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Markus Schneider appointment

Heads up AI tool maker xaitment as CEO.


Saarbrücken/Quierschied, Germany – September 15, 2010 – xaitment GmbH / Inc., the leading artificial intelligence (AI) game tool provider for the video games and simulations industries, today announced the appointment of Markus Schneider as CEO of xaitment Inc., the California-based subsidiary of xaitment GmbH. Schneider, who formerly held the title of Executive Vice President of Sales for the Americas and Asia, took on the new role as CEO of xaitment Inc. on Aug. 1. Andreas Gerber remains Group CEO of xaitment GmbH, headquartered in Germany.

Schneider brings to the CEO position more than 17 years of management experience in the high-tech industry. Having managed xaitment Inc. since its localization in Westlake Village, CA in 2008, Schneider steps into the newly created role with the experience and qualifications needed to continue xaitment’s growth and success. As CEO of xaitment Inc., Schneider will be responsible for all business, marketing, sales and growth in the American and Asian markets.

“Markus has a proven track record of successful business leadership,” said Andreas Gerber, Group CEO of xaitment. “He is a highly motivated and passionate executive with the business expertise needed to lead xaitment Inc. and drive its strategic global growth. I have enjoyed working with such a valued colleague and confidant, and look forward to continue working side by side with him as we embark upon this next phase for the company.”


For more information, contact:

xaitment GmbH

Julia Ziemann


Phone: +49 (0) 6897 / 600 80-22

Fax: +49 (0) 6897 / 600 80-20



About xaitment

xaitment GmbH/Inc. is the world leader in AI game tools for the games and simulations industries. Founded in Germany in 2004, xaitment offers AI middleware that goes beyond pathfinding. xaitment's AI game tools enable developers, through easy-to-use graphical user interfaces, to create automatic navigation mesh builds, movement behaviors, crowd simulations, hierarchical probabilistic finite state machines, world descriptions, autonomic behaviors, and experience-based and inference-based learning behaviors for computer generated characters. For more information, visit

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