Digital Dragons 16-17 May 2016 Kraków, Poland

Behrouz Bayat

Ready? Set? Give me all the monies!

As Execution Labs' Operations Guy, Behrouz keeps an eye on the day to day challenges of both XL and its teams. A game industry veteran with over 10 years experience, Behrouz joined Gameloft in 2004 as a programmer. From there he held several technical and management positions from Lead Programmer to Producer, as well as Producer and Senior Producer positions at Behaviour Interactive and Gamerizon. His main areas of expertise are operations, business development and technical management, primarily on emerging platforms and mobile handsets. Behrouz holds a Masters degree in Business Administration from McGill's Desautels Faculty of Management and a Bachelors degree in Computer Science and Psychology from Concordia University.

Andreas Bundi

Brain Drain – Should I stay or should I go? Panel discussion

Andreas is the Lead Recruiter at Wooga, a 290-strong games studio in the heart of Berlin. In his two years with the company, he has focussed in attracting the best talent in the industry from all over the globe, with a recent focus on senior Game Designers and Artists. Prior to working in games, Andreas worked in the significantly less glamorous industry of banking. Outside of work he is an avid quizmaster and axe shredder.

Krzysztof Bińczak

The role of audio department in dev teams. Panel discussion

Krzysztof Bińczak is a video game music journalist residing at as an editor. Graduated from the Cracow University of Economics and professionally an ERP systems specialist, he never loses the business end of things in his perspective, yet remains a music aficionado. Fascinated with a cross-disciplinary analysis of video games, privately he's a zealous harmonica player interested in audio engineering.

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

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

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.

Adrian Chmielarz

One of the best-known Polish game developers, currently working in The Astronauts studio he started. One of the names behind Tajemnica Statuetki (Mystery of the Statuette), first Polish PC adventure game. Has designed games for 20 years since, together with Grzegorz Miechowski, he started Metropolis Software. Chmielarz worked also on Teenagent and Gorky 17. In 2002, together with Andrzej Poznański and Michał Kosieradzki, he started People Can Fly studio, which published Painkiller in 2004. Since 2007 he worked with his team on Bulletstorm, a game that premiered on the international market in 2011. As the creative director of the studio, he entered collaboration with Epic Games.


Alex Cohen

How to beat the social casino titans? Panel discussion

Alex is the Chief Product Officer at Akamon Entertainment, a leading social casino company focused on the Latin American and Southern European markets.
Alex is a slot games guru, having spent over 10 years designing high-quality slots and other casino games in the real-money and social markets.  Before Akamon, Alex spent 2 years as Head of Game Design at Quickspin, an award-winning slots provider in Stockholm, and 7 years at IGT, the leading slots game developer in the United States.

Jonny Crowe

How to get investment for your gaming idea

Jonny is interim Chief Executive Officer of Grupa 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,, Buscape, Allegro, etc.). Jonny helped to create the largest gaming platform in Russia by acquiring Astrum Nival for 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.

Steve Cutler

How to beat the social casino titans? Panel discussion

Steve is Chief Operating Officer at Ganymede, has a decade of experience in the strategic and granular development of social and real money gaming solutions, as products and as important existing and future revenue models. Steve is responsible for the overall product and operational strategy for existing and new products and is a member of the exec team. Before joining Ganymede Steve was Head of Poker at Unibet and member of various industry boards.

Konrad Czernik

History of art and video games design. Why should we learn from the past to create immersive art

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.

Olivier Derivière

The role of audio department in dev teams. Panel discussion

For more than a decade, Olivier Deriviere has been scoring music for video games and has been praised for both his composition and his way of connecting his music with the game experience. He started studying classical percussions at the age of 5 and went on to study harmony, counterpoint and instrumentation under the guidance of Mr. Jean Louis Luzignant at the Conservatory of Nice, France. As a teenager he learned a lot about the technical aspects of writing music for interactive media when he attended many coding parties where passionate people would compete in creating code, graphics and music on computers. In 2000 he won a scholarship to Berklee College of Music to study film scoring and jazz. There in Boston he had the incredible opportunity to spend an entire season with the Boston Symphony Orchestra and interact with renowned musicians, composers and conductors. His experience with the BSO taught him more about music scoring than ever before. and fueled his vision to bring great performers to video games.

In 2002 he moved to Paris and began scoring short films, TV ads and documentaries. During this time he wrote both the script and the music for the critically-acclaimed short movie "The Toast," for which he won many awards. In 2003 he was hired by Hydravision to score their first game, Obscure, a survival horror game. His decision to engage the talents of Children's Choir of the National Opera of Paris for the production of Obscure earned him his first piece of press ("It sounds terrific" - IGN ). For Obscure 2: The Aftermath, Deriviere added the Boston String Quartet (formed by BSO members) to the choir and once again attracted exceptional press attention ("Where the audio does shine... is the soundtrack" -Total Video Games). As a result of reviews from such distinguished publications, Eden Games approached Deriviere to score the reboot of the franchise Alone in the Dark in 2008. For Alone in the Dark he wrote original songs that were performed by the Grammy ® winners The Mystery of Bulgarian Voices and the score was released worldwide by the Hollywood music label Milan Records as an original soundtrack that has been recognized by Billboard and The New York Times.

In 2009 him and his sister Marion Deriviere founded Ameo Prod Inc. which is based in San Francisco and devoted to provide services for music productions. In 2010 Deriviere composed the original score to the video game Tangled (adapted from the feature film of the same name) for Disney Interactive Studios and then returned to darker lands to score the music for Of Orcs and Men, an action RPG set in a fantasy world where an orc is sent on a suicide mission to save his entire race. To capture the harsh climate and melancholic mood of the game, Deriviere hired the Boston Cello Quartet from the BSO and the soundtrack was released by Wayo Records. In 2012 Capcom and Dontnod Entertainment asked Deriviere to provide them with a unique score to support their new game Remember Me, set in a futuristic and dystopian Neo-Paris where the memories can be digitized, shared and hacked. This mega-production was performed by the Philharmonia Orchestra and recorded in London by Grammy ® winning legendary recording and mixing engineer John Kurlander. The Remember Me soundtrack made a huge impact and garnered such enthusiastic praises as MTV's Miguel Concepcion soundtrack review, which called Deriviere "game music's eclectic daredevil." In 2013 Deriviere was hired to score Assassin's Creed IV: Black Flag – Freedom Cry, a stand-alone story about Adewale, a former slave-turned-assassin who attempts to save his enslaved people in Haiti.

In September 2014 Olivier Deriviere became part of Hollywood based agency Evolution Music Partners where Seth Kaplan represents his work for movies and video games.

His main focus continues to be enhancing the player's interactive experience through music

Grażyna Domańska

Developing Games with Monetization in Mind

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.

Jakub Duda

Life after C++. Panel discussion

Jakub Duda is software engineer, designer and entrepreneur. Co-founder of Incuvo start-up, makers of Createrria game. Previously founded Fresh Chichen Studio and managed Katowice studio of CI Games. Currently programming mostly in C# (Unity3d). Despite limited time to work on code, still eager to play with new stuff. Especially interested in optimization techniques.

Caglar Eger

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

Caglar has been with Goodgame Studios since 2012, where is responsible for analysing the potential of emerging markets such as Turkey, MENA, Asia and establishing Goodgame as a market player in high potential countries and regions. He wears multiple hats in his current role and his expertise in markets like China have led to strategic partnerships for Goodgame Studios. Prior to this, Caglar was an avid entrepreneur and had set up his very own trading agency which was a successful global business venture. His background and global experience have helped him make a mark in the gaming industry. Caglar is an alumni of the University of Hamburg where he received his Double Masters degree in Political science and Turkish Studies. He is currently a second examiner at the Fakultät Wirtschaftsund Sozialwissenschaften and he enjoys interacting with the young students who will be the future of the gaming industry.

Hubert Habas

Brain Drain – Should I stay or should I go? Panel discussion

Freelance business consultant and games market enthusiast. He had his first computer in age of 2 so he doesn't know the world without video games. In publishing business since 2008 when he joined CD Projekt - one of the most renowned Polish companies. Working as a PR & Marketing manager for over 3 years he has launched such brands as the Witcher, Total War franchise and was a part of Diablo 3 team in Poland. In 2011 after leaving CD Projekt he has launched his own business focused on consulting for companies interested in Polish games market. Now mostly work for free 2 play and technology brands.

Netta Emanuel

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

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

The Developer revolution - fight for our piece of the games market!

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.

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.

Artur Ganszyniec

Glorious pitfalls of making a sequel to your first successfull game

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.

Andrzej Grabowski

HP Helion Development Platform

He graduated from the Warsaw University of Technology in 1998 on Department of Electronics Institute of Computer Science with specialization in Computer Networks and Protocols.
For 19 years associated with HP Poland, where he began working as a Network Consultant in Professional Services department and systematically raised his professional qualifications. He has experience in project management and software development and methodology, the creation of complex IT solutions ranging from hardware and software solutions, and ending with the business as a whole.
He is currently responsible for leading the Enterprise Business department with a specialization in highly available systems: HP Superdome, CloudeMatrix or analytical databases - Vertica.

Tomasz Gop

Co-Development Strategy Guide

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.

Stephen Hey

Looking into a Mobile Marketing Tool Kit

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.

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.

Filip Hracek

Android TV: The New Home Console

Filip Hracek has been working at Google since February 2008. His main focus right now is on supporting developers from Central Europe and beyond. His mission is to bring out awesome apps, games and technologies from Central Europe and make sure they get the attention they deserve. He likes pancakes.

Marcin Iwiński

In 1999, immediately after finishing his secondary school, together with his classmate Michał, Marcin started CD Project: a company publishing and distributing games on a breakthrough medium: CD-ROMs, which immediately set up new market standards and significantly contributed to the development of video games in Poland.
In 2002, investing the money earned from his games distribution business, Marcin co-founded CD Projekt RED studio, famous especially for the production of The Witcher series. They games have become global bestsellers, winning recognition among experts and critics, with sales totalling 8 million pieces worldwide at the same time. Planned for 19 May is the premiere of the third part of adventures of Geralt of Rivia – the Witcher. Even before its premiere, The Witcher 3: Wild Hunt has garnered over 200 awards, and is one of the most expected premiers this year.
Marcin's youngest child,, is a breakthrough platform for digital games distribution for clients all over the world, with all the titles available without the irritating DRM protection, instead featuring a wealth of free extras for every game.
For the services rendered for the development of Polish entrepreneurship, Marcin Iwiński, was awarded the Knight's Cross of the Order of Polonia Restituta (Order of Rebirth of Poland). He is also The Entrepreneur of 2008 (Ernst&Young) and Man of Year 2010 (Brief). One of main CD Projekt shareholders, he is responsible for the international development of the company.

Paweł Jaruga

Character pipeline improvements in teamwork

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.

Martyn Jones

Martyn has spent the last 14 years designing, developing and managing the production on award wining games from start-up to international success from Mind Candy and Moshi Monsters to Trip Hawkins' most recent start-up. Space Ape Games is an Award Winning Mobile/Social Gaming startup founded in 2012. They are a small, high-performing team with big aspirations to make the highest quality and most successful games on smart phones and tablets. They are a creative company tempered by great analytics. Smart analytics can make a good game even better, but analytics alone makes for soulless products.

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.

Igor Khachaturyan

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

Director of Global Marketing, Head of Gaijin Europe. Heading the European office of the Leading Russian independent Game Development. Currently responsible for Global Marketing and UA team within Gaijin Entertainment, in charge of planning and distribution of the companies international budget within several verticals, planning of multiple cross-platform and cross-media marketing activities. He is an online advertisement professional with over 8 years of online marketing, and ad operation experience including business development, advertisement sales, ad management, campaign management, key account management and traffic acquisitions while working the in industries leading organizations.

Szymon Kościelniak

Brain Drain – Should I stay or should I go? Panel discussion

Technical Artist at GameDuell. Born in the Polish capital of rock music Jarocin, Szymon Kościelniak graduated of the Higher School of Communication and Management in Poznan subsequently starting his professional career in print and advertising media. In 2011, he decided to move to the exciting world of gaming and relocated to Berlin to assume a position as Game Artist at GameDuell. Now Szymon coordinates the cooperation between the developers and the art teams as Technical Artist and is responsible for testing and implementing new technological solutions and production procedures. Szymon's personal mission is the blending the twin worlds of technology and creativity. He is a passionate reader, a proud nerd and frequently teaches and organizes workshops for the team.

Ivan Kovalyov

Brain Drain – Should I stay or should I go? Panel discussion

Since 2010, Ivan works as a Product Manager for Paymentwall, one of the leading all-in-one global monetization platforms for digital goods and services. As a studied mathematician coming from Kiev, Ukraine, he himself looked out for the challenge to work for an international company in a foreign country.

Karolina Kuzia

The Wild Hunt for Open World Design

Karolina Kuzia 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 most important project of her career so far, The Witcher 3: Wild Hunt.

Piotr Kowalski

Mobile App Promotion in Google ecosystem

Piotr Kowalski has been working in Google Poland since 2007. Focuses on taking care of Google performance advertising products across CEE markets. Personal passions: Web analytics, internet security and retro-computing.

Raf Keustermans

How to beat the social casino titans? Panel discussion

Raf is co-founder and CEO of Plumbee, a leading social casino games startup based in London.
Raf is a social games veteran with a background in gambling. Before founding Plumbee, he worked as a strategic consultant for social and mobile game studios.
Prior to that, Raf served as global marketing director for leading social game studio EA Playfish. Before Playfish, he headed up EA's successful casual games platform in Europe.
He also worked for advertising agencies like BBDO, Grey and Publicis and was leading the marketing teams for online gambling operator Unibet in Western Europe (2005-2008).
Raf also serves on the Board of the International Social Games Coalition, an industry organization created by leading social game companies (Zynga, Playtika, IGT/DoubleDown, Playstudios, Gamesys...)
to give the industry a strong and clear voice.

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.

Silvius Lack

Brain Drain – Should I stay or should I go? Panel discussion

Old enough to remember the times when 4MB of RAM accounted for a high end gaming rig, Sylvius Lack entered the game industry in 1995. Since then he filled various creative, technical and administrative roles in game development before becoming a full-time lecturer for game design and development. He is professor for game design and acting rector of the GA Hochschule (university of applied sciences) in Berlin.

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 ( or on Twitter (@PASCAL_LUBAN).

Matt MacLean

Matt MacLean is currently a senior designer at Obsidian Entertainment, and has been with the company for nine years working on a series of RPGs for consoles and PC. He was the Lead Designer on South Park: The Stick of Truth and is currently working as a Narrative Designer on [unannounced project]. With over a decade of game development experience, he has been fortunate enough to work on a variety of projects and in many different roles: systems design on Alpha Protocol and Dungeon Siege III, area design on Neverwinter Nights 2 and Fallout: New Vegas, writing on Pillars of Eternity and Neverwinter Nights 2: Mask of the Betrayer, and working on a pair of online collectible card games: Star Chamber: The Harbinger Saga and The Lord of the Rings Online Trading Card Game.

Andrea Magnorsky

Functional Programming in production

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.

Michał Madej

Design is a Two-way Street

Creative Director at the Ubisoft Shanghai studio. Previously he designed The Witcher (Wiedźmin), and defined the creative vision for Dead Island. Since moving to Shanghai he's worked on Far Cry 3 and is currently developing Tom Clancy's EndWar Online.

Paweł Marchewka

Graduated in Economics from the University of Wroclaw, holder of an MBA diploma from the Wroclaw School of Banking. 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. Paweł Marchewka lives and works in Wrocław, Poland. Privately, he loves martial arts and has a great passion and interest for innovative technology.

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.

Paweł Miechowski

Senior Writer in the 11 bit studios team. Graduated from Journalist Studies at the University of Wrocław. Connected to the games sector since his secondary school. He's worked on more than 15 titles, with "This War of Mine" being the latest. Privately, husband and father, great fan of indie games.

Michał Miłosz

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

Territory Manager at Gameforge responsible for the CEE market. He has over 4 years experience in the video games industry which includes project management, marketing management, event and PR management. Through his experience and education Miłosz has developed a keen sense of marketing and video games industry expertise. He had opportunity to work with biggest international corporations in the gaming industry, like Codemasters, Sega, THQ, Konami and Activision-Blizzard. He was a product manager for "Diablo III" on the Polish Market and member of a team responsible for the "Witcher 2: Assassins of Kings" release.
Now he continues his career on F2P market by developing central and eastern Europe markets for Gameforge.

Maciej Mróz

Building a data driven company

CEO at Ganymede Ltd - the leading online games developer in Poland, previously CTO at the same company. Online gaming executive with over 12 years of professional experience, including engineering, product development, product management, business operations.
He experienced the growth of the company from a startup stage to 70+ people, wearing multiple hats in the process: software engineer, operations guy, product manager, Scrum Master and promoter of agile software development.

Mathieu Muller

Unity 5 rendering pipeline

Born between Atari2600 and Commodore64, I studied in France, Switzerland and Canada and worked the last 13 years as a software engineer on professional flight simulators graphics engine and games middleware (Kynapse and Autodesk Navigation). I am now Field Engineer for Unity, based in France, helping users over EMEA and making the link between users, devs, marketing and sales. I love music, photography, sketching, reading, and video games that make people enjoying life.


Piotr Musiał

The role of audio department in dev teams. Panel discussion

Piotr is a composer of versatile nature. Flexible in many styles, from purely orchestral scores, through hybrid to funky and pop, he has always been inspired by small pieces of puzzles, discovered in music of all times.
His fascination with Hollywood film scores of the 80s, as well as minimal and modern music, drives him into creating his own style, while manifesting well respected perfectionism in detail in his game and film scores.
Piotr worked for 11 bit studios, People Can Fly (former Epic Games Poland), Farm 51, Flying Wild Hog, C.I. Games, Platige Image and many more. He recorded music with orchestras in Poland, Czech and Germany, as an orchestrator and composer for local and international clients.
His game credits, among others, include Bulletstorm, Anomaly series by 11 bit studios, Dogfight 1942, Grimlands and Deadfall Adventures, recently awarded as best polish game music album of 2013.

Alex Nichiporchik

Breaking The Curse of Indie Multiplayer

Alex Nichiporchik is the CEO of tinyBuild GAMES, the indie game company responsible for No Time To Explain, SpeedRunners and many more. Previously a marketing exec, producer, and pro-gamer, Alex is on a quest to build the next big indie label with tinyBuild.

Kacper Niepokólczycki

Environment art - smoke and mirrors

Environment artist at CD Project Red. He worked on the Witcher 3 and currently is developing one of the expansions for that game. Previously worked with The Farm 51 on PainKiller HD and Deadfall Adventures. Love for video games has led him to gamedevelopement carrier.

Michał Nowak

How to play with others in sandbox – the multiplayer system in Dying Light

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.

Michał Nowakowski

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. At ASP Sp. z o.o. he was jointly responsible for the newsstand series "Dobra GRA" which included several editions of the "Ski Jump" game featuring Adam Małysz. Affiliated with the CD PROJEKT Group since 2005, respectively as the Licensing Manager, Licensing Director, Director for Business Growth, Managing Director, Co-Chairman for Business Growth, Board Member and Procuration Agent. Member of the Board of Auditors of SPIDOR (Association of Producers and Distributors of Entertainment Software) since 2008.

Bogdan Oprescu

The start-up pentagon of constraints or why luck is as important as capital when setting up your own gaming company

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

Aurelien Palasse

Journey to the East

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.

Wojciech Pazdur

How to Get Even? Crafting the ultimate conflict on gameplay and story levels at the same time

Production Director and cofounder of The Farm 51. Dedicated to designing action games (NecroVisioN, Painkiller Hell and Damnation, and Deadfall Adventures), he is also involved in production management. Previously long-term associate of People Can Fly studio, a name behind Painkiller, and editor-in-chief of 3D magazine. A graduate of the Technical University of Silesia, expert in 3D graphics, author of books and articles on game development and its visual aspects. Cooperates with the Polish-Japanese Institute of Information Technology as a lecturer and trainer.

Privately an enthusiast of film, fantasy, horror, and martial arts.

Richard Pidgeon

iOS Workshop - Engineering Success into your App

Based in London, Richard Pidgeon brings a history of knowledge and experience in mobile marketing and analytics for developers to his current role as Director Business Development EMEA at Omniata, a globally recognised leader in the analytics and marketing solutions for app publishers and game developers who have been working with Rovio, Social Point, Miniclip amongst other leading publishers. Prior to working at Omniata, Richard worked for Distimo and App Annie and has spent over 15 years working in the mobile ecosystem gaining the majority of his experience at Vodafone and Nokia. He also led the business development team at Catchy Agency, the leading global developer marketing agency based in the UK. Richard is frequently seen speaking all over the globe at events such as G-Star, Pocket Gamer Connects, Winter Nights, and GMIC. Follow him @CatchThePidge.

Marcin Przybyłowicz

Marcin Przybyłowicz Composer, arranger, audio producer. Graduate of the Department of Jazz and Light Music, Bydgoszcz Music Academy (Poland). His inexhaustible source of inspiration lies in the world of Western music, from Jazz and Pop to Soul, but his tastes also include dramatic, epic and classical film scores and tense video games compositions that thrill audiences around the world. All these fascinations are reflected in his music; however, to look for passive imitation of common ideas in these compositions would be a vain effort. Marcin's harmonic compositions, creative instincts and imagination all bring a vibrant power and authenticity to video games, film, television, and other media. Currently in-house composer at CD Project RED, working on The Witcher 3: Wild Hunt. Also worked on The Witcher 2: Assassins of Kings, Afterfall: Insanity and others.

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".

Robert Purchese

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 third year at Digital Dragons, an event that has opened-wide the blossoming Polish games industry to him.

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.

Paul B. Robinson

Studio Creative Director of the CI Games. Not only has Paul been working in the games industry since the early 90's helping develop games such as NovaLogic's Comanche and Armored Fist series, Pandemic's Full Spectrum Warrior, Westwood Studio's Tiberian Sun series and Guerrilla's KillZone 2, he also saw action as a combat experienced Marine

Patrycja Rodzińska

Free to play games in the $100 bn Global Games Market in 2017. Current and future trends

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 (

Paweł Rohleder

Technology behind Dying Light

Keen on new technologies developer & manager + video & mobile games enthusiast. 10+ years in game development industry, over 8 years in Techland - polish leading game developer, known for Dying Light, Dead Island and Call of Juarez series. Participated in several AAA productions as well as dozen of mobile games.
Crazy about synergy between technology, science, business and art - even did PhD to prove it exists. Then realized it's worthless, since making games is all about user experience. At the moment manages the team of 20+ people developing cutting-edge technology for games and works on technology behind Dying Light (PC, XboxOne, PS4, SteamBox) and Hellraid (PC, PS4, XboxOne, iOS, Android). Previously did almost everything in gamedev, even composed music. When needed.Believes that only impossible is worth doing.

Jakub Rokosz

The Wild Hunt for Open World Design

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 as Junior Quest Designer for The Witcher 2: Assassins of Kings in 2010. On the course of his career at CDPR he was promoted to a Senior Quest Designer and as such he helped in making of the one of the most anticipated games of this year - The Witcher 3: Wild Hunt. After the project has been finished Jakub left to co-found his own studio where he is currently working as a Project Lead.

Johannes Rolf

The Secrets To Successful User-Acquisition For Online Games

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.

Craig Rundels

Craig Rundels, Director of Service Delivery, manages the Sperasoft Art Department and service delivery of all art content development for our clients. Craig has been working in game development and publishing for more than 20 years. He brings to Sperasoft his extensive background in art direction, outsource management, team building, and content creation spanning across more than 40 titles on every major platform since 1993. Prior to joining Sperasoft, Craig's positions included: Sr. Lead Artist/Project Art Director (Lucas Arts), Sr Art Director for (Midway Games), Director of Outsourcing (Foundation 9), Outsourcing Manager (Crystal Dynamics), and Studio Art Director (Heatwave Interactive).

Craig has worked on many top licenses over the years including Star Wars, Gauntlet, Spy Hunter, Mortal Kombat, DC's Justice League, Sonic the hedgehog, Nickelodeon, and most recently Tomb Raider (2014). Craig is a graduate of the Art Institute of Dallas and holds a degree in Computer Animation/Multimedia.

Jorrit Rouwe

Launching and Supporting Killzone Shadow Fall

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.

Piotr Rudnicki

Universal Analytics: measurements - shortest way to success

Passionate Internet Professional, who truly believes that Internet is changing the world for better and is happy that has been a part of it for the past 16 years: from the moment he created his 1st web page, then his drive for internet solutions for disabled people or finally as Internet Marketing Consultant & Google product expert. University lecturer, startupper, speaker and crazy Google Analytics lover. Currently at Google as an Analytical Lead responsible for bespoke solutions to top Polish and Baltics customers. Snowboard flatland lover and passionate DJ.

Paweł Schreiber

In his blog (real dreams), Paweł examines video games perceiving them as a branch of culture that is as significant as developing.
Assistant Professor at the Institute of Applied Linguistics at the Kazimierz Wielki University in Bydgoszcz and the co-creator of the GAMEDEC game studies programme at said University. A theatre critic writing for Didaskalia, Teatr, and Chimera. Video game reviewer for the Polish magazine Pixel. Enthusiast of RPGs, strategies, artistic experiments, and interactive fiction.

Brandon Sheffield

Indie Scrub Life: Make Publishers Pay You to Do Whatever You Want

Brandon Sheffield is director of indie game studio Necrosoft Games, former editor in chief of Game Developer magazine, and co-founder of the east bay game dev group, and multiple game jams. He occasionally still writes for as their senior contributing editor, and is an adviser to multiple game conferences, including GDC, Digital Dragons, and GDC China.

He likes connecting people, making weird things, living in Oakland, and speaking at game conferences in exotic places.

Agostino Simonetta

Developing for ID@Xbox

Agostino Simonetta manages the ID@Xbox program in Europe. A veteran of the videogame industry, Agostino has spent the last 10 years of his career working with the independent development community. In his current role, Agostino is supporting European developers publishing their games on Xbox and the Windows ecosystem. In his spare time he loves reading Mangas, racing go-karts and spending with his wife and 2 lovely daughters Julia and Sylvia.

Paweł Skorupka

VR 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

Zyg when others Zag - using insight to build profitable games

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.

Mikołaj Stroiński

The role of audio department in dev teams. Panel discussion

Mikolai Stroinski was born in Kenya, raised in Poland, and lives and writes music in Los Angeles. Magna cum laude graduate of Karol Szymanowski Music Academy and summa cum laude graduate of Berklee College of Music (Outstanding Achievement in Film Scoring), he has scored and composed music for TV programs on CBS, NBC, ABC, FOX, SPIKE TV, Discovery Channel, History Channel, HBO, and SCI-FI Channel. His work is broadcast worldwide.

Among recent projects is the HBO production "Bez Tajemnic" ("In Treatment"), a series directed by Agnieszka Holland (director of "The Killing" and "House of Cards"). Mikolai has also scored the series "Paradoks" and "Zbrodnia," both produced by Opus Film, the Golden Globe-nominated production house (for the film "Ida").

In addition to his TV music production Mikolai has expanded to the gaming industry, scoring the trailer for the enormously successful video game "Dark Souls 2." He has composed the scores for two independent video games ("Mouse Craft" and "WordTrap Dungeon"), as well as for "The Vanishing of Ethan Carter," which has won critical and commercial acclaim. "Ethan Carter" took 3 nominations at the Annual Game Music Awards 2014, and a nomination for Best Audio at the 14th Annual Game Developers Choice Awards.

His most recently finished project is "The Witcher 3: Wild Hunt," published by CD Project RED. "The Witcher 3" has already won over 130 awards, among them "Most Anticipated Game of the Year" at The Game Awards 2014.

Mikolai received the "Outstanding Polish American for Culture" award (2014), presented by the Foundation of Polish Promotion in cooperation with the Office of the President of Poland, and the Senate of the Republic of Poland.

His stylistic versatility offers filmmakers a diverse palette to help realize their creative vision. Mikolai's authentic, original voice enhances and adds emotional resonance to picture. His ability to collaborate with filmmakers in creating a transcendent experience makes him a composer in high demand, and a talent on the rise.

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.

Tomasz Szałkowski

Life after C++. Panel discussion

Tomasz Szałkowski is a Senior Engine Programmer @ Techland. He is working on Chrome Engine 6, that is powering Techland games like Dying Light or Hellraid. Focused mainly on next-gen consoles & PC rendering, optimizations and debugging. Tom previously worked for CI Games on development of technology for games like Dogfight 1942 or Chicken Riot. Lover of technology since Atari 65XE. Anything that is driven by electricity draws his attention, from small ARM MCUs right up to extreme loud subwoofers!

Joachim Timmermans

How to beat the social casino titans? Panel discussion

Joachim is an experienced product driven executive in the online gambling industry with more than 10 years of experience. Joachim co-founded Quickspin in 2011 and is the company's COO, responsible for the product organisation and strategy. Quickspin makes the world's most awesome video slots and is active in the real money and free-to-play online casino market. Prior to Quickspin, Joachim was part of the executive management team of gambling operator Unibet from 2006 as its Head of Casino.

Marek Tymiński

He started his first company in the game industry in 1997 when he was 20 years old. Since 2002 founder and the CEO of CI Games S.A. – the first Polish company that become listed at Warsaw Stock Exchange. Under his leadership CI Games developed, published and marketed a wide catalogue of successful games including Sniper: Ghost Warrior and Lords of the Fallen franchises. Marek Tyminski is one of Poland's biggest success stories in the game industry.

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

Alan Van Slyke

Alan Van Slyke, Sr. Director of Service Delivery, is leading Sperasoft Service Delivery and Project Management Organization as well as oversees all service delivery of complex projects.

Alan Van Slyke has been working on game development and publishing of entertainment titles since 1996. Mr. Van Slyke brings to Sperasoft strong leadership and breadth of experience spanning publishing and development production, online operations, and client/server games.

Prior to joining Sperasoft, Mr. Van Slyke's positions included: Lead Architect in the Worldwide Technology division (EA), Director of Production (Sony Computer Entertainment / Zipper Interactive), and Senior Producer (Epic Games) where he led the development effort of Gears of War.

Mr. Van Slyke holds a Bachelor of Science Degree in Computer Science from Seattle Pacific University, USA.

Vincent Vergonjeanne

Survival Guide to Self-Publishing Online Games

Former CEO & Co-Founder of Kobojo, a European leader in the social gaming industry, Vincent lives for the last 2 years 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.

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.

Marek Wyszyński

Android TV: The New Home Console

Vice President and co-founder of Infinite Dreams. Active in the mobile games sector for 12 years. Had an opportunity to witness its difficult beginnings and the dynamic growth.
In his long-term professional work has been in touch with nearly all mobile platforms, which awarded him with extensive knowledge on the interconnection of programming and business. Privately interested in new technologies and sport.

Darek Zabrocki

Realistic Environment Design

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.

Mieszko Zieliński

Large World Navigation in UE4

Mieszko Zieliński has been boldly working in gamedev industry for over 11 years now, and for over 7 years he's been focusing on Artificial Intelligence. Currently he's leading work on Unreal Engine 4's Artificial Intelligence support, and he's extremely happy about that. His masterpiece so far is Bulletstorm's AI system, but his work on UE4 AI starts to eclipse that previous achievement.

Marta Ziółkowska

Brain Drain – Should I stay or should I go? Panel discussion

A student who already worked for an international company (Samsung), now bringing in her perspective as somebody who's looking out for a job in the tech/games industry.

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.

Błażej Żywiczyński

Co-Development Strategy Guide

Narrative Designer and Producer at CI Games, he managed the outsourcing processes and story production of the Action RPG, Lords of the Fallen.

The Soul of Activist +3 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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