Talks conference

Lectures, panels, and interviews on everything concerning game business and development during TALKS!

Our TALKS conference covers entertainment and serious game topics by game industry experts, prominent game companies, like-minded game entrepreneurs, and even students.

TALKS was hosted in a professional studio environment for the best audio and video quality, supporting attendee interaction and Q&A as we go live.

TALKS program 2021

Displayed times are in Central European Time (CET).

Development

Hosted by Arjan Terpstra, Aryeh Loeb and Juney Dijkstra

Business

Hosted by Martine SpaansJP van Seventer and Aryeh Loeb

09:00

OPENING

09:30

rThe Falconeer is the result of a long and winding journey, and its release has been similarly tumultuous, with incredible highs and lows. Tomas will talk about his experiences both in getting to release as well as the rollercoaster since then. Post-mortem on The Falconeer

Tomas Sala, Solo Game Developer

 

10:00

rIf you want kids to play your games, you have to know what they perceive as fun. We will look at 11 emotions kids (2-17) want to experience from games and how these evolve as they get older. Designing engaging games for kids

Simone de Droog, Senior Researcher at HU HEMD

rJoin Guerrilla's Principal Franchise Producer Tim Symons for a session on how to turn a gaming success into a global phenomenon. Tim will give some practical tips and tools for partnerships and licensing, as well as workload management, release timings, and building a strong brand. Expanding the Horizon - Franchise Building 101

Tim Symons, Principal Franchise Producer at Guerrilla Games

10:30

rSo you want to make a game? You can make it yourself, or you can hire experts. In this presentation, we will give you 10 keys to keep in mind when outsourcing your project. Sharing some pros and cons to co-development versus developing by yourself, things to have clear before contacting an outsourcing company and things to avoid to not become a dreaded slave lord! Don’t Become a Slave Lord, 10 Keys to creating Symbiotic Partnerships for Game Development

Micah Davis, Tech Sales Lead at Starloop Studios

rSince 2018, the Utrecht-based Sokpop Collective has been running a subscription service where they release a new game made by them every month. After 3 years they have built up to more than 1700 monthly subscribers! In this panel, they will discuss their creative process, their finances, their secrets, and everything else that comes up when making this many games! Taking another approach on the studio business model

Aran Koning, CTO at Sokpop Collective
Tijmen Tio, CFO at Sokpop Collective

11:00

rFind out what benefits there are for you to focus on the mobile hyper-casual game genre. We'll cover what it takes to thread together a successful hyper-casual game and how it compares to other gaming genres. Designing for Hypercasuals: A different approach

Marco Frisina, Publishing Manager at JoyPac Games

11:30

rHighlights and challenges of remastering a classic mobile game. Remastering a classic: Cut the rope

Coen Neessen, Game Director at Paladin Studios
Sören Brügge, Product owner & producer at Paladin Studios

12:00

rThis talk will be about how a war refugee turned his love for art into his profession and on finding the motivation to accomplish his dreams. Turning adversity into opportunity through art

Danar Worya, Freelance concept art

 

rA lot of discussion happened over social media regarding publishing deals after Raw Fury was among the first publisher to publicly disclose its publishing agreement template. It also made apparent that there is still a lot unclear about publishing deals within the industry. In this talk you learn about the essentials of video game publishing and common pitfalls to watch out for. Recognizing a good publishing deal

René Otto, Attorney at Van Iersel Luchtman

12:30

rUnreal is used by some of the largest games out there, but with our recent features we’ll talk about how it’s never been easier to make high end games with smaller teams. Epic Tools For Small Teams

Arjan Brussee, Product Director at Epic Games

rAn insider look of creating and launching a debut game. What happens behind the curtain? Paul Deetman will tell the story of KeokeN Interactive and the reality of entrepreneurship in the game industry. Sharing his experience on the road of Deliver Us The Moon. The Road of Deliver Us The Moon

Paul Deetman, Founder and Director at KeoKeN Interactive

13:00

rTBA Panel: Behind the scenes: Publishers searching for the next mega-hit

Bobby Wertheim, Sega Europe
Jennifer Schneidereit, WINGS Fund
Lauren Hunter, Square Enix Collective
Jarvis Crofts, Curve Digital

13:30

rMusic that flows with the action of the player is achievable in many different ways. This talk focuses on the ideas and musical systems we developed for Unexplored 2. It touches on composition, design & technical implementation, and all the wrong choices we made along the way. Creating adaptive music for Unexplored 2: The Wayfarer's Legacy

Matthijs Dierckx, Composer and sound designer for games

14:00

rGraphics programming is a common interest for many aspiring games programmers, but what does a typical day as a graphics programmer actually look like? In this talk Rebecca will briefly explain some of the many responsibilities of a graphics programmer, and show the steps involved in solving a real-world bug from a released AAA title. A day in the life of a AAA graphics programmer

Rebecca Fernandez O'Shea, Graphics programmer at Nixxes

r Dementia has no borders and the group is growing rapidly due to our aging society. Tover, a Utrecht-based company, develops serious games for people with dementia, to improve the quality of life for this group, as well as their carers and loved ones. We are selling our product, the Tovertafel, in 14 countries and many more learnings along the way. Also, we are not halfway there: we aim for a million players per day, in 2030.
Dementia: a global problem & opportunity

Hester le Riche, Founder of Tover

 

14:30

rMore and more games are adding social features to improve engagement and monetisation. How will this trend continue? And what are the ways we ride (and make) this trend at Azerion. The (re-)Dawn of Social

Jurriaan van Teunenbroek, Vice President Games & Content at Azerion

rThis panel seeks to provide answers to how high production studios find talent and provide growth to perform in high-performance AAA studios. Where to find the right people and how to advance their talent? How does the combination of Dutch native employees with international ones mean for a studio's process and company culture? Panel: Finding and raising talent in the Netherlands

Angie Smets, Studio Director at Guerrilla Games
Ralph Egas, CEO of Abstraction Games
Lennart Sas, Managing Director at Triumph Studios
Arjan Brussee, Product Director at Epic Games

15:00

NEW GAME +

Rami Ismail, Developer

 

15:30

rRecently the Early Access of Unreal Engine 5 has been made available to every developer. Come along as we go through a series of practical examples and use cases in Unreal Engine 5 that will empower smaller teams. Unreal Engine 5: Hands-on

Andreas Suika, Technical Evangelist at Epic Games

16:00

rIn this talk, Christoffer Holmgård will talk about the importance of automation and how AI/ML is creating new opportunities for transforming game development processes. The talk will cover: - The benefits of automation - Areas where automation can help the development process - What is modl.ai doing in the field - What does this mean for the future of game development. Future of Game Development Pipelines using AI/ML

Christoffer Holmgård, CEO of model.AI

rIn our talk we will talk you through everyday life of working with content creators while also providing you with the top tips to keep in mind while doing so. Top Tips for Indies on working with content creators

Miranda Huybers, CEO at Smash Universe
Dwayne Megens, Co-Founder at Smash Universe

16:30

rIn the past year, the Dutch Games Association has started several new initiatives to provide for the Dutch game industry, such as relaunching the Dutch Game Awards in the fall of 2021. But more is coming. This interview will focus on Derks vision on the Dutch Industry, the role of a branch organisation and the steps that need to be taken together with its members to reach the next level. Interview with Derk de Geus, chairman of the Dutch Games Association and founder/owner of Paladin Studios.

Derk de Geus, Chairman at Dutch Games Association and Executive Chairman / Co-Founder at Paladin Studios

rIn what ways you fund your game using what is out there? An investor fund versus a government fund, what is the difference? And how does funding in Europe differ from the USA? Four experts explore these questions. Panel: Road to Funding

Adriaan de Jongh, Midgame Fund
Youri Loedts,
VAF
Sean Gilis,
Creative Industries Fund NL
Paul Hanraets,
Good Shepherd Entertainment

17:00

rMichel and Aryeh will discuss the XR Campus in Den Helder. A newly founder XR/VR campus that develops training tools for the Dutch Navy.
Introducing Game Technology in training for the Navy

Michel Caspers, Subject-matter Expert Modeling & Simulation at Koninklijke Marine

(Continued) Panel: Road to funding

Adriaan de Jongh, Midgame Fund
Youri Loedts,
VAF
Sean Gilis,
Creative Industries Fund NL
Paul Hanraets,
Good Shepherd Entertainment

17:30

rIn this brief talk, Kim Belair (CEO, Sweet Baby Inc) will talk about representation and authenticity in storytelling, and how diversifying development teams and making room for new voices can change the shape of a project, a team, and even a studio. What we've learned by bringing the 'outside' in

Kim Belair, Sweet Baby Inc & Wings Fund

19.00

INDIGO AWARD

TALKS Speakers 2021

Adriaan de Jongh

Adriaan de Jongh

Game designer and founder of Midgame Fund

Adriaan is a game designer best known for the indie game hit Hidden Folks, a hand-drawn interactive searching game, and for experimental games like Bounden and Fingle, which move people out of the normal space of videogames by challenging players to dance, hold hands, and share physical interactions. He also has an awkward signature dance which he’ll perform with every opportunity presented.

Andreas Suika

Andreas Suika

Technical Evangelist at Epic Games

As Technical Evangelist at Epic Games, Andreas helps developers create successful games and applications with Unreal Engine. Andreas has 20+ years experience in different roles. He worked as Level-, and Game Designer and Creative Director on several titles. He founded a mobile game publisher and later an indie developer where a small team created the space exploration game THE LONG JOURNEY HOME with UE4. He was working as a game scout and lecturers at different universities. He loves tinkering on prototypes and streaming on twitch.
Angie Smets

Angie Smets

Studio Director and executive producer at Guerrilla Games

Angie Smets is Studio Director and Executive Producer at Guerrilla, a PlayStation Studio based in Amsterdam, The Netherlands. Joining the studio in 2003, her credits include the Killzone series (until 2013) as well as critically acclaimed action RPG Horizon Zero Dawn (2017) and its highly anticipated upcoming sequel Horizon Forbidden West. Angie is responsible for the company’s general management and direction, and oversees development of all of Guerrilla’s projects.

Aran Koning

Aran Koning

CTO at Sokpop Collective

Aran Koning, who’s also part of Sokpop Collective, is a Dutch Indie Game developer and a musician who lives in Utrecht. He did his first Global Game Jam in 2012 and has been there every year since. He loves making games with friends and has made the game Please be Nice.

Arjan Brussee

Arjan Brussee

Special things at Epic Games

Arjan Brussee is a Dutch videogame programmer who works for Epic Games. He is one of the masterminds behind the Jazz Jackrabbit series alongside Cliff Bleszinski and is also responsible for the Killzone series, which he worked on at Guerrilla Games.

Bobby Wertheim

Bobby Wertheim

Director of Content at Sega Europe

Bobby Wertheim is the Director of Content for SEGA Europe’s Searchlight team. Bobby is on the look out to meet developers with a consumer focus, a clear vision of what they want to create, thinks digitally first (in terms of content delivery, including communication etc) while having a long-term view of what they want to achieve.

Christoffer Holmgård

Christoffer Holmgård

CEO and Co-Founder of modl.ai

Christoffer Holmgård is a co-founder and the CEO of modl.ai and a co-owner of indie game studio Die Gute Fabrik. He has done extensive research on AI and Machine Learning for Games at Northeastern University, New York University, and the IT University of Copenhagen.

Coen Neessen

Coen Neessen

Game Director at Paladin Studios

Game Director & Knight of Paladin Studios where I contributed to Good Job!, Cut the Rope Remastered, and My Tamagotchi Forever.
Previously worked as game designer for Vanguard and Khaeon games and as a producer for Playlogic.

Danar Worya

Danar Worya

Concept Artist

Danar has worked as a freelance concept artist for 2020 Game Of The Year Last Of Us 2 (Naughty Dog), and has taken part in the development of projects at Guerrilla Games.

Derk de Geus

Derk de Geus

Chairman at Dutch Games Association Executive and Executive Chairman at Paladin Studios

Derk is an entrepreneur with a creative background. In 2005, Derk dropped out of art school and co-founded Paladin Studios, an independent game studio based in The Hague, The Netherlands. Today, Paladin is on a continuous quest to craft beautiful games that feel great to play. In 2019, Derk has stepped down as CEO and now serves as the company’s Executive Chairman. In early 2020 he joined the Dutch Games Association as its chairman. He strives for continuous improvement in all areas of life and work. Derk has given several keynote presentations on creativity and entrepreneurship. His core belief is that when the people thrive, the profits will follow.
Dwayne Megens

Dwayne Megens

Co-founder of The Smash Universe

Dwayne is a DJ and producer, but also a co-founder of The Smash Universe. As a DJ, he has worked with artists like Enrique Iglesias and Pitbull. As co-founder of The Smash Universe, he wants to create a synergy between gaming, music, tech and lifestyle.

Hester Le Riche

Hester Le Riche

Founder of Tover

An engineer by training, Hester Le Riche is the CEO and founder of Tover and the creator of a pioneering cognitive stimulation system – the Tovertafel. During her Ph.D., she designed the Tovertafel: the original interactive light projection system that entices those with cognitive challenges.

Jarvis Crofts

Jarvis Crofts

VP of Strategy at Curve Digital

“With 10 years in the video games industry across digital publishing, analysis and commercial strategy, Jarvis Crofts joined Curve Digital to lead a new team as VP strategic planning. This team was established to add further depth to our commercial operations, content strategy and decision making, with a view to ensure our partners and studios continue to get the best publishing expertise possible.”

Jennifer Schneidereit

Jennifer Schneidereit

Selection Committee Member at WINGS fund and Creative Director & Co-Founder at Nyamyam

Jennifer Schneidereit is an award-winning game designer, programmer and creative director with 15 year’s experience in games. In 2010 she co-founded UK independent studio Nyamyam. Nyamyam specialises in beautifully crafted, unconventional games such as their first game Tengami and more recently Astrologaster. In 2019 Jennifer joined WINGS Fund’s Selection Committee. WINGS invests in indie games by teams in which women and developers from marginalized backgrounds have key positions.

Jurriaan van Teunenbroek

Jurriaan van Teunenbroek

Vice President Games & Content at Azerion

In 2001 Jurriaan van Teunenbroek founded the company that in 2006 created the Youda Games brand. In 2015 Youdagames merged into the bigger Azerion, focusing on Gaming, Publishing, Distribution, and Ad Monetization. Azerion is an international company with more than 800 employees and offices all over the world. As Vice President Games & Content within Azerion Jurriaan gets his challenges in coordinating the teams and creative processes to make and acquire top game titles and finding new markets to sell the products.

Kim Belair

Kim Belair

CEO and Co-Founder of Sweet Baby Inc

Kim Belair is a writer, narrative designer and the CEO and co-founder of Sweet Baby Inc, a narrative development company based in Montreal. Part of the games industry since 2013, she’s worked with companies including Rocksteady, Insomniac, Panic, KO_OP, Valve, and JuVee Productions to bring games and other stories to life.
Lauren Hunter

Lauren Hunter

Producer at Square Enix Collective

Lauren joined Square Enix Collective in 2019, after spending three years at indie studio Hammerhead.
Her background as part of a dev team means she’s ideally placed to bridge the gap between small teams and publishers, helping them organise every aspect of their projects – from budget management to console submissions.
She’s enthusiastic about indies, and excited to facilitate the growth of their ideas and help them blossom into a successful game.

Lennart Sas

Lennart Sas

Managing Director at Triumph Studios

Lennart is co-founder of Triumph where he directed the Age of Wonders and Overlord series. His latest title is Age of Wonders: Planetfall. As studio head, he led Triumph from being a third party developer to self-publisher and now as a subsidiary of Paradox Interactive.

Marco Frisina

Marco Frisina

Senior Publishing Manager

Marco is a senior publishing manager at Joypac, he has been working in the games industry for 10 years supporting developers to distribute and monetize their game ideas. Before joining the Joypac team, he worked in publishing divisions at both Facebook and Azerion, responsible for growing the game developer ecosystem at both Facebook Gaming and GameDistribution.
Matthijs Dierckx

Matthijs Dierckx

Composer and sound designer for games

Matthijs Dierckx is a composer and sound designer for games, currently working on the procedural RPG Unexplored 2. He’s the former founder and publisher of Control, the Dutch game development magazine and conference. Dierckx started working in the games industry in 1998.

Micah Davis

Micah Davis

Tech Sales Lead at Starloop Studios

“He knows a tad about everything!” With one foot in business and the other in production Micah gets the best of both worlds! He loves meeting with clients, hearing their exciting ideas and helping them figure out how to bring those ideas to life by interacting with the development teams. He is a devoted family man, futuristic tech enthusiast, jack of all traits, problem solver and overall team player.

Michel Caspers

Michel Caspers

Subject-matter Expert Modeling & Simulation at the Royal Netherlands Navy

Michel Caspers works for the Simulatie Centrum Maritiem (Naval Simulation Center) of the Royal Navy. He and his team are introducing game technologies in training and educational programs of the Navy.
Miranda Huybers

Miranda Huybers

CEO at The Smash Universe

Miranda is CEO at The Smash Universe and has worked at Activision. She has a lot of other experience in the game industry, and is skilled in Marketing, PR, Management, E-commerce, Influencer Marketing and Artist Management. She will be talking more about streaming at the INDIGO TALKS.

Paul Deetman

Paul Deetman

Founder and director of KeokeN Interactive / Hunchback Music

Paul Deetman is co-founder and managing director of the game developing studio KeokeN Interactive, known for the praised Deliver Us The Moon. He is also the co-founder of music production studio Hunchback Music, which focuses on big campaigns, films and game music. Together with his brother, he is running both companies.

Paul Hanraets

Paul Hanraets

Video game executive and co-founder of Good Shepherd Entertainment

Paul M. Hanraets is a video game executive and co-founder of Good Shepherd Entertainment (previously Gambitious). Good Shepherd Entertainment has published several global top sellers such as John Wick Hex, Transport Fever, Hard West, and the critically acclaimed Monster Train. Prior to founding Good Shepherd, Paul led a media agency specialized in video and computer games and produced a games TV show, published a game magazine, and co-organized Benelux’s largest consumer game event.
Rami Ismail

Rami Ismail

Games Industry Ambassador, Game developer, Public Speaker, Consultant, Tool Developer

Rami Ismail is a Dutch-Egyptian independent video game developer and ambassador within the video game industry on the topics. He was 50% of Vlambeer, organized gamedev.world, consulted on numerous projects, and created various free tools to assist game developers with their work.

Ralph Egas

Ralph Egas

CEO of Abstraction Games

Video games have a particular set of essentials that come together to create an experience; from the idea to the storyboard, the technical elements, the engaging visuals, the execution and gameplay, and the right people to make it all happen. I honed my programming skills in the industry for many years but the desire for autonomy and creative freedom led me to establish Abstraction in 2007. We’re gamers making games for our peers, we know how important every detail needs to be. I’m proud to say that Abstraction has become the definitive adaptation studio in the video game industry and is trusted to deliver top-tier IPs across multiple platforms.

Rebecca Fernandez O'Shea

Rebecca Fernandez O'Shea

Graphics programmer

Rebecca is a graphics programmer at Nixxes Software, and there she has contributed to Marvel’s Avengers and Shadow of the Tomb Raider. She previously worked at TT Games in the UK on various Lego titles, and Weirdbeard Games in Amsterdam on Tricky Towers.

René Otto

René Otto

Attorney at Van Iersel Luchtman

René is a video game lawyer at Van Iersel Luchtman (VIL). At VIL he has founded and leads the only full-service legal team in the Netherlands which focuses on providing legal advice and (court) representation to video game companies. For his contributions to the Dutch games industry he was awarded the title “Game Changer” at the Game Bakery Awards.

Sean Gilis

Sean Gilis

Coordinator Digital Culture at Creative Industries Fund NL

Sean, originally from Belgium, has been working at the Creative Industries Fund NL since 2016 and coordinates various subsidy arrangements such as the Digital Culture and Immerse\Interact fund. Before joining Creative Industries Fund NL he mainly worked in art centers.
Simone de Droog

Simone de Droog

Senior researcher, lecturer & project leader at HU Human Experience & Media Design lab

Simone de Droog (Ph.D.) is a senior researcher at Human Experience & Media Design (HEMD), University of Applied Sciences Utrecht. Her expertise is to research and design developmentally appropriate media products and interventions for children.

Sören Brügge

Sören Brügge

Product Owner & Producer at Paladin Studios

Video games producer and part of the industry for 11 years and counting. He started his career at Daedalic Entertainment (Germany), working on classic Point and Click adventure games as a game designer. As a producer he mainly focussed on mobile games at Bigpoint (Germany), Spilgames (Netherlands) and since 2019 at Paladin Studios in The Hague. Games he worked on: A New Beginning, Pirate Storm, Valerian: City Of Alpha, My Tamagotchi Forever, Cut The Rope: Remastered.

Tijmen Tio

Tijmen Tio

CFO at Sokpop Collective

Tijmen is a former student of the HKU. Today he’s a developer who’s responsible for the games Simmiland (2018) and he was also nominated for an award in 2017 for his sword Slice ‘m Up; Bamboo heart. He is part of Sokpop Collective

Tim Symons

Tim Symons

Principal Franchise Producer at Guerrilla Games

Tim has worked in the gaming industry for more than 15 years with a varied background in product development and production. After previous success at Nintendo, Tim joined Guerrilla’s Franchise and Community team in 2019 as Principal Franchise Producer to maintain and expand the Horizon brand and franchise.

Tomas Sala

Tomas Sala

Solo Developer

Tomas Sala is a solo game developer working on The Falconeer. He is also one of the founding members of Little Chicken Game Company (well known for games like REKT! and Runespell: Overture), which he left last year after 18 years of working there.

Youri Loedts

Youri Loedts

Head of Game department at VAF

Youri is a former journalist and was editor-in-chief at the Dutch Official PlayStation Magazine for 13 years took on editorial positions at PlayStationPure, P Magazine, DVD Extra, TeVe-Blad, and others. He has worked for the TV show Gamepower and was a lead creative for several marketing agencies, where he worked for Netflix, Fox, Warner Bros., Ubisoft, PlayStation, Xbox, and many more. In 2018 he started working at VAF as their first Head of the games department.

Talks Hosts 2021

Arjan Terpstra

Arjan Terpstra

Senior Content Producer

Arjan Terpstra is a Senior Content Producer at Cook and Becker. He specialises in video game writing and is currently writing a Pac-Man book. He was also a narrative designer for the RTS game: Blaze Revolutions. He is also the author of four video game artbooks: Killzone (game), Vlambeer (studio), Sonic the Hedgehog (icon) and Final Fantasy XV (game). His portfolio can be found at: www.ranja72.com

Aryeh Loeb

Aryeh Loeb

Incubation Manager

Aryeh has been active in the industry for over 20 years. In that time he has filled a variety of roles for a large number of games. Aryeh started in journalism and retail, and went on to work in publishing (Mindscape) and development (Guerrilla Games, Gamious). Now he uses his experience and expertise in AAA studios and startups to help others. As Incubation Manager at DGG and Jack of all trades for the Navy. Besides personal projects.

JP van Seventer

JP van Seventer

Managing Director

JP van Seventer runs Dutch Game Garden and has a management background in game development as well as experience in game design and art. Connecting people is JP’s greatest passion and making the Netherlands a leading game nation is one of his dreams. Helping studio’s in their growth and ambition is one of the ways JP supports this dream.

Martine Spaans

Martine Spaans

Founder and owner at Tamalaki

Martine Spaans is founder and owner of F2P mobile publisher Tamalaki. Since the start of her gaming career in 2007 she’s been focused on casual games for a female audience (such as hidden object, match-3 and simulation games). She joined forces with partner company FGL and helps them to acquire idle-, board and puzzle games.

Martine is also a mentor to several indie teams, Women in Games ambassador, regular games industry speaker and game award judge. Her previous roles include marketing and monetisation advisor to Critical Force, Content Manager at Spil Games and online marketing manager at Blue Byte.
Juney Dijkstra

Juney Dijkstra

Legacy Portfolio Manager at Paradox Interactive

As the Legacy Portfolio Manager, Juney is responsible for exploring opportunities for the Paradox Interactive portfolio of games no longer in active development. She was formerly the Lead Producer at SOEDESCO Publishing, where she built the publishing pipeline & team for PC & console and supported the worldwide release of 50+ games digitally & at retail for PC and console, while at the same time developing & running the in-house porting team. Prior to that, she obtained an MSc. degree in Game and Media Technology from Utrecht University, alongside organising and running large scale events in the game development industry.

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