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- PlayOn!
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. PlayOn!
- The prevalence of loot boxes in mobile and desktop games
< Back The prevalence of loot boxes in mobile and desktop games Link Author(s) D Zendle, R Meyer, P Cairns, S Waters, N Ballou Abstract More info TBA Link
- BT
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. BT
- SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs
< Back SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs Link Author(s) A Barahona-Ríos, T Collins Abstract More info TBA Link
- Using a Team of General AI Algorithms to Assist Game Design and Testing
< Back Using a Team of General AI Algorithms to Assist Game Design and Testing Link Author(s) C Guerrero-Romero, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search
< Back Expressivity of Parameterized and Data-driven Representations in Quality Diversity Search Link Author(s) A Hagg, S Berns, A Asteroth, S Colton, T Bäck Abstract More info TBA Link
- Dr Gavin Kearney
< Back Dr Gavin Kearney University of York Supervisor Dr Gavin Kearney is a highly experienced researcher, lecturer and content creator specialising in spatial audio and surround sound. He joined the University of York as Lecturer in Sound Design in January 2011 and was appointed Associate Professor in Audio and Music Technology in 2016. He has written over 60 research articles and patents on different facets of immersive and interactive audio, including real-time audio signal processing, Ambisonics, virtual and augmented reality and recording and audio post-production technique development. He has undertaken innovative projects in collaboration with Mercedes-Benz Grand Prix, BBC, Dolby, Huawei, Abbey Road and Google amongst others. With the latter, he helped define the Google spatial audio pipeline through development of the SADIE binaural filters and decoders used worldwide. He is also an active sound engineer and producer of immersive audio experiences, working to develop new techniques and workflows for immersive music production in collaboration with Abbey Road Studios. He is Vice-Chair of the AES Audio for Games Technical Committee and was Co-Chair of the 2019 AES Immersive and Interactive Audio Conference at York. Gavin is particularly interested in supervising students with an audio background who wish to explore the following areas relating to audio for games Intelligent sound design Virtual Acoustics Spatial Audio Binaural sound Audio for Virtual and Augmented Reality Immersive audio experiences for next gen mobile platforms Ambisonics and spherical acoustics Using audio to enhance player emotional state (as well as projects on health and well-being) Game Audio for therapy Accessibility through Game Audio Email gavin.kearney@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Applied Games Game AI Game Audio - Previous Next
- On State Representations and Behavioural Modelling Methods in Reinforcement Learning
< Back On State Representations and Behavioural Modelling Methods in Reinforcement Learning Link Author(s) H Siljebrat Abstract More info TBA Link
- Reliving 10 years old: Descriptive Insights into Retro Gaming
< Back Reliving 10 years old: Descriptive Insights into Retro Gaming Link Author(s) N Ballou, N Bowman, T Hakman, AK Przybylski Abstract More info TBA Link
- Andrew Martin
< Back Andrew Martin Queen Mary University of London iGGi Alum Applications in game development for programming language theory and AI Modern game development is highly iterative. Iteration is usually discussed in terms of a team completing design iterations, but can also be considered at the level of an individual developer attempting to complete a task, or experimenting with some ideas. At this level, the feedback loop provided by the tool becomes critical. Programming environments in particular often have a very poor feedback loop. Programming feedback can be thought of in terms of how quickly and seamlessly the user is able to observe the results of their work. This process is usually plagued with manual tasks and long pauses. It is common that a user will need to recompile, relaunch their program, and then manually recreate whatever state is required to observe the behaviour that they are working on. Frameworks like Elm, React and Vuejs are establishing a new norm of automatic hot-reloading with state preservation. These systems represent a branch of programming language research that is strongly focused on developer experience. In order to improve upon this work for game development, we must overcome the unique challenges that game development entails. Although the systems mentioned are all quite recent, there is a rich vein of research to draw on, which can be traced through dataflow programming, Smalltalk, Erlang, functional-reactive programming, Lisp and more. Predictive completions are considered by many to be a natural next-step in the evolution of live programming environments. An AI programming assistant would propose program fragments as completions or alternatives. The agent may seek to anticipate the user’s intent, or to provide creative suggestions. There is much relevant research in the fields of program synthesis, inductive logic programming, machine learning and genetic programming. One significant problem is how to smoothly and safely integrate a system like this into the user’s workflow. Many of the properties useful for safely enabling live programming features, such as isolation of side-effects, will also permit an AI agent to safely generate and execute code. Andy graduated from Imperial College London with an MEng in Computing in 2011. Following this he worked on game engine tools and technology at a startup called Fen Research, and then as a senior developer at a software consulting firm called LShift. In 2016 he spent six months working as a Research Associate in the Computational Creativity group at Goldsmiths, before starting his PhD. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - Previous Next
- EReLELA: Exploration in Reinforcement Learning via Emergent Language Abstractions
< Back EReLELA: Exploration in Reinforcement Learning via Emergent Language Abstractions Link Author(s) KY Denamganai, T Bradley, PV Amadori, S Missaoui, G Moss, JA Walker Abstract More info TBA Link
- iGGi Con 2025 Successfully Concluded! | iGGi PhD
< Back iGGi Con 2025 Successfully Concluded! iGGi Con 2025 successfully concluded yesterday. Over the last 10 years, iGGi Con has firmly established itself as an annual showcases of the UK's latest advancements in games research and as a networking platform that connects individuals from industry and academia who are working in games. The iGGi Con 2025 took place at the Ron Cooke Hub on the University of York's Campus East. The event stretched over two days and comprised 13 talks, 3 keynotes, 1 panel, 1 workshop, 2 buzz talk sessions, 24 posters and plenty of coffee breaks during which attendees could engage with each other. We were excited to see so many of our industry partners present, as well as members of the increasingly large group of iGGi Alumni who shared their experience of "life after a PhD". We're already looking forward to next year's iGGi Con, also branded BiGGi Con ! BiGGi Con will be special in that it will quite likely be the last of its kind but we'd therefore envisage it to be larger and sparklier than ever! So make sure you SAFE THE DATE >>> 16-17 September 2026 <<< This time, we'll be back at the capital city >>> at Queen Mary University London <<< Can't wait to see you there! Previous 12 Sept 2025 Next






