Program 2025📅

Speakers

👉 Click on the talk titles to see descriptions 👈

ASBJØRN THIRSLUND

Brackeys
Gamedev content creator

Fri 17:15-17:45, Canteen

ANNIE WHITACRE

Sex Positive Gaming
Founder

Thu 14:00-15:00, Auditorium

  • While Adult Games are one of the fastest growing segments of the video game industry, they also represent an amazing opportunity to provide a freedom of sexual exploration unmatched in the history of human civilization. Join Annie as she talks about the social and societal benefits of adult games as well as some of the unique challenges faced with adult game development.


    About Annie
    Player and Reviewer of videogames with sexually explicit content. The focus of their work is to combat the shame and taboo associated with sexually explicit content in videogames, leading to more sex positive games and gaming. https://www.youtube.com/@SexPositiveGaming

JULIANE NORSKE

SYBO
Concept Artist

Thu 13:00-14:00, Auditorium

  • How to use your visual skills in a game jam? Based on some of my own experiences as a long-time game jammer and concept artist, I'll share useful tips and tricks for helping your team - or take it upon yourself to make games without programming skills!


    About Juliane
    Juliane Norske is a concept artist, comic artist and experienced game jammer. She is currently working on Subway Surfers (SYBO). When she's not drawing, she likes to play classic turn-based RPGs and upcycle clothes.

ALEXANDER BIRKE

Out of Bounds Games
Developer

Thu 14:00-15:00, Conference Room

  • Learn how to use ProcGen techniques in a commercial game context, where how long it takes to write your generator, and how easy it is for non-technical persons on the team to integrate content into it, matters as much as the quality of the output.

    Alexander will give you advice on how to structure your generation so it is easy to expand, and how to create a good test workflow so the whole team can test their content. He will also show how iterating on the level generation led to the use of signed distance fields for island generation to fit with the requirements for the gameplay.

    The talk will end with a showcase of the custom tools and workflows he has created for his team to put art and story content into the game's generation.

    About Alexander
    Alexander is a programmer and designer whose career has taken him to both Denmark and the UK. His work features the intersection of procedural generation, graphics programming, and how to create fun and expressive workflows for devs and players alike. His past work include 11-11 Memories Retold, PowerWash Simulator, lead on the level creator in What The Car, and working on his own games like Sea Of Rifts that utilize ProcGen techniques.

FREYA HOLMER

Acegikmo AB
Owner and Developer

Thu 15:00-16:00, Auditorium

  • MRotations often get weirdly complicated - even when it feels like they should be simple. To add insult to injury, the commonly accepted "best solution" to 3D rotations are quaternions, an arcane mathematical construct very few dare unpack. So why are they so ubiquitous in game development? Why can't we just use euler angles? What are quaternions even? Is Freya dedicating an entire talk just to explain quaternions? Turns out yes, she is.

    Biography
    Freya is an independent technical artist who used to make games for 10 years, until she was imprisoned by mathematics. As a tool developer, she created Shader Forge, Shapes, and the upcoming Half-Edge, a 3D modeling tool. As a game developer, she's done freelance work, as well as co-founded Neat Corp, the developers of Budget Cuts. As an educator, she's made YouTube videos about mathematics, and has held occasional guest lectures around the world.

TOMASZ KULISZ

Hutlihut
Sound Designer

Thu 16:00-17:00, Conference Room

  • From Roaring Beasts to Living Ships: Crafting the Soundscape of Void Crew.Hear how we shaped Void Crew's audio to bring space-fantasy to life—blending animalistic sounds, breathing ships, and dynamic voice chat.

    Learn how we balance realism and gameplay, from muffled airless moments to rule-breaking for clarity. Plus, get an inside look at the creation of unique sounds, like the eerie respawning, to BRAIN module voices and the powerful Relic insertions!


    About Tomasz
    Tomasz is sound designer at Hutlihut Games, where he shapes the soundscape of Void Crew. Passionate gamer and sci-fi lover, with background in music production, video editing and TV audio post-production. 6 years experience from video games and TV industry, working on several titles such as VR titles Warhammer Age of Sigmar: Tempestfall and Holy Chick!

ARVI TEIKARI

Hempuli
Developer

Thu 16:00-17:00, Auditorium

  • The developer of Baba Is You goes through the development process, showcasing how the game went from a Nordic Game Jam entry into a commercial release.


    About Arvi
    More to come :-)

ANDRÉ CARDOSO

Mix and Jam
Game Designer and Developer

Thu 17:00-18:00, Auditorium

  • In this talk André Cardoso showcases several gameplay and visual techniques that can be implemented in your game jam project that creates a better experience


    About André
    André is a Game Developer and Designer with over eight years of experience in the industry. He’s the founder of Mix and Jam, a YouTube project dedicated to helping developers worldwide by sharing resources, insights, and inspiration. With five years at Unity, he worked on making the engine more intuitive and accessible, empowering creators of all skill levels to bring their ideas to life.

EMY MYLONA

Teamifyed
Learning & Development Speaker and Facilitator

Fri 11:00-12:00, Auditorium

  • Discover how to create more engaging and effective game experiences by applying insights from learning science. With this talk/workshop, Emy will help participants explore key learning principles, such as active learning, social learning, and intrinsic motivation, and demonstrate how they can be implemented in game design. She will encourage the audience to learn how to design meaningful challenges, provide timely feedback, and create a sense of progression to keep players motivated and engaged.

    Biography
    Emy is a gamification expert dedicated to unlocking human potential. Her 8+ years of experience in Learning & Development, HR, and Recruitment have given her a deep understanding of the "why" behind motivation and engagement. From designing gamified onboarding processes to optimizing performance management systems, she leverages psychological principles to create impactful experiences. Now, she applies this expertise to the world of game design, exploring why some games captivate players while others miss the mark. Join Emy as she shares her insights and helps you understand the psychological foundations of truly compelling player experiences.

THOMAS WINKLEY

The LEGO Group
Gameplay Programmer

JOHANNES TSCHARN

The LEGO Group
Developer

Fri 13:00-14:00, Auditorium

  • By combining new tools with a beloved brand, developers gain a unique opportunity to tap into an already engaged player community and explore new ways of gaming and entertainment. Learn from the LEGO GAME team how you can use templates and assets to quickly prototype your game in Unreal Editor for Fortnite. With an already existing player base, you can not only publish your game fast but get immediate players for feedback.


    About Thomas

    Thomas Winkley is a gameplay programmer and content creator with a passion for helping others make incredible experiences. The last ten years he has spent his time breaking down games systems and tools to help communities learn faster. When he isn't working on a silly idea, you can find him trying to perfect his pizza recipe or playing the latest version of Street Fighter. 

    About Johannes

    With a background in interaction design and computer science, Johannes has explored architecture and training simulations - always with a focus on collaboration in virtual spaces. At the LEGO group, he helps players become creators in the Fortnite ecosystem, empowering them to build and share their own games.

SIMON LØVIND

NIMBI - Danish Institute for Game Development
Head of Cultural Support

Fri 11:00-12:00, Conference Room

  • Head of cultural support at NIMBI - Danish Institute for Game Development, Simon Løvind, will introduce NIMBI and guide you to the Danish game funding scheme. He will clarify what the possibilities are and what expectations and limitations exist for applying projects. There will also be time for general questions regarding both NIMBI and the application process..


    About Simon
    Simon Løvind is Head of Cultural Support at NIMBI - The Danish Institute for Game Development and is heading the support scheme for games (Spilordningen). Before transitioning to NIMBI he was head of the department Games & Digital Media at the Danish Film Institute. He has been defining and running the cultural support scheme for games for more than 10 years and also functions as a commissioning editor. Earlier he worked with teaching interactive media, doing interaction design as well as game design and have also produced interactive installation art.

TOMMY THOMPSON

AI and Games
Founder & Director

Fri 14:00-15:00, Conference Room

  • Quite often the things that players take away from our games are, in the minds of the designer, that ugly concession you had to make to ship. But in truth we can often build value in our games by cutting corners, or simply faking the output. This becomes all the more relevant when working on non-player characters or procedural generation systems. In this session, we highlight a variety of tips and tricks to get the most out of AI and procedural systems in your games, and how every creative discipline can help reinforce the 'intelligence' hiding in your codebase.


    About Tommy
    Dr Tommy Thompson consults with games studios and tech companies around the world on how to utilise AI in their projects: providing development support, consultancy, and professional training services on artificial intelligence in the video games. With 20 years experience in AI for video games, Tommy has become a trusted voice in the game AI community as he acts as a public speaker, science communicator, and industry advocate. His company arose courtesy of his successful YouTube series 'AI and Games' that has accrued millions of views since it began in 2014. Since 2020 he has sat on the advisory board of the Game AI Summit for the Game Developers Conference, and in 2024 became the lead organiser of the AI and Games Conference - the largest European event dedicated to AI in the games industry.

KASPER WEBER

Beyond Creative
Founder & CEO

AIDAN MCDU

Epic Games
Senior
Gameplay Programmer

Fri 13:00-14:00, Auditorium

  • From Creative Vision to Playable Reality

    UEFN isn’t just a tool - it’s a game-changer. Whether you're a solo creator, part of a studio, or a brand looking to make an impact, UEFN gives you the power to turn bold ideas into playable experiences.


    In this talk, Kasper Weber, Founder & CEO of Beyond Creative, will explore how UEFN is shaping the future of gaming and brand collaborations in Fortnite. With experiences reaching over 100 million players and partnerships with global giants like Nike, LEGO, and NVIDIA, Kasper will show how creators can tap into limitless opportunities and bring their visions to life.

    Then, Aidan McDu, Senior Gameplay Programmer at Epic Games, will dive into the magic behind UEFN - how simple, intuitive tools unlock complex mechanics to let you build the games you’ve always dreamed of. From groundbreaking features to expert tips on making the most of UEFN, Aidan will reveal what’s possible and what’s next for game makers everywhere. Whether you're a seasoned creator or just getting started, this session will empower you to push the boundaries of what’s possible with UEFN.


    About the speakers
    Kasper Weber is the Founder & CEO of Beyond Creative and has been a Fortnite Creator since 2018. Within just the first two years, his games reached over 100 million players. This early success led to establishing Beyond Creative, a UEFN studio dedicated to bringing third-party IPs to life through engaging experiences in Fortnite. With a team of 20 incredible creators, Beyond Creative has collaborated with globally renowned brands, including Epic Games, Nike, NVIDIA, Honda, and most recently, The LEGO Group. Kasper is passionate about educating brands and creators on the opportunity with UEFN and creating the games and experiences that he would have loved to see as a player.

    Aidan McDu is a Senior Gameplay Programmer at Epic games who has been working on the Creative Teams since the very first prototype for Creative mode. After launching Creative Aidan worked on and helped Launch UEFN. Most recently, Aidan has been working with lots of interesting IP's to help deliver LEGO UGC, TMNT UGC, and other not yet released UGC crossovers. Aidan also helped launch the first person Tactical Shooter mode, Ballistic, Last December. Aidan is passionate about helping Creators make their dream game and giving them the power to deliver those games to as many players as possible!

KRISTIAN HEDEHOLM

Game Workers Guild
Advocate, Sr. Game Engineer at SYBO

Fri 15:00-16:00, Auditorium

  • Over the last couple of years the games industry has seen mass layoffs and poor job security, which may have had you asking yourself: "What should I do if I get affected by this?" In this panel, we'll answer your questions about your rights as an employee and how unions can help you in these turbulent times. We'll be joined by representatives from Prosa, HK, DM, and FAF, four of the unions working with Game Workers Guild to improve working conditions in the Danish games industry.


    About Kristian
    Has been working for 15 years in the Danish game industry and is currently working at SYBO on an exciting project. Kristian joined Game Workers Guild, with his experience of working in 8 different companies, to help make sure that everyone can feel welcome and safe in the Danish game industry. Kristian’s favourite game genre is puzzle games, and it is the 15th time in a row, Kristian is participating in Nordic Game Jam.  

CARL LINDEGAARD

Flashbulb Games
Sound Designer and Composer

Fri 16:00-17:00, Auditorium

  • For this talk Carl is bringing a load of useful techniques and practical advice on how to approach making music for games. The topics span everything from music direction to production techniques, covering the entire process: What to do before you start composing, how to generate musical ideas, how to make your productions shine and finally how to put it into the game.

    Without diving too deep into complicated music theory, Carl provides something for seasoned game composers, while keeping it accessible for everyone else curious to get a look into the processes of crafting an entire soundtrack from scratch.


    About Carl
    Carl is a sound designer and composer with a bachelor’s degree in sound design from Sonic College, currently working full time at Flashbulb Games, Making orchestral as well as electronic music since the age of 12, Carl has been life-long enjoyer of film and game music, ultimately exploring the topic while composing the soundtrack for the newly released Trailmakers: Pioneers. A firm believer that learning to listen is 50% of a composer's required skill set, Carl is coming to prove that we are all much better equipped to make music than we think. Outside the world of audio, Carl is a hobbyist fantasy writer, homebrewer, mushroom hunter and board game designer with a love for worldbuilding and storytelling in all shapes and sizes.

HORAȚIU ROMAN

Complicated Nonsense
Founder

Thu 17:00-18:00, Conference Room

  • Have you ever hit "writer's block" in your respective field? Have you ever been so free that you could make anything - so you didn't know where to start and ended up making nothing? We will explore how creative limitations can boost our creativity and how we can use limited resources to our advantage, specifically in the context of game dev, but also in general. It will be both a crash course in some theoretical stuff like design affordances, interaction design, "fun", the design funnel, scoping, and some quick methods for fast prototyping, as well as get our hands dirty doing some quick brainstorming, prototyping, and reflect on it all. Hopefully we will also have "fun" in the process.


    About Horațiu
    Horațiu is a designer, programmer, experimental musician, and serial game jammer, with a background in VR games (VRUnicorns), boardgames (Zestrea), and creative technology (Manyone). He cultivates improvisation in both music and gamedev, as a driving force in his creative practice. He operates independently via his studio Complicated Nonsense.