Day 1 - Tuesday 28th April, 2026

Main Day 1 of Live Service Gaming

Morning Plenary Sessions

8:00 am - 8:45 am Registration & Breakfast


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Jonathan Lander

Former Senior Vice President, Global Product and Publishing Operations
Bethesda Softworks

In the fast-paced world of live service gaming, getting fresh, engaging content to players is essential for retaining their attention, but how can studios maintain top-notch quality under pressure? In this session, panelists will discuss ways in which the live service player demographic is changing and what that means for the type, quality, and quantity of content players expect. Learn to adapt by:

  • Identifying your current core audience.
  • Balancing the quantity of content output, with designing a game that caters to a variety of player abilities.
  • Optimizing your studio’s technical infrastructure and team’s expertise to improve observability, the integration of player feedback, and reduce downtime and errors.
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Allison Baker

Development Director
Electronic Arts

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Artie Rogers

Game Director
KingsIsle Entertainment

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Jonathan Lander

Former Senior Vice President, Global Product and Publishing Operations
Bethesda Softworks

9:30 am - 10:00 am Speaker Session to Be Announced

Session to be Announced

10:00 am - 10:30 am Presentation – Always Online: Scaling Release Management for Live Service Games

Mindi Sellers - Lead Development Director - FC Live Service, Electronic Arts

Mindi Sellers, Lead Development Director for FC Live Service at Electronic Arts, shares how her team manages the complexity of releasing multiple updates daily across Live titles. With a focus on release management, Mindi explores how EA balances quality and velocity by:

  • Building systems and processes that support high-frequency releases.
  • Balancing the need for speed with quality.
  • Incorporating incident management and feedback into the release pipeline.


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Mindi Sellers

Lead Development Director - FC Live Service
Electronic Arts

10:30 am - 11:00 am Morning Coffee Break


Morning Stream Sessions

Track A – Game Infrastructure & Technology: Data & Analytics

11:00 am - 11:30 am Presentation – Signal to Scale: Building Scalable Data Pipelines for Live Game Operations & Player Retention
Hao Liang - Director of Platform Engineering, Tencent Games Global

Launching a successful live service game requires monitoring the right metrics at the right time, yet many studios struggle with fragmented data and delayed insights during critical launch windows. This session introduces a comprehensive framework built on four critical pillars, and by integrating these data streams into a unified pipeline, studios can identify issues early, make data-driven decisions quickly, and transition from launch firefighting to sustainable operations by:

    • Assessing their 4 S's framework – Sales, Sentiment, Stability, and Stickiness – that provides a complete health check that identify leading and lagging indicators to give studios early warning signals before small issues become critical failures.
    • Unifying data pipelines to eliminate team silos by enabling all stakeholders to view the same real-time metrics, decision-making accelerates from days to hours and enabling rapid response during critical launch windows.
    • Implementing pre-launch preparation, which is non-negotiable and should establish baseline thresholds, automated alerts, and clear escalation paths before go-live to transform reactive firefighting into proactive optimization.


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    Hao Liang

    Director of Platform Engineering
    Tencent Games Global

    Track A – Game Infrastructure & Technology: Data & Analytics

    11:35 am - 12:05 pm Presentation – Making Better Games with Data: From Structure to Actionable Insights
    Emma Alvarez - Studio Director of Data Analytics, Big Huge Games

    Great games aren’t built on instinct alone — they’re built on understanding. During this session targeted towards analysts, producers, designers, marketers, and anyone interested in making data a practical, creative tool for better games and smarter decisions, attendees explore how to turn raw data into meaningful insights that guide smarter game design, marketing, and live-ops decisions. From setting up the right data structure to identifying the metrics that truly matter, delegates will learn how to move beyond dashboards and use analytics to shape player experiences and business outcomes. Emma will cover:

    • Assessing how to structure and organize your game data for clarity and scalability.
    • Applying practical methods to analyze data effectively (without getting lost in the noise).
    • Turning insights into real product and marketing actions that drive engagement and growth.
    • Reviewing examples of how studios use data to refine gameplay loops, improve retention, and optimize campaigns.

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    Emma Alvarez

    Studio Director of Data Analytics
    Big Huge Games

    Track A – Game Infrastructure & Technology: Data & Analytics

    12:10 pm - 12:40 pm Speaker Session to Be Announced
    Session to be Announced

    Track B – Game Product & Strategy: Player Engagement & Acquisition

    11:00 am - 11:30 am Presentation – Session to Be Announced by Zynga
    Matt Sharpe - Creative Director of Advertising, Zynga

    Session to be Announced

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    Matt Sharpe

    Creative Director of Advertising
    Zynga

    Track B – Game Product & Strategy: Player Engagement & Acquisition

    11:35 am - 12:05 pm Presentation – Beyond Launch Day: Why So Many Recent GAAS Titles Don’t Make it Past Year One
    Rich Vogel - Founder & Studio Head, T-Minus Zero Entertainment

    Rich Vogel, a Strategic Advisor, will outline why so many recent GAAS titles fail to survive beyond their first year. Using real-world examples, this thought-provoking session will highlight how to avoid common pitfalls and create live service experiences that resonate with players long-term by:

    • Involving the community early to build experiences that resonate and sustain engagement.
    • Creating agile content pipelines that deliver consistent, high-quality updates beyond launch.
    • Prioritizing core gameplay during pre-production to ensure a strong and unique foundation.
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    Rich Vogel

    Founder & Studio Head
    T-Minus Zero Entertainment

    Track B – Game Product & Strategy: Player Engagement & Acquisition

    12:10 pm - 12:40 pm Speaker Session to be Announced

    Session to be Announced

    Lunch

    12:40 pm - 1:40 pm Lunch

    Lunch

    Afternoon Stream Sessions

    Track A – Game Infrastructure & Technology: Tools & Architecture

    1:40 pm - 2:10 pm Speaker Session to Be Announced

    Session to be Announced

    Track A – Game Infrastructure & Technology: Tools & Architecture

    2:15 pm - 2:45 pm Presentation – Building for the Long Game: Smart Architecture Choices from Prototype to Live Service
    Novy Dhillon - Technical Director, Fortis Games

    Novy Dhillon, Technical Director at Fortis Games, will explore how studios can have confidence in that they’ve made the right architectural and infrastructure decisions as they move from early prototyping to full production and the launch of a live service title. He will break down how different game types, scaling needs, and backend components influence architectural choices, and how teams can design systems that scale horizontally without inflating their infrastructure footprint. Using real examples, Novy will illustrate how thoughtful planning and adaptive engineering lead to smoother launches, lower costs, and better long term player experiences. Learn more about:

    • Designing architecture that evolves naturally from prototype to production while supporting long term scalability.
    • Balancing performance, cost, and flexibility by choosing the right scaling strategies for each backend component.
    • Reducing infrastructure overhead through smarter system design and efficient horizontal scaling practices.


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    Novy Dhillon

    Technical Director
    Fortis Games

    Track A – Game Infrastructure & Technology: Tools & Architecture

    2:50 pm - 3:20 pm Presentation – The Price of Observability: Taming the Cost of Telemetry
    Maxfield Stewart - Director, Software Engineering - Live and Game Operations, Riot Games

    Maxfield Stewart, Director of Software Engineering for Live and Game Operations at Riot Games, will share how the studio confronted skyrocketing telemetry costs while ingesting over a petabyte of data each month. This session dives into the cultural and technical shifts that turned cost management into a shared responsibility, from process tweaks to accountability frameworks. Attendees will walk away with practical insights into:

    • Changing vendors, adjusting technical capabilities, and instituting business review processes to make costs accountable.
    • Producing and breaking down data to provide insight into metrics collected at scale, including raw logs and cardinality costs.
    • Achieving dramatic cost reductions while addressing cultural challenges and maintaining engineering freedom.

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    Maxfield Stewart

    Director, Software Engineering - Live and Game Operations
    Riot Games

    Track B – Game Product & Strategy: Game Development

    1:40 pm - 2:10 pm Speaker Session to Be Announced
    Session to be Announced

    Track B – Game Product & Strategy: Game Development

    2:15 pm - 2:45 pm Presentation – Aligning Without Diluting: Building Cross-Functional Teams That Drive Hypothesis-Led Live Service Innovation
    Andrew Gambel - Director of Product - Live Services, Sony Interactive Entertainment

    Andrew Gambel, Director of Product – Live Services at Sony Interactive Entertainment, shares how his team builds organizational bridges between product, data, user research, and development without compromising the unique strengths of each discipline. This session explores:

    • Creating alignment across disciplines while preserving team autonomy and expertise.
    • Implementing hypothesis-driven development to guide experimentation and validate player impact.
    • Building communication frameworks that support collaboration and reduce friction across functions.

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    Andrew Gambel

    Director of Product - Live Services
    Sony Interactive Entertainment

    Track B – Game Product & Strategy: Game Development

    2:50 pm - 3:20 pm Fireside Chat – Platform Power Play: Operating Multi-Game Ecosystems with Shared Strategy and Scalable Tech
    Pawan Gaargi - Chief Product Officer, Monumental
    Jonathan Lander - Former Senior Vice President, Global Product and Publishing Operations, Bethesda Softworks

    Decline is part of the product lifecycle…or is it? Running multiple live service games on a single platform can unlock major efficiencies, but it’s not without its trade-offs. In this session led by Pawan Gaargi, Chief Product Officer at Monumental, he will share examples from their playbook outlining why their studio has chosen this approach, what they’re evolving, and how they balance strategic goals with backend complexity by:

    • Tackling ‘Foundational Hygiene,’ ‘Opportunity Identification,’ and ‘Roadmap Execution.’
    • Navigating technical challenges like scalability, data separation, and update management.
    • Evolving platform strategy to support growth, flexibility, and long-term sustainability.

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    Pawan Gaargi

    Chief Product Officer
    Monumental

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    Jonathan Lander

    Former Senior Vice President, Global Product and Publishing Operations
    Bethesda Softworks

    Afternoon Coffee Break

    3:20 pm - 3:50 pm Afternoon Coffee Break

    Afternoon Plenary Sessions

    3:50 pm - 4:20 pm Speaker Session to Be Announced

    Session to be Announced

    4:20 pm - 4:50 pm Presentation – Framing the Future: Navigating IP, AI, and Global Legal Risk in Live Service Games

    Neil Yang - Vice President, Intellectual Property, NetEase Games

    Neil Yang, Vice President of Intellectual Property at NetEase Games, oversees global IP and litigation outside of China. Drawing on experience across franchises, studios, and platforms, he offers a practitioner’s view of how AI and automation is redrawing the boundaries of creativity, ownership, and compliance in live service games. Neil unpacks what developers and publishers need to consider when future-proofing their creative pipelines such as:

    • Understanding how regional IP expectations shape product, privacy, and content strategies.
    • Preparing for long-tail legal implications of automated and AI-generated assets given the legal system is lagging behind innovation.
    • Avoiding one-size-fits-all assumptions when building globally distributed live service experiences.

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    Neil Yang

    Vice President, Intellectual Property
    NetEase Games

    4:50 pm - 5:20 pm Closing Panel Discussion – Turning Data into Direction: Using Market Research to Refine Marketing Strategies

    Oscar Clark - Author, Games As A Service
    Sheloman Byrd - CEO, Open Ocean Games
    Jennifer Jo - Chief Operations Officer, Open Ocean Games

    This panel will examine how market research drives success in live service games. Experts will discuss building systems to collect quality data, leveraging insights to create business value, and tracking KPIs to measure the impact of marketing strategy changes.

    • Building systems that ensure accurate and reliable market data collection.
    • Leveraging insights from data to create measurable business value.
    • Tracking KPIs to evaluate the effectiveness of marketing strategy changes.



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    Oscar Clark

    Author
    Games As A Service

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    Sheloman Byrd

    CEO
    Open Ocean Games

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    Jennifer Jo

    Chief Operations Officer
    Open Ocean Games

    5:20 pm - 5:25 pm Day 1 Closing Remarks

    Networking Drinks

    5:30 pm - 7:30 pm Networking Drinks Reception