Day 1 - Tuesday 28th April, 2026

Main Day 1 of Live Service Gaming

Morning Plenary Sessions

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


img

Jonathan Lander

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

9:00 am - 9:30 am Opening Panel Discussion – Accelerating Content Creation: Quantity & Quality Control in Live Service Games

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.
img

Jonathan Lander

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

9:30 am - 10:00 am Presentation – Always Online: Scaling Release Management for Live Service Games

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.


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

Session to be Announced

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

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.


    Track A – Game Infrastructure & Technology: Data & Analytics

    11:35 am - 12:05 pm Presentation – Making Better Games with Data: From Structure to Actionable Insights

    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.

    Track A – Game Infrastructure & Technology: Data & Analytics

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

    Track A – Game Infrastructure & Technology: Data & Analytics

    12:45 pm - 1:15 pm Panel Discussion – Testing the Future: How Studios Evolve Playtesting in Live Games

    This panel brings together industry leaders to explore how different studios approach playtesting in live service environments, collect data, and obtain value from it. Speakers will discuss the types of key metrics they track, the technical processes that allow them to integrate changes quickly and at scale, and the emerging role of AI in playtesting. The conversation will explore:

    • Identifying the most impactful metrics to guide playtesting decisions, especially games with a global reach.
    • Integrating player feedback and technical changes rapidly across live service platforms.
    • Evaluating the benefits and drawbacks of AI-driven playtesting for future development.


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

    11:00 am - 11:30 am Presentation - Session to be Announced
    Rich Vogel - Founder & Studio Head, T-Minus Zero Entertainment

    Session to be Announced

    img

    Rich Vogel

    Founder & Studio Head
    T-Minus Zero Entertainment

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

    11:35 am - 12:05 pm Fireside Chat – Localized or Globalized?: What Player Data Reveals About the Demand for Localized Content
    Jonathan Lander - Former Senior Vice President, Global Product and Publishing Operations, Bethesda Softworks

    Should studios build one universal experience or tailor their games to regional audiences? This in-depth fireside chat with Chase Shi, a Senior Director of Product on Diablo, at Blizzard Entertainment, walks through the strategic and technical trade-offs of localization versus global standardization, using a case study. Attendees will get a glimpse into:

      • Interpreting player data to assess demand for localized features and content.
      • Balancing content velocity and quality when operating a universal versus regionally adapted game.
      • Evaluating long-term engagement strategies based on cultural relevance and platform expectations.


      img

      Jonathan Lander

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

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

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

      Session to be Announced

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

      12:45 pm - 1:15 pm Panel Discussion – Balancing the Base: Growing Your Player Community Without Losing Your Core

      Expanding your player base is essential given the state of live service gaming, but is it worth the cost of alienating your most loyal fans? This session outlines how a studio has found the right balance by:

      • Defining audience priorities to guide acquisition and retention strategies.
      • Maintaining a close eye on early player perception and managing player expectations through clear communication and thoughtful design.
      • Balancing growth and revenue goals with player loyalty.

      Lunch

      1:15 pm - 2:15 pm Lunch

      Lunch

      Afternoon Stream Sessions

      Track A – Game Infrastructure & Technology: Tools & Architecture

      2:15 pm - 2:45 pm Speaker Session to Be Announced

      Session to be Announced

      Track A – Game Infrastructure & Technology: Tools & Architecture

      2:50 pm - 3:20 pm Presentation – Smarter Matchmaking, Better Play: Elevating Player Experience with AI-Powered Precision

      Thought real-world examples, an AI specialist, will share how their team uses machine learning and artificial intelligence to optimize matchmaking across their franchise. By refining backend algorithms with AI, they ensure players are matched based on skill, playstyle, and behavior. Learn how this studio is creating fair, more dynamic experiences that keep players engaged minute-to-minute by:

      • Enhancing matchmaking accuracy and fairness through AI-driven player evaluations.
      • Improving backend systems to deliver seamless, scalable matchmaking across diverse player profiles.
      • Elevating moment-to-moment gameplay by aligning match quality with player expectations.

      Track A – Game Infrastructure & Technology: Tools & Architecture

      3:25 pm - 3:55 pm Presentation – The Price of Observability: Taming the Cost of Telemetry

      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.

      Track A – Game Infrastructure & Technology: Tools & Architecture

      4:00 pm - 4:30 pm Panel Discussion – Platform Power: Choosing the Right Tech Stack to Unlock Creative Focus

      The foundation of a successful live service game starts with the right platform. This session explores how studios can select infrastructure that enables their developers to focus on creating engaging game play by:

      • Handling essential functions such as user authentication, multiplayer capabilities, leaderboards, cloud storage and more.
      • Aligning studios technical needs and creative priorities easily.
      • Supporting long-term scalability with infrastructure that adapts to evolving LiveOps demands.

      Track B – Game Product & Strategy: Game Development

      2:15 pm - 2:45 pm Speaker Session to Be Announced
      Session to be Announced

      Track B – Game Product & Strategy: Game Development

      2:50 pm - 3:20 pm Presentation – Aligning Without Diluting: Building Cross-Functional Teams That Drive Hypothesis-Led Live Service Innovation

      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.

      Track B – Game Product & Strategy: Game Development

      3:25 pm - 3:55 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.

      img

      Pawan Gaargi

      Chief Product Officer
      Monumental

      img

      Jonathan Lander

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

      Track B – Game Product & Strategy: Game Development

      4:00 pm - 4:30 pm Panel Discussion – Designing for Discovery: How Game Teams Can Drive User Acquisition Beyond Marketing

      User acquisition isn’t just a marketing challenge, it’s a cross-functional opportunity. But how are studios handling it? This panel brings together experts from product, design, and marketing to explore how game teams can influence UA by:

      • Creating engaging in-game features that naturally support acquisition goals and player conversion.
      • Collaborating across teams to align product design with UA strategy and campaign timing.
      • Communicating effectively between departments to ensure shared goals and measurable outcomes.

      Afternoon Coffee Break

      4:30 pm - 5:00 pm Afternoon Coffee Break

      Afternoon Plenary Sessions

      5:00 pm - 5:30 pm Speaker Session to Be Announced

      Session to be Announced

      5:30 pm - 6:00 pm Presentation – Framing the Future: Navigating IP, AI, and Global Legal Risk in Live Service 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.

      6:00 pm - 6:30 pm Closing Presentation – From Lore to LiveOps: Crafting Immersive Storytelling That Resonates and Retains

      Though in-game examples, a Narrative Lead, will share how their team weaves historical authenticity into the evolving narrative of their games to captivate and retain players. As demographics and player expectations shift, continuous storytelling has often proven to be a critical part of live service success. Their studio’s approach to delivering immersive, community-driven experiences has proven successful because they prioritize:

      • Blending historical accuracy with dynamic storytelling to excite players, as well as deepen their immersion and investment in the game.
      • Engaging directly and regularly with the community while filtering feedback to preserve creative and brand integrity.
      • Brainstorming solutions to challenges they and their players have flagged by being agile and adapting their narrative strategy.

      6:30 pm - 6:35 pm Day 1 Closing Remarks

      Networking Drinks

      6:35 pm - 8:35 pm Networking Drinks Reception