Tom Hudson
Emergent Technologies
Tom Hudson earned his PhD in distributed virtual environments at UNC Chapel Hill. After teaching computer science for six years at UNC Wilmington, he joined the staff of Emergent Game Technologies, where he splits his time between the academic and training programs.
Nathan Bolt
Emergent Technologies
Nathan Bolt is an artist at Emergent Games Technologies. Nathan graduated from Guildhall Southern Methodist University in 2008 and before joining Emergent he worked at Gearbox Software on Brothers in Arms: Hell’s Highway.

Valery Carpentier
Emergent Technologies
Valery Carpentier has been programming computers from a very young age. He’s entered the video game industry in 1995 and has since worked on multiple game projects and middlewares. Passionate about technology, he has been involved in the development and commercialisation of multiple engines, on consoles and PCs. He is now a consultant for Emergent Game Technologies.
Fred Moreau
AllegorithmicFred Moreau is a product designer and evangelist for Allegorithmic. He started his career in 1997 as a freelance 3D artist, multimedia developer and trainer. He joined Autodesk in 1998 as an application engineer and computer graphics specialist where for 6 years he assisted production studios liaise with Autodesk development teams to enhance production tools. In 2004 Fred joined the RTZen, a Seattle start-up company a Real Time Shader and Programming Specialist and helped to develop RTShader, the first software package that allowed artists to program GPU based effects for video games developers; In 2005 he started his own studio, Veloce Interactive which was dedicated to Serious Game and Interactive Media. Fred is a member of the IGDA and a regular speaker at the Game Developers Conference.
Simon Mack
Natural MotionSimon Mack is the CTO of NaturalMotion. After completing his Masters in Engineering at Oxford University, Simon worked at MathEngine Plc developing the Karma physics engine before joining NaturalMotion in 2003 as a developer.
Phil Scott
NVIDIA
Phil Scott is a Technical Evangelist at NVIDIA, where in the last 9 years has worked with many of the worlds top tier developers, helping raise the bar to the standards where they are today. Prior to NVIDIA, Phil was lead programmer at Rage Software in Newcastle, creating the engine for the highly successful EXPENDABLE, which was the first game to show hardware bump mapping, stencil shadows, and many other DirectX6 features. A veteran of the gaming industry with more than 22 years of professional development, and having being instrumental in the development of more than 50 game titles in 13 years prior to joining NVIDIA, Phil draws upon his experience to share insights and observe trends in game development and technology. Phil is from Durham, England and is very proud of that fact
Andreas Kleer
Xaitment GmbHAndreas Kleer studied Computer Science at the University of Saarland. After graduation he started working for Xaitment as an AI developer. In addition to working on core product development Andreas worked on customer AI projects for RTS, MMORPG and Racing Games.

Nathan Bolt
Fred Moreau
Simon Mack
Phil Scott
Andreas Kleer