Digital Dragons 21-22 May 2015 Kraków, Poland

Adam Bormann

The Goon Squad: Designing Compelling Human Enemies

Adam D. Bormann is currently a Lead Gameplay Designer at 2K Games, working on an unannounced title. He was the primary systems designer for combat, weapons, enemies, and many other systems in 2013's Tomb Raider (which won many game-of-the-year awards and had over 70 game-of-the-year nominations).  He has 18 years of experience as a game designer and has previously worked at Crystal Dynamics, LucasArts, Monolith, and Sierra Online.

Michał Bobrowski

An enthusiast of the video games market, long journeys, and opera music, Michał Bobrowski began his adventure with games in the days of 8-bit computers. In 1995–2000, he worked in external public relations. In 2001, he managed to combine his fondness of virtual entertainment with questions related to online advertising by joining GRY-OnLine SA, a company holding the unquestioned position of the leader of Polish video games media. Since 2001, he has been a member of its board and the managing director.

MBA from Wyższa Szkoła Zarządzania / Polish Open University.

Jan Chichłowski

Bumpy Road From Paid to Free-2-Play

Jan is brand manager for Vivid Games, a Polish developer with a long history in mobile games. The company has developed more than 150 titles, and in June 2012 managed to successfully enter the NewConnect alternative share market. The company has recently positioned itself as a AAA mobile/tablet developers with impressive titles such as GodFire: Rise Of Prometheus and Real Boxing.

Jonny Crowe

"How to get investment for your gaming idea"

Jonny is interim Chief Executive Officer of Grupa Onet.pl S.A. and Chief Digital Officer of Ringier Axel Springer, the leading integrated media company in Central and Eastern Europe, which is the shareholder of Onet and Ringier Axel Springer Polska. He sits on the boards of those companies as well as Group Executive Board, Poland. Having worked for over 20 years in investment, operational general management, law and M&A, Jonny has a broad range of experience across many types of interactive businesses. A founder of the EU arm of US incubator idealab, Jonny was part of of the founding team of Overture Europe (parent company sold to Yahoo! for $1.7bn in 2004) as well as Local Search (sold to News International in 2005). Next Jonny founded or co-founded a number of London-based startups and then spent four years as COO Europe for emerging market long-hold investor and media company Naspers, running all M&A and operations (Naspers is an investor in Tencent, Mail.ru, Buscape, Allegro, etc.). Jonny helped to create the largest gaming platform in Russia by acquiring Astrum Nival for Mail.ru. He has founded, run, invested in and bought many types of interactive companies, including paid search, price comparison, online media, classifieds, marketplace, B2C e-commerce, local search, social networking, games and mobile. Jonny is Advisory Board member of leading mobile company Somo and joined Ringier Axel Springer in October 2013.

Konrad Czernik

Konrad Czernik is a Lead Concept Artist in Techland. He has worked on Hellraid and created concept arts for such titles as Dead Island, the Call of Juarez series, Dead Stop, Heal Them All, and Nikita: The Mystery of the Hidden Treasure. A guest lecturer at the Jagiellonian University, the Wrocław University of Technology, and the Academy of Fine Arts in Wrocław. A storyboard artist and designer, graduated from the Academy of Fine Arts (Wrocław). For years inspired by comics, he's now preparing his own comic album.

Grażyna Domańska

Grażyna Domańska is a monetization manager at Kobojo. She is responsible for monetization, product management and business intelligence across all the company's titles. She specializes in MMO monetization and has had a privilege to work on some of the biggest online titles in the West, like Runes of Magic (Gameforge), Runescape (Jagex) and most recently The Division (Ubisoft). She deals with everything 'business', from billing flows and P&Ls to shop management tools and in-game economy design. She likes Scandinavian cinema and orange juice.

Netta Emanuel

Netta Emanuel is the Head of Business Development of Bigpoint, one of the world´s leading online game developer and publisher and furthermore content provider for more than 1,000 global distribution partners. Bigpoint has far more than 330 million registered users worldwide and operates from offices in Hamburg (headquarters), and other presences throughout Europe and in the USA.
Before joining Bigpoint Netta Emanuel worked already for 5 years in the gaming industry, first for the London based mobile games publisher PlayerX and then for the online games publisher wwg worldwidegames.

Sławek Fedorczuk

Attempting creative work in concept art (and everywhere else)

Sławek is an illustrator and concept artist with a love for cartoon and stylized designs. He creates artworks mainly for video games and animation. Previously he worked as a full-time concept artist for gaming companies like Flying Wild Hog and 11 Bit Studios. He has worked also as a freelance artist on a various projects, including advertisement, animation and games. He's currently at BadiBadi Studio, where he recently worked on a few animation shows. In his free time Sławek is busy developing personal books and comics.

Brian Fargo

Brian Fargo has been in the games business since its infancy having founded Interplay Entertainment in 1983. Interplay became a top 5 PC games publisher in the mid 90's having produced some of the biggest franchises of all time including Bard's Tale, Wasteland, and Fallout. Interplay also helped to launch the careers of some of the biggest developers such as Blizzard, Bioware, and Treyarch. Mr. Fargo formed inXile entertainment in 2002 and has raised over 7 million dollars combined for Wasteland 2 and Torment: Tides of Numenera from the crowdfunding site Kickstarter. Wasteland 2 was completed and shipped out in September of 2014 becoming a #1 seller on Steam.

Artur Ganszyniec

Artur Ganszyniec is game designer and writer. Lead Game Designer at ATGames, responsible for "Puzzle Craft" and "Another Case Solved". Previously worked on "Witcher 1" and "Witcher 2" as story designer. Teaches Game Design at Łódź University of Technology.

Leszek Godlewski

Life after C++. Panel discussion

Engine programmer at The Astronauts, previously making a living from Linux ports at Nordic Games (Darksiders) and generalist programming at The Farm 51 (Painkiller: Hell & Damnation and Deadfall Adventures). Before that, he'd spent countless hours on game modding and open source projects. Privately a (non-belligerent) Linux native and an airsoft and skiing enthusiast.

Tomasz Gop

A graduate from the Faculty of Cybernetics at the Military University of Technology, Tomasz has been behind the success of numerous Polish role play games (RPGs).

Currently affiliated with CI Games, he supervised the production of Lords of the Fallen action RPG.

Łukasz Hacura

Impact of Virtual Reality on game development

Co-founder of Anshar Studios, producer and programmer. Computer science graduate at Silesian University of Technology in Gliwice. Works in the video games industry since 2006. First as a video game programmer, lead programmer and at the end of 2011 he was given a position of executive producer and head of studio at City Interactive Katowice where he worked till founding of Anshar Studios. He published a book "Code design and programming in video games" in 2011. He worked on 16 published video games on Xbox360, PS3, Wii, PC, Nintendo DS, iOS and Windows Phone.

Stephen Hey

Stephen Hey has been in pr and marketing of video games since 1993 where he started at Ocean Software as a lowly product PR. As Ocean became Infogrames Stephen moved into corporate PR, then eventually jointly founded ad agency, Head First which specialised in video games. He moved into the mobile space at Connect2Media in 2008 and joined EA owned Chillingo in 2012 where he still heads up the marketing team. He is proud to have worked on games as diverse as Jurassic Park, Worms, Star Wars Lego, WWE, Doom, Icycle and Iron Force.

Paweł Jaruga

Paweł Jaruga is currently working at Flying Wild Hog as senior character artist. He is also experienced freelancer cooperating with many studios creating character for games, cinematics and commercials.
Switching between styles and workflows from mobile to highend, and working with the best, made his great experience and knowledge in character production.
Paweł is also instructor in Game Dev School in Warsaw.

Sebastian Kalemba

How keyframe animation pushes motion capture performance

Sebastian Kalemba is currently a Lead Gameplay Animator at CD Projekt RED, working on the Witcher 3 Wild Hunt and Cyberpunk 2077. He was a Lead Animator at Platige Image in cinematics department and before he used to work in England at RealtimeUK on few XBOX AAA titles like Kinectimals or Disneyland Adventure. He graduated iAnimate and he works on his short film in spare time.

Kacper Kwiatkowski

A game that has something to tell

Mostly a game designer, but sometimes a writer, producer and programmer. Currently working on his own project and teaching game design in Warsaw Film School. With 11 bit studios he co-created This War of Mine (senior game designer, writer) and Sleepwalker's Journey (project lead, game designer). Before that, he was working on a number of mobile games at Nawia Games. He was one of the organizers of WGK conference in 2012 and 2013 (held in Gdańsk, Poland). Besides gaming, he's interested in film, music, photography and fitness. https://twitter.com/TheMimizu

Fabio Lo Zito

Transitioning from browser to mobile PR

Fabio is Product PR Manager at free-to-play developer and publisher InnoGames. After having Studied English Language and Literature and collecting first experiences at PR agencies and Press Departments, Fabio Lo Zito joined InnoGames in April 2011. There, he has been responsible Product PR manager ever since. Among the games he helped launch are Forge of Empires and Tribal Wars 2, two of the most successful online games of recent time. Having planned and executed worldwide strategies for browser-, mobile- and cross-platform-based games in the free-to-play sector, he knows about the pains in a growing and transitioning online games

Pascal Luban

1, 2, 3, 4, 5 ... essential steps to define the concept for a freemium game

Pascal Luban is a freelance creative director and game designer based in France. He has been working in the game industry as game or level designer since 1995 and has been commissioned by major studios and publishers including Activision, SCEE, Ubisoft and DICE. In particular he was Lead Level Designer on the "versus" multiplayer versions of both Splinter Cell - Pandora Tomorrow and Chaos Theory, he designed CTF-Tornado, a UT3 mod multiplayer map built to showcase the applications of physics to gameplay, he was Creative Director on Wanted – Weapons of Fate and lead game designer on Fighters Uncaged, the first combat game on Kinect.
His first game for mobile platforms, The One Hope, was published in 2007 by the Irish publishers Gmedia and has received the Best In Gaming award at the 2009 Digital Media Awards of Dublin.
Leveraging his design experience on console and PC titles, Pascal is also working on social and Free-to-Play games. He contributed to the game design of Kartoon, a Facebook game developed by Kadank, and completed several design missions for numerous clients, including Ooblada' successful Treasure Madness, and My GP Team on iOS/Android.
Pascal is a regular contributor to Gamasutra and teaches in several schools in Europe.
Follow Pascal Luban on his website (www.gamedesignstudio.com) or on Twitter (@PASCAL_LUBAN).

Andrea Magnorsky

I am a developer that makes games, at the moment Onikira:Demon Killer. I like to learn how to do things in different ways, in the hope that one day I will have to do nothing and just do things because I can.
Conferences and meetups are a great way to learn more, so I try to help when I can to make them happen.
I worked on enterprise (not the one with Piccard sadly) for too many years and then we created the company where we now make games, the future unknown.

Grzegorz Mazur

This War of Mine: Under the hood

Programmer. Information Technology graduate at Warsaw University of Technology. For a few year working with 11 bit studios where he was Lead Programmer of This War of Mine and Sleepwalker's Journey. Specialized in gameplay and AI programming. Teacher at Warsaw Film School and Academy of Games and Post-Production. Amateur musician and board games enthusiast.
https://twitter.com/Dagenoth

Michał Nowak

Michał Nowak is Technical Director at Techland with over 12 years of experience in game development. He is responsible for making key software design and implementation decisions and helping other developers to achieve superior technical solutions. He has worked on most game aspects including gameplay, high and low level engine features and tools. He has been responsible for the design and implementation of the multiplayer system used in Dying Light, the Dead Island series and Call of Juarez: The Cartel.

Susan O'Connor

Susan O'Connor is a multiple award-winning writer who has contributed to over twenty titles, including BioShock, Far Cry 2, and Tomb Raider. Games in her portfolio have sold over ten million copies and generated over half a billion dollars in sales. She has contributed to first-person shooters, action-adventure titles, RTSs, RPGs, and open-world games in a variety of genres, including sci-fi, fantasy, horror, action, thriller, mystery, and crime. She lives in San Francisco and goes surfing every chance she gets.

 

Grzegorz Przybyś

Bringing illustration to life - Making cinematics with 2,5D + 3D technology

A concept artist, ilustrator and Co-founder of Division 48 studio, living in Wrocław, Poland. He started his career in 2007 as a concept-artist for Techland. He worked on "Call of Jaurez:Bound in Blood", "Dead Island" and "Call of Juarez: The Cartel". After that he and his brother Marcin created their own studio and began to work for different clients and projects, creating animations, ilustrations and promotional materials. Portfolio includes projects such as "Witcher 3", "Dying Light" "Call of Juarez: Gunslinger", "Might and Magic X" and "Heroes VII".

Bogdan Oprescu

Bogdan Oprescu has worked in the gaming industry since 2003. During the almost 9 years he spent inside Ubisoft, he had the chance to work with some of the best in the industry and contribute from either a designer or producer role to some of the most successful franchises such as Tom Clancy's Ghost Recon, Rayman Raving Rabbids or Prince of Persia. For the next 3 years he worked for CI Games, opening a new CI Games studio in Romania and working on Sniper: Ghost Warrior 2 and Enemy Front. At the beginning of 2014, he formed BigBlue Studios and since then his company is working on games and tools for different high profile companies such as Eipix Entertainment, Orange or Inno Games. He is a founding member of RGDA (Romanian Game Developers Association) and mentor at GameLaunched.com.

Samuel Rantaeskola

Keep the game running: A modern asset pipeline

Samuel has a MsC in Computer Science from Uppsala University. After university he worked as a programmer at Starbreeze Studios and later had the role of producer at the same studio. His past includes several AAA titles, including titles such as Chronicles of Riddick: Escape from Butcher Bay and Syndicate. He has spent several years into developing his skills within agile development with a focus on how to get large teams to successfully work together. Currently he is working with Simplygon focused on 3D asset production. Samuel also is a frequent blogger at Gamasutra.

Patrycja Rodzińska

Head of Paid Products Department at Grupa Onet. Related to gaming industry since 8 years. At Grupa Onet responsible for creating the strategy of paid products, freemium gaming business across the Group (Onet.pl, Nk.pl).
Patrycja is specializing in Free2Play games, paid products monetization, product management, business development: worldwide contacts & deals; negotiating and deal structuring, payment solutions. Co-author of report "Polish Gamers Research" Speaker at Paris Games Week, Game Connection.
Grupa Onet owns the leading Internet portal Onet.pl but also gaming platforms (gryonline.oent.pl), social platform (NK.pl) video on demand (VOD.pl), blogging and dating services (Sympatia.pl)

Johannes Rolf

Johannes Rolf is Managing Director & CMO of ad2games, the largest game-focused ad-tech company in Europe. Rolf has a long history in the games and performance marketing industries. He joined ad2games from Hamburg based developer Goodgame Studios where he built up and led the display and affiliate marketing departments. Prior to that, Rolf worked at Frogster and NEONGA, building up their global performance marketing and advertising strategies. Rolf is specialized on programmatic advertising for online games and on the analysis of player data to optimize the monetization of free-to-play titles.

Jorrit Rouwe

Killzone Shadow Fall: Threading the Entity Update on PS4

Jorrit Rouwe is Lead Game Tech at Guerrilla Games and has been working for the company since 2000. He worked on almost all games that Guerrilla Games produced including Killzone 2, Killzone 3 and Killzone Shadow Fall. He has been responsible for most of the online technology used in those games. Next to that his team works on other high level game engine features like the entity and streaming systems.

Paweł Skorupka

 VR games on mobiles: Challenges and solutionsVR games on mobiles: Challenges and solutions

Having been interested in video games since the earliest years, he followed his passion and focused on gaining skills needed to become a professional in the game industry. Currently he is working as Senior Engine Programmer at Vivid Games - one of the most technologically advanced, independent development studios in Europe, and the biggest producer of mobile games in Poland. Personally a big fan of traveling, high-tech gadgets, and an inventor in the making.

Ross Sleight

Respected throughout the digital industry for the breadth of his experience, his foresight and vision, and the quality of his strategic thinking, Ross is without doubt the Professor of Mobile!
With over 20 years' experience in digital media with 6 years focused on mobile. As Somo's CSO, Ross has advised global brands such as adidas, Audi, Red Bull and British Gas on how to harness the potential of mobile technologies. He is an expert in consumer behaviour, mobile usage and market innovation and has been a founding member of six entrepreneurial, ground-breaking digital businesses throughout the last two decades.
He was one of the founders of Virgin Games and has been called upon to advise 10 Downing Street and the Department for Culture, Media and Sport on interactive media development. He has created award-winning digital strategies for clients in every sector from publishing to travel, finance to gaming and has worked extensively with a number of gaming and gambling companies to transition their businesses to be successfully mobile first.
Ross was voted as one of the Top 100 Digital Achievers and Top 50 Mobile Influencers in both 2013 and 2014, has been a judge for all the major creative and effectiveness awards in digital marketing and is a frequent keynote speaker at global industry conferences and events.

Nav Sunner

Legal Considerations in Game Development

Nav Sunner has been working in the video games industry since the late 90's. He has acted as in-house counsel and external legal adviser to a variety of companies in the industry including Codemasters, GREE and Microsoft. His career has developed into roles focused on strategy, management and business development. Ultimately, this combined experience has led him to set up "Navatron", providing business and legal services for companies and individuals connected with video games.

Simon Usiskin

The Secrets of Game Success: Design, Analytics & Marketing

There are very few people who have successfully crossed the TV and online divide but Simon is one of them. He has had leadership roles in broadcast media and online companies and has founded B2C as well as B2B businesses. Prior to iQU, Simon held senior positions at Spil Games (worldwide operator of global network of social and casual gaming platforms) and 2WayTraffic (owner of the 'Who Wants To Be A Millionaire' franchise and now a Sony Pictures Entertainment company). Previously, he was Co-Founder and Managing Director of Rose Bay Media Company, a TV game-show specialist IP creation company whose formats were sold to 24 countries worldwide.

In 2008, together with Reinout Te Brake, he co-founded iQU and was the company's CCO until 2012, helping to establish it as the leading marketing and intelligence partner for games companies – as part of the Executive Team he now focusses on growing the company's international AAA corporate and business partnerships and played a key role when iQU acquired cross-platform game analytics company HoneyTracks in August 2014.. He is also Managing Partner of JWR Ventures where he provides multi-vertical IP and format exploitation consultancy as well as seed investments to third parties; lastly he sits on the Advisory Board of GameOn – a public/private investment programme and fund helping to accelerate growth in the Dutch online and mobile games industry

Łukasz Wołowiec

Łukasz Wołowiec is a Senior Tool Programmer at CD Projekt RED, working on RED Engine for upcoming Witcher 3 Wild Hunt. Before he decided to change his career path to gamedev, he had been working for 7 years as an Application Architect for a CAD software company and teaching Information Theory & Object-Oriented Programming at Łódź University of Technology.

Darek Zabrocki

Concept artist, illustrator at Sony Guerrilla Games living in Cambridge, UK. He started drawing at the age of 3 and at first it was nothing but just a hobby. He always wanted to develop his passion and become an artist working for video games and movies. In 2007, he switched from traditional techniques to digital painting and began dealing with it professionally. He loves facing new challenges and trying new techniques. Furthermore, he never stops exploring and learning new stuff that keeps him motivated! His clients list include companies like: Ubisoft, Sony, Sega, Creative Assembly, Wizards of the Coast and 20th Century Fox.

Robert Zubek

Building Scalable Game Servers

Robert is the founder of SomaSim, an independent game development studio in Chicago. Previously, he was a principal software engineer at Zynga, where he built large-scale social games such as CityVille and FarmVille 2. Prior to Zynga he developed online game infrastructure at Three Rings Design and console games at Electronic Arts/Maxis. He received a Ph.D. in Computer Science from Northwestern University in 2005, and remains an active contributor in academic and industry communities.

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