The Game Developers Conference is gearing up for an exciting year in 2022, and we’ve added three new members to the Advisory Board.
WB Games Montreal game designer Osama Dorias, INTERIOR/NIGHT CEO and creative director Caroline Marchal, and Sucker Punch studio head emeritus Chris Zimmerman have all joined the Advisory Board.
They join recent board members Liz England, Rebekah Saltsman, and Veronica Peshterianu, as well as dozens of designers, researchers, media professionals, and others, in ensuring Game Developers Conference’s continued success.
The GDC Advisory Board is made up of outstanding game industry professionals and experts who will contribute to the development of the GDC conference program for 2022 and beyond. Here are the most recent additions:
Osama Dorias, Senior Game Designer, WB Games Montreal
At Warner Brothers, Osama is a senior game designer. He also teaches game design at Dawson College and is a co-host of The Habibis podcast.
Osama enjoys empowering people to express themselves through game creation. He is especially fond of giving marginalized people and causes a platform.
To that end, he has hosted game jams, workshops, and other community activities, culminating in the co-founding of the Montreal Independent Games Awards.
Caroline Marchal, CEO & Creative Director, INTERIOR/NIGHT
Caroline’s first game, Lara Croft, was about a young adventurer firing mini-guns and exploring ancient ruins, and she thought to herself, “Okay, games aren’t just about jumping from platform to platform and collecting coins.”
“This could be for me.” She has been fascinated by how story and gameplay can work together to create compelling, emotional experiences ever since.
Caroline has been working in the games industry for over 20 years, beginning as a game designer on Indigo Prophecy/Fahrenheit. She moved to the UK with her family after leading the game design team on the award-winning Heavy Rain and Beyond—Two Souls, and worked at Sony London Studio, most notably on Blood and Truth.
In 2016, she decided it was time to take the plunge and launch INTERIOR/NIGHT, a company dedicated to creating meaningful and bold interactive stories for a mature audience (including non-gamers!). The studio’s first game will be As Dusk Falls.
Caroline also collaborated with John Yorke to develop Story for Videogames, an in-depth online course that has been running since 2018 to help writers understand the magic and complexities of interactive storytelling.
Chris Zimmerman, Studio Head Emeritus, Sucker Punch
Chris founded Sucker Punch with a few friends in 1997 after nearly a decade of wasting his time writing productivity software at an unnamed Seattle software behemoth.
He’s still at it twenty-three years later, though he’s surviving on guile and past glories.
Previously, he assisted in the design and development of some of Sucker Punch’s most enjoyable features, including physics-based gameplay (on an N64, no less) for Rocket: Robot on Wheels, fluid control and animation of everyone’s favorite raccoon thief Sly Cooper, a slew of super powers for the inFamous games, and, after (five years of struggle), the samurai swordplay of Ghost of Tsushima. There’s also a lot of boring below-the-waterline technology.
These new members will work with the GDC Advisory Board to ensure that the content at GDC 2022 is relevant, interesting, timely, and appropriate for game industry professionals from all corners of the market and at all stages of their careers.
Submissions for GDC Summits, Game Career Seminars, and Masterclasses are being accepted for GDC 2022. Core Concepts submissions are now closed, but if you’d like to submit a late proposal for consideration, you can find GDC contact information here.
To read our blog on “Activision’s new ‘Activision Mobile’ studio developing new CoD mobile game,” click here.













