Gavyn is a Senior Pipeline Technical Artist at Blizzard Entertainment, where he contributes to the iconic World of Warcraft. With 17 years of experience spanning the Media and Entertainment and Game industries, he specializes in optimizing content creation pipelines and artist workflows for film, TV, and games. Gavyn’s journey has taken him through renowned studios like Pixomondo, Industrial Light & Magic, and Blizzard Entertainment, where he’s built a reputation for blending technical expertise with a deep understanding of artistry.
Gavyn began his career as a generalist artist in the film industry, working on major titles while mastering the ins and outs of content creation. As technology evolved, he noticed a growing gap between artists and the technical tools they relied on—tools that often hindered creativity instead of enabling it. This inspired him to shift his focus to pipeline and tools development.
For over 11 years, Gavyn has been designing scalable tools and efficient workflows that empower artists to do what they love: create. By combining his artistic background with technical innovation, he’s championed solutions that let creativity take center stage without compromising on efficiency.
Chris Collins is Game Designer and Producer with a background in Engineering. Most recently, he worked at Riot Games on League of Legends and League of Legends: Wild Rift.
Chris has done something a little different at every job - gameplay engineering, game design, release management, project management, and product ownership - and has spent his decade-long career completely within the Games industry. He's worked for studios as small as 15 and as large as 4,000, and he still doesn't know what he wants to be when he grows up.
He likes hiking, archery, social justice, and of course video games. Favorite games include Warframe, Terraria, Ark: Survival Evolved, and Monster Hunter.
Thomas Q Brady is a design technologist at Take Two Games (Rockstar Games, 2K Games, Private Division, and Zynga). He works on the Applied Artificial Intelligence team, building automated tools for designers, developers, writers, and producers.
In previous roles, he's been a front-end engineer—building UIs and working on reusable component libraries and design language systems at places like Visa, frog design, and the retail chain H-E-B. He has also been a product designer—designing interfaces for videoconferencing software and hardware at Polycom. He led a central design team that consulted with hardware and software startups at the incubator Carnegie Technologies and authored the O'Reilly Guide to Ember.js.
When he's not at work, you'll most likely find Thomas hanging out with his wife, teenage son and daughter, probably watching a movie or an episode of Community/The Office—unless he's sneaked off somewhere to do some reading. Usually, it's something about physics, philosophy, anthropology, or quite possibly comic books.
Eric Isakson is a seasoned software engineer with over 25 years of experience in backend development and software engineering. Currently serving as a Senior Backend Engineer at Epic Games, Eric contributes to cutting-edge projects in the gaming industry.
Prior to Epic Games, Eric had a distinguished 22-year career at SAS as a Principal Software Engineer, where he was instrumental in advancing software solutions and delivering robust engineering leadership.
Eric’s extensive experience spans backend development, data transformation, and technical leadership in both the gaming and software industries.
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