
Antonia Bartning gives seminars on sustainable management and distributes the game Pitch Your Green Idea! the sustainable entrepreneurship game. She studied sustainable management (MA) and business communication (BA). Before, during and after her studies, she worked in various companies/organizations as well as independently in the areas of public relations, marketing and political campaigns.
Antonia Bartning developed the board game "Pitch Your Green Idea!" as part of her master's thesis and was awarded the German Simulation Game Prize for it. Currently, she and her team partner are preparing to found a company and are developing further playful offerings in the field of sustainable entrepreneurship. Most recently, she digitized the board game.
"I am or rather my work is creatable because the game "Pitch Your Green Idea!" is the result of a creative innovation process and in turn supports people with the help of creativity methods to produce sustainable innovations themselves. With creatable I connect what I do every day: I combine the areas of sustainability, innovation development and entrepreneurship in games and playful methods to convey exactly these topics.

Nils Dudenhoefer is a health economist in the Heart and Lung Team at Fresenius Medical Care. He completed his post-graduate studies at both University of Wisconsin Milwaukee and Justus Liebig University Giessen. Afterwards, he started his career as an M&A and Restructuration Consultant where he earned his first experiences in the Life Science Industry. After a successful M&A deal, Nils switched from consultancy directly to MedTech Industry where he worked on integration processes as well as in business development topics. Currently, he is an Executive Project Manager at Fresenius Medical Care. In this role, he is shaping the company’s overall business strategy in Heart and Lung with a specific view in transformation and digitalization.

Games/LucasArts, The 3DO Company, and Dreamworks Interactive. Entertainment titles he designed or co-designed include Sinistar, PHM Pegasus, Indiana Jones and the Last Crusade, and Indiana Jones and the Fate of Atlantis. He served for four years as Google’s Chief Game Designer, working closely with their AR and VR projects and making games to demonstrate them, before leaving the company to pursue health/games opportunities. As a freelance game designer and producer, Falstein moved from earlier work on entertainment titles to focus primarily on health-related projects using games or game technology. Notable peer-reviewed projects he has contributed to include ReMission from Hopelab (helping teen cancer patients stay on their chemotherapy) and Neuroracer from Dr. Adam Gazzaley’s UCSF lab, researching attention training.
Falstein was the first elected chairman of the International Game Developers Association and has published over 100 articles and book chapters. He is currently working with half a dozen health/neurogaming companies in roles such as Executive Advisor to Akili Interactive, the company that recently won FDA clearance and a CE Mark for a video game to treat pediatric ADHD. He has spoken at over 200 conferences and universities around the world.

Pinto & Ada - the adventure of an unequal duo, who set out to protect the rainforest and rescue endangered animals from the clutches of the gold diggers. And how the influence of the environment affects their own health.
Julia Fischer studied interactive media with a focus on conception at the Film Academy Baden-Württemberg in Ludwigsburg. Her personal focus was mainly on games. Already during her studies she worked on several games projects and was very interested in developing exciting and empathetic stories and concepts.
From 2014 to 2015 she worked at Deck 13 Interactive in Frankfurt am Main on the games "Lords of The Fallen" and "The Surge" as QA tester. After graduating in 2017 she moved to Ubisoft in Mainz, where she worked as a content and game designer on the development of Anno 1800.
Since 2018, Julia Fischer has been working for Zeitland media & games in Ludwigsburg, where she is a game designer and occasionally a QA tester.
Christoph Gawel, Pre-Sales Manager at imimsity GmbH, is the technical expert for the XR solutions. With his long years of experience in the field of new hardware technologies and e-learning platforms, Mr. Gawel is responsible for representing the company and presenting applications and solutions in the field of XR-Learning since 2015. He passes on his knowledge and experience in the field of Extended Realities (XR) in XR-Workshops and training courses. As project manager at VDC TZ St. Georgen Mr. Gawel also supports the planning and organization of events and takes over the technical support during the events.

Sam has spent his career leading teams and companies at the cutting-edge of the video game industry. Today his team at Level Ex harnesses video game technology and cognitive neuroscience to engage and train over 600.000 medical professionals on mobile devices. Before Level Ex, he was the CEO of the leading independent game publisher in Hollywood, releasing games based on popular films, including The Hunger Games and Mission: Impossible. Sam also led the DirectX graphics team at Microsoft, where he accepted a Technical Emmy on behalf of his team for advancing the visual realism of video games across the industry. His career began at LucasArts, creating Star Wars games for PlayStation and Xbox. Sam serves on numerous industry advisory boards and speaks internationally on video games in medicine.

Aspirations of a Humanistic Designer
Having spent thirty years designing for human performance Charles Johnson will talk about his transformation toward designing for humanity. He will cover aspects of his personal and professional journey alongside current events which have lead him to a reenergized design ethos.
For nearly three decades Charles has worked within the context of sports, fashion and active lifestyle products for leading global brands. With a design degree from Carnegie Mellon, his professional starting point as a product designer specializing in footwear has transformed to executive level leadership shaping vision, teams and global strategies. Today that means brand initiatives in connected experiences that benefit modern and active lifestyles. Charles brings not only creative prowess, but also commercial know-how and multi-million dollar fiscal responsibility.
At Puma Charles has driven the charge towards connected products and experiences such as Pumatrac and Fit Intelligence. More recently he has been the force behind Esports and Gaming product initiatives including Puma Playseat® and Active Gaming Footwear. He is chief collaborator in partnerships with MIT Design Lab, performance apparel brand XBionic and biodesign specialists Streamateria and Living Colour as seen in the current Design To Fade virtual exhibit.

Lukas Jülinger presents his Graphic Novel Unfollow, which is about a young social media influencer and environmental activist who, among other things, becomes the leader of a global ecological movement by writing an app. The book deals with the mechanisms of personality cults and discusses the ecological and social upheavals we will increasingly be confronted with in the future. The lecture also includes a reading part.
Lukas Jüliger, born in 1988, studied illustration at the University of Applied Sciences in Hamburg and at ENSAD in Paris. In 2013 he debuted with the enigmatic coming-of-age story "Vacuum" at Reprodukt and was hailed by critics as a promising new talent. In 2018, "Berenice", an Edgar Allan Poe adaptation in a modern guise, was published by Carlsen Verlag in the series "Die Unheimlichen" curated by Isabel Kreitz. With "Unfollow" Lukas Jüliger presents his most extensive work to date.

Become terrestrial: From landing in the critical zone
How can an art exhibition invite us to radically question our view of the world? At the ZKM | Center for Art and Media Karlsruhe "Critical Zones. Horizons of a New Earth Politics" challenges us to rethink our own position - between slimy bacteria, under the ground, surrounded by treetops, entangled and connected with other living beings. An invitation to "become terrestrial".
Barbara Zoé Kiolbassa M.A. is a research assistant in the Department of Museum Communication at the ZKM | Center for Art and Media Karlsruhe. There, her focus is on the conception, management and implementation of participatory communication projects related to the exhibitions and (research) topics of the museum.
In addition to her work at the ZKM, she is a freelance curator, art mediator and speaker. Values of community and participation are close to her heart in all projects, as well as the fundamental question of the conditions under which people can come together.

Spaces of Belonging
How do human emotions work? And how do we interact with the architecture around us? When technology enables the passive space to become an active participant, how can a space bring out our best creativity, productivity, equity, and belonging? Triggered by a global pandemic, we fundamentally re-evaluate what it means to come together in a common space, we realize how precious together-time is. In this talk, Sophie Kleber, Head of Spaces UX at Google, unpacks the art of creating spaces for the human soul.
An experience designer by trade, Sophie Kleber applies her deep understanding of the emotional development of automated assistants and artificial intelligences to her work with voice UIs, sentient computing and Spatial Design to her work as Head of Spaces UX at Google in NYC, where she rethinks the way we interact with physical spaces.
Sophie Kleber holds degrees in Product and Communication Design. Her work for clients such as IKEA, Goldman Sachs and Thomson Reuters won numerous awards. She's a regular speaker at the House of Beautiful Business, SXSW and occasionally writes for Harvard Business Review.

Ruth Lemmen works as a systemic coach, project manager and as an expert for the European Commission for various European funding programs (Horizon 2020, Creative Europe). She is co-founder and ambassador of Womenize! - a platform that promotes diversity in the fields of tech, games and digital economy. She is listed as a coach for the creative sector in the CoachingBonus Program of the Business Team of the Berliner Investitionsbank and is on the jury of the German Developer Award in the category "Best Innovation". Ruth Lemmen is an enthusiastic networker, she focuses on the digital economy, games, film, VR/AR and artificial intelligence industries and deals with the topics innovation management, serious games & gamification, start-ups, media competence, national and European funding as well as the challenges and opportunities of the working world in times of digitalization. From 2006-2013, Ruth Lemmen worked for the Federal Association of Interactive Entertainment Software. (BIU) and was responsible for the strategic development of gamescom, the world's largest trade fair for interactive entertainment.
What do I associate with Creatables? I believe that sustainability, solidarity, cooperation and creativity belong together and that zebras and not unicorns should shape our future.

Prof. Frederic Leymarie is based in London, U.K., since the Autumn of 2004. He joined the Computing Department at Goldsmiths, University of London, to develop and contribute to novel (or less explored) areas of Research and Teaching in computing and beyond. After launching a new MSc in Arts Computing, and introducing Evolutionary Art pioneer and game designer William Latham to the department, they launched the first MSc in Computer Games Programming in the greater London area in 2008. This activity is now complemented by an MA in Computer Games Art & Design. Both programs are industry facing; more than half the lecturers they recruited are from the industry.
In parallel, once in London, he continued to explore areas of research bringing together creative artistic activities, vision and perception understanding, with computing. Recent collaborations with artists include: William Latham, Patrick Tresset (creator of Paul the robot), Rui F. Antunes, Carol MacGillivray, Daniel Berio, Memo Akten, Terrance Broad.
Prof. Leymarie is also keen to explore R&D in a more entrepreuneurial context. In 2011 he launched London Geometry Ltd. together with Prof. William Latham, which conducts projects focused on interactive visualisation, games, science and art (www.londongeometry.com), and in 2015 he launched DynAIkon Ltd. together with Prof. Stefan Rueger, currently focused on biodiversity monitoring and machine learning (www.dynaikon.com).
Before London, he was: (1998-2004) in Providence (RI, USA) where he gained a Ph.D. at Brown University in Engineering (on 3D shape understanding), (1994-1997) in Paris (France) as an R&D project manager in industry (on 3D Geographical Information Systems), and (prior to 1994) in Montreal (Canada) where he completed a Master’s of Engineering in AI systems at McGill University.
More details on LinkedIn: www.linkedin.com/in/folleymarie/.
Dr. Trista Patterson authored the Playing For the Planet Report, a UNEP Initiative that launched the Playing For the Planet Alliance at UN Headquarters on the occasion of the Climate Action Summit in 2019. Playing For the Planet brings together the worlds largest, most influential, and most environmentally progressive video game companies who collectively represent over 1 Billion gamers worldwide. Alliance members reduce and offset company/gamer/legacy emissions, actions to plant trees, restore ecosystems, reduce plastic. Projects include a Green Game Jam, Best Practice Guides, Carbon Footprint Tool and strategies to increase gamer awareness and availability of renewable energy. Learn more at Playing4thePlanet.org

Raphael Perret studied interactive media and scenography. In his research-based artistic practice, from which works in various formats emerge, the tension between physical and virtual space is a continuous theme. He applies his acquired knowledge of narration in space to the planning, design and implementation of media installations in exhibitions, smartphone applications and games. He was authoring artist for the interactive film 'Late Shift' by ctrlMovie.
Together with Anja Reiß and Studio Fizbin he conceived, developed and produced a prototype of Truth Detectives - a very serious game, which was supported by the Digital Content Fund of MFG Baden Württemberg. His projects are exhibited from Zurich, London, Rio de Janeiro to Gwanju.

Frieda Preuß is M.Sc. of Public Health, Consultant Consumer Research & User Experience. She graduated in Psychology & Public Health with a focus on human-machine interaction. Since 2017 she has been working at the Spiegel Institute in the field of UX-Consulting. Frieda Preuß is very interested in the integration of innovative methods in product development. She is trainer for certification seminars CPUX-F & CPUX-UR.
The Spiegel Institute is part of the Creatables, because we want to combine the creativity of the gaming industry, sustainability and the perfect user experience. This enables us to develop holistic, innovative products that are optimally tailored to the respective target group.
The Spiegel Institute is an internationally operating research and consulting institute for consumer research and user experience consulting. Our goal: to create the optimal user experience! To achieve this, our team of around 130 employees works with innovative UX and usability tools to highlight the needs and requirements of our customers' respective target groups.
We accompany the complete development process of a product: from the needs analysis, idea generation and concept development to validation and final testing. Our interdisciplinary team supports the creation of customer-oriented products and services in every phase of the process. In this way, we set the course for the optimal user experience for our customers in all phases of product development - with expertise, commitment and enthusiasm.
Founded in 1950 by Prof. Dr. Bernt Spiegel as the first market psychology institute in Germany, we now have locations in Mannheim, Ingolstadt, Stuttgart, Hamburg, Munich, Braunschweig, Beijing and Shanghai. From there, the Spiegel Institute is active worldwide for its renowned clients.
"I am creatable because I love to integrate creative methods and a large portion of positive energy into my daily work and to transform these into valuable solutions together with my clients".

Anja Reiß arbeitet als freie Autorin und Regisseurin in Berlin, Freiburg und Zürich. Neben der Entwicklung und Umsetzung von Dokumentarfilmen konzipiert sie auch transmediale und interaktive Formate. Zudem realisiert sie Reportagen und Dokumentationen für die öffentlich-rechtlichen Sender und fertigt Beiträge für Magazinsendungen wie WISO, aspekte und nano. Ihren ersten langen Dokumentarfilm TRUTH DETECTIVES entwickelte sie im Rahmen der European Documentary Campus Masterschool. TRUTH DETECTIVES lief weltweit auf zahlreichen Dokumentar- und Menschenrechtsfilmfestivals u.a. auf den Hofer Filmtagen, dem Cinéma vérité – Film Festival Iran, dem WATCH DOCS Human Rights in Film Festival Polen, dem Movies That Matter Film Festival Den Haag und dem Margaret Mead Film Festival New York.
Mit der Förderung des Digital Content Funds der MFG Baden-Württemberg produziert sie aktuell in Zusammenarbeit mit Raphael Perret und Studio Fizbin einen Prototypen für das Computerspiel TRUTH DETECTIVES – A VERY SERIOUS GAME.
Sie ist Mitglied in der AG DOK und Stipendiatin der Karl-Steinbuch- und der Robert-Bosch-Stiftung.

Estela Renner will talk about the work she performs as a co-founder at Maria Farinha Filmes, where, as a writer and director, they make films, shows, tv-series to help to promote social and environmental change. They use their hearts and minds to bring urgent matters into everyone’s living rooms. Their inspirations are very much aligned with the SDGs as they search for equity, justice, inclusion, environmental rights, and more. Also, they believe in the emergency of cultural shift and the importance of play in all stages of life. She will focus on their last production Aruanas, a fiction series that reached 33MM people and talks about four women fighting for the Amazon rainforest, while they had to deal with their personal problems.
Estela Renner, film director, screenwriter, producer, and co-founder of Maria Farinha Filmes, lived for seven years in the United States, where she went to the University of Miami (MFA - Motion Pictures, 2003) and started her work in filmmaking. Back in Brazil, she started to dedicate herself to promoting social and environmental causes through audiovisual works. Estela wrote and directed documentaries such as: “Way Beyond Weight”, “Target Market: Kids” and “The Beginning of Life". She also created and directed five seasons of the series “Young Inventors”, and is the creator, author, and general director of the fiction series Aruanas, a co-production of Maria Farinha with Rede Globo, which together already produce the second season of the series. Among the themes within her work: early childhood development, gender equity, obesity and the food industry, the importance of play, the amazon rainforest, inclusion, and more.

Philip Rigley has a degree in social sciences and is a senior director. He has been working at the Spiegel Institute since 2013 and is responsible for UX Empowerment. He has many years of experience in user-centered and co-creative innovation processes. Philip Rigley is trainer for certification seminars CPUX-F, CPUX-UT & CPUX-UR.
The Spiegel Institute is part of Creatables, because we want to combine the creativity of the gaming industry, sustainability and the perfect user experience. This enables us to develop holistic, innovative products that are optimally tailored to the respective target group.
The Spiegel Institute is an internationally operating research and consulting institute for consumer research and user experience consulting. Our goal: to create the optimal user experience! To achieve this, our team of around 130 employees works with innovative UX and usability tools to highlight the needs and requirements of our customers' respective target groups.
We accompany the complete development process of a product: from the needs analysis, idea generation and concept development to validation and final testing. Our interdisciplinary team supports the creation of customer-oriented products and services in every phase of the process. In this way, we set the course for the optimal user experience for our customers in all phases of product development - with expertise, commitment and enthusiasm.
Founded in 1950 by Prof. Dr. Bernt Spiegel as the first market psychology institute in Germany, we now have locations in Mannheim, Ingolstadt, Stuttgart, Hamburg, Munich, Braunschweig, Beijing and Shanghai. From there, the Spiegel Institute is active worldwide for its renowned clients.
"I am creative because I like to bring together different perspectives in order to create better solutions".

Martin Zimmermann - Creative Head & CEO imimsity GmbH is one of the pioneers of technology transfer in Germany.
His long years of experience as First mover in the software industry, his high quality network and strong drive to make vision reality characterize him. He initiated Europe’s biggest Virtual Reality (VR) centre of excellence and continues to give important impetus in the VR and AR industry. Under his leadership the first local VR centre of excellence was created in 2004. Since 2005 he organizes for the VDC TZ St. Georgen the international symposium on “Digital Transformation in Safety and security”.
His goal is to integrate the variety of application possibilities for VR and AR technology in a sensible and cost-efficient way into everyday day life.