Industry Week starts on Monday and we’ve planned an exciting day for our Games students on Wednesday 8 March – we’ve invited FIVE professionals from Deep Silver to talk all about their experience in the gaming industry. There are still a couple of spaces left on some of their talks so make sure you book your ticket soon!
Ben Parbury is a Senior Programmer at Deep Silver Dambuster Studios. He’s spent the last decade working in the games industry on a variety of titles such as the multi-million selling Crysis Series and triple BAFTA winning Everybody’s Gone to the Rapture. Over the years he’s worked in large teams of hundreds of people spread across multiple countries, worked as a contractor both remotely and internally for various companies, as well as independently released his own title on Steam.
Richard Smith is an award winning 3D digital artist specialising in realistic character production for videogames. Born and raised in Derby, his 12 years in the games industry has kept him close to the local area. He currently leads the Character Art Team at Dambuster Studios in Nottingham where he’s responsible for the final quality of all character art production. Richard has created game characters for projects ranging from Star Wars to James Bond to Dambuster Studios’ most recent release, Homefront: The Revolution.
Tim is a Technical Designer at Deep Silver Dambuster Studios. Originally from the Netherlands, he started in games industry in early 2008. Since then he has lived in various countries and games where he has gained experience in both game design and programming. In 2014 he decided to move to sunny Nottingham to work for Dambuster Studios. Over the years he has worked on games like Age of Conan, The Secret World, and more recently Homefront: The Revolution.
Alexandra Țurcan is the Deep Silver GamesLab Manager at Dambuster Studios. She has a PhD in the psychology of sarcasm (no, really!) and has only joined the games industry one year ago, starting off as a Data Scientist. She quickly realised that the huge amount of available gameplay data should be leveraged to objectively assess player experience. She threw in the mix a few psychological research methods, like eye-tracking and skin conductance, and that is how GamesLab was born – a research lab that marries the rigour of science with the fun of video games, working towards data-driven game development.
Ruan Pearce-Authers is the senior online services engineer at Deep Silver Dambuster Studios, where he architects the highly scalable servers that power modern AAA games, comprising everything from internal data processing pipelines to game servers that connect you with your friends. He’s also in charge of technology for the publisher’s user research lab, Deep Silver GamesLab, integrating player biometrics like skin conductance and eye-tracking into gameplay data. Aside from his main specialisation in online development, he also did a stint as a gameplay programmer, focusing on animation and AI.