Digital Dragons 21-22 May 2015 Kraków, Poland

Adam Bormann

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.

Sławek Fedorczuk

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.

Jason Gregory

Jason Gregory has worked as a software engineer in the games industry since March 1999, and as a professional software engineer since 1994. He got his start in game programming at Midway Home Entertainment in San Diego, where he worked on tools, engine technology and game play code for Hydro Thunder™ 2 (arcade). He also wrote the PlayStation® 2/Xbox animation system for Freaky Flyers™ andCrank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor:™ Pacific Assault and served as a lead engineer on the Medal of Honor:™ Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he recently completed work on The Last of Us Remastered™ for PlayStation® 4 and is now hard at work on Uncharted 4: A Thief's End™. He also developed engine and gameplay software for Uncharted: Drake's Fortune™, Uncharted 2: Among Thieves™ and Uncharted 3: Drake's Deception™, developed and taught courses in game technology at the University of Southern California, and is the author of the book Game Engine Architecture (www.gameenginebook.com).

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.

Kacper Kwiatkowski

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

Pascal Luban

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.

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.

 

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

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.

Jorrit Rouwe

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.

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.

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