First Speakers Announced

19 March 2026 by Sarah Colby

Our Speaker Lineup Is Taking Shape

A record number of talk submissions were received again this year and after analysing them in great detail, Develop:Brighton are delighted to announce some of the first confirmed speakers.

There will be an incredible variety of topics and speaker talent who promise to share their inspiring stories, varied experiences & offer practical advice.

Details of confirmed talks & speakers so far can be found here, with more being announced over the coming weeks. Keep your eyes peeled on the website for updates www.developconference.com.

In the meantime, our super early bird rates are available for just under one more week – until 25 March – so grab your pass at close to 50% off while you can.

Here’s a snapshot of some of our confirmed speakers so far:

BUSINESS

  • Rikki Vitello, EA Full Circle: How to Work with Your Ex Dev Partners to Resolve Blockers
  • Mark Shaw, Flix Interactive: The Power of Stopping: Spotting a Sunk Cost Fallacy Before it Sinks your Project
  • Liz Prince, Amiqus: Hiring for Success Under the New UK Employment Rights Act

DISCOVERABILITY

  • Najmah Salam, Panda Cat Games: How to Develop and Execute a Marketing Content Strategy Without Losing Your Mind
  • Jarvs Tasker, Happy Volcano: 5 Easy Steam Store Page Tweaks to Boost Your Visibility
  • Mike Gallagher, Untitled Advertising Lab: Why Most PC Game Marketing Fails After Launch (and How to Build Systems That Actually Retain Players)

INDIE

  • Michael Meaden, Athena Worlds: Finding the Balance: Big Team Process vs Indie Mindset
  • Michael Rose, No More Robots & Rami Ismail, Freelance: Mike & Rami Are Still Here: Live from Develop:Brighton
  • Alyx Jones, Silver Script Games: The Quiet Things - How I Made and Shipped my Passion Project

AUDIO

  • Nick Laviers, Respawn Entertainment: Learnings from 30 years in Game Audio
  • Martin Stig Andersen, Interactive Tapes & Rob Bridgett, PlayStation Studios: Cairn: Moving Sound - Martin Stig Andersen in conversation with Rob Bridgett
  • Ashton Mills & Andrew Dodds, Jagex: Visual Approaches to Creative Sound Design

ART

  • Erol Kentli, Flix Interactive: Defining & Achieving Visual Quality!
  • Elif Ulasoglu, Pixomondo: What Games Can Steal from Film Pipelines (& What They Shouldn't)
  • Andrej Horoschun, Frontier Developments: On the Lore Around Art

CODING

  • Claire Blackshaw, Flammable Penguins: Postmortem - Shipping Godot VR and porting to PSVR2
  • Séamus Ó Buadhacháin, Failbetter Games: Stealing from AAA for Fun and Profit: Lessons in Code Quality
  • Ari Arnbjörnsson, Epic Games: A Frame’s Life: Frame Timing, Synchronization, and Latency in UE

DESIGN

  • Jon Ingold, inkle: Deduction as Exploration in TR-49
  • Shi-tao Fan (Maverick), Cloud Imperium Games: Designing Immersive and Explorable Open Worlds with Narrative Encounters
  • Ayobami Aderemi, ReAssure: Design for Change: Should Designers Be Letting AI Make Product Decisions?

MOBILE

  • Améliane F. Chiasson, Player Research, Keywords Studios & Cari Watterton, Scopely: Mobile Games: When Approachability Rhymes with Accessibility
  • Vladimir Pronin, Holland & Barrett: Scaling Cross-Platform Delivery: From Mobile Bottleneck to Self-Service Platform
  • Cristian Radulescu, Amber Studio: Soft Launch Smarter: Data-Driven Mobile Testing on a Budget

PERFORMANCE

  • Lexington Vanderberg & Julia Bianco Schoeffling, The Halp Network / Katie Young, Liquid Violet / Kirsty Gillmore: Press Start, Mind the Gap: Bridging US and UK Game Casting & Production Pipelines
  • Gareth Taylor, Freelance & The Mocap Vaults: How to Enhance your Mocap/P-Cap Shoot: A Collaborative Guide for Game Devs & Performers
  • Nathaniel Marten, Lucky 13 Action Ltd: Action Design and Stunt Coordination for Cinematics and Gameplay - Q&A

More speakers will be confirmed over the coming weeks & months, so watch this space.

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