GAME-ON'2017, September 6-8, 2017, Institute of Technology Carlow, Carlow, Ireland, Keynote Speakers


Keynote Speakers

What it Means from Where I Am

Brenda Romero


The last year brings into sharp focus and long perspective what it means to be a gamer, a game developer, a person, a woman, a mother in games. From creating games for one's own demographic to campaigning for diversity to sitting in regretful silence, it’s been a period of intense reflection, not just for women but for all of us, we who make and play games. What have we learned and where did we learn it from? In this (actually quite positive) talk, Brenda Romero resists a “lean in” and instead stands fast to talk about what it means to be a girl, woman and mother in games.

Curriculum Vitae

Brenda Romero is an award-winning game designer, artist and Fulbright scholar who entered the video game industry in 1981. As a designer, she has contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon and Dungeons & Dragons franchises. Away from the machine, her analog series of six games, The Mechanic is the Message, has drawn national and international acclaim, particularly Train and Síochán Leat (The Irish Game) which is presently housed in the National Museum of Play. In 2015, she won the coveted Ambassador’s Award at the Game Developers Choice Awards. In 2014, she received a Fulbright award to study Ireland’s game industry, academic and government policies. In 2013, she was named one of the top 10 game developers by and Develop magazine listed her among the 25 people who changed games in 2013. Romero co-owns Romero Games based in Galway and is Course Director at the upcoming MSc in Game Design & Development at the University of Limerick.

A Lifetime in Games: The Past, Present and Future of the Industry


John Romero


As a young child in Tucson, Arizona, young John Romero discovers the magic of arcades. Whenever he can, he drops his quarters into the machines and, to make the experience last as long as possible, he concentrates on being good, really good. By the time the family moves to Rocklin, California, his initials, “AJR”, are on the top of every machine’s leaderboard all over town. That love of games leads to a love for programming, and by the age of 11, Romero is making his first game. Nearly four decades later, he is still making them. From arcade to college mainframe, from the Apple II to the Apple iPhone, from Dangerous Dave to DOOM, Romero’s career has both followed and forged the industry as we know it. In this talk, Romero explores the industry through the lens of his career, past and present, and speculates on the its future.

Curriculum Vitae

John Romero is an award-winning game designer, level designer and programmer whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, DOOM and Quake. Romero has worked in the mobile, hardcore, mid-core, casual and MMO space. Romero has co-founded eight successful game companies including the likes of and most recently Romero Games. He is considered to be among the world’s top game designers, id Software, Gazillion Entertainment, Loot Drop which celebrated its 5th anniversary in 2015,and his products have won well over 100 awards. One of the earliest indie developers, Romero began working in the game space in 1979 on mainframes before moving to the Apple II in 1981. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers. Romero co-owns Romero Games and is at work on a new first-person shooter, a genre he pioneered.

Making a Commercial Augmented Reality Game: Lessons Learned

Demid Tishin
Fun Bakers Studio


to be added


Game designer, entrepreneur and mentor, father of three kids.
In 2006 founded All Correct, a game translation business that generates 2.5M in revenue and works with Ubisoft, Bandai Namco and Gaijin to name a few customers. Helped to develop ISO 11669, the first ISO standard in translation services. Since 2016 Demid is full-time CEO of Funbakers, developing original and immersive games. Silent Streets, Funbakers’ first project, is an acclaimed detective adventure with augmented reality features. You physically walk with your phone and collect clues with your phone camera to progress through an episodic Victorian story.