Rob Galanakis - Bioware Austin
I'm Rob Galanakis and I am a Technical Animator at BioWare Austin
working on The Old Republic MMO. I graduated from Pratt Institute in
Brooklyn, NY with a BFA in Computer Animation. I mostly work in Max and
Photoshop, developing tools and pipelines. I am also an administrator
and co-founder of
Kristy Bowden - Digital Media Council
Kristy Bowden is the Director of the Digital Media Council (DMC) in Austin,
The DMC creates and deploys programs to support the economic growth of the
digital media and creative technology industries of Central Texas. As Director,
Kristy works to create and maintain strategic partnerships between government
and community leaders, education partners, and industry leaders.
over at the DMC, Kristy worked as PR Director and as an Associate Producer for
Roxor Games, an independent game development studio. Kristy currently chairs the
Austin Media Arts Committee, is a member of IGDA-Austin, and sits on the
Industrial Advisory Board for Texas State University's Computer Science
Department. Kristy has a Master's degree in English literature and enjoys
watching genre films, cooking Italian food, and reading comic books.
Matt Schibilia - Critical Mass Interactive
Matt Scibilia co-authored
GET IN THE GAME! with Marc Mencher and Dustin Clingman, published in
October, 2002 by
New Riders Publishing, a recognized, authoritative reference about careers
in the Game Industry. He is also a voting member of
IEEE and maintains long-term personal contacts with colleagues in the
interactive, film and television industries.
He has been working in the interactive game development industry for close to
twenty years, working for such companies as Microprose (now Atari), Magnet
Systems, Eclipse and Daylight/KalistoUSA, before co-founding BigSky
Interactive. A sampling of completed products include
F-15 Strike Eagle (NES),
Crusader: No Regret (PC/PSX),
Wing Commander: Prophecy
SpongeBob SquarePants: Revenge of the
Flying Dutchman (PS2/NGC). Partnering with Billy Cain and Grant
Pimpler, Matt formed Critical Mass Interactive, Inc. in early 2003, as a full
development studio and contract service provider for interactive productions on
all major game consoles (PS2, GC, Xbox and GameBoy Advance), PC, web and
wireless platforms. Some of CMI’s recent clients have been
Sony Online Entertainment,
Wayforward Technologies, and Phoebe Development.
Steven Roselle - Autodesk
"Steven began his career in 1996 as a 3D generalist working on a wide
variety of projects ranging from broadcast graphics, to medical visualization,
to video games. In his current role at Autodesk as a games focused Solutions
Specialist, Steven has had the opportunity to work with a long list of game
developers using Autodesk products for game content creation.
Above and beyond simply demonstrating the power of Maya, Motion Builder and
Mudbox, his job involves workflow development, pipeline integration and tools
customization, as well as working as a liaison between game developers and the
Autodesk product development teams."
Chad Muldin - Gearbox Software
began on the path of 3d as a child, wanting to go into Aerospace engineering.
After taking several drafting and CAD classes that introduced me to 3D, I fell
in love with the art and animation side of 3D and I have been striving to learn
everything about it since. Having a background in Computer Science as well
animation I naturally found a fit in Technical Animation.
Brad Marques-Vigil Games
Brad Marques is a senior animator at Vigil Games. He has worked in the
games industry for over 9 years at studios like Acclaim, Midway and Edge
of Reality as both an animator and lead artist. His more recent games
credits include The Hobbit, Area-51 and the forthcoming Darksiders.
who is one of the co-founders of Vigil games and is Lead Animator on
Seth Gibson- Microsoft Game Studios (343 Industries)
Seth Gibson has been a Technical Artist for the past 7 yrs, and sees
no signs of slowing down or stopping in the near future. Over the course
of his career, Seth has contributed to such notable franchises as NBA2k,
Tomb Raider and most recently, Halo. Currently, Seth is continuing his
work with the Halo franchise at the 343 Industries arm of Microsoft Game
Studios where he is a Maya tools and framework developer, leveraging his
knowledge of Python, C#, and Maya to Build A Better Halo. Additionally,
Seth is an active participant in the Technical Art community, both
through the Tech-Artists.org forums and other events such as GDC,
Gamefest, and of course, 3December.