Voting for Imirt's new board members is now open and will take place until midnight on Monday the 15th of December. Details of how to vote and links needed to vote will be sent to members by email.
There are 5 seats to be filled this year, with Alanna Kelly, Sylvain Doreau and Maria O’Brien stepping down from the Board, and Justin O’Connor and Carlo Azzari re-running for a second term.
We’d like to thank Alanna, Maria and Sylvain for their time on the board. Their service and dedication has been invaluable to Imirt and we hope to continue to work with them in future.
Best of luck to all our candidates!
The Candidates
Carlo Azzari
Biography
Carlo is a Senior Game Designer whose career has grown alongside the Irish Games Community and Imirt itself, having been a member since it was founded and a Board Member since 2024; he has also co-hosted the Games Co-Op a since 2019, a monthly event in Dublin that serves as a space for developers to playtest and connect with each other.
Professionally, he started his journey almost 10 years ago at Simteractive, and moved on to Black Shamrock after that. He also lived in Stockholm for a couple of years, working at Paradox Interactive as a Content Designer for Hearts of Iron 4. After witnessing the vibrancy and scale of the Swedish games industry, he returned to Ireland as a Senior Game Designer at Black Shamrock in late 2023, and joined the Imirt Board, hoping to foster the same kind of dynamic, self-sustaining games Industry and more importantly, game dev community.
Candidate Statement
I want to continue supporting Irish game developers in any way I can, and to help guide Imirt as it transitions into a fully fledged trade organization. Through all of this, I want to make sure we maintain our inclusive grassroots-first approach, and don't lose the spirit that has defined our community, and by extension, Imirt.
More concretely, I want to focus on:
- Finding additional sources of funding for the organization, and strengthening the existing ones: Merchandise, fundraising events, and strategic partnerships can let Imirt run more independently from government funding. This can allow us to broaden the ways we help foster the industry.
- Continue supporting the incubator programme, and push for its expansion and improvement: This programme is a cost-effective way to guide developers who are starting their careers, giving them tools to succeed and a space to connect with each other. I want to make sure this remains an important part of the non-funding ways Imirt helps our island’s game developers.
- Bringing back regular in-person workshops: Online workshops have a lot of advantages, but in-person ones are better at connecting developers to each other and building community. These have not happened as often as they should, so I want to clear the obstacles that prevent Imirt from running more of them. We can make them more self-sustaining by finding partners that can bring the cost and effort down, and finding other efficiencies on how they’re organised.
- Improving our community engagement efforts: There’s still a lot of developers in Ireland who don’t see the benefit, or don’t even know about Imirt, and we need to continue expanding Imirt’s individual member base to be more representative of our industry. To do so I think we can start by finding more tangible benefits for members, professionalising our communications so people know about Imirt’s work and by having a more active participation in events across the island, or even hosting more of our own.
Craig Walsh
Biography
Hi, my name is Craig Breathnach. I've been a volunteer in the Irish game development community for most of the last decade in varying roles, mostly working with Galway Game Jam and in the last few years assisting Imirt.
I'm also a graduate of Pulse College Galway of their Games Design Course in 2015. Through their active support of the local groups I branched out and have been a part of this community ever since.
I've attended many games related events, branching out my network and learning about the different parts of the industry within Ireland. This has helped immensely in my understanding of the landscape here.
I originally started out as a programmer for games, before realising that was not where my skill set is at it strongest. I've been a writer related to video games ever since, having written several articles published by several different organisations, as well as offering my writing skills as a freelancer.
Candidate Statement
My goals as a Board Member are straightforward, but not easy; I want to support the grassroots and local developers in this great little country of ours. A lot of folks will know me from meeting me at events, events that are usually game developer focused or inclusive of game developers. I made it somewhat of a personal mission of mine to get a "boots on the ground" view of what it's like being a developer in Ireland. And what I saw was not always pretty, but shone beautiful when it did.
To our incredible teams and individuals releasing game after game this year, to the bigger budget juggernauts, I want to grow the industry here more than ever before. Continuing with the support that Galway and Dublin have been getting, and giving many other areas like Cork, Limerick, Kilkenny, and others a chance to show what they can do as developers.
I'd also love to see more collaboration with our friends in Northern Ireland who, just as much as ourselves down South, have been punching so far above their weight in terms of quality of games being created with the resources available to them.
As I said in my submission for last year's Board Member Election, I intend to do my best to get a St. Patrick's Day Steam Festival to happen. Some of you may know the work going on behind the scenes to get this done, but with your support, I can haul this event kicking and screaming over the finish line if given the opportunity. So many other countries around the world have a Festival or Event on Steam celebrating what the talent of their developers have made, and we should have that too. We worked too hard for too long to not show the world what we can do.
Another goal from last year is more presence of Irish game developers at real-life events across Ireland. Anyone who has showcased at events can tell you how crucially important that feedback is when random members of the public playtest your game with no reservations whatsoever. And the importance of getting in front of real people instead of having to compete for their attention on a tiny screen with a million other things is second to none.
Lastly, if I hadn't said it enough, if you work in the Games Industry in Ireland, I want to speak with you. Ardán, Imirt, Screen Ireland, and others have done so well gathering the money and experience they collectively have and producing so much with it. I believe there are more connections like this to be made, with benefits for all parties involved. As a Board Member, I'd like to open up these discussions to learn what we can do together.
Thank you very much for reading.
Ed Byrne
Biography
Ed has been making games and interactive software for over 26 years. Before entering the video game industry, he worked as a graphics artist creating interactive training software for Fortune 500 companies. He began making games professionally as a Game Designer at Ubisoft in 1999 as one of the original creators of the Splinter Cell franchise. At Amaze Entertainment he worked on the Harry Potter line of PC titles and new IP development. Ed joined Zipper Interactive (later acquired by Sony) in 2004 where he oversaw the design of both SOCOM: Fireteam Bravo and Fireteam Bravo 2 as lead designer and MAG and SOCOM 4 as studio Creative Director. After running a small start-up studio to work on his dream game, Moon Breakers, he joined Disney Interactive as Lead Designer for their Bellevue, WA studio.
In 2014 Ed took a hiatus from games to help create ParentCraft, an online addiction treatment programme for parents. Returning to the industry in 2014, over the past decade he has served as a Design Director on the Forza Motorsport series at Turn10/XBOX, Design Manager at Bungie on Marathon and as Design Director at Electric Square’s Irish studio.
Ed was raised in Dublin, where he did his Intermediate and Leaving Cert at St. Patrick’s Cathedral Choir and Grammar Schools. He came to the US to study Illustration and Computer Art, earning his BFA at Trenton State College in New Jersey. He is the author of the book Game Level Design (Charles River Media, 2004), was a recurring speaker at the Game Developers Conference and before moving back to Ireland as an independent developer, a program advisor at Lake Washington Institute of Technology’s game development program in the United States.
Candidate Statement
The Irish game industry is growing by leaps and bounds and I am eager to join IMIRT as an advocate for game education to provide new cohorts of talented game developers across the country who will be designing, building and shipping the next generation of Ireland’s games. I am especially hopeful that through IMIRT we can see industry-driven programs and curriculums, financial and immigration incentives for experienced developers to teach and mentor Irish students, and the establishment of new and expanded vocational programs based on teaching real-world skills and creative techniques.
As our industry reels from several unrelenting years of restructuring, studio closures and a vastly more competitive investment landscape, I hope my own experience and enthusiasm for a new and creatively sustainable era of game development, driven by a new generation of leaders, can help IMIRT in its continuing mission.
Thank you for your consideration,
Ed Byrne
Gavin Wade
Biography
My first commercial game was published in 1985 by Automata (UK) Ltd, one of the forerunner games publishers in the UK. I was still at school, so embarrassingly made it into the local newspaper.
For the next twenty years I developed and published over 50 titles, for 8-bit home computers, then PC, and consoles from the Sega Mega Drive, the original Gameboy, through to Dreamcast, PlayStation, and beyond.
My companies (AVM Ltd, Wave Software Ltd, largely porting houses) worked with more clients than I can list: Warner, Virgin, Ocean, Ubisoft, US Gold, Mirrorsoft, etc.
We were popular for bringing games from Amiga to PC including the Sensible Soccer series, Chaos Engine, and genre defining titles, such as Dune 2.
In 2004, I helped establish one of the first games courses in the UK, later suggesting the creation of the TIGA Accreditation. The Portsmouth courses went on to win the first TIGA Best Educational Institution award, and again a decade later under my leadership.
While teaching I continued collaboration with industry, including The Chinese Room on Amnesia: A Machine for Pigs (PC) and Everybody's Gone to the Rapture (PlayStation), also developed titles for Nintendo consoles and original content for PC.
In 2023 I relocated from the UK to Ireland for a new adventure as Course Director for Computer Games Development at Limerick University.
Candidate Statement
My 40+ years’ experience in the games industry, and my experience in education, combined with being a relatively new arrival to Ireland, puts me in a somewhat unique position of being able to view and compare the industry here to the UK. There are already positive signs of growth, only this past year Imirt became a formal trade body. It could also be said that the Irish industry benefits due to its compact size, being a more tightly linked group of highly creative people, sharing their knowledge and experiences, supporting each other’s success.
The close network of participants in the Irish industry, combined with the historical creativity, is some of the real value I see, and I hope whether I’m elected or not, to contribute to the growth and recognition of these values in the years to come.
What is a little surprising is how humble the community has been, there should be more shouting about the successes, to let the world know we are here, and it’s great to see the possible introduction of ‘Game Ireland’ in the next year.
To grow the Irish industry, we need to let the local population know we are here. The next generation (and their parents) need to know and believe there is as much possibility of success in games related career, as there is in other traditional subject areas.
Only with confident new creatives coming into our sector can we rapidly grow and provide the new talent the industry needs to support future expansion, we need to encourage and reward interest in our subject area, with placements, mentoring and business support.
If elected to the Imirt Board, I will:
• Use my view of the Irish industry, combined with my knowledge and experience of the UK industry, to contribute to discussion around new directions and approaches to grow the Irish games industry.
• Bridge understanding between university objectives and industry objectives, to better support both. Higher Education is often in awe of industry, industry doesn’t always understand what HE is trying to achieve, both have the growth and success of our subject area in mind.
• In the shorter term, through conversation focus on supporting the current strengths of Irish university courses to provide clearly defined games content linked to industry requirements, working within the constraints and style of specific institutions. Enabling them to be the best at what they do.
• When the timing is right, work with applicable parties towards the creation of an Imirt Accreditation for teaching and learning.
• Work with industry partners to develop a mentoring and support framework, mentoring startups, early-stage businesses, to inspire and nurture future talent.
• Engage in discussions towards introducing more opportunities to create more incubator opportunities, including funding and creative office spaces around Ireland, to develop the concept of a ‘game development island’.
Jason Adams
Biography
I’m Jason Adams. I began my career in the games industry in the United States with Blizzard Entertainment before transferring to Cork in 2008 to help open their offices. That move brought me into the center of Ireland’s games industry at an important time in its development. Over the next decade, I supported the establishment of operations for Blizzard, Bioware, EA, and Riot in Ireland.
Before working in games, I held leadership roles in other sectors which gave me a strong foundation in people leadership, team development, and organisational effectiveness. My work in Ireland’s games industry covered a wide range of responsibilities including customer service operations, team leadership, scaling teams during rapid growth phases, and supporting both boxed product launches and live service operations. I've worked with teams ranging from small independent developers to large global studios.
In 2018 I co-founded minMAX to focus on executive coaching, team coaching, and leadership development for game studios and technology companies. I'm also a lifelong gamer, which gives me both a personal and professional understanding of the industry. I remain committed to supporting the continued growth of the Irish games sector and the people who make it possible.
Candidate Statement
My name is Jason Adams, and I'm applying for a seat on the Board of IMIRT because I believe strongly in the future of game development in Ireland and want to play an active role in shaping it. I've spent almost 20 years connected to the Irish games industry, both personally and professionally, and I've seen its potential, its challenges, and the opportunities that still lie ahead.
My experience in the sector began with Blizzard Entertainment in the United States and later brought me to Cork in 2008 to help open their Irish operations. Over the decade that followed, I was directly involved in starting up live game and support operations in Ireland for Blizzard, Bioware, EA, and Riot Games. I served in many roles ranging from Customer Service Lead to Programme Manager to Managing Director, and worked at operational, strategic, and cultural levels. Those years gave me a deep understanding of the realities faced by studios at every stage of growth. I continue to work with game companies today across Europe and the US through my coaching practice, supporting leaders and teams across development, live services, and organisational change.
I understand the challenges game studios face in Ireland, from talent retention and funding access to leadership support, operational resilience, and long-term sustainability. I've seen studios succeed, struggle, scale, hyper-scale, and fight to maintain creative identity in a global market. This perspective drives my desire to support IMIRT.
Ireland has made great progress in supporting international investment over the last 20 years, but we've not yet achieved the same level of support for native-grown games companies. There is extraordinary raw talent on this island, but much of it remains under-utilized or under-supported. There are not enough timely financial supports, mentorship structures, or expert guidance available for teams trying to build and sustain studios. Policy progress has begun, in large part thanks to IMIRT and others, but the work is far from finished.
I want to contribute to that work. I believe Ireland can build a thriving ecosystem where independent studios, mid-sized teams, and long-term live service operations can grow sustainably. I want to help ensure future and current developers get the guidance, advocacy, and practical support they need at the moments that matter. I want to help strengthen the foundations that will allow a healthy, creative, and competitive games industry to flourish here.
Thank you for your consideration. I would be honoured to support IMIRT and the wider Irish games community in the years ahead.
Justin O’Connor
Biography
I have served 2 years on the Imirt Board, the last 12 months as Chairperson. I advocated and lobbied for the Irish Games Industry for during that time and I contributed to securing important changes to the Digital Games Tax Credit. I played an active role in securing more than €600,000.00 in funding for Games Industry initiatives such as Games Talent Incubator, Irish Games Fund, Publishing Workshop and Nexus Pitching along with funding to employ Imirt's first CEO.
I have tried to ensure that Imirt’s strategic objectives have been furthered, ensuring that Imirt’s whole community has a voice and are heard by government or government agencies. I have pushed to secure Imirt future, through corporate membership and improved corporate governance.
I’ve contributed my experience to Imirt and I’d love the opportunity to build on that even further. With your support, I’ll keep delivering for Imirt in any capacity if elected.
Professionally; I am part of the leadership for StoryToys (Head of Finance), one of Irelands fastest growing studios. I have been a part the team the has claimed the first DGTC. StoryToys has more than doubled our Revenue and employee numbers. I have twenty plus years experience in Finance.
Candidate Statement
I have served 2 years on the Imirt Board, the last 12 months as Chair. I advocated and lobbied for the Irish Games Industry for the last 2 years and I contributed to securing important changes to the Digital Games Tax Credit. I played an active role in securing more than €600,000.00 in funding for Games Industry initiatives such as Irish Games Talent Incubator, Irish Games Fund, Publishing workshop and Nexus pitching event and along with funding to employ Imirt's first CEO.
I have tried to ensure that Imirt’s strategic objectives have been furthered, ensuring that Imirt’s whole community has a voice and are heard by government or government agencies. I have pushed to secure Imirt future, through corporate membership and improved corporate governance.
Whether using my platform of the board or in StoryToys, i have pursued an agenda that benefits the Irish Games Industry, through engagement with our local, regional and national stakeholders.
I am part of the senior leadership for StoryToys (Head of Finance), one of Irelands fastest growing studios in Ireland. I have been a part the team the has claimed the first DGTC. StoryToys has more than doubled our Revenue and employee numbers. I have more than twenty years experience in Finance.
I have applied my experience to my role in Imirt, I will continue to do so regardless of my position within Imirt.
Kevin Keating
Biography
Kevin Keating recently relocated to Ireland from California and has nearly two decades of experience in the games industry – the last six with Sony Interactive Entertainment (SIE).
As a Global Account Director at SIE (PlayStation), he directed an account management team that supported 3rd party publishers and developers such as Activision, Mojang, Bethesda/Zenimax, WB Games, Bungie, Gearbox, Studio Wildcard, and Microsoft Gaming (Xbox Game Studios) among others.
Over his tenure at Sony, he scaled his scope of account responsibility from $450 million to over $2 billion in annual revenue, encompassing best-selling franchises such as Call of Duty and Minecraft. One of his many highlights included leading the strategic and operational execution of Microsoft’s “Project Latitude,” successfully bringing previously Xbox-exclusive IPs (Sea of Thieves, Gears of War, Forza, Halo) to PlayStation.
Prior to joining Sony, Kevin spent 3 years at Immersion Corporation where he orchestrated the landmark IP licensing agreement with Sony Interactive Entertainment, directly enabling the PlayStation 5’s DualSense controller adaptive triggers and advanced haptics.
Earlier in his career, Kevin was at the forefront of streaming games and digital distribution with roles at OnLive, Konami Digital Entertainment, and Ubisoft.
Hobbies include cycling and concert photography when not playing DS2!
Candidate Statement
I am excited to submit my candidacy for the Imirt Board of Directors. As a recent arrival to Ireland, relocating from California, I bring nearly two decades of high-level, global experience in the interactive entertainment industry across platform, publisher, and IP & technology roles. I believe this background provides a unique perspective and a robust skill set to serve and empower Imirt’s leadership and wider membership base.
I commit to utilizing this perspective to actively enhance the stature of the organization within the global industry, positioning Imirt as the essential partner for international investment and collaboration within the industry and State government.
My Platform: Engagement, Value, and Relevance
If elected, my efforts will be concentrated on three interdependent pillars designed to elevate member success and grow the impact of Imirt:
1. Member Engagement:
I strongly advocate for a culture of heightened Member Engagement. Our communication strategy must operate on two levels: Increased Frequency & Relevance. Themes should be focused on topics that will enhance the value of Imirt membership while also ensuring increased association transparency through the proactive release of board meeting summaries and documented rationales for strategic decisions; Active promotion of our members through social, newsletters, release calendars – highlighting member accomplishments, releases or general team or studio news; Effectively turning Imirt into a powerful, unified marketing tool for the entire Irish games industry.
2. Value Creation for a Growing Membership Base:
To secure our future, we must prioritize Growing the Membership Base by demonstrating clear, immediate, and tangible value. This means aligning every initiative—from board decisions to event programming—with direct member benefits, making Imirt membership indispensable. By focusing on creating more value for existing members, we naturally expand our reach, attract new talent, and demonstrate the organizational health required to secure larger funding and strategic partnerships within industry and the State.
3. Industry Relevance:
I will actively leverage my two decades of global relationships to enhance Imirt’s relevance within the game industry. This includes organizing a Strategic Speaker Series to bring leading voices across the industry to engage directly with our membership. Topics will be informed by industry trends and include best practices across engine development, self-publishing, working with platforms, localization efforts, and focusing on the critical issues you want to hear. Furthermore, I will push to ensure Imirt acts as the country's ambassador at leading international game events (Gamescom, TGS, GDC), guaranteeing maximum visibility for Ireland's best developers, companies, and gaming technology.
The Irish games sector is poised for exponential growth, driven by world-class talent, story-telling and creativity – and Imirt should be a leading component of that growth. I am ready to bring my expertise and dedication to the Imirt Board. I ask for your vote to help build a stronger, more connected, and valued association for every game developer in Ireland.
Lauren Morgan
Biography
Lauren is an indie game developer and couch co-op enthusiast based in Dublin. Having returned to study game design as a mature student, she is passionate about supporting emerging talent and understands the unique challenges faced by those entering the games industry today.
Before transitioning into game development, Lauren built a professional background in financial compliance and communications. This experience now informs an organized, people-focused approach to production and teamwork. She is dedicated to supporting the growth of the Irish games ecosystem and creating accessible pathways to industry for both new and experienced games professionals across the island.
Candidate Statement
My name is Lauren, and I am running for the IMIRT Board because I believe the Irish games industry is at a place where community, visibility, and meaningful support for emerging talent will shape its long-term future. I am seeking this position not only as a developer, but as a dedicated community advocate who is committed to representing the voices of juniors, students, indies, and career changers who are actively trying to find their place in this sector.
My strengths lie in communicating clearly, organizing effectively, and representing myself and those around me with professionalism. I want to use these skills to help IMIRT engage more directly with educational institutions, studios, community groups, and independent developers. By strengthening these connections, we can build a clearer flow of information, opportunity, and collaboration across the industry.
If elected, I aim to:
- Develop new structured opportunities for emerging talent
Having participated in the first iteration of IMIRT’s Talent Incubator Programme, I know firsthand how beneficial it is to receive practical guidance and mentorship from industry professionals.
I want to contribute to the continuation and improvement of existing programmes such as the Talent Incubator and IndieDev Prototype Fund while creating even more community-driven workshops and practical sessions for members.
- Bridge the gap between education and industry
I want to help position IMIRT as a central hub for professional development by leveraging the combined experience and knowledge of our members. This means connecting employers with new talent and working with studios to create internships and practical industry placements, as well as organizing IMIRT-led portfolio reviews and mentorship sessions.
- Drive community engagement across the Island
I aim to work with the other members of the IMIRT board to develop and maintain a comprehensive database of upcoming industry events, game jams, and networking opportunities. Additionally, I hope to support outreach initiatives to highlight game development in different counties, ensuring that our community feels nationally represented.
I intend to use this opportunity to contribute meaningfully to IMIRT’s important ongoing work in supporting developers at every level across the island. I would be honoured to play a part in helping build a strongly connected and more accessible games industry for everyone.
Llaura McGee
Biography
I run an Irish games studio, Dreamfeel, best known for If Found…. Since 2009 when I finished my first video game (a colour-swapping shmup), I’ve experienced almost every level of the games industry: all the way from working for a large software company, to getting involved in the indie scene in the UK and releasing games on Xbox Live Indie Games, to working for a start up in Scotland, to freelancing back in Ireland, to founding and running my own studio for the last ten years. Our games have won multiple awards such as AMaze’s Grand Prize as well as multiple “Game of the Year”s from various websites.
In education I have a Masters from Abertay University in Dundee and have taught game design in universities such as Technical University Dublin, Goldsmiths in London, New York University, and the University of Southern California.
I believe that games can cross borders and boundaries. Curtain was the first game to win a Writer’s Guild of Ireland award in 2015, and in 2016 If Found… was also the first game to win any award in the Irish Design Awards and we won four including the grand prize. My work has been shown internationally not just in game festivals but also in film festivals like Irish Screen America, in museums like the Smithsonian in Washington DC and the V&A Museum in the UK, I’ve had interactive installations in Dutch music festivals, and in English, German and Italian art galleries. I’ve done silly things like have two professional english football teams dress up like frogs for a game of “Frogball”, and serious things like performed my video game, The Infinite Notebook, at a literary festival where it was presented as the “future” of literature (a fairly tall order!).
I’ve experienced highs and lows: a game that spawned its own genre ie, “flatgames”, and resulted in thousands of new games and new creators starting out was initially rejected from festivals for not being “game” enough. I’ve taken games to zine fairs and sold handfuls of copies and I’ve had games at The Game Awards in Los Angeles and sold tens of thousands times more. One game that I co-created, got international press, funding and a publisher for I received just a “special thanks” in return, and I’ve made games that inspired people so much they cycled the entire way from Paris to Achill island. I’ve made business deals at industry mixers with some of the biggest names in the industry and I’ve also helped persuade a few dozen people to go to Inishbofin to play games on the beach in the dark in the rain.
The lows or wild diversions aren’t a counterpoint or failures, they’re necessary stepping stones to be able to reach highs in the first place.
Candidate Statement
First and foremost my goal is to be a voice for games as culture and creativity, and specifically for the people that do the work to create that culture in the first place. Even when it’s acknowledged that games are art, it can still be forgotten that it’s people who create them. I believe that better support and security leads to better work. It’s easy to only focus attention on the teams that have already had success, and I hope as Imirt grows we can provide more pathways for the studios of the future, especially as it is rare that the most creative and promising game makers are also the best at business lingo.
Often those outside our industry can sometimes only see two ways to support us: existing successful studios or students. Existing studios and students are both very important, but there are also very experienced game creators and struggling studios that fit into neither camp. When I started in Ireland in 2013 I was neither, and Dreamfeel took many years to figure out everything we did and to make the connections and the quality games that got us in the door.
In this same way a great sign of a healthy industry is when talented team members have the ability to leave one studio and spawn a half dozen more.
Secondly, I would like to see more focus on the holistic skills of “game making” (and “game directing”) as separate from the individual disciplines that might contribute to a project (eg, modeling, programming, design, or composing). Imirt have really excelled with its workshops in the past and I think there are opportunities for some more “hands-on” workshops to teach the kind of skills that can only be taught through direct feedback on works in progress from professionals (eg, if you want to be a film editor, no book or video tutorial will ever substitute for editing a film). As such I hope to promote the creation of short games as not “unambitious” but actually the path to success.
Lastly I would like to help promote Ireland as an exciting place for game creation. We can do more to document and demonstrate the history of games in Ireland (from Plan 9 from Outer Space to Speed Freaks to forgotten games like the IF game Rameses and to recent successes like Anthology of the Killer and Seance of Blake Manor) and we could look into running games events focused on culture outside of the events that are more business focused (of which we now have some brilliant ones).
Imirt has been going for ten years and has been built up by so many incredible volunteers and now staff. These are just some thoughts and ideas that will depend on demand and interest and I would be delighted to help the Imirt team and the Irish games industry in any way I can by offering my experience and insight. This is a very promising moment for the industry here and if you think my perspective can help I would be honored and grateful for the chance to do so.
Nicola Clarke
Biography
A recognised gaming industry expert and strategic leader, Nicola Clarke has established a reputation for bridging the gap between gaming culture and mainstream business. Currently serving as Twitch Account Director and Gaming Subject Matter Expert at Twitch/Amazon Advertising, Nicola now leads on developing sales strategy, thought leadership pieces, and gaming initiatives for the UK and Ireland.
Previously, Nicola played a pivotal role in developing Guardian Gaming, creating new revenue streams and establishing innovative approaches to gaming industry coverage. She has worked across a variety of industries, including Government, gaming publishers and leading entertainment companies, finance, CPG and beyond, developing tech and strategic documentation that spearheads gaming in typically novel spaces.
As a thought leader in the gaming space, Nicola regularly speaks at industry events, and leads strategic initiatives both internally and externally to advance gaming industry standards. She is particularly keen to champion gaming in new contexts, and maintains a strong focus on content creators, as well as experiential events through tournaments, roundtables, and TTRPG experiences.
Beyond professional achievements, Nicola actively contributes to industry development through mentorship programs and training initiatives, helping shape the next generation of gaming industry professionals.
Candidate Statement
Dear Imirt Members,
Having returned to Belfast earlier this year from a 15+ year stint in London, I am excited to put myself forward as a candidate for the Imirt board. With over a decade of experience spanning gaming within media and advertising, I believe I can bring unique value to both the north and south's gaming communities during a transformative time in our industry.
My career has been defined by building bridges - between endemic and non-endemic gaming spaces, between creators and commercial opportunities, and between gaming communities and mainstream institutions. As Twitch Account Director and Strategic Lead at Amazon Advertising, I've worked with developers of all sizes, from indie creators to major studios, to both market their releases, and also to champion them through initiatives with other brands. This experience has given me some understanding of the challenges and opportunities facing game developers today, and a deep respect for those working in development currently.
Having worked with organizations from grassroots initiatives all the way up to government bodies, I understand how to build meaningful partnerships that can benefit our entire gaming ecosystem. I have specific expertise in revenue generation and commercial strategy that I would like to bring home with me.
If elected, my priorities would be:
Fostering Collaboration: Creating more opportunities for knowledge sharing and project collaboration between developers across all of Ireland.
Expanding Commercial Opportunities: Using my expertise in both gaming and mainstream media to help Irish developers, whether working in digital or analog games, connect with new audiences and revenue streams.
Supporting Emerging Talent: Building on my experience mentoring and training others to develop programs that support students and early-career developers across Ireland.
Amplifying Irish Gaming: Utilising my public speaking and industry connections to increase the visibility of Irish game creators internationally.
I am particularly passionate about supporting indie developers and ensuring that creators working in all formats - from mobile games to TTRPGs - have the resources and connections they need to thrive. My background in data-driven decision making and strategic planning would bring additional value to the board's initiatives.
The Irish gaming industry is at an exciting inflection point. We can build on our creative heritage to become an even more significant force in the global gaming landscape. I would be honored to contribute to this journey as a member of the Imirt board.
Thank you for considering my candidacy.
Trevor Keane
Biography
I am the co-founder of Feenix Group which includes Feenix Talent and Feenix Studio. I currently lead on gaming strategy, commercial growth and enterprise partnerships. I have worked with major IPs on gaming agreements, game development and rights including Animal Jam (Wild Works), Worms (Team 17) and Paddington Bear. I am a twice published author, Masters in Innovation and also as Masters in Social Humanities with a focus on game design.
Candidate Statement
Dear Imirt Members,
I am honored to put myself forward as a candidate for the Imirt Board. I have a deep commitment to the growth, recognition and long-term sustainability of the Irish games industry, and I believe my experience, strategic outlook and collaborative approach can contribute meaningfully to Imirt’s mission.
Ireland has an extraordinary foundation of creative talent and technical skill in game development. I believe that with the right support structures, the Irish games sector can achieve far greater international visibility and commercial success. Imirt plays a central role in strengthening the ecosystem that enables this growth, and I am eager to contribute to that work.
My motivation for joining the board comes from three core beliefs. First, that the Irish games community possesses exceptional creativity that deserves greater representation both at home and abroad. Second, that the industry can only grow when all voices are supported, including indie developers, emerging talent, established studios and analog game makers. Third, that a strong industry requires strong infrastructure, including access to funding, policy support, education programmes and professional networks. I hope to contribute to advancing each of these areas.
If elected, I intend to focus on four priority themes. The first is advocacy and policy engagement. The Irish games industry needs effective representation with government agencies, funding bodies and policymakers. I aim to contribute to Imirt’s ongoing work to secure improved fiscal supports, funding pathways and industry-friendly policies that can strengthen Ireland’s position as a home for game development.
The second theme is funding, mentorship and talent development. Early-stage developers and small studios often face the greatest barriers to sustainability. I will support initiatives such as the Irish Games Talent Incubator and other programmes that provide mentorship, resources and opportunities for the next generation of creators. Encouraging a steady pipeline of new talent is essential for long-term industry growth.
The third theme is community building and industry visibility. A thriving games ecosystem depends on strong relationships among studios, freelancers, educators and service providers. I will work to encourage collaboration, knowledge sharing and support networks, as well as helping to raise the international profile of Irish games through showcases, events and global partnerships.
The fourth theme is diversity, inclusion and accessibility. A successful industry must be one in which people from all backgrounds feel welcomed and empowered to contribute. I am committed to promoting equal opportunities and helping reduce barriers to entry, whether through outreach, training or community initiatives.
My vision for the future of Imirt is an organisation that continues to strengthen partnerships across education, government and the private sector, while ensuring all members benefit from a supportive and connected community. I believe the board has a vital role in shaping an environment where creativity, innovation and sustainability can flourish.
I would be honored to serve on the Imirt Board and to help support the continued development of a vibrant and globally recognised Irish games industry.
Thank you for your consideration. Trev

