We'll be announcing new speakers regularly in the run-up to the event, but here's the confirmed list so far.
NaturalMotion is the company behind middleware technology Morpheme and Euphoria, creative development and publishing of video games across multiple console and mobile platforms. The company's leading technology can be found in games such as Grand Theft Auto 5 and the recently released Clumsy Ninja, while publishing success has come from hit titles My Horse and CSR Racing.
As the Chief Executive Officer of CCP, Hilmar has led the company's explosive growth in terms of size and influence as evidenced by the number of CCP employees and EVE Online subscribers more than quadrupling since he took the helm in January 2004. Before his appointment to the CEO position, he held the title of CCP's Chief Technical Officer of CCP, heading the engineering effort required to create CCP's persistent world technology and 3D engine.
Mark Gerhard is the CEO at Jagex Games Studio, the UK's largest independent games developer. Mark joined Jagex in February 2008 as the Chief Technical Officer and was promoted to Chief Executive in January 2009. Jagex is widely recognised as the world leaders in the development of browser-based MMO games and, under Mark's leadership, Jagex has continued to expand its games portfolio whilst also significantly growing its user base and geographical reach.
Ian Livingstone is one of the founding fathers of the UK games industry. His credits, too numerous to fully list, include co-founding Games Workshop, launching Dungeon & Dragons in Europe and co-authoring the first Fighting Fantasy gamebook. He also joined the Domark board as a major investor, overseeing the merger that created Eidos plc. He launched major franchises included Lara Croft: Tomb Raider, co-authored the Next-Gen skills review published by NESTA, and has been appointed an OBE and CBE. Most recently, Ian has announced that he is opening a free-school in Hammersmith – The Livingstone School.
Dylan Collins (@MrDylanCollins) is a technology and media investor. He is CEO of SuperAwesome, Europe's largest kids/teens digital marketing platform and Venture Partner with Hoxton Ventures, an early-stage venture capital fund based in London. He also sits on the boards of Potato (a leading marketing engineering agency) and Brown Bag Films (Europe's top kids animation studio). Previously he founded DemonWare (acquired by Activision Blizzard) and Jolt Online (acquired by GameStop).
A former games journalist and editor at Future Publishing, Jonathan Smith is currently Strategic director at TT Games. He has been a key member of the team responsible for the hugely successful series of LEGO video games including Star Wars, Batman, Indiana Jones and most recently, Marvel Super Heroes.
John Clark is responsible for driving the strategy and performance of SEGA's download to own and cloud business across Europe and United States. Identifying and nurturing key partnerships and routes for market growth across one of the most innovative digital arenas currently in videogames. Via brands such as Total War, the Alien film franchise and Football Manager, SEGA have established themselves as leaders in digital innovation and development.
Jude Ower is the founder of Playmob, an online platform allowing anyone to donate to charity as part of an in-app purchase with an online game. She has been signing up major games studios and charities and her goal is to raise $1 billion for charity in the next 3 years. Playmob won the 'Best Start Up' at the Launch Awards in November 2012 and recently won the 'Social Investment of the Year' at the British Business Angel Awards in June 2013.
Ben is a 15-year veteran of the games industry - he's worked as a senior executive, studio head, project lead, creative director and game designer at companies like DeNA, EA, Sony and Lionhead. He started working on traditional games, but has been focussed on the free-to-play business model since 2006 - an extremely long time by western standards. During that time He's worked on a total of ten separate free-to-play games across five different platforms reaching approximately 50 million users.
Herman Narula is a technology entrepreneur and Cambridge computer science graduate who founded Improbable last year. As Improbable CEO, Herman has gathered a team of the best in games development and computer science who are developing ground breaking technology to meet some of modern game developments biggest challenges. Improbable's aim is to create new types of online games with its technology, and allow other developers to do the same.
For the past 15 years, Sean has been a consumer researcher based in London specialising in games. He is CEO of the largest group of companies in this field. Prior to this he was active in writing, producing and funding television and film throughout the world.
Bruce heads business and operations for OnLive in the UK and Europe working with partners, clients and of course consumers looking to bring OnLive to an ever increasing audience. Previously he built up and ran the systems teams at OnLive, drawing on more than ten years of engineering management for enterprise systems, software, gaming hardware and jet engines, making him uniquely qualified to understand everything from producing high volume consumer devices to building the foundations of OnLive's data centers.
With nearly 20 years experience in digital and mobile marketing, Darren has spent the last 8 years in video game marketing, including 6 years running Sony Computer Entertainment Europe's PlayStation EMEA digital business. As EVP Marketing where he oversees global marketing and PR, Darren promotes a more conversational, social, consumer-focused approach, and is currently focused on harnessing behavioural data to drive insight and efficiency in marketing activity.
Harry Holmwood is a 20-year veteran of the video games and online space. A games programmer before joining Sony's PlayStation team in 1994, he then founded developer Pure Entertainment, which he took to IPO before launching a free-to-play online gaming service way back in 1999. He was also a director of pioneering motion gaming start-up In2Games. He's now European CEO of Marvelous AQL, a Japanese developer and publisher of social, mobile and console games, including No More Heroes, Harvest Moon and RunBot.
Joe Henson and Alexis Smith began collaborating in 2005 when they co-produced an album for Joe's band Seventhsun. They then formed a creative partnership that quickly encompassed song writing, production, and composition. The duo have worked with some of the biggest names in the music industry including Lana Del Rey and newcomer Chloe Howl as well as composing major soundtracks for some of the game industry's biggest titles including Alien Isolation and Assassins Creed.
Gina Jackson is currently leading the Creative Skillset Skills Investment Fund for games, developing the Next Gen Skills Academy with games, VFX and animation companies and Visiting Professor in Games industry and Business at Norwich University of the Arts. Prior to this Gina has spent time as head of business development, new media for Eidos and ran a publishing studio for Infogrames.
Aj Grand-Scrutton formerly worked as a developer for Bossa Studios on the BAFTA-winning Monstermind. Following this, he and co-worker Craig Thomas decided to quit their jobs, move into their parents' garages and start a studio. Within 7 months of formation was invited for a years incubation in Microsoft Game Studios. Since then, Dlala has been nominated for numerous awards and recognitions. Now back in the garages the team are working on a soon to be announced title.
Charles Cecil is a veteran video game designer and co-founder of Revolution Software. Best known for the Broken Sword series of adventure games, his most recent game (Broken Sword 5: The Serpent's Curse) was successfully crowdfunded via Kickstarter. Charles returns as host of the GameHorizon Conference for 2014.
Working in Digital Media and Games for 14 years, Phil has spent much of his gaming career in Virtual Worlds and Casual MMOs. In 2013 he teamed up with Bruce Buffer, the veteran voice of Mixed Martial Arts, to pioneer a new casual gaming concept ReAch!, introducing Real World Rewards in games. Phil will be talking about how the real world and fantasy world can merge to offer a fan-lifestyle game experience.
Doug Wolff joined Eutechnyx as a programmer in 2006 and has since gone on to the roles of lead programmer, producer and now executive producer of the company's technology and innovation division ZeroLight. His technological background and commercial awareness make him an ideal lead for the division that deploys Eutechnyx's technology and expertise into non-gaming industries.
Simon is a chartered psychologist and a games consultant who works with companies on how to effectively employ psychological insight into games design and brand messaging. He will be talking about the importance of psychological insight (emotions, cognition and biometrics) in the design of video games.
Jim is a diversely skilled producer with a background in software engineering, originally starting his career in realtime and embedded software for digital television and mobile phone systems in the 1990's. Jim made the transition to the games industry in 2005 as release manager on Crackdown where he was able to utilise his management and technical skills to unite the game build and development processes towards successful shipment. He then took up a role as producer for Realtime Worlds to lead an ambitious but unannounced project through pre-production before returning to work on Crackdown 2 as producer with Ruffian Games in 2009.
Mick is driven by a passion to utilise whatever technology is available to reduce the gap between potential and performance for all people with disabilities and an eagerness to collaborate with others who are similarly motivated to enhance their quality of life as much as possible, as quickly as possible. His research draws on his many years of practice-based work as a teacher and an Assistive Technology specialist. During 2004-2009 he was the User Requirements Coordinator in COGAIN (www.cogain.org) and in 2008, he founded a charity, SpecialEffect (www.specialeffect.org.uk) which uses specialised technology to enhance access to video games and creative self-expression for people with a wide range of disabilities.
Phil joined Square Enix in 2011 and is responsible for the Community work within the London Live team. In 2013 he created the concept for Collective, a project he now leads, and which launched in early 2014. Prior to working at Square Enix, Phil ran GamesIndustry.biz for four years, after roles at GameSpot UK and the BBC.
James has been with SEGA since 2007 working on Digital Distribution and connecting SEGA's developer partners to Distribution channels, James oversees the relationship with Steam creating and planning content and promotional strategies for new releases and long term catalogue discoverability. Prior to SEGA, James spent 7 years with Amazon.com's videogames department managing partner relations. James has been in the videogames industry since 1991 where he first started at a store level with Virgin Games Centres. Outside of SEGA James is an Ambassador for VideoGames Charity Special Effect, A Sports Radio Commentator and Ice Hockey player.
Dr Jo Twist has been CEO of Ukie since Dr Jo Twist has been CEO of Ukie since January 2012. Ukie is the trade body for games and interactive entertainment businesses in the UK, and has a mission to make the UK the best place in the world to make games. Previously, Jo was Channel 4's Commissioning Editor for Education, where she commissioned Digital Emmy-winning Battlefront II; a stable of free to play browser and iOS games, including Sweatshop, Nomnation and International Racing Squirrels; and several social media projects. Earlier in her career, Jo was Multiplatform Commissioner for BBC Entertainment & Switch, BBC Three Multiplatform Channel Editor, and in a former life a technology reporter for BBC News.
During his time at the BBC working as a designer on games to complement their children's TV brands, Ian worked on products and games for profoundly disabled young children. From there, he began to apply the experiences to raising accessibility in the rest of the BBC's game output, ultimately leading to the production of standards and guidelines for game accessibility, and providing consultancy to both in-house teams and third-party studios. Ian now works in the wider industry on both advocacy and consultancy, working with developers, academia and industry bodies to raise the profile and understanding of accessibility issues in the games industry. Examples include co-authoring a White House policy briefing, organising global accessibility hack events, leading work on best practice guidelines (http://www.gameaccessibilityguidelines.com), and advising on government funding processes.