Europe's Largest
AI and Game Conference.

Two days of in-depth talks on the AI driving today’s biggest games. Built by the community of Game AI developers, researchers and enthusiasts.

Dates

10 — 11 Nov 2026

Venue

Central London

500+

Expected attendees in 2026

2

Days, two parallel tracks

170+

Companies represented in 2025

55%

Senior game AI professionals

Microsoft Research Sony AI Unity Epic Games Creative Assembly Splash Damage CD Projekt Red Guerrilla EA Saber Interactive
Microsoft Research Sony AI Unity Epic Games Creative Assembly Splash Damage CD Projekt Red Guerrilla EA Saber Interactive

Early bird now open.


 
Early bird prices will be extended for participants waiting to hear back on their talk submissions.

Student

EARLY BIRD

For full-time students and those in unwaged academic positions. Self-certified at checkout.

£75

£99
+£2.00 booking fee

Indie

EARLY BIRD

EARLY BIRD

EARLY BIRD

For studios and teams under 25 people. Self-certified at checkout.
 

£130

£180
+£2.50 booking fee

Industry

For game developers and AI practitioners at studios of any size.
 

£250

£350
+£2.50 booking fee

ProfessionaL

For technology vendors, tool providers, and non-developer industry professionals.
 

£400

£500
+£2.50 booking fee

Early bird · Ends 30 Jun 2026

Get your ticket.

All passes are sold via Ticket Tailor. Select the right tier at checkout — early bird pricing is applied automatically.

email contact@aiandgamesconference.com for a large group booking

Coming Soon

Speaker lineup and event schedule will be announced shortly.

Full lineup drops in September.

The biggest names in games.

Showing you what they have built and how it actually works.

Full lineup drops in September.
Ian Shaw
Games Technology Consulting
Maciej Celmer
CD Projekt RED
Jeff Orkin
Bitpart AI
Olga Titova
Wargaming
Florian Fuchs
Electronic Arts - SEED
Veronica Reingold
University of Windsor

Got something worth sharing?

Every submission goes through our editorial board — we vet for technical depth, originality, and practical insight. If we think your talk can be stronger, we’ll work with you to get it there.
Accepted speakers receive a complimentary ticket to the event.
Submit a talk · 2026

Apply to speak.

Fill the form in the link below. In it we will be collecting following information:

  1. Information about the talk
  2. Information about the speaker(s)
  3. Information about the event
Submit a talk · 2026

12 AM BST, 3 Aug 2026

email contact@aiandgamesconference.com for more information
Schedule categories
Hall category filter

Monday 09:15

The illusion of life – Managing NPCs in Avatar: Frontiers of Pandora

Ubisoft Düsseldorf

Hall A

Click for details

Monday 16:50

One Trillion Parameters and No Plans

Bitpart AI

Hall A

Click for details

Tuesday 09:15

Heat, MaxTac, and Blockades: Expanding the Police System in Cyberpunk 2077

CD Projekt RED

Hall A

Click for details

Tuesday 10:10

AI Planning Analytics — From F.E.A.R (2005) to Assassin’s Creed: Shadows (2025)

Hawkswell Studios

Click for details

Monday 12:20

Let the NPCs Fight: Learning Attack Reach from Real Gameplay Data

Ubisoft

Click for details

Monday 10:10

Supporting thousands of simulated NPCs in the open world of KCD2.

Petr Smrček
Warhorse Studios

Advanced

Hall A

Click for details

Tuesday 12:20

Diversity in Autonomous Playtesting: a Case Study on Reinforcement Learning for NHL26

Florian Fuchs
Electronic Arts - SEED

Beginner

Hall A

Click for details

Tuesday 14:40

Gemini in Unreal Engine: Enhancing game development with multimodal AI

Gabriel Ware
Google

Advanced

Hall B

Click for details

Tuesday 11:25

Design for everything in Kingdom Come: Deliverance 2

Vadim Petrov
Warhorse Studios

Intermediate

Hall A

Click for details

Tuesday 11:25

The Living World AI Recipe Book: Practical Insights for Ambient Character Simulation

Pablo Armando Rodríguez Codes
Avalanche Studios Group

Beginner

Hall B

Click for details

Monday 13:45

Bringing Research to Life in AAA Game Production

Alessandro Sestini
Electronic Arts - SEED

Beginner

Hall B

Click for details

Monday 12:20

Good Enough AI: Pragmatic Approaches for Crafting Compelling Player Experiences in Games

Gaetan Soppe Drenjanin
Sports Interactive

Advanced

Hall B

Click for details

Monday 15:55

Build your own navigation stack!

Bram Ridder
Kythera

Intermediate

Hall B

Click for details

Tueday 16:50

Retro-AI: Dungeon Keeper

Ian Shaw
Games Technology Consulting

Beginner

Hall A

Click for details

Monday 09:15

On‑Device Generative Agents for Lifelike NPCs

Piero Molino
Studio Atelico

Advanced

Click for details

Monday 14:40

Navigating Legal Frontiers: How the Law applies to AI in 2025

Rupam Davé
Lewis Silkin LLP

Intermediate

Hall A

Click for details

Monday 13:45

Latent Landscapes: Using machine learning to generate terrain in Prologue: Go Wayback!

Joey Faulkner
PlayerunknownProductions

Beginner

Hall A

Click for details

Tuesday 16:50

But why is it saying that?? Making LLM powered AI bots a bit more reliable

Batu Aytemiz
Fundamental Labs

Hall B

Click for details

Tuesday 09:15

From Metrics to Meaning: Effort-Aware and Explainable AI for Game Pathfinding

Yetunde Longe-Folajimi
Wentworth Institute of Technology

Advanced

Hall B

Click for details

Monday 11:25

How to bully AI into delivering meaningful gameplay

Thomas Keane
Ben Ackland
Meaning Machine

Advanced

Hall B

Click for details

Tuesday 13:45

How to power-up Unreal Engine Behavior Trees

Antonio Muñoz Gallego
Unknown Worlds

Intermediate

Hall B

Click for details

Tuesday 12:20

How to Build a Friend: AI Companionship and Its Game Design Potential

Olga Titova
Wargaming

Beginner

Hall B

Click for details

Tuesday 14:40

Panel: Investment Trends at the Intersection of AI and Games

Cassia Curran
Nick Button-brown 
Curtis Urbanowicz
Curran Games Agency

Advanced

Hall A

Click for details

Monday 16:50

Press A for Assistance: Making Games Accessible with AI

Veronica Reingold
Steven Rice
University of Windsor

Intermediate

Hall B

Click for details

Tueday 15:55

Simulation-Based AI with LLMs for Game Agents

Simon Lucas
Queen Mary University of London

Beginner

Hall B

Click for details

Two tracks. Two days.

Announcing in September’26

A new home in Central London.

Coming soon

Built for conversation.

We’ve moved to a larger Central London venue in response to feedback from our community, with two main halls, a dedicated expo floor, and breakout space.
Capacity

500 attendees

Expo floor

Open both days

Catering

Coffee breaks included

Tracks

2 parallel

Travel

Step from the Tube

Accessibility

Step-free throughout

Backed by the best

Limited spot
women in games
Want your logo here? Get in touch with contact@aiandgamesconference.com

Questions, answered.

Couldn’t find what you’re looking for? Email us at contact@aiandgamesconference.com and we’ll get back to you.

Both days of talks across two parallel tracks, all networking breaks on both days, entry to the Tuesday-evening attendee social, access to the expo and meeting area, the printed programme, and full post-event access to the talk recordings once they’re published.

Early bird pricing closes at 23:59 BST on 30 June 2026, or sooner if we sell out of early-bird seats. We sold out our 2025 early-bird allocation three weeks early, so we’d recommend not waiting.

Yes. We hold a limited number of heavily discounted seats for students, unwaged researchers, and underrepresented voices in game AI. Apply via the link under the ticket grid; decisions are made on a rolling basis.

Every talk on both days is recorded. Recordings are released a few months after the event via our channels and are openly accessible to the global community. All recordings are subject to studio approvals.

We have a limited number of partnership slots at each tier. Get in touch with our team for a partnership pack for the full breakdown of what’s available and pricing.

Tickets are non-refundable. Tickets are transferable to a colleague at no charge — just email us with the new attendee’s details.

Built by the community.

The AI and Games Conference returns for 2026 as we continue our efforts to provide a high-quality venue for professionals across the games industry to learn, network, and discuss applications of artificial intelligence for video games.

Our inaugural outing proved to be a great success, with a strong turnout and well-received programme. For 2025 we expanded our remit with a two-day event comprised of multiple tracks — and for 2026 we’re growing further, moving to a new Central London venue to accommodate a growing community.

You will hear from the leading minds in the sector on emerging trends, post-mortems, research breakthroughs, and broader business developments. Our expanded floorspace provides more opportunities for networking, business engagements, and demonstrating new and upcoming tools and projects.

Game AI Events CIC — the AI and Games Conference is organised by a UK-based community interest company that seeks to provide accessible, high-quality events for the game AI community worldwide.
Our team

Alan Zucconi

Goldsmiths, University of London

Alan Zucconi is a Senior Lecturer, author and a passionate developer focused on the field of education. As a Science Communicator he is investigating the impact that AI has on society, from deepfakes to algorithmic bias. He currently works at Goldsmiths, University of London as Director of Postgraduate Studies, where he also directs the MA/MSc Computer Games programmes.

Duygu Çakmak

Creative Assembly

Duygu Cakmak is the R&D Director at Creative Assembly for the BAFTA award-winning Total War series. She oversees the R&D strategy and direction for the franchise. She joined Creative Assembly in 2015 as an AI programmer and after this, she moved into a Project Technical Director role.

Dr Gabriel Robert

Final Strike Games

Gabriel Robert has worked in Game AI since 1999 on titles such as Top Spin, Ghost Recon, and Assassin’s Creed. After earning his PhD in 2005, he focused on bridging academic research and production. Formerly a lead R&D Developer at Ubisoft La Forge, he now works on in-game AI at Final Strike Games.

Matthias Siemonsmeier

Splash Damage

Matthias is the head of AI at Splash Damage, and has worked as a programmer on titles including ‘Sacred 3’, ‘Portal Knights’, and was the AI lead on ‘Gears Tactics’.

Dr Tommy Thompson

AI and Games

Tommy consults with games studios and tech companies around the world on how to utilise AI in their projects: providing development support, consultancy, and professional training services on artificial intelligence in the video games.

With 20 years experience in AI for video games, Tommy has become a trusted voice in the game AI community as he acts as a public speaker, science communicator, and industry advocate. His successful YouTube series ‘AI and Games’, has accrued millions of views since it began in 2014.

George E. Osborn

Half-Space Consulting

George is the creator of Video Games Industry Memo and founder of Half-Space Consulting: a strategic consultancy that supports businesses as they seek to work within the video games industry.

Sally Kevan

TVG Events

Sally joins the team with decades of experience in event planning and logistics. She has run large-scale international events over five continents. She’s calm in a crisis, always patiently waiting for the drama to show its face so that she can pull on her experience and come up with a solution, fast.

Shraddha Gupta

AI and Games

Shraddha is a marketing and advertising strategist with 10+ years of experience designing and delivering tailored solutions that drive measurable business outcomes – working with the likes of Viacom, Twitter and more recently in gaming with modl.ai.

A safe space for everyone.

Game AI Events CIC is committed to providing a harassment-free, inclusive event for all participants, regardless of gender, sexual orientation, disability, physical appearance, race, nationality or belief. The following code applies to all in-person and virtual events we organise.

This policy applies to all participants of events organised or hosted by Game AI Events CIC; both in person and virtual.

Reporting a Breach of the Code of Conduct:

Any delegate who wishes to report a violation of this policy is asked to speak, in confidence, to a member of the organisational team. At the beginning of an in-person event, members of the organisational team will be introduced who will identify as being responsible for handling code of conduct breaches. You may also contact us via email at events@aiandgames.com.

Responding to a Breach of the Code of Conduct:

Delegates asked to stop any inappropriate behaviour by a member of the organisational team are expected to comply immediately.

.Failure to adhere to this request or further violations of the Code of Conduct will result in the delegate being asked to leave the event without a refund.

.In the event of escalation, or if a criminal offence is suspected, the matter may be reported to the Police or other relevant authorities. Further legal action may also be considered.

Breach of the Code of Conduct at Virtual Events:

Whilst we encourage delegates to use the chat function for discussion, debates and freedom of speech, we have a duty of care for our delegates and speakers.

  • . Inappropriate messages may be deleted. The delegate will be sent a private message informing them why it has been deleted and will be given a warning. If the delegate continues to send inappropriate messages they will be removed from the event.
  •  
  • . Breaches of a severe nature will be removed from the event. This will be down to the discretion of the moderator. The delegate will be informed via email why they’ve been removed from the event.
  •  
  • . The chat may be disabled for the duration of the event.
  •  
  •  

. Delegates have a duty to take reasonable care for their own safety when attending events and have a responsibility to ensure the safety of others if affected by their own activities

. Delegates are not permitted to tamper or adjust any event equipment, fixture or furnishing without express permission from the organisers.

. Delegates are not permitted to enter any restricted area.

. Delegates may have access to a cloakroom space at in person events but are solely responsible for their own belongings.

. Delegates are expected to consume alcohol responsibly, and only when permitted as part of an in-person event.

. Delegates are not permitted to bring in any food or alcohol from outside the premises to any in-person event unless they have permission from the organisers.

. The organisers accepts no responsibility for any injury or for the death of any person, while attending one of our events, unless such injury or death was occasioned by the negligence of the organiser.

. Children attending events are the responsibility of a supervising adult, and are not permitted to attend unsupervised.

. The organiser’s resources should be used solely in respect of the event and the delegate’s role in the event. Delegates are not permitted to make use of equipment or facilities for other purposes.

. Game AI Events CIC has a zero-tolerance approach to fraud and will investigate suspicious activity or if registration details appear fraudulent.

Questions about the code of conduct? Contact us at contact@aiandgamesconference.com

See what you missed.

All talks from previous editions are available free on our YouTube channel — open access for the global game AI community.

London 2025

Central London · 2 days

London 2024

Central London · Inaugural edition

All talks — free to watch

Most talks from 2024 and 2025 are on YouTube

DON'T MISS OUT.

The 2025 conference sold out three weeks before the doors opened.
Lock in your early-bird seat now and save £100 on the standard pass.