Digital Dragons 16-17 May 2016 Kraków, Poland

Tomasz Andrzejewski

Specular/Glossiness workflow in physically based rendering.

Lead Artist at Ci Games with 6 years of experience in gamedev industry. Self-proclaimed graphic designer interested in overlooked details and the victim of procrastination. Likes to break a sweat every now and then.

For the past few years physically based rendering has been revolutinizing computer graphics. With wide access to modern game engines, the knowledge of PBRs is essential. In this lecture we introduce the Specular/Glossiness workflow in PBR pipeline with comparison to metalness/roughness approach. This talk will also point pros and cons of both models and will show methods of converstion between them.


Chris Avellone

Design Hierarchies

Chris started his escape from reality by freelancing for a number of pen and paper role-playing game companies in high school before Interplay foolishly hired him as a game designer in 1996. He worked on most if not all of Black Isle’s internally developed projects, including Planescape: Torment (Lead Designer), Fallout 2, the whole Icewind Dale series, and Baldur’s Gate: Dark Alliance, and a number of canceled titles that still make him weep, including Baldur’s Gate 3 and Fallout 3. At Obsidian, Chris was the Lead Designer on Star Wars Knights of the Old Republic II: The Sith Lords, moved on to a Senior Design role on Neverwinter Nights 2 and Mask of the Betrayer, worked briefly as the Creative Lead of the Aliens RPG, and then went on to be lead designer on Alpha Protocol, Obsidian's espionage RPG. He worked on Fallout: New Vegas as a Senior Designer, and went on to be Project Director of most of the Fallout New Vegas DLCs (Dead Money, Old World Blues, and Lonesome Road). His more recent works include inXile’s Wasteland 2, the Legend of Grimrock movie treatment, the FTL: Advanced Edition, and Obsidian’s Kickstarter: Pillars of Eternity, and is currently working on inXile’s Torment: Tides of Numenera and Divinity: Original Sin II by Larian Studios. He is reported to be friendly, non-toxic, and his mother still doesn’t understand what he does on a daily basis, but he loves her anyway.

Mariusz Antkiewicz

Environment art - teamwork

Mariusz is a QA Analyst in CD PROJEKT RED Kraków. He's in the game development industry since 2010. During that time, he participated in many different projects, from small mobile games to big blockbusters. Mariusz has a big passion for game design, but first of all, he is a gamer and is always looking at games from gamers perspective.

Marcin Baryski

Marcin Baryski is game dev industry veteran with 20 years of experience. Game design evangelist, co-founder of indie enterprises and gamer junkie. He is Producer running AAA project for Warner Bros in Sperasoft's growing Krakow office.

Andreas Belfanz

Rocky path to win mobile games market. Trends in free to play game industry to watch out in 2017-2018

Andreas Balfanz is Head of Cooperations & Media at Blue Byte GmbH. Before he joined Blue Byte he gathered experience at Travian Games, RTL Interactive, Ubisoft and other local German game companies.

Michał Bobrowski

Rocky path to win mobile games market. Trends in free to play game industry to watch out in 2017-2018

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.

Andy Borrell

From start to ship: Lifecycle of a game on Oculus

Andy is an engineer on Oculus's developer relations team in the UK. He works with developers across Europe in bringing new and existing titles to VR on Rift and Gear VR. He also lead the development of Oculus's Sample Framework for Unity. Before joining Oculus Andy was at Rockstar Games, working on titles such as Max Payne 3 and GTA V. His interests include rendering optimization, game design and exploring VR interfaces.

Mikael Bourget

How to find publishers, investors, players who REALLY care about your game? The innovative platform AdoptMyGame

Business Development Manager at QubicGames and AdoptMyGame, founder of JOYSUIT, former Instructional Designer for the UEFA EURO 2012 official e-learning platform. Always up to play something, talk with fellow enthusiasts and turn anything into a game.

Arvydas Brazdeikis

Don't Be a Square: On Topic of Pixel Art

Arvydas is a 2D and pixel artist, UI designer and short film director. He has been in the gaming industry for 4 years and had a chance to work on services for AAA franchises like Dragon Age, Mass Effect and League of Legends (at Sperasoft). He also took part in the independent productions like the film studio sim Movie Industry (Rhapsody Games) and the horror adventure The Long Reach (TRL_team) among others. He is currently working as a 2D artist at Game Insight. His usual topics concern specific techniques of design and art.

David Brevik

Creating Diablo: 20th anniversary

David Brevik is a 25-year veteran game developer best known for co-founding the studio that became Blizzard North and creating the groundbreaking game Diablo and it's sequel Diablo II. His lengthy career includes creating Hellgate: London as a co-founder of Flagship Studios and creating Marvel Heroes as the CEO of Gazillion Entertainment. He is now an independent game developer at Graybeard Games.

Oscar Clark

Practical Guide To Marketing Indie Games: A Games Marketing 101 for developers who aren't professionally trained marketers.

Oscar Clark is an Author, Consultant and Evangelist with Unity Technologies. A pioneer in social games services & monetisation since 1998 he is now one of the most prolific host, moderators and speaker at games conferences worldwide. His book, "Games As A Service - How Free To Play Design Can Make Better Games" was published by Focal Press. Oscar also recently announced a new games studio Rocket Lolly Games LTD with Ella Romanos and they are working on 'The Rocky Horror Show: Touch Me'.

Marta Dettlaff

Environment art - teamwork

Marta Dettlaff is a Concept Artist working in CD PROJEKT RED studio. She participated in production of "The Witcher 3: Wild Hunt" and "Hearts of Stone", however the most important title for her is "Blood & Wine" - the final expansion for "The Witcher" franchise, where she was responsible for most crowd and character designs. A true enthusiast of games and 2d animation.

Natalia Dolżycka

No budget? No problem! How to promote a game without spending a dime (almost)

PR & Marketing Manager with over 6 years of experience in interactive agencies, online companies and video game industry. As a Creative Director, she was responsible for defining and leading the marketing strategy for the biggest Polish brands. She loves to share the knowledge about effective marketing & PR with indie devs. A fan of using growth hacking and new technologies in marketing & PR.

Michał Drozdowski

Polish Game Industry - panel discussion

Creative director at 11 bit studios, leader and key designer behind all games made by the company. IGF winner, D.I.C.E. nominee and winner of Best Polish Game Award at Digital Dragons 2015. Avid tabletop and video games fan. Now working on the new 11 bit's project being developed accordingly to the team's philosophy - crossing narrative and gameplay boundaries.

Tomáš Dvořák

The creative process behind Samorost 3 soundtrack

Tomáš Dvořák (*78) aka Floex- clarinetist, composer, producer and multimedia artist from Prague (Czech Republic). His music is characteristic by unique exploration of electroacoustic nexus and deep atmospheric mood of his tracks.

In 1996 Tomáš started to compose under his project name "Floex". His debut album Pocustone (2001) bridges relatively isolated genres such as nu-jazz, electronic and modern contemporary music. The album was highly critically acclaimed not only in the Czech Republic and gained several awards (Angel Award 2001 and Nomination to Europian Qwartz Awards).

He is well known for his cooperation with Amanita Design on the soundtracks for the games Samorost 2 (2006), Machinarium (2009) and Samorost 3 (2016). Machinarium OST gained massive reaction by both fans and critics and was selected as the best 2009 soundtrack according world’s number game magazine - PC Gamer.

Ten years after the debut in 2011 Floex releases new album Zorya. Probably most profound album up to date is going further in exploration of acoustic music (especially classical minimalism), soundtrack music and contemporary electronic. Album which takes as symbol Slavic night guard goddess “Zorya Polunochnaya” explores more deep, subconscious and nightly moods of music. However don’t be mistaken, this may be Floex most energetic album up to date - very adventurous, almost storytelling. Zorya received two Angel Awards (Cezch sort of Grammy Awards) in Electronic music and Alternative music category and also has been nominated to Apollo and Vinilla Awards.

In 2013 Tomáš starts cooperation with Germany label Denovali Records releasing Gone EP featuring remix by Hidden Orchestra. Tomáš is also author of several unique interactive multimedia installations and performances (RGB, Crossroad, Live Score) which he created mainly in 2002-2007 while studying at Prague Academy of Visual arts.

His recent work Archifon series is based on idea making big interactive instruments from the buildings interiors via mapping ( It was made together with Daniel Gregor and gained international succes being featured in BBC World, Forbes, Wire , Discovery Channel and more. Archifon III was presented on Ars Electronica Festival in 2014.

At the moment Floex is performing live with his band - Sára Vondrášková - vocals and keyboards, Tomáš Dvořák - electronics, clarinet, el. marimba, Jirka Javůrek - clarinet, midiclarinet and bas clarinet, Marián Petržela - drums!

The selected performances includes Big Chill (Easton Castle Deer Park / UK), Audioriver (Plock / Poland), Edinburg Jazz Festival (Edinburgh / UK), Eurosonic (Groningen / Netherlands), Babylon Club (Istanbul / Turkey), Mira Festival (Barcelona / Spain), Krake Festival (Berlin / GE), Pohoda (Trencin /SK), Palác Akropolis (Prague / Czech Republic), Stubnitz (Rotterdam / NL).

Paweł Dziągwa

Characters tools and animation tools in Sniper 3

Paweł works as a Senior Technical Artist in CI Games. He has graduated from Rzeszow University of Technology at the faculty of Computer Science.
He started his adventure with gamedev in 2011 by joining CI Games branch in Rzeszow. On a daily basis he is responsible for implementing characters in the engine and supporting the character and animation teams.

Tobias Edl

Free to Play Games. Trends in mobile game industry to watch out in 2017

Tobias Edl is Lead Business Development at InnoGames. He is responsible for direct international partnerships in TV, Online and Mobile. With about 150 million registered players, InnoGames is one of the world's leading developers and providers of online games. The company has scored major success with games such as Tribal Wars, Grepolis and Forge of Empires.
Before he joined InnoGames in 2012, Mr. Edl gathered 15 years of experience in media outlets such as Interactive Media, the leading quality marketer of digital media in Germany. Being part of the games industry since eleven years, Tobias Edl worked for companies like, where he ran the unit of Business Development for Central Europe.

Ed Fries

My life in games

Ed Fries created his first video games for the Atari 800 in the early 1980s. He joined Microsoft in 1986, and spent the next ten years as one of the early developers of Excel and Word. He left the Office team to pursue his passion for interactive entertainment and created Microsoft Game Studios. Over the next eight years he grew the team from 50 people to over 1200, published more than 100 games including more than a dozen million+ sellers, co-founded the Xbox project, and made Microsoft one of the leaders in the video game business. In 2004, Ed retired from his Microsoft Vice President job to continue his work in the video game business as board member, advisor and consultant to a broad range of publishers, independent game developers, and media companies. In 2007 Ed launched his own startup, FigurePrints, an innovative company that uses color 3D printing technology to bring video game characters to life. In the summer of 2010 Ed released “Halo 2600”, a “demake” of the Halo video game series for the Atari 2600. In 2013 “Halo 2600” became one of the first two video games to be added to the permanent collection of the Smithsonian American Art Museum.

Bartosz Firyn

Real Boxing 2 Cloud Mechanics,Use Cases and Solutions

Bartosz is a software developer with more than 10 years experience in server-side programming, currently working in Vivid Games as a Java developer and a team leader. Prior to Vivid Games, Bartosz worked as a full-stack developer for Alcatel-Lucent (currently Nokia) developing products for a leading telecom industries like T-Mobile, AT&T, Deutsche Telecom. In a free time he contributes to open-source community and maintains several open-source projects on Github. Currently he is involved in building server stack created on top of Akka framework running in AWS cloud which powers games created under the hood of Vivid Games.

Jamie O’Flanagan

Live Operations: What are they and why should you use them?

After forging a career as a game developer, overseeing the launch of multiple titles as well as maintaining and improving various others for companies such as Redverton and Seoige Technology, Jamie O’Flanagan began to combine his love for games and development knowledge to become President of Business Development for GameSparks, the leading Backend-as-a-Service platform.

Anton Gauffin

What do you need to do to run successful Free-to-Play business?

Serial Entrepreneur, Gaming Industry Insider and Angel Investor. CEO of Huuuge Games. 

Michele Giacalone

Screen Space Reflections in The Surge

Michele Giacalone is a Graphics Programmer at Deck13 Interactive. He is mainly involved in rendering related tasks and research, helping their in-house cross-platform engine 'Fledge' to achieve cutting edge graphics. He is also the principal person behind the XboxOne technology of their engine.

Dimitris-Ilias Gkanatsios

Microsoft Azure and Game Development

I’m a developer, teacher and speaker. I have been working for Microsoft Greece for the past eight years as a Technical Evangelist, with a focus on application development for mobile devices and cloud. In the past, I have worked as a web and desktop developer and a university lecturer. I’ve also been engaged in mobile development startups, check some my apps here. My first degree was from Department of Informatics and Telecommunications at University of Athens, whereas I got my MSc on Cloud technologies from Department of Digital Systems at University of Piraeus in Greece. I enjoy game and apps development, presenting and training people in innovative technologies and I continuously try to fit some running into my daily schedule. For more information, feel free to visit my website at

Leszek Godlewski

Coding and culture - panel discussion

Lead programmer at Flying Wild Hog Cracow. Previously of The Astronauts (The Vanishing of Ethan Carter for the PS4, VR and PC Redux), Nordic Games (Darksiders for Linux) and The Farm 51 (Painkiller: Hell & Damnation and Deadfall Adventures), with roots in game modding and open source projects. Privately a (non-belligerent) Linux user and an airsoft and skiing enthusiast.

Patryk Grzeszczuk

Know your enemy or why you should love your marketing team

Head of markeitng @ 11bit Studios / Strategic Consultant @ Dentsu. Adman with 12 years of experience, including Grey, MRM, Ogilvy & Isobar, who worked for major local & global brands. Communication lecturer on University of Warsaw & Krakow University. Worked on marketing & communication strategy for This War of Mine & Games Republic.

Łukasz Hacura

How create a game pitch and pitch your game

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.

Sam Hocevar

The tools used in the development of Life Is Strange

Sam has been with Dontnod for 7 years, as an R&D engineer and engine programmer. He took part in the development of the studio’s titles: Remember Me, the critically acclaimed Life Is Strange, as well as the upcoming game Vampyr. He is also a very active Linux and opensource developer of 20 years, with contributions to dozens of projects including VLC, Debian, and GNOME.

Piotr Iwanicki

Reinventing the FPS with SUPERHOT

Piotr Iwanicki is an independent game designer, programmer and producer. He has spent years making flash and jam games. He directed SUPERHOT project from 7 Day FPS game into a full fledged game.

Marcin Iwiński

Polish Game Industry - panel discussion

Videogame aficionado. Co-founder of CD PROJEKT, which he established (together with Michał Kiciński) soon after graduating from high school. By offering top-quality Polish localizations of foreign videogames the Company revolutionized the domestic videogame publishing market.

Professional experience gained at this stage enabled Iwiński to play a key role in the establishment of CD PROJEKT RED - the development studio behind The Witcher series. In recent years CD PROJEKT RED has become a key player in the international gamedev community, with its most recent product - The Witcher 3: Wild Hunt - selling a spectacular 6 million copies within six weeks of release.

In 2008 Iwiński founded the digital videogame distribution platform which has since gained respect among players by offering games free of infamous digital DRM protection measures. currently ranks among the world's foremost digital distribution platforms.

Karol Jacewicz

G2A 3D PLUS – More fun, more interactions, more $$$ from your game

A 29 year old Hankuk University of Foreign Studies graduate that is passionate about video games. As an Asian Region Manager and a Product Owner at G2A.COM, driven by his passion for Korean culture, Karol is coordinating G2A’s presence, strategies and overall plans in the Asian market. Recently, if you come across him at the G2A office, he’s either deeply involved in the process of printing or preparing to print the 3D figures, items, and characters from various video games.
Outside of work Karol is a huge Dark Souls lover and carves out a major part of his spare time to play video games. Praise the Sun!

Stan Just

Polish Games Association Introduction

Stan Just is a passionate gamer working as a R&D Manager for CD Projekt RED. During his career as a gamedev producer he worked in Reality Pump on “Two Worlds” franchise games and in 11 bit studios on a number of multiplatform titles including: “Anomaly 2”, “Funky Smugglers” and “Sleepwalker’s Journey”. In CD Projekt he managed multiple content teams during development of “The Witcher 3: Wild Hunt”, "Hearts of Stone" and "Blood and Wine".
In the field of game production he published featured articles on Gamasutra, presented his methods during multiple conferences (including GDC) and is now lecturing Project Planning at the Game Dev School. He is a Psychologist by education and a graduate of a prestigious Canadian Executive MBA from UQAM.

Paweł Kroenke

Hard West: How Luck was quantified

Translator/interpreter by trade, game designer by vocation, Paweł quit his old job to join CreativeForge Games. Having earned his chops on both Ancient Space and Hard West, he went on to lead the development of the latter's Scars of Freedom expansion.

Viktor Kostik

How to Survive Early Access?

Viktor is Lead Animator for DayZ Standalone game developed by Bohemia Interactive studio in Prague. Previously he has been working on projects like Mafia 2, Silent Hill: Downpour or 3D animated version of Tarzan movie. He is also engaged in VFX and video production. He is interested in pipeline optimizations and work efficiency.

Michael Kuhne

Rocky path to win mobile games market. Trends in free to play game industry to watch out in 2017-2018

Michael Kuehne is co-founder of Freigeist Entertainment Network, a Business Development and marketing agency specialized on the distribution and marketing of free-to-play games via online and TV media companies.
Before becoming a co-founder of Freigeist in 2011, he was active in the early mobile entertainment industry while working for the mobile entertainment pioneer Jamba! and cross platform and multiplayer middleware provider Exit Games between 2004 and 2008. From mobile entertainment he then continued his professional journey into the online free-to-play games business by managing partnerships with Online and TV media companies across Europe at Bigpoint.

Arek Kuich

Is Venture Capital a shark, who wants to devour you, or what you give and what you get cooperating with VC

CEO of ERNE VENTURES; serial entrepreneur, visionary, strategist, co-founder of over 30 companies among which 6 went public; member of many Management and Supervisory Boards; competent in business and investment development.

Kacper Kościeński

RESTful and OAuth made simple in Unity

Kacper is programming enthusiast who loves C++, C# and Unity. Experience on different platforms: PC, Steam, Xbox 360, Playstation 3, iOS, Android, Windows Store, Windows Phone and WebGL. Released titles: Puzzle Soccer, Hitman GO Windows Phone and Windows Store port, Hard West kickstarter demo, Ancient Space, Mad Riders.

Bartosz Kulon

Parkouuur!! - How to improve the freedom of movement in FPP games in 20 simple steps

In east WROCŁAW born and in LUBAWKA raised
On the playground was where I spent most of my days
Chillin' with my C-64 or AMIGA, relaxin' all cool
And all shooting some B-BALL outside of the school
When a couple of guys who were up to no good
Started making trouble in my neighborhood
I got in one little fight and my mom got scared
She said 'You're movin' to highschool in Wroclaw- to breath that air'
Then I moved to the WrocLOve the big-O town
And My life got flipped-turned upside down
I've graduated the technical university
and they gave my some kind of masters degree?!?
unemployed was not the way to go
so knocked knocked knocked to TECHLAND's door

I've learn' fast, so they gave me a big responsobility
to work as a player programer in game Dead Island - in short DI
So when we ended up sellin' good
the boss have aksed - "How make DI more than good?"
We had some brainstorm outside the door - Ideas came four
to run, to jump, to climb, to land and twenty more
then the Man said - "Hmm this might be alright."
so we've ended up with game called Dying Light!

Now there's a secret what will happen NEXT
You'll not find the answear in this short text....

Krzysztof Kusak

Developer and Publisher – is it always a toxic relationship?

Krzysztof Kusak, Business Development Manager at Vivid Games, formerly of Techland, Wroclaw. For more than 10 years now I enjoy developing close relationships with video game industry professionals, cooperating with the biggest companies in the business. I’m also an experienced game journalist, with Editor-in-Chief experience of successfully managing websites, YouTube channels, as well as a commercial radio-station. I used to co-organize numerous gaming events. I'm a big fan of video games and greatly commit myself to the gaming industry both as a gamer and a professional.

Karolina Kuzia

Fool's Errand: Let's make an RPG !

Started her adventure in gamedev as a linguistic and functional tester to one of Warsaw's outsource companies. She already knew it will be only a prelude to fulfilling her dreams of becoming a video games developer. After two years of being a tester, in 2012 Karolina joined Quest Design team of CD PROJEKT RED and started to work on the biggest project of her career so far, The Witcher 3: Wild Hunt. After it's release, she moved to Bielsko-Biała to work on Seven: The Days Long Gone, isometric RPG developed together by IMGN.PRO and Fool's Theory.

Jan Laskowski

Steal our know-how

Color-blind programmer currently working in mobile games industry. His latest titles are Another Case Solved and Puzzle Craft 2 @ ATGames. He is fascinated in algorythms - the fewer loops the better! He loves playing computer games but is widely known as the person who has never played the majority of the classical hits. Has bachelor degree in Game Programming and master degree in Multimedia at Polish-Japanese Academy of Information Technology.

Eliaz Le Peuvedic

Find the Right Users, Find Success

Eliaz is an App Promotion Specialist at Google, advising mobile app and game developers on user acquisition and engagement strategies. While developing new partnerships in DACH, CEE and Russia, Eliaz helps advertisers reach app install and re-marketing goals across Search, Play, YouTube, and AdMob.
Prior to Google, Eliaz worked for Berlin-based programmatic advertising platform, Sociomantic, and in the San Francisco Bay Area with Ivalua, a spend management software provider.

Leszek Lisowski

Never give up! Importance of love and passion in delivering the right product that gamers expect to receive.

Founder and CEO of Wastelands Interactive since 2009. Social Work graduate with background in finances moved to Game Development to fulfill the passion and love to video games. Working mostly on large strategic titles and usually taking care of game design and AI design as well as production. Currently President of Gamedev Cluster in the city of Łódź.

Mateusz Lenart

Art Directing in the horror game genre

Mateusz Lenart is the Creative/Art Director at Bloober Team SA (Layers of Fear). Graduate of the Academy of Fine Arts in Krakow at Graphics Department. He was the winner of a scholarship from the Ministry of Culture and National Heritage and the winner of many awards in the fields of traditional art.
Since 2007 associated with the gaming industry in Poland he has produced a lot of games for all platforms in many different styles. As an Art Director he uses his experience of working as a Concept Artist, Illustrator, 3D Artist, Level Designer and combine them to create a coherent vision of new games.
In his spare time he works in cooperation with the Munk Studio and the Polish Filmmakers Association on finishing his own short animated film “Re-cycle”.

Nicolas Lepage

Nicolas Lepage, Senior Trade Commissioner, The Embassy of Canada

Canada: home to a thriving digital media industry, recognized as a world leader in video game development, animation and VFX. Canada's strengths stem from its skilled talent pool, world-leading institutions, its cost-competitiveness and generous tax credits, and its digital media clusters. Canadian interactive media industry employs over 50,000 people, generates almost $ 8 billion in annual revenues and is ranked as the 3rd largest in the world. It offers the lowest business costs in the G-7 countries, therefore Canada is one of the foremost investment destinations for digital media companies going global. Think Canada: your next winning game!

Mika Levo

How do you build a million dollar game?

Mika is Head of User Acquisition at Pollen VC and works with indie developers to help them implement best practice in app store marketing, user acquisition and performance analytics to give their apps/game the best chance of success. He has worked with more than 50 developers on launch and growth strategies over the last few years and has more than 17 years of international experience in mobile applications and Internet services, including Product & Marketing for the global Nokia Music Applications product portfolio with millions of daily active users.

Tomasz Łagowski

What G2A REALLY is about?

A business development manager with Linguistics studies background; 8+ years of experience in the gaming and software industry. Tomasz is a true G2Anian and company dinosaur, involved in all major Development projects in the company from its very beginning; always goal-oriented and ROI focused; Dealing with top industry companies from EMEA, LATAM and North America regions; specialist in digital distribution, negotiations and e-commerce; Privately, Console game lover and Jazz music fun.

Marcin Łukaszewski

ABC of ASO - the art of App Store Optimization

Marcin started his adventure in the game industry as a journalist writing for NEOplus and the polish branch of Eurogamer. Now the Marketing & PR Manager at Vivid Games, he uses his skills to promote the studio’s titles, specializing in the field of App Store Optimization. A true gamer since forever. He also plans to take over the world!

Marek Madej

Designing characters for games

A concept artist currently working in Warsaw for CD Projekt RED on the Witcher franchise" and teacher at Warsaw School of Information Technology. He has been working in this industry for more than 8 years for such companies as Platige Image, Human Ark and Metropolis Software. Some of his most important projects are: "The Witcher: Wild Hunt"; "Hearts of Stone", "The Melancholy" by Lars von Trier and "The lost town of Sviteź" by Kamil Polak. In his portfolio you can also find both niche and independent projects, as well as illustrations for board games, RPGs, CD and book covers.

Michał Madej

Dark Side of Game Design

Michał Madej is currently a Design Director at CD PROJEKT RED, where he previously acted as Chief Designer for the original The Witcher game. Madej has extensive experience in games development, having previously worked in Ubisoft (Far Cry 3 and Far Cry Primal), and Techland (Dead Island).

John Mamais

The Glorious Madness of Independent AAA Game Development. A Witcher 3 Wild Hunt Production Retrospective.

John has worked in the games dev and publishing industry for over 20 years. He was the Executive Producer and Head of Production on both The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt. He also produced The Witcher as an external Producer for Atari. He is now taking over CD Projekt Red Krakow division as Head of Studio.

Paweł Marchewka

Polish Game Industry - panel discussion

Founder and CEO of Techland, Poland's major game developer, distributor and publisher. Executive Producer, Creative Director and Lead Designer for many Techland's hit titles, including Dead Island, the Call of Juarez series and the latest international blockbuster - Dying Light. Graduated in Economics from the University of Wroclaw, holder of an MBA diploma from the Wroclaw School of Banking. Paweł Marchewka lives and works in Wrocław, Poland, loves martial arts and has a great passion for innovative technology.

Yuri Mikhailov

Rocky path to win mobile games market. Trends in free to play game industry to watch out in 2017-2018

With over 10 years of experience in gaming industry and related companies, Yuri strarted his professional journey in 2006. Before his career in business development, he worked in publishing sector, major IT compnies and media-holding, he also started his own video-production business. As a PR and marketing manager, he took part in Russian launch of Assassin's Creed, Left for Dead and other AAA titles. He is currently in charge of strategic partnerships in Russia, Central and Eastern Europe at BigPoint. 

Scott Millard

G2A Direct - We Want to Share 6.4 Million Customers with you!

Scott Millard is region head and Project owner of G2ADirect!

Prior to joining G2A Mr. Millard spent the past thirteen years in Asia and has
held various positions in the Asian games industry. In recent years he was the Asian distributor of the Award winning Elder Scrolls, Skyrim and The Elder Scrolls Online. He launched Turtle Beach headsets throughout Asia and set up various distribution related businesses.

Previously Mr. Millard served as Managing Director of Namco Bandai Partners Singapore Pte Ltd, Namco Bandai Partners Korea Ltd and the predecessor companies Atari Singapore and Atari Korea Ltd.

During his tenure in Korea was co founder of a Korean Games Association (G11) that represented the interests of foreign and local publishers operating in the packaged games sector in the Korean domestic market.

In 2005 Mr. Millard held the post of Vice President, Intellectual Property Rights (IPR) Committee, European Union Chamber of Commerce Korea, where he was tasked to further the interests of companies developing content in the games space. He improved awareness in various Korean government sectors to the damage caused through piracy of computer games in Korea.

Vlad Micu

The Planetoid Pioneers post mortem: Learning from Cortex Command and going triple III

Vlad Micu is a business development professional in the game industry with a strong reputation for creating long-term relationships and generating new sources of revenue that lead to significant returns. He is an experienced evangelist with a strong network who is equally able to take the lead as well as be part of a team and has an established track record of being able to easily adapt to new challenges, people and environments in order to deliver success. With his own company VGVisionary, Vlad likes to travel the world to speak at events, meet with game developers and offer advice, contacts and support to whoever needs them.
You can watch his previous talks and lectures at

Małgorzata Mitręga

Speech title: I’ve got an outsourcing contract - what now? Tips for successful and long term cooperation with game developers.

Outsource Manager for seven awesome years - first at CI Games, now at Techland. Worked with freelancers of many different professions: concept artists, 3d modelers, animators, writers, designers, voice directors, actors, and quality assurance teams. Had a pleasure to work on a number of both smaller and big games, including Tree of life (DS), Art of Murder/ Crime Lab (DS), Dogfight 1942 (PC, PS3, X360), Call of Juarez: Gunslinger (Steam, PSN, XBLA), and Dead Island: Riptide (PC, PS3, X360). Recently had a producer role in Dying Light (PC, PS4, XB1) and Dying Light: The Following (PC, PS4, XB1).

Kacper Niepokólczycki

Environment art - teamwork

Kacper is an Environment Artist at CD PROJEKT RED. He worked on "The Witcher 3: Wild Hunt" and the final expansion for the game "Blood and Wine". Previously collaborated with The Farm 51 on "PainKiller HD" and "Deadfall Adventures". He is a passionate gamer, working in the game development industrie for 5 years.

Bartłomiej Nowakowski

10 F2P tricks - How to grow with small budget/team

exGoogler, Gamer, working in gaming industry for last 4 years. Currently working @ ScreenSHU as Head of Growth building tool that allow players to instantly share best in-game moments. Previously - 3 years as Marketing Manager @ Ten Square Games - Let's Fish guy :)

Michał Nowakowski

Polish Game Industry - panel discussion

Graduated from the Nicolaus Copernicus University in Toruń majoring in English philology. In 2008 he also completed postgraduate studies in marketing and management at the Leon Kozminski University.
Began his professional carer as an employee of Egmont Sp. z o.o. (1999-2002) and Axel Springer Polska Sp. z o.o. (2002-2005) where he was responsible for editing videogame-related periodicals and acquiring licenses for games bundled on CDs accompanying these publications.
Affiliated with the CD PROJEKT Group since 2005. Michał Nowakowski has been a Member of the Board of Auditors of SPIDOR (Association of Producers and Distributors of Entertainment Software) since 2008 and a Member of the Board of the Polish Games Association.

Michał Ociepa

Steal our know-how

Experienced programmer with passion for video games. He found his way into industry by joining Vivid Games, a major independent mobile game developer. While there he worked on several successful mobile titles such as Neon Blitz, Ski Jumping and Real Boxing. Now he directs ATGames’ technical department as Lead Programmer being responsible for all technical aspects of their games. His recent Global Game Jam game, Maledicta, was awarded both GrandPrix and Audience Award at PolyJam2016.

Chris O'Kelly

Live Game Operation and its integration into ongoing game development

Chris is a first generation free-2-play producer. He joined Aeria Games in 2009 as Associate Producer on MMOs and FPS, then moved on to Perfect World, Amsterdam in 2013 and is now Director Live Operations for Kabam in Berlin - responsible for EU operations of most Kabam titles. He worked on popular titles such as D&D Neverwinter, Star Trek Online for PC and The Hobbit: Kingdoms of Middle-Earth, Dragons of Atlantis: Heirs of the Dragon and Marvel's Contest of Champions to name a few.

Michał Olejnik

Rendering and Post-Processing Pipeline of Bound

Michał Olejnik is a graphics programmer at Plastic. He is responsible for the rendering engine of Bound, a PS4 exclusive title being developed in collaboration with Sony Santa Monica Studio. His most recent efforts involve developing sharp and efficient post-processing effects, while dealing with bandwidth issues during 1080p 60Hz multisampled rendering.

Diego de Palacio

Quick game prototyping: Practical approach with Unity

Working in game development industry for several years, as a game programmer, lead programmer and now as a CTO. Coding experience on console titles, PC and mobile games and simulators. Teaching experience in postgraduate Game Development degrees at universities in Poland (Politechnika Gdańska) and Spain (Universidad Europea de Madrid). Master's degrees in Game Development, 3D Animation, Education and Business Administration.

Aurelien Palasse

Mobile in China, a world without Metacritics

Based in Shanghai, Aurelien Palasse is leading the overall publishing strategy of Ubisoft Mobile in the Greater China territories.His responsibilities include overseeing the business, marketing and live operations of Ubisoft Mobile portfolio of titles, and managing the development team in charge of the "culturalization" of the apps to adapt them to the local market's specificities and local audience's preferences.

Ubisoft Mobile is releasing a dozen games a year for smartphones and tablets, either based on Ubisoft most iconic franchises such as Rayman, Trials, Might & Magic, Assassin's Creed, or brand new hit creations such as Hungry Shark Evolution. In China, Ubisoft Mobile is either partnering with local publishers, or is directly self-publishing on the local Android stores & billing channels.

Throughout his career, Aurelien has accumulated over 15 years of entrepreneurial experience in the game industry since he began in retail in France. Before joining Ubisoft Mobile China, he launched Inno-Wear in Zurich ,Switzerland, the first European video game merchandising company to provide licensing services for industry leaders such as Microsoft, Nintendo, Activision Blizzard, EA Bioware, Capcom, and Square Enix.

Robert Purchese

Polish Game Industry - panel discussion

Eurogamer has established itself as the foremost independent video games site in the UK, with a strong voice that now carries across Europe and the world. Robert has worked there for 10 years. He's a senior staff writer responsible for a mountain of news as well as meatier long-form pieces based on topical investigations, profiles, and the deeper parts of games. This will be his fourth year at Digital Dragons, an event that has opened-wide the blossoming Polish games industry to him.

Xavier Rezgui

Soft Launch of Real Boxing 2

Managing Director of PocketWhale, a global mobile marketing and consulting agency with clients such as Wargaming and Vivid games . Our goal is to help developers launching and marketing their games successfully focusing mostly on organic growth. Xavier has been working in the video game and tech industry for the last 15 years and holds an MBA from INSEAD.

Patrycja Rodzińska

Rocky path to win mobile games market. Trends in free to play game industry to watch out in 2017-2018

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 (,
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 but also gaming platforms (, social platform ( video on demand (, blogging and dating services (

Jakub Rokosz

Fool's Errand: Let's make an RPG !

Like majority of the people in the industry Jakub joined gamedev to pursue his passion for videogames. For 5 years he worked on many smaller projects but the breakthrough came when he joined CD PROJEKT RED to develop "The Witcher 2: Assassins of Kings" in 2010. After completing work on "The Witcher 3: Wild Hunt" in 2015, Jakub left to co-found his own studio called "Fool's Theory". Shortly after he signed up a co-development deal with IMGN.PRO and currently both studios are working on "Seven: The Days Long Gone" where he acts as a Project Lead.

Olgierd Rutkowski

Steal our know-how

Game programmer by day, by night he programs games. Always looking for new challenges and opportunities in games. His other passion is video making. For over 2 years he worked with various artists from Polish dance music scene as a director, screenplay writer and editor for music videos. At the moment Olgierd is working at ATGames, the home of Puzzle Craft. Prior to that he was working at Good Game Studios in Hamburg on their flagship mobile game - Empire: Four Kingdoms.

John Romero

id Software’s Early Days

John Romero is an award-winning game designer, level designer and programmer whose work spans over 130 games, 107 of which have been published commercially, including the iconic works Wolfenstein 3D, DOOM and Quake. Romero has worked in the mobile, hardcore, mid-core, casual and MMO space. Romero has co-founded eight successful game companies including the likes of id Software, Gazillion Entertainment, Loot Drop which celebrated its 5th anniversary in 2015, and most recently Romero Games. He is considered to be among the world’s top game designers, and his products have won well over 100 awards. One of the earliest indie developers, Romero began working in the game space in 1979 on mainframes before moving to the Apple II in 1981. He is a completely self-taught programmer, designer and artist, having drawn his inspirations from early Apple II programmers. Romero co-owns Loot Drop and Romero Games and resides in Galway, Ireland.

Sarah Schadow

Designing Games for Apple Watch

Sarah is product manager at Berlin based mobile games developer Wooga and part of the Apple Watch team, dedicated to design games for wearables. In her role she is responsible for feature and User Experience design as well as coordinating with supporting teams. She started her career in the games industry in Wooga’s player experience team and ever since makes sure to take the role of the user when designing new products. She holds degrees in Multilingual Communications and Business Administration and is an aspiring Triathlete with her first half ironman distance triathlon to come in 2016.

Valentin Simonov

Unity: AAA graphics and VR

At Unity Technologies Valentin Simonov solves engineering challenges for major customers, while in his free time he travels around Europe and talks about various technical aspects of Unity at conferences. Before joining Unity, he worked at Interactive Lab, where he focused on the creation of interactive installations for exhibitions and other events; at Mail.Ru and its divisions, he worked on social games. Valentin gave lectures for developers at the British Higher School of Art and Design as well as at Mail.Ru’s Technopark at Bauman MSTU. Valentin has translated to Russian a book on shading in Unity and supports open-source projects.

Maciej Siniło

Debugging Multiplayer Games - Lessons from Warframe

Maciej has been coding games professionally for over 14 years, shipped titles for 7 platforms and worked for companies at 4 countries. He's been a lead gameplay programmer on The Witcher, for the last 6 years has been working at Digital Extremes, where he shipped Darkness 2 and - most recently - Warframe.

Tymon Smektała

DLC done right. Dying Light: The Following post-mortem

With almost 20 years of experience in the game industry - more than a decade as Editor-in-Chief of leading Polish gaming media outlets and three years as a designer/producer at Techland – Smektała is still humbled by the creativity, inventiveness and "sky's the limit" mentality of the Polish game development scene. Loves games, good food and great company, and is sure to find all of these things at Digital Dragons. Credits include a producer role in Dying Light and lead design role in Dying Light: The Following.

Dominika Stala

You died, game over: why death in video games is important?

Game Designer and Story Writer at Bloober Team SA, with experience in creating gameplay and mechanincs as well as story design. As a post video game journalist she was responsible for editing and writing articles for 1ndie World site. Currently also a student of Creative Writing at Jagiellonian University.

Michał Staniszewski

Diversity Of Ideas

Michał Staniszewski is a creative Director of Plastic, a small company with a demoscene roots. Plastic was formed in 1997. At first it was releasing demos on Amiga and early PC's. Since 2007 Plastic is working with Sony Santa Monica Studio, responsible for God Of War series but also unique games such as Journey, Flower, Unfinished Swan and Everybody's Gone To The Rapture. Michal is currently working on Bound - a game that wants to combine classic game mechanics with notgames.

Kuba Stokalski

Uncharted lands, or why games are not designed but discovered

Lead designer and project lead at 11 bit studios, design thinking consultant at CTPartners, PhD in-spe in Human-Computer Interaction and game design lecturer at University of Social Sciences and Humanities. With 8 years of experience in product design, development and project management, his core interests lie in designing meaningful experiences and ways of leading teams to deliver on creative vision.

Kacper Szymczak

Hard West: How Luck was quantified

Started as a Level Designer at Techland, and moved on to Multiplayer design of Call of Juarez series. Joined CreativeForge Games as a Lead Designer, recently wrapping up Hard West: a turn-based tactical set in a dark weird west.

Slava Taraskin

To Ad or no to Ad: Hidden ways to make more $$$ on your game

As Business Development Director of Unity Ads in Eastern Europe, Slava's key objectives are: interaction with partners and customers, promotion of the company's strategic initiatives aimed at supporting and developing UnityAds business.

Tatiana Timoshenko

Game life before and after release with publisher

Tatiana has over 9 years experience in gamedev business and joined G5 as Director of Licensing from Oberon Media, where she spent 3 years as Developer Partnership Manager, overseeing multiple development and publishing deals. Before that Tatiana worked in a number of privately held IT companies specializing in game development and outsourcing fields. Tatiana holds Master's Degree in Philology.

Szymon Urban

Modular City: How Dying Light's Old Town was built

Lead Level Artist at Techland, though he started his adventure in game development as a concept artist. Worked on such games as: Call of Juarez: Bound in Blood, Dead Island, and most recently Dying Light. Level artists at Techland are responsible for building and lighting game environments, using assets created by 2D/3D artists and working closely with concept artists and level designers. In his free time, Szymon draws and builds custom creations from LEGO bricks.

Feargus Urquhart

25 Years Down, 25 Years to Go: A Life Creating Games

After rising to become President of Black Isle Studios in 1996, Urquhart co-founded Obsidian Entertainment in 2003 and has been its CEO ever since. Starting in QA as a playtester in 1991 and then as a producer in 1993, Feargus had the privilege of working on many early console games including those developed by Silicon and Synapse (known now as Blizzard Entertainment). As the President of Black Isle Studios, Feargus worked with the talented teams at BioWare and Snowblind Studios on the Baldur's Gate PC Series, Neverwinter Nights, and Baldur's Gate: Dark Alliance. He oversaw the internal development efforts of Black Isle Studios on games such as Fallout 1 & 2, Icewind Dale 1 & 2, and Planescape: Torment. He also fulfilled the role of Lead Designer on Fallout 2, and contributed to the creation and design of the Fallout series' RPG system, SPECIAL. At Obsidian, Feargus continues to manage the ongoing operations and development efforts of the company. Notable titles developed by Obsidian Entertainment include Star Wars: Knights of the Old Republic II, Neverwinter Nights 2, Alpha Protocol, Fallout: New Vegas, South Park: The Stick of Truth, and the critically acclaimed, crowdfunded title, Pillars of Eternity.

Andrzej Uszakow

Physically based effects

Andrzej is programmer at Plastic. Currently working on Bound. During his almost 7 year experience in game development he was responsible for various gameplay, physics, audio and network subsystems in productions such as Datura (PS3), Catzilla Benchmark (PC). He has also programmed visual effect for miscellaneous interactive shows.

Vincent Vergonjeanne

WebGL and Unity - Best Practices

Former CEO & Co-Founder of Kobojo, a European leader in the social gaming industry, for the past few years Vincent has been living in Krakow, Poland, where he has founded EVERYDAYiPLAY, a successful game studio specialized in free-to-play games for a mid-core audience. He is also a Business Angel, Free-To-Play consultant and a Lean Startup enthusiast.

Bartłomiej Waszak

Gameplay Programming in a Rich and Immersive Open-World - The Assassin's Creed Syndicate Experience.

Bartłomiej is currently a gameplay programmer at Ubisoft Quebec studio, where he worked on Assassin's Creed Syndicate. Previously he was a lead programmer for such games like sci-fi first-person shooter "Alien Rage" and a mobile title "I Must Run!".He also created physics, collision and animation subsystems for indie game engine called "Argon".Overall he has 13 years of professional experience and 15 games published on his track so far.

Fredrik Wester

Marrying Business design with Business Design

Fredrik Wester is the CEO, President and Principal Owner of Paradox Interactive, the Sweden-based game company best known for PC strategy games like Cities Skylines, Magicka, Europa Universalis and Crusader Kings series. Since 2003, Wester has built Paradox from a 7-man studio to an international publisher with over 200 employees and another 10 partner companies (200 people) making games on contract.

Michał Witkowski

Integrating game analytics into game development

Michał is the head of product analytics at GameDesire, one of the leading social game producers in Poland. He graduated from Jagiellonian University with a master's degree in psychology and has worked for a psycholinguistics research team. In his current role he looks for patterns in player behaviour, translates them into business strategies, and coordinates functioning of the in-house analytics.

Jarsoław Wojczakowski

Polish Game Industry - panel discussion

Jaroslaw is a graduate of the University of Technology and Life Sciences in Bydgoszcz, with telecommunication and multimedia as his field of study. As one of Poland’s most talented programmers, Jaroslaw has achieved international acclaim after winning a host of worldwide coding contests. After 20 years in the industry – 15 spent in games development alone – he continues to expand his passion for programming. Gaining extensive managerial experience and business knowledge allowed him to co-found Vivid Games in 2006. Jaroslaw’s considerable programming expertise allowed him to create the powerful and unique V-TECH technology, which quickly helped establish Vivid Games as one of the most important and valuable mobile developers in the world. Thanks to his enthusiastic character and diverse experience he is able to achieve far-reaching goals, create intricate development plans and, most importantly, execute them effectively and with the utmost perfection.

Marek Wylon

Free to Play Games. Trends in mobile game industry to watch out in 2017

Investor, owner and co-founder of several development studios making up GameDesire Group – the largest aggregation of game creators specializing in free-to-play games applications for online and mobile platforms. Total employee count in the group exceeds 120.
By profession, he is software engineer, a graduate of Cracow University of Science and Technology. By choice – a games enthusiast, fan of interactive entertainment and diving.

Maciej Zasada

Creating "Star Wars: Lightsaber Escape"

Maciej is a hybrid Technical Lead. Armed with a Masters degree in Informatics he primarily specialises in advanced VR and cutting edge HTML5 but nothing from backend, cloud computing, networking to iOS or Android development holds fear for him and has since expanded to uncountable areas of digital content creation and process management. His body of work includes a mind-blowing 3D web experience "Star Wars: Lightsaber Escape", Emmy winning dual screen Chrome Experiment "Just a Reflektor", Adobe Cutting edge award winner Kingsman dual screen experience and Cannes Lions / One show winner "MINI Maps" amongst many others.

Błażej Żywiczyński

How to gamify the gamedev recruitment

With a strong pre-gamedev background in management, this Producer at 11 bit studios not only takes care of the production pipeline, but also the company’s HR manager and a Narrative Designer in his scarce spare time. His works include Lords of the Fallen franchise, Sniper: Ghost Warrior 3 and This War of Mine. The Soul of Activist +3 also drives him to run a gamedev blog (where he helps people from outside the industry learn more about the mechanics of game development), support (game education for non-gaming parents) and translate the famous Extra Credits series to bring it to Polish folks.

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