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.
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.
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 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.
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 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 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.
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.
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 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).
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 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.
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 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 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 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.
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.
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
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 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.