Microsoft is a global technology company founded in 1975 that builds software, cloud services, devices and gaming platforms used by billions of people and organizations. Best known for Windows and the Office/Microsoft 365 productivity suite, it now anchors its future on the Azure cloud and Copilot AI, positioning itself as core infrastructure for enterprise computing and the generative-AI era.
Justin Sacks is the co-founder and CEO of Nexus, an Austin-based platform that helps live service video games build and run 'Support-a-Creator' programs at scale. After 15 years in gaming as a competitive player, content creator, and business development lead, he now builds the infrastructure that pays creators for driving discovery, engagement, and in-game sales for titles like Sonic Rumble, Bloons TD, and Town of Salem.
Concept Labs (formerly Concept Art House) is a San Francisco-based creative and Web3 studio that builds NFTs, digital collectibles, and games for the world's biggest brands and IP. Founded in 2007 by James Zhang, the company spent over a decade producing art for AAA game franchises before pivoting to Web3, and has shipped more than 1,000 games and collectibles for partners including UFC, the NFL, the International Olympic Committee, Gucci, and Frank Miller's Sin City. It raised a $25M Series A in 2021 led by Dapper Labs.
GGWP is a San Francisco-based AI company that builds moderation and community-safety tools for online games, media networks and large fan communities. Founded in 2020 by esports pioneer Dennis 'Thresh' Fong, Crunchyroll co-founder Kun Gao and data scientist Dr. George Ng, its Community Copilot platform uses machine learning to detect toxic behavior across text chat, voice, usernames and Discord, triage player reports, and track long-term player reputation - across 20+ languages. GGWP has moderated tens of billions of messages across 100+ games and works with publishers including Unity, Sony, Krafton and Fandom.
Evil Geniuses is one of the oldest and most storied esports organizations in North America. Founded in 1999 as a Quake clan, EG built a legacy across Dota 2, StarCraft, Counter-Strike, Call of Duty, and Valorant, most famously winning Dota 2's The International 2015 for a then-record payout and Valorant Champions 2023. Now headquartered in Seattle and owned by Chicago investment firm PEAK6, the company runs competitive teams, a content-creator roster, youth and community programs, and a direct-to-consumer merchandise line.
Jabali is a generative-AI game engine that lets people build and publish playable 2D and 3D games by describing them in plain language, no coding required. Founded in 2023 by former Meta, Amazon, Zynga and Microsoft gaming executives alongside AI researchers, the company wants to do for game creation what ChatGPT did for writing. It raised a $5M seed round led by BITKRAFT Ventures with Sony Innovation Fund and Sapphire Sport participating, and opened its Jabali Studio platform in early access in October 2025.
Astrocade is an AI-powered social gaming platform that lets anyone build, remix, share and play casual games from natural-language prompts - no coding required. A coordinated team of generative AI agents handle art, sound, mechanics and UI, turning a sentence into a playable game in minutes. Co-founded by AI researchers Amir and Ali Sadeghian alongside Stanford's Fei-Fei Li, the company is backed by Sequoia, Google, NVIDIA and others.
Forge is a San Francisco gaming platform that gives game developers no-code tools to playtest, market, and sell their titles - turning static Steam landing pages into interactive hubs powered by quests, loyalty rewards, and verified-gamer audiences. Spun out of GGWP in late 2023 with $11M in seed funding, Forge has crossed one million users and partnered with 75+ studios.
Chris DeAppolonio is the CEO of Evil Geniuses, North America's oldest esports organization. A sports-business lifer who wrote his 2008 NYU master's thesis on the coming rise of professional gaming, he spent a decade in traditional sports marketing before crossing into esports as a team president and innovation chief. He now runs EG on a data-first, 'Moneyball' philosophy, pairing proprietary analytics and AI with player development to scout undervalued talent and chase championships.
Vatsal Bhardwaj is the founder and CEO of Jabali.ai, a Los Altos startup building a no-code, generative-AI game engine that lets anyone create and publish video games from text prompts. A 20-year product and engineering executive, he helped build the Oculus App Store at Meta (which generated $1.5B+ in cumulative revenue), led AWS Game Tech, ran Studios at Storm8, and served as Chief Product Officer at Skillz. In 2024 Jabali raised a $5M seed round led by BITKRAFT Ventures with Sapphire Ventures and Sony Innovation Fund.

Ibrahim Hafeez is a Pakistani-born venture capitalist and Forbes 30 Under 30 honoree (2026, Games) who joined Anfa as an Investor in early 2026 after four years as a Principal at Griffin Gaming Partners, one of the world's largest gaming-focused VC firms. He helped deploy over $150 million across 30+ investments in game studios, platforms, and gaming infrastructure, and pioneered Griffin's push into emerging markets like Turkey and the Middle East. Before VC, he worked on global licensing strategy at EA Sports during the historic FIFA-to-EA Sports FC split. He also founded Women Venture Capitalists (2023) and Onto Global (2021).

Kari Perez is Vice President of Gaming Communications at Microsoft, where she leads global PR and communications strategy for Xbox. She joined the Xbox team in March 2021 after a distinguished career spanning gaming, streaming, and entertainment — including VP-level roles at Netflix Latin America and corporate affairs at HBO Latin America. Multilingual and internationally experienced, Perez has become one of the most prominent communications voices in the gaming industry, issuing statements on major Xbox announcements ranging from Game Pass price changes to leadership speculation.
Jacob Navok is the co-founder and CEO of Genvid Holdings, the New York company betting that audiences would rather steer a story than just watch it. He coined the category MILE - Massively Interactive Live Event - and shipped it with Silent Hill: Ascension and The Walking Dead: Last Mile, where hundreds of thousands of viewers vote, bid, and play their way into canon. Before Genvid he ran worldwide business development at Square Enix and built its cloud gaming arm, Shinra Technologies. He raised $113M in a 2021 Series C to turn interactive streaming from a technology into a consumer brand.
Roblox is an online platform and game-creation system where users build, publish, and play 3D experiences made by other users. Rather than producing its own games, Roblox provides the engine (Roblox Studio), hosting, social layer, and a virtual currency (Robux) that lets a global community of creators turn ideas into playable worlds - and, increasingly, into income. With roughly 132 million daily active users and more than $1 billion paid out to creators in a single year, it has become one of the largest user-generated entertainment platforms in the world.

Allison Romano is Vice President of Xbox Digital Marketing and Media at Microsoft, based in New York. With over 15 years leading high-impact marketing and product teams across Microsoft, Google, American Express, and CLEAR, she has shaped how some of the world's biggest brands reach digital audiences. At Xbox, she oversees digital marketing and media strategy for one of the most recognized gaming brands on the planet, blending B2B and B2C expertise to drive growth at scale.
David Tokheim is a senior executive at Adobe where he has served since 2013, most recently elevated to SVP, CXO Americas Industry and Canadian Sales (April 2026). Previously VP of Experience Cloud leading the Media & Entertainment, Communications, and Travel/Hospitality verticals, he has spent his career at the intersection of digital media, advertising technology, and enterprise software. Before Adobe, he was EVP & GM at Six Apart Media (growing its blog audience to 220 million monthly uniques), SVP at Fox Interactive Media overseeing monetization across MySpace and IGN, and VP of Marketing at IGN Entertainment where he built strategic programs for brands like Pepsi, EA, and Walmart. A UCLA English grad turned ad-tech veteran, he champions AI-driven personalization and content velocity as the defining imperatives of modern customer experience.
Jason Paul is Vice President of GeForce Platform Marketing at NVIDIA, where he has worked since 2003. Over more than two decades, he has led the marketing and launch of every major GeForce GPU generation, pioneered NVIDIA's SHIELD gaming ecosystem, championed GameWorks VR, and now spearheads the company's consumer AI push connecting RTX hardware to over 100 million Windows users. Educated at UCLA and Stanford (MBA), Paul sits at the crossroads of gaming hardware, software platforms, and the emerging era of on-device AI.
Lydia Smyers is Vice President of Customer and Partner Solutions for U.S. Telco, Media, and Gaming at Microsoft, leading a team of more than 400 professionals serving the top 200 enterprises in those sectors. Based in Massachusetts, she has spent over a decade at Microsoft in roles spanning U.S. Education, Americas Northeast, and now the converging industries of telco, media, and gaming. Before Microsoft she held senior executive roles at Oracle, Red Hat, and Ernst & Young, building a career defined by large-scale partnerships, channel strategy, and technology-driven transformation. She was named to CRN's Top 100 Women of the Channel five consecutive years and spoke at MWC Barcelona 2026 on AI and its societal implications.
Matt Booty is the EVP and Chief Content Officer of Microsoft Gaming, overseeing content strategy and development across nearly 40 studios including Xbox Game Studios, Bethesda, Activision Blizzard, and King. A Purdue-trained engineer with an MFA, he began his career at Midway Games in 1991 - working on Mortal Kombat and NBA Jam - before rising to CEO of Midway in 2008. He joined Microsoft in 2010, led the Minecraft global team, and has since orchestrated some of the largest acquisitions in gaming history, including the $7.5B ZeniMax/Bethesda deal and the $68.7B Activision Blizzard King acquisition.
Stephanie Johnson is Vice President of Global Consumer Marketing at NVIDIA, leading go-to-market strategy for GeForce NOW, NVIDIA Studio, and SHIELD. With over two decades in entertainment and gaming marketing - from Take2 Interactive to Warner Bros. Interactive Entertainment - she joined NVIDIA around 2018 and has been instrumental in scaling GeForce NOW from beta to more than 30 million users. Recognized by the Silicon Valley YWCA in 2024 for outstanding professional achievements, Johnson operates at the intersection of gaming, creative tools, and generative AI, shaping how millions of consumers experience NVIDIA's products.
Fandom is the world's largest fan platform - a sprawling network of 250,000+ community-built wikis covering movies, TV, gaming and anime, reaching about 350 million monthly visitors. Born as Wikicities in 2004 from Wikipedia co-founder Jimmy Wales and Angela Beesley, it grew into a for-profit pop-culture reference engine and, after acquiring GameSpot, Metacritic, TV Guide, GameFAQs and Giant Bomb in 2022, also one of the loudest editorial voices in entertainment.
Incode is an AI-powered identity verification platform that lets businesses confirm who is really on the other side of a screen — in under two seconds. Founded in San Francisco in 2015, the company has built a modular biometric platform used by banks, hotels, hospitals, and gaming companies across more than 190 countries. Its flagship product, Incode Omni, handles everything from document verification and facial recognition to AML screening and liveness detection, processing more than 100 million user verifications per year. Backed by General Atlantic, SoftBank, J.P. Morgan, and Capital One Ventures at a $1.25 billion valuation, Incode has been named a Gartner Magic Quadrant Leader for Identity Verification two consecutive years running.
Bradford Oberwager is the Executive Chairman of Linden Lab and CEO of Tilia, the fintech arm powering Second Life's virtual economy. A serial entrepreneur who built and sold companies in personalized vitamins, healthy snacks (Bare Snacks, acquired by PepsiCo), and labor technology (Jyve, acquired by Advantage Solutions), Oberwager led the 2020 acquisition of Linden Lab alongside investor Randy Waterfield. Since then he has staked $35 million on securing money transmitter licenses in all U.S. states to enable real-money payouts from Second Life's Linden dollar economy, grown monthly active users to 600,000, and championed a mobile-forward future for the world's original metaverse.
David Lee is the Co-founder and CEO of Nex, a San Jose-based motion gaming company that makes the Nex Playground - a palm-sized AI console that uses motion-tracking cameras to turn living rooms into active play spaces. A Hong Kong native and second-time founder, Lee previously co-founded EditGrid (acquired by Apple in 2008), spent over eight years as a Senior Engineering Manager at Apple leading iWork for iCloud, then left in 2017 to build Nex. The company has raised $40M across three rounds from investors including the NBA, Will Smith's Dreamers Fund, and Blue Pool Capital, with celebrity backers like Steve Nash, Jeremy Lin, Mark Cuban, Simu Liu, and Thierry Henry. Nex Playground launched in December 2023 at $179, sold 600,000+ units in 2025, and landed on Fast Company's Most Innovative Gaming Companies of 2026 and TIME's 100 Most Influential Companies of 2026.
Dean Leitersdorf is the 27-year-old Co-Founder and CEO of Decart, an AI research lab building real-time world models and ultra-fast inference infrastructure. A Technion PhD graduate at 23 and veteran of Israel's elite Unit 8200, he co-founded Decart in late 2023 with Moshe Shalev. The company went from stealth to unicorn status in under a year, raising over $453M total including a $300M Series C in May 2026 backed by NVIDIA, Radical Ventures, Adobe, Toyota, and angel investors including Andrej Karpathy. Decart's products - DOS (inference stack), Lucy (real-time video transformation), and Oasis (the viral AI-generated Minecraft-like game) - position it as a vertically integrated AI company targeting a billion-user consumer app.

Graham Gaylor is the co-founder and CEO of VRChat Inc., the social virtual reality platform he built from a single Reddit-recruited room in 2014 into a $500M company with millions of custom avatars and hundreds of thousands of user-created worlds. A Vanderbilt-trained mathematician and software engineer who backed the original Oculus Kickstarter, Gaylor has spent over a decade building the infrastructure for human connection in virtual space - a platform where avatars meet, worlds multiply, and the line between game and community blurs entirely.
Jay Sullivan is the CEO of Fandom, the world's largest fan platform with 350 million monthly visitors spanning wikis, gaming, movies, TV, and pop culture. A Yale-trained applied mathematician turned product visionary, Sullivan built his career shepherding the open web at Mozilla—where he served as SVP of Product, COO, and Interim CEO—before stints driving product at Groupon, Facebook's Reality Labs AI team, and Twitter's consumer and revenue products. Co-inventor of three US patents and co-founder of PhoneSpots (acquired 2007), he has spent two decades building platforms at mass scale. Since joining Fandom in February 2026, he is steering the company from a Google-traffic-dependent reference destination toward a real-time, AI-powered fan engagement platform.
Nina Perez is the founder of Project Fandom, an entertainment news and podcast platform she launched in 2009 that covers TV, movies, gaming, comics, anime, and books from a geek's perspective. Dubbed 'The Oprah of MySpace' for her uncanny ability to get readers hooked on almost anything, she is also a published author with three series under her belt, a Social Media Community Manager by day, and a lifelong Brooklynite who now calls Portland, Oregon home.