Aurelie Le Chevalier
Aurelie Le Chevalier is a gameplay programmer at Ubisoft Montreal. She has worked in AI, UI, and Gameplay on the games 'Rainbow Six', 'Child of Light', 'Shape Up', and 'For Honor'.
She is interested in data-driven gameplay systems as a means to increase productivity and creativity on medium to large scale production teams. She loves teaching, especially math and computer science in the context of video game development.
As a hobby, she beats up people with foam swords and wins all the trollball tournaments.
In her 20 years as a video game artist she has racked up an impressive list of AAA credits. Her creatures and characters appear in Dragonage:Origins, Unreal Tournament 04, Stormreach: Dungeon & Dragons Online, Civilization IV, Lord of The Rings Online, Fury, Mythos, Warlords: Battlecry and many more.
She was the asia pacific games development consultant for Autodesk, a product specialist for The Foundry, VFX tutor at The Australian Film Television & Radio School and art director at Rocksteady and Bigworld Microforte (now Wargaming.net). Delaney was a finalist for The MCV Woman in Games award for her contribution to games education and as an activist within the industry for LGBTIQA+ people.
Delaney has also worked in film and television, most notably on Carol in Where The Wild Things Are. She is now the art director at Tantalus in Melbourne.
From the start of her career in 1992 at Microprose Software, through senior roles at AOL, Comcast and StoryArc Media, Jen has managed game development, strategy, marketing, business development and partnerships across multiple gaming platforms.
Jen earned a BA in international relations from Johns Hopkins University and an MBA with a concentration in international business from the Columbia Business School. She was named one of the "Game Industry's 100 Most Influential Women" by Next Generation, one of the "Top 20 Women in Games" by Gamasutra, and is a frequently-requested speaker at interactive entertainment industry events.
As the Managing Director of the IGDA Foundation, Jen works to support a more inclusive industry, with the ultimate goal of enabling every person in the world to find joy in games.
Paul Tobin has been a concept artist at Weta Workshop for the last 15 years, and worked across a large variety of titles such as Avatar, Ghost in the Shell, Power Rangers, The Expanse, Shadow of Mordor, the Hobbit trilogy and the Chronicles of Narnia.
He is a co-creator of Weta Workshop’s Giant Killer Robots and outside of the day job, is the creator of White Cloud Worlds and creative director of Industry of Imagination.
Lauren E. Scott is a multi-talented systems designer from the U.S. At the University of California, Santa Cruz, Lauren participated in games research at UCSC’s Expressive Intelligence Studio, contributing to academic games that pushed the boundaries of what games could be. Among the projects she worked on were IGF and IndieCade finalist Prom Week, and DARPA-funded Xylem: The Code of Plants.
After college, Lauren began her first industry job as a game designer at Zynga, working on a small new IP team at the company. There, she made a home in San Francisco, and began involving herself in the local Bay Area games community. Most recently, Lauren worked for two years as a systems designer at Hangar 13, and shipped Mafia III and its three DLCs. She touched many areas of the game’s design and implementation, including economy design, procedural dialogue scripting, and mission design.