Imre Jele

Imre Jele

Atypical Types / Bossa Studios

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Imre Jele is a game creative director and studio founder specialising in creativity systems, prototyping, game design, and creative production. He has worked across a wide range of genres and platforms, including serving as Head of RuneScape, and co-founding Bossa Studios where he was Chief Creative Officer. Bossa won multiple BAFTAs and other awards and created titles including Surgeon Simulator and I Am Bread.

Imre’s current focus is on novel storytelling through gameplay and immersive experiences, both in video games and the real world. He’s passionate about cross-pollination between games and other art forms, and is known for building collaborative creative cultures that include the audience as part of the process.

He advises and supports multiple companies and non-profits, including serving on the BAFTA Games Committee, and he is currently developing new IP through his independent studio.

Imre Jele is speaking at the following session/s

Scheduled Serendipity: Manufacturing Creative Aha Moments

Inspiration is treated like lightning: an unpredictable and uncontrollable moment. In practice, the best studios do not wait for “Aha” moments to happen randomly, they create the conditions for them to occur reliably.

This talk is a pragmatic guide to elevating your work from waiting for inspiration to strike into a reliable creative powerhouse. How to go from being creative to creating a creative environment.

I will cover how artists and scientists alike have tried to explain the sources and process of creative insight, and how you can use those lessons to create an inspiration pipeline you and your team can run on purpose.

We will look at the two engines behind great ideas: taste (your ability to choose what matters) and process (how you generate, clash, and transform inputs into something new).

You will leave with repeatable practices: how to curate inputs beyond the industry echo chamber, how to use constraints to force originality, how to schedule incubation without wasting time, and how to turn the fuzzy feeling of “this is cool” into shippable creative decisions.

The goal is fewer blocked weeks, fewer derivative dead ends, and more deliberate, high-quality creative breakthroughs.


Session Takeaway

- A repeatable method to create conditions for “Aha” moments instead of waiting for them. 

- Practical techniques for curating stronger inputs beyond games and trend loops. 

- How to use constraints and transformation loops to avoid derivative design. 

- How to schedule incubation and mode switching without losing production momentum. 

- Tools to convert vague excitement into clear, shippable creative decisions. 


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