Game Development

Seattle Blender User Group Meetup September 2026

The Seattle Blender User Group meets at the Academy of Interactive Entertainment Seattle campus, usually the 1st Saturday of every month. Seabug's goals are to help beginners learn Blender, create Blender opportunities in the Pacific Northwest, and provide a space to share projects and network with others enthusiastic about Blender.

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30Speakers
0Sponsors
19On the bill · sessions
18Companies · in total
§I

Speakers

Programmed at Seattle, in alphabetical order.
Alice Baggett
Alton Glass
CEO · GRX Immersive Labs
Apurva Raman
Game Developer, Accessibility Advocate · Minecraft Education
DJ Stiner
Sr. Technical Program Manager / Accessibility Champion · Mojang Studios
Dr. Sonia Tiwari
Parasocial Learning Researcher
Jason Ermer
Jess Saulzallido
Joanna Blackhart
Accessibility & DEI Specialist
John Agyepong
Creative Facilitator · GRX Immersive Labs
Josh Rivers
Research Manager, Xbox · Microsoft
Josh Rivers, PhD.
Research Manager · Xbox
Julia Beabout
CEO and Creative Director · NOVABY
Kaitlyn Jones
Senior Product Manager, Gaming Accessibility Team · Xbox
Kimberly Mecham
Center for Leadership and Innovation (CLI)
Kristyn Mininni
St. Thomas School’s Center for Leadership and Innovation
Laylah Bulman
Senior Program Manager and Executive Game Producer · Minecraft Education
Lyla Ross
Founder and Executive Director · Gamers Engaged
Maria DiGiovanni
Mark DeLoura
Leads Level Up Games · Level Up Games
Mary Luther
Design Lead · Unity Technologies
Megan Heineman
Instructional Technology Integration Program Specialist
Melissa Benner
Innovation and Technology Support Coordinator
§III

Agenda

Selected from 19 sessions on the bill.
  • 1:00-1:55

    Gamifying SEL: Jason Ermer

    Discover an exploratory approach to social-emotional learning (SEL). We’ll see how the “Quest of Epic Proportions,” a storytelling and role-playing adventure, promotes SEL skills l…

    Theater and Lobby
  • 1:00-2:30

    Ensuring Inclusivity in Games Panel

    Come join us for an hour discussion featuring several experts in Accessibility and Inclusivity in games. Experts will be discussing the best way to make games more inclusive, inclu…

    Expo
  • 1:00-2:30

    The Future of Immersive Storytelling

    Using VR, AR, AI to recreate history and bring it to life for all to experience. Learn about our innovative solution and how we are changing the world.

    Classroom B
  • 1:00-2:30

    The Future of Immersive Storytelling: Yolanda Barton

    Using VR, AR, AI to recreate history and bring it to life for all to experience. Learn about our innovative solution and how we are changing the world.

  • 1:00-4:00

    Creating Engaging Learning Experiences through Game Design: Low Tech to High Tech *Stem Credits*

    The CLI will guide attendees through the ages covering both what game design looks like at different grade levels, and how to bring that learning effectively into the classroom. Th…

    Classroom A
  • 10:15-11:00

    Creating an Experience Panel

    Our panelists will share insights on creating educational tools that align with school environments and curricula, while also pushing the boundaries of what’s possible with emergin…

    Theater and Lobby
  • 11:15-12:15

    Educator, Designer, and Researcher Roundtable: Travis Windleharth

    In this session, foundry10 Senior Researcher Travis Wndleharth will provide a ten minute overview of “the state of the field” in game based learning theory and research, especially…

    Theater and Lobby
  • 11:15-12:15

    Participatory Design: Creating Place-based Augmented Reality Projects With Kids and Communities: Julia Beabout

    Place-based learning (PBL) connects learning to physical locations and immerses students in local heritage, cultures, landscapes, and experiences. PBL can help students develop a s…

    Classroom A
  • 11:15-12:15

    WTF ~ Where’s the Future, How do I unleash my Imagination?: Alton Glass and John Agyepong

    The session will introduce educators to the Arts Beats and Tech app, highlighting its educational potential and immersive technology, while guiding participants through a learning …

    Classroom B
Intermission
Part the Second · For the Buyer

An audience of 18 companies, parsed from the program.

Eighteen companies in attendance.

The numbers below are derived from the speakers, sponsors, and exhibitors on this page — cross-referenced into one ledger. They are the only thing here that 10times.com cannot tell you.

Who's in the room
0All threespeak · spons · exh
0Sponsoringsponsor only
18Companies Speakingspeaker only
Speakers by seniority

13% of the speakers carry senior titles — C-suite, Founder, VP, or Director-level.

  • C-suite27%
  • Founder / Owner27%
  • Manager / Lead310%
  • Product13%
  • Engineer · IC620%
  • Research / Science413%
  • Other roles1240%

Of 30 on the bill · classified by free-text title

Most-represented companies
  1. 01GRX Immersive Labs2V
  2. 02Minecraft Education2V
  3. 03Xbox2V
  4. 04Center for Leadership and Innovation (CLI)1V
  5. 05Concordia University and University of Washington1V
  6. 06Fair Worlds1V
  7. 07foundry101V
  8. 08Gamers Engaged1V
  9. 09Level Up Games1V
  10. 10Microsoft1V
  11. 11Mojang Studios1V
  12. 12Northeast Washington Education Service District 1011V
  13. 13NOVABY1V
  14. 14Revere XR1V
Sponsors by tier

Tiers were not disclosed for this event.