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GACO 2026 will count with speakers from different backgrounds and experiences, with a variety of talks that suit the world of Game and Interactive Audio, as well as Art.

SPEAKERS

 

Lydia Andrew

Head of Studio Creative - Battlefield studios Europe

How working in Game Audio maximizes your Game Developer Experience, Expertise, and Network

Electronic Arts
Picture of Lydia

Lydia is the Studio Head of Creative for DICE and Criterion, working closely with the senior leaders of Art, Animation, Audio, Game design, Level Design, UI and UX, Narrative, Technical Design and Technical Art.

She has previously worked in Game Audio for many years as a specialist in Audio Direction, music commissioning and music direction, casting and voice direction, script development & supervision, SFX direction and design, team management and hiring for results, creating and running budgets. She was also a SFX and VO designer and sound recordist in film and TV

Unlocking cross-discipline mastery, systemic studio influence, and professional mobility through the central power of game sound.

Audio

Jeremy Vickery

CEO / Owner / Mentor

Visual Storytelling Workshop

Lighting Mentor
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Jeremy has 3 decades of experience working on some of the biggest films, games and tv shows out there. He now runs his own studio helping train the next generation of visual storytellers.

Learn how to utilize art not just to make pretty things, but to tell your own stories, whether it be animation, films, games, or comics.

Art

Rachel Brodie

3D Environment Artist

Texture Workshop

Snowcastle Games
Picture of Rachel

I have worked as a 3D artist in games for 6 years, specialising in stylised props and environments. I currently work at Snowcastle Games on the desert survival game Lysward, and have previously worked at Coatsink on a range of stylised games including Astronimo, Jurassic World: Aftermath, and Men In Black: Most Wanted.

A texture workshop based on how we made art for Jurassic World: Aftermath and Men In Black: Most Wanted!

Art

Elizabeth Andrews

Creature & Monster Voice Actress / Vocal Stunt Performer

Becoming Monstress – Journey of a Creature & Monster Voice Actress

The Monster Factory
Picture of Elizabeth Andrews

Elizabeth is a Creature & Monster Voice Actress & Vocal Stunt Performer at The Monster Factory,

lending her voice to titles such as Senua’s Saga: Hellblade II, Fortnite & CONTROL Resonant.


With 16+ years of experience as a death metal vocalist in extreme vocal techniques both on stage

and in the studio, she brings that same technical depth and creative curiosity to her VO work.


Shaped by years of training as a former professional ballerina, she approaches every role with the

same discipline and dedication—whether it be nightmarish monsters, cute creatures, animals,

aliens or humans.

What does a zombie, a ballerina and a death metal vocalist have in common? …not much unless they are the same person! With artistry in multiple areas, Elizabeth aims to inspire and show how everything is connected—and how one step can lead to another, opening up a whole new world. This talk shares key moments of her journey: from gamer kid to professional ballerina, to death metal vocalist in a band, to Creature & Monster Voice Actress and Vocal Stunt Performer at The Monster Factory. She will speak more in depth about creature & monster voice acting, vocal stunt performance, and extreme vocal techniques, with live demonstrations and audio samples.

Audio

Ricardo Caria

Concept Artist & Art Director

Creativity as a Skill

Freelancer
Picture of Ricardo Caria

Ricardo is a concept artist based in Spain. With over 10 years of experience in game development and some art adventures in animation, Ricardo specializes in stylized visual development. Ricardo's work focuses on pushed shapes and light treatment that augment storytelling and idea clarity for mobile and indie titles.

By using 2 words, explore a mind-map that can lead your creativity to design characters.

Art

Una Isailovic

Creatures Concept Artist

WIP - How to Sketch Your Dragon

Freelancer
Picture of Una

Una is a 2D artist, concept artist and digital illustrator specializing in character and creature design. She has spent most of her creative journey in the video games industry, while also exploring publishing, illustrating several children's books. One of the first stories read to her was Lord of the Rings, and alongside the early encounter with the animated features such as The Flight of Dragons and Princess Mononoke, her obsession with the fantasy worlds, fantastic creatures and visual storytelling was set for life. Originally from the Balkans, she is a notorious lover of sunlight and warmth, which led her to the sauna world as well, diving into the art of guided sauna sessions in the Nordics.

A Guided-workshop on Una's creature design process, by designing a Dragon.

Art

Vojta Nedved

Audio Director

Kingdom Come Deliverance 2 - An Audio Overview

Warhorse Studios
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Vojta Nedvěd has worked at Warhorse Studios for over 10 years. He contributed to the audio of Kingdom Come: Deliverance series, with a particular focus on environmental sound design. His work combines field recording, sound design, post-production, and implementation in FMOD Studio, with an emphasis on creating authentic and immersive game worlds.

Through his talk, Vojta will cover his team's work on the success of Kingdom Come: Deliverance 2, by showcasing audio implementation and some of the intricacies of creating realistic audio for a game.

Audio

Gina Loughlin

Composer

Get out of your Mind

Lock In Audio
Picture of Gina Loughlin

Gina Loughlin (she/her) is a Composer & Music Designer based in the UK who works primarily in the indie space on games that are full of heart. She loves writing vibrant, memorable melodies, exploring unique textures and experimenting with genres. Her most recent releases are Wax Heads and Mythmatch, and upcoming releases include Barbie Rewind, Building Relationships, Fool King and Planted!. 

Getting out of your comfort zone & an exploration into the creation of the soundtrack for Wax Heads.

Audio

Michael Brinkman

Senior Sound Designer

From the Big Screen to VR/AR and Beyond

Skywalker Sound
Picture of Mike Brinkman

Michael Brinkman is a Sound Designer, Sound Editor, and Interactive Audio Lead at Skywalker Sound, where he has spent the past 8 years working in games, TV, location based experiences, theme park rides, VR, AR, and MR. He has had well over a decade of experience, and over 100 credits to his name.


Michael earned a degree in Music Composition and Sound Design for Visual Media, at the Academy of Art University, before returning years later as an instructor in the same program.


He has been nominated for the MPSE Golden Reel award 5 times for VR, location based experiences, and Disney+ shows.


In 2026, Michael was nominated for an Emmy for his work on the Disney+ series, Maul: Shadow Lord.


Currently, he and the Skywalker Sound Interactive Team are working on, Marvel 1943, The Rise of Hydra, as well as several other unannounced titles still in development.


Michael can be found on most social media platforms as OntheBrinkAudio.


Stepping into a legendary universe like Star Wars in VR/AR comes with high expectations—fans will instantly notice if a iconic sound effect or visual detail feels out of alignment, yet they demand the fidelity and dynamic range expected in modern spatial computing. In this session, Mike takes attendees behind the scenes of bridging that gap, breaking down the technical and creative workflows used to preserve original legacy assets while elevating them for high-performance 3D environments. The talk explores the balance between honoring established canon and leveraging cutting-edge hardware, delivering practical strategies that creators can apply when inheriting pre-existing intellectual property or building new universes from the ground up.

Audio

Kevin-Mark Bonein

Concept Artist

Brick by Brick

Freelancer
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Rich of more than 10 years of experience, both in house and as a freelancer.


Used to the very early stages of visual development for animation all the way to final visuals production for video games.


I resonate with colorful and quirky art styles with a hint of halloween spookiness and some robots added in the mix.

A workshop to explain how Kevin-Mark uses 3D to create sceneries and paint-over. His usual concept art workflow for games.

Art

Simon Poole

Audio Director

Enginefall - Soundscapes of a Post-Apocalyptic Titan Train

Red Rover
Picture of Simon

Simon Poole is a multi award winning composer, sound designer, producer, and audio director specializing in interactive audio.


Originally from London, he is now settled in a cosy village on the outskirts of Oslo. 


A graduate of The Liverpool Institute of Performing Arts, Simon began his journey in game audio at Funcom back in the early 2000s, working on titles such as Dreamfall - The Longest Journey, Age of Conan and The Secret World. After more than a decade at Funcom, he moved into the audio director role at Red Thread Games, where he worked on titles such as Dreamfall Chapters, Dustborn, and Draugen, for which he was awarded the Ivor Novello Award for Best Original Composition in a Video Game.


Simon is currently audio director at Red Rover Interactive, where he is responsible for all aspects of the audio pipeline on their currently in development multiplayer action/survival game -  Enginefall.

A look under the hood at some of the audio techniques employed, SFX and music production and Wwise implementation for the game Enginefall.

Audio

Millie Wissar

Audio Director and Sound Designer

The Ripple Effect - How Joy Sustains my Creativity as a Sound Designer

A Shell in the Pit
Picture of Millie

Millie Wissar is an audio director and sound designer at A Shell in the Pit. She co-directed audio for the BAFTA-winning Thank Goodness You’re Here and won a Game Audio Guild Award for Tchia. Beyond games, she’s an electronic music DJ, a sound artist, and a certified forest therapy guide, and she created The Happy Listening Project, a nature field recording podcast.

My journey as a sound designer and how I keep myself excited about creating sounds every day.

Audio

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