Speakers

Adele Khawli
Adele Khawli is a communications and marketing strategist with over 10 years of experience in the animation, VFX, and entertainment industries. With a strong background in both marketing and creative fields, she blends her expertise in design, animation, and technical aspects to create communication strategies that help brands stand out and connect with audiences.
Previously the Head of Marketing at Axis Studios, Adele now collaborates with clients to craft tailored strategies that align marketing efforts with business goals and drive long-term success. She’s passionate about shining a spotlight on the people and processes behind creative projects, ensuring their stories resonate with both clients and audiences.
Adele is also dedicated to advancing diversity in the industry and boosting Scotland’s presence on the global stage. She’s actively involved in Animated Women UK Scotland and serves on the Board of Directors for Animation Scotland.

Ana Waddington
Ana Waddington Bettencourt is a Manager Producer at Super Evil Megacorp, where she leads cross-functional teams across mobile, console, and PC game development.
On TMNT: Splintered Fate, Ana played a key role in aligning narrative, art, audio, and gameplay, working closely with IP owners and stakeholders to help establish and maintain a cohesive creative vision. More recently, she has been leading the effort to bring the game to PC and console platforms.
With over a decade of experience in the games industry, Ana has held leadership roles in production, live operations, and product management at studios including DECA Games and Miniclip. Her work spans internal and external development, multi-platform release management, and leading impactful live ops strategies — always inspired by her passion for games, creative storytelling, and building experiences that players truly connect with.

Anabela Marto
Anabela Marto holds a degree in Computer Engineering, a Master’s degree in Multimedia with a specialization in Technologies, and a PhD in Computer Science with a focus on Computer Graphics. She currently serves as the Coordinator of the Undergraduate Program in Games and Multimedia and as an Adjunct Professor in the Department of Computer Engineering at the School of Technology and Management, Polytechnic University of Leiria (Portugal).
She is also the Deputy Director and a researcher in the Computer Graphics and Multimedia Research team at the Centre for Research in Informatics and Communication (CIIC) at the same institution. Her research primarily focuses on virtual and augmented reality, and she has participated in several funded national and international projects in these fields.
Anabela is a member of the Portuguese Group for Computer Graphics (Eurographics Portuguese Chapter) and currently serves as Secretary of the Portuguese Society of Videogame Sciences (SPCV). She has served on the scientific committee of two editions of the International Conference on Graphics and Interaction (ICGI ’23 and ’24), and was the Conference Chair of the 14th International Conference on Videogame Sciences and Arts in 2024.

Antonio Durão
Founder and CEO @Code.up (first school in Portugal exclusively dedicated to teaching production, programming and game design for young people from 10 years old), CEO Izzi Learning Center, creative AI strategist, game design teacher since 2018.
Currently actively working with some countries in the area of education and gamification. Through the IZZI Learning Center, we are producing 2 gamified platforms that will be launched later this year. One dedicated to teaching from 1st to 12th grade, and another dedicated to youth entrepreneurship. Both “powered by AI” and with disruptive content. Code.Up launched a game in 2024, “The Queen’s Treasure”, which aims to be a territorial marketing tool and not just an entertainment game. The project allowed all students to go through the entire production pipeline over a period of approximately 15 months.
Last year, in Rio de Janeiro, Code.Up was considered one of the best venues in the world for what is considered one of the largest game development marathons in the world, occupying a worthy 10th place among 130 cities.
At the same time, he is working with the brands “Team.UP” and “Game.Up” for the corporate market. The first in the area of Team Building, the second in the area of specialized consultancy for gamification of business processes, where he has more than 20 years of experience.
Passionate about mathematics and physics, the content he creates for the teaching area focuses heavily on developing students’ skills in these areas, always with a focus on game development.

Artur Mósca
Artur Mósca is an Illustrator working for board games, books and video games. Among some of his clients, he’s worked with Branson Sanderson and Brotherwise games in the Stormlight archives and Mistborn series to create the Cosmere universe. Currently working with Modiphius and Paramount to create a Star Trek RPG tabletop.
As an educator he is working as the coordinator for the video game course at Etic_Algarve where he has been teaching for 9 years.

Bruno Kuipers
Bruno Werner Kuipers is a programmer and game developer with experience in Unity, Unreal Engine, and Godot. He specializes in creating games with engaging, responsive gameplay, always aiming to deliver intuitive yet memorable experiences for players. He also develops iOS applications using Swift.
In 2024, he was awarded the Fnac New Talents Prize with While Away, a project that blends nostalgic references with modern mechanics.

Carla Sousa
Carla Sousa has a PhD in Communication Sciences, a Master’s Degree in Clinical and Health Psychology, and a Bachelor’s Degree in Psychology. Her main research targets are directed toward media studies, with a particular focus on games, inclusion, behavior, learning, and human diversity. In Lusófona University (Portugal), Carla is part of the Centre for Research in Applied Communication, Culture, and New Technologies (CICANT) and is an assistant professor in the Bachelor’s Degrees in Videogames and Psychology. Carla has been part of several national and internationally funded projects and scientific networks. Since 2022, Carla has been an individual ambassador for the non-profit Women in Games and, since 2023, a member of the advisory board of ECREA. Currently, she also serves as the president of Sociedade Portuguesa de Ciências dos Videojogos (SPCV).

Carlos Mora
Carlos Mora has a degree in Electrical Engineering, with a specialization in Systems and Computers from Instituto Superior Técnico. He has post-graduate training in Engineering and Management of Technology by the same institution and defended public assessment in 2013 to be a Specialist in Computer Science. With 30 years of experience in the industry, he is also an Adjunct Professor of the Polytechnic Higher Education System, which allows him to maintain a close connection to the academy, as former Director of the Departmental Unit of Information and Communication Technologies, Coordinator of a Professional Technical Course in Digital Games and member of the Scientific and Technical Council.
Carlos is one of the promoters and board members of Digital Valley and the original driving force for the creation of a Gaming & Entertainment Division in Techframe, where the Universe51 game series is being developed.
Before founding Techframe, Carlos Mora assumed technical, management and executive positions in technological and distribution companies in Portugal and abroad, having participated or coordinated the development of several information systems used by thousands of users in Europe, Africa, Asia and South America and promoted the recent capture of millions of euros in research and development grants.

Christopher Hamilton
Christopher Hamilton is a video game industry professional with expertise in production, developer and publisher relations, and business development. Passionate about mentoring and community-building, he holds leadership positions in organizations such as IGDA, IGDA Finland, We <3 Games, and the Finnish Game Jam.
Christopher’s career in games began in 2007 at Nevosoft, where he worked on culturally adapted translations of video games. Over time, his role expanded into business development, partner relations, product management, and analysis. He has worked at companies like Rovio, Genvid Technologies, Playcademy (MadData), and GameHouse, contributing to both premium and F2P titles across PC, web, mobile, and smart TV. He has a particular interest in new forms of interactive entertainment.
Believing in the power of games as a medium for expression, Christopher enjoys helping game makers find their voice in expressing themselves for causes important to them. He frequently serves as a game award judge and mentor, supporting emerging talent in the industry. As European Chapter Coordinator for the IGDA, he facilitates collaboration and capacity-building across game developer communities. He is also a regular speaker and one of the lead organizers of Leadership Day by IGDA Finland, an international event focused on fostering leadership in the game industry.
Based in Helsinki, Christopher advises game studios and game-adjacent startups. He is an active member of Finland’s vibrant game development scene, embracing its strong culture of knowledge-sharing and innovation.

Dano Alonso
Dano Alonso is a Copenhagen-based Lead Video Game Producer with over 14 years of experience in the mobile games industry. He currently leads a cross-functional team of 55+ people on Subway Surfers, one of the most downloaded games of all time. Throughout his career, Dano has worked from ideation to release and specialized in LiveOps, leadership management, and building high-performing teams that deliver world-class player experiences. Beyond game development, he is also a personal and professional coach, dedicated to mentoring future producers and leaders, helping individuals grow both in their careers and personal lives.

David Amador
81% of storage used …
If you run out, you can’t create, edit, and upload files.
David has been coding professionally for 19 years, made some games, still has no idea what he's doing.
¯\_(ツ)_/¯

Diogo Rato

Edouard Noisette
Edouard Noisette is a concept artist working since 12 years in the entertainment industry, with a strong focus on video games.
Born in an artist family, he has a passion for architecture and fantasy worlds.
Currently collaborating with Crytek as a principal environment concept artist on Hunt: Showdown, he has contributed to several productions, including Assassin’s Creed Shadows, Assassin’s Creed Mirage, Syberia the world before and several mobile titles.
When he’s not designing environments for games, Edouard teaches concept art and Illustration or works on his own illustrated novel, an historical dark fantasy story set in the middle of the 18th century.

Eduarda Abrantes
Eduarda Abrantes coordinates the Master’s in Digital Games Development at the Polytechnic University of Leiria, where she teaches UI/UX and Visual Arts. With a PhD in Visual Arts and Intermedia, her research focuses on interactive narratives, serious games, and immersive tech.
She has led award-winning game projects for Google DNI and the Portuguese Foundation of Cardiology. She is also part of the GAMELabsNet and a researcher at CIIC.

Gustavo Reis

Ishan Manjrekar
Ishan Manjrekar is a Copenhagen-based game designer with more than 14 years of experience in mobile and free-to-play games. He’s worked on some of the biggest titles in the space, including Subway Surfers, and has been part of teams behind games with over 5 billion downloads. His focus is on systems design, live ops, and creating experiences that keep players coming back.
He also runs Game Design Bites, a newsletter where he shares practical insights and behind-the-scenes lessons from his time in the industry.

Ivan Barroso
Ivan Barroso nasceu em 1980, em Lisboa, Portugal. Actualmente é game designer do jogo “Alentejo: Tinto’s Law”. Certificado pela Ubisoft em Rational Game Design é também o Lead PlayStation® First Project Manager na GameNest®Lisbon. Autor de 3 livros, desenvolve igualmente investigação na área da História, cultura e influência social dos jogos, onde se inclui as publicações: “História dos Videojogos” (2012), “Service Games: The Rise and fall of SEGA” (2014) e “Revolução Interactiva: compêndio visual de computadores, jogos electrónicos, consolas domésticas e portáteis” (2018). Barroso é igualmente professor assistente no IPLeiria, Universidade Lusófona e ETIC nos cursos de Licenciatura e Mestrado em jogos, e encontra-se a finalizar a sua tese de Doutoramento dedicada aos primeiros jogos portugueses.

Ivan Reber
Ivan is a Lead Artist at Wooga, a Berlin-based game development company renowned for its story-driven casual games. With a strong focus on Character Design, Ivan and his team create compelling, memorable characters that resonate with players around the world.
Throughout his career, Ivan has worked across a range of creative industries—including advertising, interior and industrial design, and game development—bringing a broad perspective and a flexible approach to visual storytelling.
He is also an active member of Berlin’s creative community, often found at life drawing events and engaging with fellow artists. Ivan is passionate about giving back to the community—whether through portfolio reviews, sharing insights, or mentoring the next generation of artists.

Jessica Monteiro
Currently a lead technical director at Pixar Animation Studios, Jessica Monteiro has spent a decade and a half carving a career in 3D Animation and Visual Effects. Born to Portuguese immigrant parents, she started from humble beginnings, pursued her degree from The School of Visual Arts in New York City, and eventually moved to California. She has worked in a variety of roles and disciplines for both big and small productions alike on various projects ranging from commercials, video games, theme park rides, feature films, and shorts.

João Sousa
After almost a decade working in the advertising industry as a Character Animator and Motion Graphics Artist, collaborating with some of Portugal’s top agencies including Nossa, Tux & Gill, Glimpse, Nebula, and Grandpa’s Lab, I pursued a new career as a Character Artist and Digital Sculptor, focusing on stylization.
In 2020, I had the privilege of joining Quantum Mechanix, a collectibles company, where I worked on characters from major brands such as Marvel, Disney, Pixar, DC Comics, Warner Bros, and Nickelodeon.
Over the past few years, I have contributed to projects across various industries, including collectibles (SNL Creative, OG Toy Art, Ravensburguer), video games (RedCatPig, Melbot Studios), and commercials (Nebula), and I happily continue to do so today.

Patrice Leymarie
Patrice Leymarie founded IAMAG ( iamag.co ) , a platform that supports artists through inspiration, learning, and community. He helps organize events like IAMAG Master Classes ( masterclasses.iamag.co ) and develops tools and experiences to encourage artistic growth and connection.
His work fosters a supportive and collaborative environment for artists to learn and grow.

Ricardo Flores
Ricardo Flores is the co-founder of Codfish Academy, focused on upskilling game developers and studios through advanced Unreal Engine pipelines and tools. With over 20 years of industry experience, Ricardo has grown from a developer into senior roles across production, studio management, and acceleration and incubation programs.
He served as a Senior Accelerator Manager and Resident Mentor at Nine66, part of Savvy Games Group, contributing to the development of Saudi Arabia’s gaming ecosystem. On the studio side, Ricardo led multiple AAA and AA co-development teams at Kokku, was Studio Lead at Lockwood Publishing, and played a key role in the setup and success of indie studio Fun Punch Games. Earlier in his career, he was the Lead Mobile Producer at Biodroid, managing a portfolio of action sport games including Billabong Surf Trip, MegaRamp, and XGames.
Ricardo is also a consultant and university lecturer, currently teaching at ESCS (Lisbon Polytechnic) and Lusófona University.

Rik Leenknegt
Rik Leenknegt aims to create an internationally attractive game ecosystem in Flanders where talent and entrepreneurship can quickly and efficiently grow to become successful game companies through professional guidance. Gathering a network of FGH partners to join a co-financing model is one of the important parts of the job.
In his 17-year long career as founder and academic director of Howest – Digital Arts and Entertainment, Rik noticed the amount of talent leaving the 3-time award-winning game design and development school in the world. With the help of Minister Dalle, Flanders Game Hub was created to support the Flemish talent pipeline and develop a Flemish game ecosystem. Rik is determined to attract everyone, inside and outside Europe, who wants to start a game company to Flanders, together with all the already existing initiatives and actors in Flanders.

Rodolfo Silva
Rodolfo Silva is a Zbrush Expert at Maxon, streaming Game Art production workflows on ZBrushLive & a mid level Environment Tech Artist for Games.
At Maxon, he handles everything ZBrush in the European market (which include training Videogame studios and help optimizing their pipelines, helps develop and test new features in ZBrush, presents at events, records tutorials for Maxon, live streaming and helps the entire Maxon development team when it comes to tools for games such as Cineware (UE5 bridge), Cinema4D and RedShift).
He started working as a 3D Artist in 2012 all the while keeping up with his studies in Drawing, Painting and Sculpture.
He is also a former Fine artist with over 8 years experience taking commissions in classical drawing and a former 3D modeling and texturing teacher for multiple universities around Portugal.
He holds a Master’s Degree in ‘Game Art’ with (Environment Art for games) from ‘Escape Studios’, where he further developed his technical “know-how” and won the “Best overall performance” prize and a “Distinction” grade.
His software expertise as an Environment Artist and Technical Pipeline artist ranges from ZBrush, Maya and Unreal Engine to Substance Designer, Painter, Sampler, Gaea, Speedtree, Mixer, EmberGen and HelixCore P4V.

Rui Romano
Rui Romano is the CEO of Glimpse VFX and a CG/VFX Supervisor with 30+ years of experience in advertising, TV, and film.
He began as a 3D generalist and evolved into a supervisor, specializing in high-end visual effects and on-set VFX direction for international productions. His work has earned several awards, including Best 3D Site in the World at Flashforward San Francisco (2004).
Rui leads Glimpse VFX with a focus on creative excellence, technical rigor, and innovation in digital storytelling.

Scott Ross
Considered by many as one of the pioneers in digital media, Scott Ross’ career in entertainment and technology has spanned four decades. Most recently he was the Founder, Chairman, and CEO of Digital Domain, Inc., one of the largest digital production studios in the motion picture and advertising industries.

Tiago Pimentel
Tiago Lobo Pimentel is an independent illustrator, concept artist, painter and teacher.
He has created conceptual and illustration work professionally for a diverse range of projects in the video game, advertising and publishing industries, including clients such as Netflix, Playstation, Nestlé, TVE and Mcdonald’s .
He’s passionate about teaching and helping aspiring artists to begin their careers, and splits his time between freelance work and being the course coordinator of the concept art courses at ETIC.
Latest News
POWERED BY

MEDIA PARTNERS


ORGANIZERS
