator and Character Technical Director with 30+ years in games, movies, and television. I’ve led teams, built character pipelines, and developed tools and systems that bring characters to life while bridging the gap between art and engineering.
I’ve worked as an animator, director, technical director, and engineer across dozens of productions, with credits including Call of Duty, Stronghold, Sam & Max, Terra Nova, and Snow White and the Huntsman, among many others.
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I've released 150+ open source projects on GitHub, I've won awards for Best in VR and Best of Accessibility at the 2020 MIT Reality Hack, I run the Purple Monkey Game Jam and a Global Game Jam site, given talks at Boston Game Dev meetups, a workshop at GodotCon Boston, and I just released my first game for mobile platforms called Flip Jacks.
- How to build a rhythm game in (almost) every game engine
I am an Associate Professor in the Khoury College of Computer Sciences at Northeastern University, and I earned my PhD in Computer Science and Engineering at the University of Washington. My work focuses on video games, procedural content generation, citizen science, and crowdsourcing. I am co-creator of Foldit, a video game that has allowed players to contribute to scientific research in biochemistry. I have previously worked at Square Enix, Electronic Arts, and Pixar Animation Studios, and as the Creative Director of the Center for Game Science.
- Building a Roguelike and More Games with a Visual Tile Rewrite Language
Zalika Corbett is a computer programmer, manager, video editor, Blender enthusiast, and accessibility specialist. She is also a life-long gamer.
Professionally, she has managed and coded interactive museum exhibits as well as edited broadcast documentaries and short films. Zalika is currently Technical Director + Lead Programmer at Winikur Productions where she incorporates lessons from her game development background into the world of museums.
- Blender!
- Accessibility in Gaming