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Dublin, Ireland | 1st – 2nd Oct 2025
NEXUS Games Summit welcomes 300 games industry leaders to Dublin for two days of networking events, live stage content and roundtable discussions. Hear from international thought leaders discussing key industry topics and trends.
The event explores the current challenges and opportunities facing the global games industry, as well as the strategies and avenues available to thrive in this fast moving sector.
Meet our first 2025 speakers. More speaker announcements coming soon!
Mikkel Weider is Group CEO of everplay, the global games group and parent company of Team17, astragon Entertainment and StoryToys. He is an experienced games industry executive and entrepreneur with a track record of building and scaling high-growth businesses across Europe and the United States.
In 2016, Mikkel founded Nordisk Games, serving as CEO until 2023 and growing the business from inception to more than 1,300 employees through a combination of organic growth, investment and studio acquisitions.
Mikkel is also a Partner at Delphi Interactive, Chair of Outlast Games, and a board member of M2 Animation and NASDAQ-listed Trophy Games. He has held numerous leadership and board roles across the games and technology sectors, with particular expertise in growth, investment and M&A.
Mikkel Weider is Group CEO of everplay, the global games group and parent company of Team17, astragon Entertainment and StoryToys. He is an experienced games industry executive and entrepreneur with a track record of building and scaling high-growth businesses across Europe and the United States.
In 2016, Mikkel founded Nordisk Games, serving as CEO until 2023 and growing the business from inception to more than 1,300 employees through a combination of organic growth, investment and studio acquisitions.
Mikkel is also a Partner at Delphi Interactive, Chair of Outlast Games, and a board member of M2 Animation and NASDAQ-listed Trophy Games. He has held numerous leadership and board roles across the games and technology sectors, with particular expertise in growth, investment and M&A.
Don Daglow is a pioneering game designer, writer, keynote speaker and advisor who has worked on every generation of video game consoles, as well as online and mobile games. Teams have shipped over $1 billion in games under his leadership.
Don has delivered keynotes and presentations at The Smithsonian in Washington D.C., BAFTA in London, the Biennale in Frankfurt, Games Convention in Singapore, Medientage in Munich, Gamescom Dev in Cologne, GamesRome and Checkpoint in Rome, DGA in Hilversum, CENL in Copenhagen, DIG in London (Ontario), Develop in Brighton, The Strong National Museum of Play in Rochester NY, and at 30+ GDC conferences in San Francisco, Cologne, London and Shanghai.
Daglow is one of three game makers (with John Carmack and Mike Morhaime) to receive both a Technical Emmy® Award (2008, for creating Neverwinter Nights) and a DICE Award (2002, Outstanding Achievement in Visual Engineering by Stormfront Studios for The Lord of the Rings: The Two Towers).
The longest-serving active developer in the video games industry (1971 – present), Don produced two of the first three sports titles ever published by Electronic Arts.
To date he has worked on over 100 games, including the Carmen Sandiego series, Earl Weaver Baseball, The Lord of the Rings, Madden NFL Football, NASCAR Racing, Neverwinter Nights, Prince of Persia, Sim City, the SSI “Gold Box” Dungeons & Dragons games, Tony La Russa Baseball, Intellivision Utopia, and World of Tanks.
Don designed and programmed the first interactive computer baseball game (BASBAL, 1971-74), and the first role-playing game on a non-classroom mainframe computer (Dungeon, 1976-80), as well as one of the earliest chatbots (ECALA. 1971-72; archived at The Strong Museum).
He also coined the terms “Console Wars” to describe the historic rivalries between the hardware makers, and “The Video Game Crash” to describe the collapse of the industry in 1983-84, both terms appearing in print for the first time in 1987.
As a writer, Don has been honored with a New Voices playwriting award from The National Endowment for the Arts, and to date has won twelve major independent book awards for his best-selling literary mystery novel, “The Fog Seller.” Don is also the author of “Indie Games: From Dream to Delivery,” an award-winning guide to developing, shipping and selling indie games.
A 3-time Inc. 500 CEO, Don serves as an Advisor to The Strong National Museum of Play, and as the volunteer President of The Academy of Interactive Arts & Sciences Foundation, the charitable wing of the Academy.
Don Daglow is a pioneering game designer, writer, keynote speaker and advisor who has worked on every generation of video game consoles, as well as online and mobile games. Teams have shipped over $1 billion in games under his leadership.
Don has delivered keynotes and presentations at The Smithsonian in Washington D.C., BAFTA in London, the Biennale in Frankfurt, Games Convention in Singapore, Medientage in Munich, Gamescom Dev in Cologne, GamesRome and Checkpoint in Rome, DGA in Hilversum, CENL in Copenhagen, DIG in London (Ontario), Develop in Brighton, The Strong National Museum of Play in Rochester NY, and at 30+ GDC conferences in San Francisco, Cologne, London and Shanghai.
Daglow is one of three game makers (with John Carmack and Mike Morhaime) to receive both a Technical Emmy® Award (2008, for creating Neverwinter Nights) and a DICE Award (2002, Outstanding Achievement in Visual Engineering by Stormfront Studios for The Lord of the Rings: The Two Towers).
The longest-serving active developer in the video games industry (1971 – present), Don produced two of the first three sports titles ever published by Electronic Arts.
To date he has worked on over 100 games, including the Carmen Sandiego series, Earl Weaver Baseball, The Lord of the Rings, Madden NFL Football, NASCAR Racing, Neverwinter Nights, Prince of Persia, Sim City, the SSI “Gold Box” Dungeons & Dragons games, Tony La Russa Baseball, Intellivision Utopia, and World of Tanks.
Don designed and programmed the first interactive computer baseball game (BASBAL, 1971-74), and the first role-playing game on a non-classroom mainframe computer (Dungeon, 1976-80), as well as one of the earliest chatbots (ECALA. 1971-72; archived at The Strong Museum).
He also coined the terms “Console Wars” to describe the historic rivalries between the hardware makers, and “The Video Game Crash” to describe the collapse of the industry in 1983-84, both terms appearing in print for the first time in 1987.
As a writer, Don has been honored with a New Voices playwriting award from The National Endowment for the Arts, and to date has won twelve major independent book awards for his best-selling literary mystery novel, “The Fog Seller.” Don is also the author of “Indie Games: From Dream to Delivery,” an award-winning guide to developing, shipping and selling indie games.
A 3-time Inc. 500 CEO, Don serves as an Advisor to The Strong National Museum of Play, and as the volunteer President of The Academy of Interactive Arts & Sciences Foundation, the charitable wing of the Academy.
Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald.
He is the author of two books, “Opening the Xbox” and “The Xbox 360 Uncloaked.” He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.
Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald.
He is the author of two books, “Opening the Xbox” and “The Xbox 360 Uncloaked.” He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.
Susan Cummings is a 30 year veteran of the game industry and her history includes the co-founding of 2K Games (signing critically acclaimed franchises Bioshock, Borderlands, Civilization, X-Com). She and her partner Lee recently launched a new indie game studio, 10six Games, creators of the upcoming “YOU vs ZOMBIES”, one of the first natively LLM enabled games, powered by their Infinity Platform.
She is also an advisor and angel investor, and is a Visiting Professor at University of South Wales.
Susan Cummings is a 30 year veteran of the game industry and her history includes the co-founding of 2K Games (signing critically acclaimed franchises Bioshock, Borderlands, Civilization, X-Com). She and her partner Lee recently launched a new indie game studio, 10six Games, creators of the upcoming “YOU vs ZOMBIES”, one of the first natively LLM enabled games, powered by their Infinity Platform.
She is also an advisor and angel investor, and is a Visiting Professor at University of South Wales.
Elaine Dowman has been supporting the games industry for over six years, working with studios of all sizes across the UK and Ireland. She’s passionate about helping indie founders grow their businesses through mentoring, strategic introductions, and exposure opportunities for their games.
Elaine is a board member of IMIRT, the Irish Game Makers Association, where she works to elevate and advocate for the Irish games industry. She has also served as a non-executive board member of a game studio. In 2024, she was named a TechWomen100 Winner for her work supporting games businesses.
Elaine Dowman has been supporting the games industry for over six years, working with studios of all sizes across the UK and Ireland. She’s passionate about helping indie founders grow their businesses through mentoring, strategic introductions, and exposure opportunities for their games.
Elaine is a board member of IMIRT, the Irish Game Makers Association, where she works to elevate and advocate for the Irish games industry. She has also served as a non-executive board member of a game studio. In 2024, she was named a TechWomen100 Winner for her work supporting games businesses.
Tim is a Principal of the Firm based in Ennis, Ireland. He joined Strategic Alternatives in 2022. Previously, Tim served as Studio Head & Business Director for Build A Rocket Boy Ltd. While there, he helped the company scale the multi-national studio organization to several hundred employees and secure funding through its Series A, B & C rounds.
Previously, Tim was the Chief Publishing Officer and Executive Board Member at Gameforge in Karlsruhe, Germany. While there, he was accountable for the P&L for the F2P games portfolio and led the organization through a strategic transition and change management process, resulting in a significant revenue turnaround at the company. Tim has also held senior business development and production roles at companies such as Vigil Games, THQ Inc., Sammy-Sega and Atari-Infogrames. In these positions, he has negotiated numerous deals including intellectual property licenses, development & publishing agreements and the acquisitions of several game studios.
Tim holds a Mergers & Acquisitions Certificate from the Imperial College Business School. He has also served as a Board Member of the Academy of Interactive Arts and Sciences (AIAS).
Tim is a Principal of the Firm based in Ennis, Ireland. He joined Strategic Alternatives in 2022. Previously, Tim served as Studio Head & Business Director for Build A Rocket Boy Ltd. While there, he helped the company scale the multi-national studio organization to several hundred employees and secure funding through its Series A, B & C rounds.
Previously, Tim was the Chief Publishing Officer and Executive Board Member at Gameforge in Karlsruhe, Germany. While there, he was accountable for the P&L for the F2P games portfolio and led the organization through a strategic transition and change management process, resulting in a significant revenue turnaround at the company. Tim has also held senior business development and production roles at companies such as Vigil Games, THQ Inc., Sammy-Sega and Atari-Infogrames. In these positions, he has negotiated numerous deals including intellectual property licenses, development & publishing agreements and the acquisitions of several game studios.
Tim holds a Mergers & Acquisitions Certificate from the Imperial College Business School. He has also served as a Board Member of the Academy of Interactive Arts and Sciences (AIAS).
Katie Thurston is the Vice President overseeing Digital Gaming and Digital Advertising at IDA Ireland’s Dublin office. She has held VP roles across several sectors, including Consumer Tech, Business Services, and Financial Services in London and New York. Her previous positions include Head of Banking and Payments, founding member of the Growth Markets Division (focused on attracting investment from Brazil, Russia, India, and China). Katie also served in IDA’s Information Communications and Technology Division and Press and PR Division.
Her qualifications include a Certificate in Sustainability (LSE, 2024), Postgraduate Diploma in Strategy and Innovation (Irish Management Institute, 2011), MSc in Strategic Management (Dublin Institute of Technology, 2002), and a BA in Business and Politics (Trinity College Dublin, 2000).
Katie Thurston is the Vice President overseeing Digital Gaming and Digital Advertising at IDA Ireland’s Dublin office. She has held VP roles across several sectors, including Consumer Tech, Business Services, and Financial Services in London and New York. Her previous positions include Head of Banking and Payments, founding member of the Growth Markets Division (focused on attracting investment from Brazil, Russia, India, and China). Katie also served in IDA’s Information Communications and Technology Division and Press and PR Division.
Her qualifications include a Certificate in Sustainability (LSE, 2024), Postgraduate Diploma in Strategy and Innovation (Irish Management Institute, 2011), MSc in Strategic Management (Dublin Institute of Technology, 2002), and a BA in Business and Politics (Trinity College Dublin, 2000).
Patrick Sweeney is the founder of the Interactive Entertainment Law Group in Southern California. He is one of the leading attorneys in the video game industry, having served both as in-house and external counsel to a variety of companies in his career. His aim is to provide industry-specific, high-quality legal representation to companies and individuals in the Video Game/App/Interactive Media sector.
In over 25 years in the games industry, Sweeney has negotiated an array of game development agreements, resulting in the commercial release of more than 1000 games across all distribution platforms and territories. In addition, he has represented clients with respect to the game rights for more than 50 major motion pictures and television properties, as well as negotiated numerous technology licenses, acquisitions and other agreements inherent to the games industry for many of the most famous game titles and franchises.
The Interactive Entertainment Law Group is a boutique law firm with its primary office in Los Angeles, California. In 2022, IELG opened an office in Colombia to cater to our Latin American/Spanishspeaking clients. The firm has represented over 500 clients from over 30 different countries over the last 10+ years.
Sweeney is a frequent speaker on legal issues pertaining to the games industry on behalf of organizations such as Law Seminars International, International Game Developers Association, American Bar Association and the Beverly Hills Bar. He is also a founding member and former president of the Video Game Bar Association, an invitation-only organization made up of the top legal practitioners in the games industry.
He was previously an adjunct professor at Southwestern Law School in Los Angeles, where he taught a course entitled Video Game Agreements. Sweeney has also lectured law students at UCLA, Loyola Law School, USC, and Washington University.
Patrick Sweeney is the founder of the Interactive Entertainment Law Group in Southern California. He is one of the leading attorneys in the video game industry, having served both as in-house and external counsel to a variety of companies in his career. His aim is to provide industry-specific, high-quality legal representation to companies and individuals in the Video Game/App/Interactive Media sector.
In over 25 years in the games industry, Sweeney has negotiated an array of game development agreements, resulting in the commercial release of more than 1000 games across all distribution platforms and territories. In addition, he has represented clients with respect to the game rights for more than 50 major motion pictures and television properties, as well as negotiated numerous technology licenses, acquisitions and other agreements inherent to the games industry for many of the most famous game titles and franchises.
The Interactive Entertainment Law Group is a boutique law firm with its primary office in Los Angeles, California. In 2022, IELG opened an office in Colombia to cater to our Latin American/Spanishspeaking clients. The firm has represented over 500 clients from over 30 different countries over the last 10+ years.
Sweeney is a frequent speaker on legal issues pertaining to the games industry on behalf of organizations such as Law Seminars International, International Game Developers Association, American Bar Association and the Beverly Hills Bar. He is also a founding member and former president of the Video Game Bar Association, an invitation-only organization made up of the top legal practitioners in the games industry.
He was previously an adjunct professor at Southwestern Law School in Los Angeles, where he taught a course entitled Video Game Agreements. Sweeney has also lectured law students at UCLA, Loyola Law School, USC, and Washington University.
Colm Larkin is CEO of IMIRT, the Irish Game Makers Association. Collaborating with board members and volunteerf Colm is working to amplify the games industry in Ireland and drive a successful new chapter for Irish games.
Colm is also founder of Gambrinous, a game studio that focuses on digital games inspired by the wonder of tabletop & board games. Notable releases include Guild of Dungeoneering (2015), Cardpocalypse (2019) and Guild of Dungeoneering Ultimate Edition (2021).
Colm Larkin is CEO of IMIRT, the Irish Game Makers Association. Collaborating with board members and volunteerf Colm is working to amplify the games industry in Ireland and drive a successful new chapter for Irish games.
Colm is also founder of Gambrinous, a game studio that focuses on digital games inspired by the wonder of tabletop & board games. Notable releases include Guild of Dungeoneering (2015), Cardpocalypse (2019) and Guild of Dungeoneering Ultimate Edition (2021).
I’m a top Roblox developer with a diverse portfolio of games that have captivated tens of millions. Among these, Anime Fighters Simulator stands out for its huge critical and commercial success. I handle all facets of a game’s development from initial conception to final release.
I am also proud to have a BA. Hons in Mathematics from Trinity College Dublin. This academic background enhances my data-driven approach to game development, allowing me to ensure that my titles are robust and engaging.
I’m a top Roblox developer with a diverse portfolio of games that have captivated tens of millions. Among these, Anime Fighters Simulator stands out for its huge critical and commercial success. I handle all facets of a game’s development from initial conception to final release.
I am also proud to have a BA. Hons in Mathematics from Trinity College Dublin. This academic background enhances my data-driven approach to game development, allowing me to ensure that my titles are robust and engaging.
Erla Arnadottir has spent nearly 20 years helping businesses across the global games industry turn strategies into trusted partnerships and grow sustainably. She has worked with organisations of different sizes and stages, from AAA to venture-backed technology companies to small independent studios and teams, including Crytek, Polystream and LootLocker. Helping them strengthen their commercial foundations and navigate an industry where relationships, credibility and strategy matter more, year on year.
Alongside her commercial career, Erla spearheaded the founding of the Icelandic Game Industry Association, establishing games as a recognised industry in Iceland. She is a Trustee of Safe In Our World, a BAFTA Games voting member, and has spent years curating conference content and shaping industry conversations, bringing together leaders from across the global games industry to explore the future of games, leadership and business.
Erla Arnadottir has spent nearly 20 years helping businesses across the global games industry turn strategies into trusted partnerships and grow sustainably. She has worked with organisations of different sizes and stages, from AAA to venture-backed technology companies to small independent studios and teams, including Crytek, Polystream and LootLocker. Helping them strengthen their commercial foundations and navigate an industry where relationships, credibility and strategy matter more, year on year.
Alongside her commercial career, Erla spearheaded the founding of the Icelandic Game Industry Association, establishing games as a recognised industry in Iceland. She is a Trustee of Safe In Our World, a BAFTA Games voting member, and has spent years curating conference content and shaping industry conversations, bringing together leaders from across the global games industry to explore the future of games, leadership and business.
Born in the 70s, and instantly hooked by the ZX Spectrum, Stuart has been living and breathing games for 30 years from indie to AAA. 20 years ago he founded Code Wizards to help studios make their games more awesome. As CEO he’s grown the studio from a few people to be the world-leader in engineering & devops for online player services & backends, multiplayer and server scaling, and analytics. As a veteran he’s still applying the motto “Don’t be a Dick” and trying to give-back to the industry he loves.
His greatest achievements include being credited on Titanfall2 and being able to recount the Chicken Song, from the 80s. Contrary to popular belief he cannot do the macarena.
Born in the 70s, and instantly hooked by the ZX Spectrum, Stuart has been living and breathing games for 30 years from indie to AAA. 20 years ago he founded Code Wizards to help studios make their games more awesome. As CEO he’s grown the studio from a few people to be the world-leader in engineering & devops for online player services & backends, multiplayer and server scaling, and analytics. As a veteran he’s still applying the motto “Don’t be a Dick” and trying to give-back to the industry he loves.
His greatest achievements include being credited on Titanfall2 and being able to recount the Chicken Song, from the 80s. Contrary to popular belief he cannot do the macarena.
Peter is a Tax Partner at Saffery Ireland. He has extensive experience in the FDI space, advising on and structuring inward investment into Ireland. He specialises in Irish tax incentives, with a particular focus on media related tax credits for film, TV, and video games.
Peter is a Tax Partner at Saffery Ireland. He has extensive experience in the FDI space, advising on and structuring inward investment into Ireland. He specialises in Irish tax incentives, with a particular focus on media related tax credits for film, TV, and video games.
Kelly Vero is the founder and CEO of NAK3D, an AI-powered company transforming how 3D digital assets are created for fashion, retail and interactive entertainment. A technical founder with more than 30 years’ experience in the video games industry, Kelly has contributed to franchises including Tomb Raider, Transformers and Candy Crush, and has advised global brands on emerging technologies.
She is also the author of Breaking Through Bytes: Women Shaping the Digital World, How Video Games Made The Metaverse: From Pixels to Portals and has co-authored a book on the cultural journey of AI for Bloomsbury USA. She is a regular international keynote speaker on AI, games, creativity and the future of digital culture. Her work focuses on helping organisations adopt AI in ways that enhance, not replace, human creativity and expertise.
Kelly Vero is the founder and CEO of NAK3D, an AI-powered company transforming how 3D digital assets are created for fashion, retail and interactive entertainment. A technical founder with more than 30 years’ experience in the video games industry, Kelly has contributed to franchises including Tomb Raider, Transformers and Candy Crush, and has advised global brands on emerging technologies.
She is also the author of Breaking Through Bytes: Women Shaping the Digital World, How Video Games Made The Metaverse: From Pixels to Portals and has co-authored a book on the cultural journey of AI for Bloomsbury USA. She is a regular international keynote speaker on AI, games, creativity and the future of digital culture. Her work focuses on helping organisations adopt AI in ways that enhance, not replace, human creativity and expertise.
Nick is a Games Industry veteran and Chair of the UK Video Games Council, the industry body charged with coordinating the sector’s engagement with government on policy and funding, as well as being on the Board at Ukie (the games industry’ representative body). Nick is currently Chair at Roundtable Interactive Group; and a Board Member at 10Six. Nick founded The Games Angels, a collective of industry veterans investing in and supporting early stage gaming companies, being named as UKBAA Angel of the Year 2024.
My background is in growing businesses at scale. I spent nearly a decade at EA and five years at Crytek before moving into senior leadership at venture-backed companies: Head of Games at Improbable ($600m raised, 14 to 200 people in three years), COO at Sensible Object (sold to Niantic) and Chair of Outright Games through to its sale in a £180m private equity transaction. I hold an Executive MBA from London Business School.
He is also a founder trustee with OKRE in their work linking research and entertainment. Nick is on the Games London advisory board and was formerly a Trustee at BAFTA
Nick is a Games Industry veteran and Chair of the UK Video Games Council, the industry body charged with coordinating the sector’s engagement with government on policy and funding, as well as being on the Board at Ukie (the games industry’ representative body). Nick is currently Chair at Roundtable Interactive Group; and a Board Member at 10Six. Nick founded The Games Angels, a collective of industry veterans investing in and supporting early stage gaming companies, being named as UKBAA Angel of the Year 2024.
My background is in growing businesses at scale. I spent nearly a decade at EA and five years at Crytek before moving into senior leadership at venture-backed companies: Head of Games at Improbable ($600m raised, 14 to 200 people in three years), COO at Sensible Object (sold to Niantic) and Chair of Outright Games through to its sale in a £180m private equity transaction. I hold an Executive MBA from London Business School.
He is also a founder trustee with OKRE in their work linking research and entertainment. Nick is on the Games London advisory board and was formerly a Trustee at BAFTA
With over eight years of experience at Goodbody, I lead the Technology and Growth Research segment, focusing on SAAS, software services, interactive entertainment, and listed venture funds. My work encompasses developing tailored investment theses, conducting financial modelling, and leveraging fundamental valuation skills to support investment decisions.
In addition to research, I collaborate with public and private sector leaders, organize sectoral events, and produce thought leadership content to highlight evolving trends in the Tech and Games ecosystems. These efforts aim to enhance investor and corporate understanding of emerging industry themes.
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With over eight years of experience at Goodbody, I lead the Technology and Growth Research segment, focusing on SAAS, software services, interactive entertainment, and listed venture funds. My work encompasses developing tailored investment theses, conducting financial modelling, and leveraging fundamental valuation skills to support investment decisions.
In addition to research, I collaborate with public and private sector leaders, organize sectoral events, and produce thought leadership content to highlight evolving trends in the Tech and Games ecosystems. These efforts aim to enhance investor and corporate understanding of emerging industry themes.
View LinkedIn
Repeat games founder/CEO and investor with a proven track record building, scaling and exiting venture-backed games companies behind some of the most successful global games franchises.
Repeat games founder/CEO and investor with a proven track record building, scaling and exiting venture-backed games companies behind some of the most successful global games franchises.
Tracey McGarrigan is the Founder & CEO of Ansible Strategic Partners, providing fractional commercial leadership across interactive tech and games. She is the straight-talking ally exec teams call to solve messy GTM problems, and the trusted voice investors rely on to protect their capital.
With tech, games, and festivals in her DNA, Tracey has delivered for brands like Epic Games, Green Man Gaming, JECO, and Good Gate Media. She is a BAFTA member, GamesAid Ambassador, and a GI.biz Top 100 Influential Woman who stays grounded by seeking out indie gems every day and quietly planning her retirement in Hyrule.
Tracey McGarrigan is the Founder & CEO of Ansible Strategic Partners, providing fractional commercial leadership across interactive tech and games. She is the straight-talking ally exec teams call to solve messy GTM problems, and the trusted voice investors rely on to protect their capital.
With tech, games, and festivals in her DNA, Tracey has delivered for brands like Epic Games, Green Man Gaming, JECO, and Good Gate Media. She is a BAFTA member, GamesAid Ambassador, and a GI.biz Top 100 Influential Woman who stays grounded by seeking out indie gems every day and quietly planning her retirement in Hyrule.
Sarah Bogossian is Venture Partner and Head of Capital Formation for Elkstone – Ireland’s largest Early-Stage VC Fund – focused on tech. – with 3 gaming companies in its portfolio currently.
Previously a Corporate Finance Director in Investment Banking – having led Tech and Video Gaming transactions across Ireland and Europe.
Sarah’s depth of experience across both technology and investment combined with a strong understanding of investors, founders and high-growth management teams – adds real impact and ensures value maximisation.
An experienced negotiator of complex transactions – known for bringing a pragmatic approach to structuring deals and aligning stakeholder interests.
Sarah Bogossian is Venture Partner and Head of Capital Formation for Elkstone – Ireland’s largest Early-Stage VC Fund – focused on tech. – with 3 gaming companies in its portfolio currently.
Previously a Corporate Finance Director in Investment Banking – having led Tech and Video Gaming transactions across Ireland and Europe.
Sarah’s depth of experience across both technology and investment combined with a strong understanding of investors, founders and high-growth management teams – adds real impact and ensures value maximisation.
An experienced negotiator of complex transactions – known for bringing a pragmatic approach to structuring deals and aligning stakeholder interests.
John Clark is a games industry executive and advisor with almost 30 years’ experience in publishing and commercial leadership, including serving as EVP Publishing at SEGA, CEO of Curve Games and Vice President at Tencent.
At SEGA, John helped lead the transformation of its PC games business, developing its Steam-first publishing strategy and expanding the portfolio through studio acquisitions, new partnerships and bringing SEGA’s Japanese content to PC. At Curve Games, he supported the continued growth of Human: Fall Flat and the launch of The Ascent, while at Tencent he drove European studio investment and M&A activity.
Today, John works independently with developers, publishers and investors on publishing strategy, commercial partnerships and bringing games to market. His recent work includes advising Peter Molyneux and 22cans on the publishing and go-to-market strategy for Masters of Albion.
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John Clark is a games industry executive and advisor with almost 30 years’ experience in publishing and commercial leadership, including serving as EVP Publishing at SEGA, CEO of Curve Games and Vice President at Tencent.
At SEGA, John helped lead the transformation of its PC games business, developing its Steam-first publishing strategy and expanding the portfolio through studio acquisitions, new partnerships and bringing SEGA’s Japanese content to PC. At Curve Games, he supported the continued growth of Human: Fall Flat and the launch of The Ascent, while at Tencent he drove European studio investment and M&A activity.
Today, John works independently with developers, publishers and investors on publishing strategy, commercial partnerships and bringing games to market. His recent work includes advising Peter Molyneux and 22cans on the publishing and go-to-market strategy for Masters of Albion.
View LinkedIn
John Fuller began his career in games in 1999 as an engineer at a small, Dublin-based technology startup. The company was Havok, and it grew to become a mainstay of game middleware. During his time there, John worked closely with AAA developers worldwide to build physics features for a wide array of engines and titles. In 2007, he moved to Sweden to join Avalanche Studios, leading physics and animation within the studio and helping to craft Just Cause 2’s trademark explosive action. Over nearly two decades at Avalanche, he has held numerous leadership positions, including Executive Producer for Mad Max and Rage 2, Chief Production Officer, Managing Director, and CTO. Today, John is VP of Product for Avalanche’s externally published titles.
John Fuller began his career in games in 1999 as an engineer at a small, Dublin-based technology startup. The company was Havok, and it grew to become a mainstay of game middleware. During his time there, John worked closely with AAA developers worldwide to build physics features for a wide array of engines and titles. In 2007, he moved to Sweden to join Avalanche Studios, leading physics and animation within the studio and helping to craft Just Cause 2’s trademark explosive action. Over nearly two decades at Avalanche, he has held numerous leadership positions, including Executive Producer for Mad Max and Rage 2, Chief Production Officer, Managing Director, and CTO. Today, John is VP of Product for Avalanche’s externally published titles.
A former journalist, Suzy built her career around storytelling, audience insight and strategic communications. She works with AAA/AA publishers, indie developers and entertainment brands of all sizes, helping them reach, establish and build enduring communities with highly engaged player bases. In 2022, she was named in Campaign magazine’s 40 Over 40, recognising her leadership and contribution to the marketing industry.
As well as being a committed technophile, Suzy is passionate about people and culture. Under her leadership, Diva was recognised in the GamesIndustry.biz Best Places to Work Awards 2025.
A former journalist, Suzy built her career around storytelling, audience insight and strategic communications. She works with AAA/AA publishers, indie developers and entertainment brands of all sizes, helping them reach, establish and build enduring communities with highly engaged player bases. In 2022, she was named in Campaign magazine’s 40 Over 40, recognising her leadership and contribution to the marketing industry.
As well as being a committed technophile, Suzy is passionate about people and culture. Under her leadership, Diva was recognised in the GamesIndustry.biz Best Places to Work Awards 2025.
Join us for the inaugural NEXUS Golf Classic on Wednesday 1st October.
Set against the stunning backdrop of the world-renowned K Club this exclusive event promises an unforgettable golfing experience on a leading championship course. Contact us for more information.
Our Pre-NEXUS drinks reception returns on Wednesday 1st October, the evening prior to NEXUS Games Conference.
This hugely anticipated event for NEXUS attendees will be the perfect opportunity to network, relax, and enjoy some downtime before the conference kicks off.
NEXUS Games Conference welcomes 300 games industry leaders to The Foundry at Google Ireland for an invaluable day of live stage content, roundtable discussions and networking opportunities. Agenda announced soon.
Join new friends and colleagues at a traditional Dublin pub around the corner from The Foundry at Google Ireland to unwind after a busy NEXUS Games Conference at our Post-NEXUS Drinks Reception.





Make the most of your stay in Dublin with our Hotel Partners. Check out more details from the Sandymount Hotel and Marker Hotel below.
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