Mikey Starovoytov
Mikey Starovoytov



Mikey Starovoytov is an award-winning, versatile Senior 3D Artist with over 8 years of experience in the games industry.
He works across all aspects of art and tech-art, including environments, characters, VFX and animation, with expertise in tools like Maya and Unreal Engine.
Mikey has contributed to acclaimed projects such as Zombieland: Headshot Fever Reloaded and Pacer, with most titles being released across major platforms. He has experience leading teams, mentoring artists, and elevating the quality of projects to meet industry standards.
His work has been featured in prominent publications like Edge and Kotaku, and regularly shares his knowledge through talks and mentorship, as well as being an advocate for accessibility in video games.
Outside of "work", Mikey has been a passionate musician for over 15 years and also enjoys expressing creativity in the kitchen. He loves hiking with his wife and dog Milo, finding inspiration and balance in the great outdoors.
Mikey Starovoytov is speaking at the following session/s
No Limits: Why Accessibility FOR ALL Starts with the Developers
The games industry loves to talk about accessibility—for players. But what about accessibility for the people making the games? Studios are unknowingly limiting their own talent pool by failing to remove barriers for disabled developers.
In this talk, I’ll share my journey as a blind 3D artist with 8+ years in the industry, working in and leading teams in indie and VR studios—all remotely. From adapting my workflow to overcoming industry misconceptions, I’ve learned that limitations are often perceptions, not realities. But while I’ve found ways to thrive, many talented developers are being excluded because accessibility isn’t seen as a priority in the workplace.
Through real examples, I’ll highlight how small changes—like accessible software setups, remote work flexibility, and inclusive hiring practices—can open doors for disabled game devs. I’ll also challenge the mindset that accessibility is “someone else’s job” and show how fostering an inclusive industry benefits everyone, from the studio floor to the players themselves.
This talk isn’t about making excuses—it’s about breaking barriers. If the industry truly believes in “No Limits,” it’s time to start proving it.
Session Takeaway
- By making the games industry more accessible, we naturally make games more accessible for players
- Don’t limit yourself—you’re capable of more than you think
- Accessibility FOR ALL by ALL
Session speakers