Every year, nominations for the IGDA Board of Directors are opened up to fill seats left by board members whose terms are expiring or for those whose seats have been vacated. Anyone interested in running for the Board of Directors who meets the requirements to become a board member can nominate themselves.
Voting in the 2025 IGDA Board of Directors election will begin 1 March 2025 with new board members taking office on 1 April 2025.
Board members whose terms extend beyond April 2025 consist of the following individuals: Zak Whaley (2026), Valentina Birke (2026), Limpho Moeti (2026), Nazih Fares (2026), Mafalda Duarte (2027), and Tim Cullings (2027).
The IGDA Board of Directors Elections Manual can be found here.
2025 IGDA Board of Directors Election Schedule:
- 2 December 2024: Begin call for board nominations.
- 31 January 2025: End call for nominations; all nominations must be received by this date. All voting eligible members of record as of this date may vote.
- 3 February – 14 February 2025: Final slate of candidates is approved by the Board to present to the membership for voting.
- 1 March– 20 March 2025: Voting period.
- 20 March 2025: End of voting; ballots are counted.
- 24 March 2025: Board ratifies election results.
- 26 March 2025: Election results and appointments are announced and Board orientation of new members begins.
- 1 April 2025: Newly elected Directors take their seats.
To vote in the 2025 election, you must be a voting eligible member by the close of nominations on 31 January 2025. All members eligible to vote will receive an email with voting instructions starting 1 March 2025. If you did not receive this information, please email membership@igda.org and provide your name and membership ID.

 
					 
					
					



 Back in 2006, when I joined my first industry job as a Quality Assurance Tester at Obsidian Entertainment, the IGDA was the premiere organization for game creators to network, share knowledge, and help each other achieve great heights. The IGDA was an organization that was deeply integrated into the fabric of Orange County game development and it’s something that has resonated with me over the years. Unfortunately, over time, the IGDA has faded from being the organization for developers to join, to being an afterthought. The deep integration with larger publishers and developers is lacking. The IGDA no longer serves many of the developers which make up the core of our industry and it has turned its focus in other directions. I’ve been making games a long time. I’m currently the Game Director on The Outer Worlds 2. I talk to my coworkers daily about what they need from an organization like the IGDA – industry representation at the highest levels, advocation for better working conditions and industry standards, a larger knowledge base that isn’t money-gated like GDC can be… a true organization for developers to network together and improve each other’s lives. The IGDA can be that for them once again. If I am elected to this board position I will do everything in my power to help developers, all developers, succeed by increasing people’s knowledge of the IGDA, focusing our efforts on outreach to developers we have left behind, and providing a venue to come together to form industry standards which can be adopted in larger organizations. I will also help provide an avenue for the IGDA to advocate for our industry at the highest levels. With your help I know we can bring the IGDA back to its former glory and purpose. Thank you and I look forward to working on your behalf.
Back in 2006, when I joined my first industry job as a Quality Assurance Tester at Obsidian Entertainment, the IGDA was the premiere organization for game creators to network, share knowledge, and help each other achieve great heights. The IGDA was an organization that was deeply integrated into the fabric of Orange County game development and it’s something that has resonated with me over the years. Unfortunately, over time, the IGDA has faded from being the organization for developers to join, to being an afterthought. The deep integration with larger publishers and developers is lacking. The IGDA no longer serves many of the developers which make up the core of our industry and it has turned its focus in other directions. I’ve been making games a long time. I’m currently the Game Director on The Outer Worlds 2. I talk to my coworkers daily about what they need from an organization like the IGDA – industry representation at the highest levels, advocation for better working conditions and industry standards, a larger knowledge base that isn’t money-gated like GDC can be… a true organization for developers to network together and improve each other’s lives. The IGDA can be that for them once again. If I am elected to this board position I will do everything in my power to help developers, all developers, succeed by increasing people’s knowledge of the IGDA, focusing our efforts on outreach to developers we have left behind, and providing a venue to come together to form industry standards which can be adopted in larger organizations. I will also help provide an avenue for the IGDA to advocate for our industry at the highest levels. With your help I know we can bring the IGDA back to its former glory and purpose. Thank you and I look forward to working on your behalf. I have been involved with the IGDA for a number of years since starting IGDA Italy. In 2020, we were a small group of volunteers in in Turin. Four years later, we now expanded to 8 hubs around the country with more than 30 volunteers, organizing 6-10 monthly gatherings across all Italy with hundreds of participants each time, creating a place where developers can collaborate and find new opportunities to grow. I had the chance to also found the IGDA Incubation SIG after running an accelerator program for game developers.
I have been involved with the IGDA for a number of years since starting IGDA Italy. In 2020, we were a small group of volunteers in in Turin. Four years later, we now expanded to 8 hubs around the country with more than 30 volunteers, organizing 6-10 monthly gatherings across all Italy with hundreds of participants each time, creating a place where developers can collaborate and find new opportunities to grow. I had the chance to also found the IGDA Incubation SIG after running an accelerator program for game developers. Dan Qiao is a seasoned game developer and passionate advocate for the video game industry, based in Los Angeles. She has contributed to multiple award-winning AAA projects and currently serves as a Staff Area Designer at Obsidian Entertainment, a studio known for crafting cinematic storytelling and immersive worlds. Dan believes IGDA’s greatest strength lies in its members and she will prioritize expanding networking opportunities to strengthen IGDA’s reach, ensuring that developers—locally and worldwide—have the connections and resources to grow their careers. With a background in multiple creative fields, Dan values artistic expression across disciplines. She would also like to aim to foster cross-industry collaboration by building bridges between game development and other creative fields such as film, architecture, and interactive media so members of IGDA will have new opportunities to branch out, learn from other creative professionals, and bring fresh perspectives into game development. As someone who once struggled to find career opportunities, Dan is also committed to supporting early-career professionals. She will advocate for mentorship programs, industry panels, and job-focused events that provide guidance and access to career opportunities for those looking to enter the industry.
Dan Qiao is a seasoned game developer and passionate advocate for the video game industry, based in Los Angeles. She has contributed to multiple award-winning AAA projects and currently serves as a Staff Area Designer at Obsidian Entertainment, a studio known for crafting cinematic storytelling and immersive worlds. Dan believes IGDA’s greatest strength lies in its members and she will prioritize expanding networking opportunities to strengthen IGDA’s reach, ensuring that developers—locally and worldwide—have the connections and resources to grow their careers. With a background in multiple creative fields, Dan values artistic expression across disciplines. She would also like to aim to foster cross-industry collaboration by building bridges between game development and other creative fields such as film, architecture, and interactive media so members of IGDA will have new opportunities to branch out, learn from other creative professionals, and bring fresh perspectives into game development. As someone who once struggled to find career opportunities, Dan is also committed to supporting early-career professionals. She will advocate for mentorship programs, industry panels, and job-focused events that provide guidance and access to career opportunities for those looking to enter the industry. Isaque Sanches is the founder of notagamestudio, a small studio dedicated to arthouse experimental games, and a co-founder of A Ludoteca, the first nation-wide Portuguese collective for game creators, which operated for 8 years (now disbanded). He is an interdisciplinary video game creator with over a decade of experience working across various markets (e.g., computer, console, mobile, XR) on projects ranging from large-scale AAA titles to leftfield independent games. He is currently employed at Ubisoft and previously worked at Virtuleap, where he designed applied games for neuroscience researchers. Sanches firmly believes in innovation through experimentation and has been a long-standing advocate for unconventional games and non-traditional game design. Throughout his career, he has sought to bridge the gap between games and other forms of contemporary art, with some of his work being featured in museums and art festivals. He is also a public lecturer (e.g., Devcom in Germany, GIC in Poland, GDC in the US) who often uses his platform to challenge rigid or exclusionary ideas of what games should be, aiming to amplify the voices of creators who often feel marginalized in the games industry. He aspires to a future in which institutions widely recognize games as an art form and believes that anyone, regardless of background, can contribute to making this vision a reality.
Isaque Sanches is the founder of notagamestudio, a small studio dedicated to arthouse experimental games, and a co-founder of A Ludoteca, the first nation-wide Portuguese collective for game creators, which operated for 8 years (now disbanded). He is an interdisciplinary video game creator with over a decade of experience working across various markets (e.g., computer, console, mobile, XR) on projects ranging from large-scale AAA titles to leftfield independent games. He is currently employed at Ubisoft and previously worked at Virtuleap, where he designed applied games for neuroscience researchers. Sanches firmly believes in innovation through experimentation and has been a long-standing advocate for unconventional games and non-traditional game design. Throughout his career, he has sought to bridge the gap between games and other forms of contemporary art, with some of his work being featured in museums and art festivals. He is also a public lecturer (e.g., Devcom in Germany, GIC in Poland, GDC in the US) who often uses his platform to challenge rigid or exclusionary ideas of what games should be, aiming to amplify the voices of creators who often feel marginalized in the games industry. He aspires to a future in which institutions widely recognize games as an art form and believes that anyone, regardless of background, can contribute to making this vision a reality. The heart of my work is building ethical, inclusive, and immersive digital experiences. As a game designer, developer, and community manager specializing in virtual companions in VR and MR, I currently serve as the Community Manager at Windup Minds, working on Stay: Forever Home. My background includes work at Meta Reality Labs in VR, as well as roles at Harvard and the Museum of Science, Boston, where I developed skills in interactive and digital development.
The heart of my work is building ethical, inclusive, and immersive digital experiences. As a game designer, developer, and community manager specializing in virtual companions in VR and MR, I currently serve as the Community Manager at Windup Minds, working on Stay: Forever Home. My background includes work at Meta Reality Labs in VR, as well as roles at Harvard and the Museum of Science, Boston, where I developed skills in interactive and digital development.