Day 1: 22 May 2017
Day 2: 23 May 2016
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Frostpunk Hall - Game Design
Hall B - Indie Track
Hall C - Art in Games
Hall D - Tech & VR
Hall E - Mobile
Hall F - Programming
Platforms - Workshop Hall
09:30-10:00
HELLO – HALL A
09:30-10:00
HELLO – HALL A
10:00-10:45 Karol Krok Plastic Theater, Circus, Variety, Videogame
11:00-11:45 Hirokazu Yasuhara Unity Technology Japan How to make a game “fun”
12:00-12:45 Jakub Stokalski 11 bit studios Meaningful play. Design and psychology of difficult choices
10:00-10:45 Łukasz Hacura Anshar Studios From indie to a sustainable company
11:00-11:45 Kacper Domański The Astronauts One Feature to rule them all
12:00-12:45 Tom Tomaszewski Crunching Koalas How to find a publisher, negotiate a fair contract and not get robbed?
10:00-10:45 Greg Wal Draco Nared How to talk to a composer?
11:00-11:45 Artur Reterski Vile Monarch Pixel art – not for everyone
12:00-12:45 Arkadiusz Reikowski Freelance The creative process behind composing music for video games: Kholat, Layers of Fear and Husk
10:00-10:45 Karlo Jez Croteam Single pass and multi-GPU rendering in Serious Sam VR
11:00-11:45 Paul Jastrzebski Oculus VR: Where We are At, Where We are Going, and Strategies for Future Success
12:00-12:45 Joe Robins Unity Technologies Unity 5.6 overview
10:00-10:45 Tom Kinniburgh mobilefreetoplay.com iMessage Games – Short, sharp and inherently viral
11:00-11:45 Maciej Mróz GameDesire Approaches to modelling revenue side of F2P games
12:00-12:45 Tomasz Gambuś GameDesire ASO facts, tips and tricks – all you need to know about Google Play and App Store in 2017
10:00-10:45 Mateusz Osuch Vile Monarch The Infamous Issue Of Unity’s Nested Prefabs
11:00-11:45 Łukasz Burdka Techland Player’s Physics for Natural Movement
12:00-12:45 Maciej Siniło Digital Extremes Networking Architecture of Warframe
11:00-12:45 Marie Loridan O'Meara, Anna Janiszewska Google Mobile gaming trends in the world based on Google searches.

How to optimize app business based on data?
13:00-14:00
LUNCH
13:00-14:00
LUNCH
14:00-14:45 Sam Lake Remedy Entertainment The Remedy Story So Far
15:00-15:45 Peter Vesti Frendrup DICE Level Design in Battlefield 1
16:00-16:45 James Ohlen BioWare The Art of Designing For Large Teams
17:00-17:45 Brian Upton Game On The Rails Designing Noninteractive Play Spaces
18:00-18:45 Adam Borman Hangar 13 Creating a sense of time and place
14:00-14:45 Rami Ismail Vlambeer Rami Presents…
15:00-15:45 Brenda Romero Romero Games Indie: Outsider
16:00-16:45 Joanna Buganik-Pałka QLOC S.A. Promotional sandwich – how to make even a small project tasty?
17:00-17:45 Bartek Pieczonka Lichthund Successfully failing – LICHTSPEER a postmortem
18:00-18:45 Paulina Vera Szmidt Robot Gentleman/Rudy Dziobak ndie! You can have your own QA!
14:00-14:45 Simeon Genew Composition Do’s and Dont’s
15:00-15:45 Konrad Czernik Techland Is working with artist a nightmare?
16:00-16:45 Monika Pałosz SIXMOREVODKA Storytelling in concept art
17:00-17:45 Katarzyna Tarnacka Techland Humility learned from working on the environment concept art for Dying Light
18:00-18:45 Marcin Rubinkowski Freelancer Dark and Moody concept art, How to make awesome dark magic with custom brushes and photobashing techniques
14:00-14:45 Michał Staniszewski Plastic Modern VR Experiences
15:00-15:45 Maria Essig Google, Daydream VR Daydream VR in 2017 (new announcements)
16:00-16:45 Goran Adrinek Croteam Advanced Mixed Reality in Serious Sam VR
17:00-17:45 Sos Sosowski Sos How to get weird in VR by accident
18:00-18:45 Onno Lammers LeaseWeb Don’t play their games: keeping gaming IT safe from hackers
14:00-14:45 Slava Taraskin Unity Ads How to Double your Rewarded Video Revenues?
15:00-15:45 Fernando Vasconez Rovio Video and Games – Retention and New Revenue Streams
16:00-16:45 Scott Humphries Lorraine Studio The Brand That Feeds You: Managing Top IP in Mobile Free-to-Play
17:00-17:45 Pascal Luban Onboarding: How to keep your players after the first minutes of gameplay
18:00-18:45 Oleg Pridiuk King Games have to be designed for the top charts
14:00-14:45 Jaap van Muijden Guerrilla Games GPU-Based Run-Time Procedural Placement in ‘Horizon Zero Dawn’
15:00-15:45 Mateusz Wróblewski 11 bit Studios Shed some light onto Frostpunk. About global illumination and how it enriches visual experience of the game
16:00-16:45 Michał Drobot Activision Rendering of Call of Duty : Infinite Warfare
17:00-17:45 Piotr Trochim Botperfect Timeline for the Real AI for games
18:00-18:45 Krzysztof Narkowicz Flying Wild Hog Rendering of Shadow Warrior 2
14:00-15:45 iOS Game Review Session Bring your title around and, with your pitch and we will provide some feedback on your latest creation. From Onboarding, Graphics, monoetisation and review questions this session allows you a fast feedback on your title and things to think about as you finalise it for launch. This session is on a first come basis so get there quickly
16:00-17:45 Students Talent Show
20:00
DIGITAL DRAGONS AWARDS GALA AND AFTERPARTY
20:00
DIGITAL DRAGONS AWARDS GALA AND AFTERPARTY
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Frostpunk Hall - Development Insights
Hall B - Game Design
Hall C - Art in Games
Hall D - Business & Marketing
Hall E - Mobile & Law
Hall F - Programming
10:00-10:45 Matylda Siuta, Karolina Słowik Techland Manager’s Toolbox – onboarding of a new employee
11:00-11:45 Błażej Żywiczyński 11 bit studios Are you ready for this? – outsource vs. in-house in art production
12:00-12:45 Brenda and John Romero Romero Games An interview hosted by Robert Purchese

10:00-10:45 Filip Szeląg Teyon Practical creativity, or how to solve problems unconventionally
11:00-11:45 Maciej Miąsik PixelCrow Beat Cop – a short walk that turned into long journey into uncharted waters
12:00-12:45 Kamil Krupiński Techland Challenging Assumptions as a Method for Better Narrative and Game Design
10:00-10:45 Oscar Sjöstedt NetEnt Creating a vision from AAA to mobile
11:00-11:45 Petri Alanko Remedy Entertainment The creative process behind composing music for: Quantum Break
12:00-12:45 Adam Śmietański 11 bit studios The Art of Frostpunk
10:00-10:45 Brandon Sheffield Necrosoft Games Keep selling your old games: How we survived for 5 years without a hit
11:00-11:45 Krakow Technology Park. Onet.pl, GRY-Online.pl The state of Polish Video Game Sector-report 2017
12:00-12:45 John Graham Humble Bundle A History of Humble Bundle: The Importance of Experimentation
10:00-10:45 Zbigniew Woznowski Reality Games Games based on Big Data – new genre of mobile gaming
11:00-11:45 Martine Spaans FGL.com The Retention Rhetoric
12:00-12:45 Stephen Lee 6waves Publisher’s confidential: winning strategies for mobile game developers
10:00-10:45 Diego de Palacio Playsoft Game Architecture techniques to reuse code in Unity
11:00-11:45 Krzysztof Justyński Crunching Koalas Unreal 4 vs. Unity – What’s the best choice for the exploration game?
12:00-12:45 Paul van Grinsven Guerrilla Games Player traversal mechanics in the vast world of ‘Horizon Zero Dawn’
12:45-13:30
LUNCH
12:45-13:30
LUNCH
13:30-14:15 Luis Barriga Blizzard Team-Effort – Designing Games as a Collaborative Process
14:30-15:15 Marta Fijak 11 bit Studios How coding can improve your daily game design tasks
15:30-16:15 Daniel Vávra Warhorse Studios Shooting Kingdom Come: The Movie
16:30-17:15 Artur Ganszyniec 11 bit Studios The Hero with a Thousand Saves: a video game protagonist’s survival guide
13:30-14:15 Paweł Sasko CD PROJEKT RED Life, Love and Quest Design. Anatomy of Quests in The Witcher 3: Wild Hunt and Both Expansions
14:30-15:15 Adam Dębski Plastic Blending Hardcore and Casual – Creating Speedrun Layer of Bound
15:30-16:15 Tymon Smektała Techland Toolbox of a resourceful Designer
16:30-17:15 Wojciech Pazdur The Farm 51 Adventures of Cole Black and his creators: how we tried to Get Even
13:30-14:15 Wojciech Pazdur The Farm 51 3D art production pipeline – win or fail, the choice is yours
14:30-15:15 Tatu Aalto Remedy Entertainment Rendering in Northlight & Quantum Break: How to build pretty pixels
15:30-16:15 Marcin Przybyś Division 48 Sh*t on the screen – managing your own and team’s creative process
16:30-17:15 Piotr Żyła Platige Image 12 Principles of Animation
13:30-14:15 Simon Zhu CIGA/IGDA Beijing The secrets of Chinese market
14:30-15:15 Krzysztof Gonciarz How to get YouTubers to play your game – the dos and don’ts of digital influencer marketing
15:30-16:15 Justin Bailey Fig Publishing Video game crowdfunding: the past, present, and future
16:30-17:15 Patryk Grzeszczuk, Jakub Jabłoński 11 bit studios, Platige Image\Juggler Games Recepies for a good trailer don’t exist. So, here is one
13:30-14:15 Are you ready for mobile market? Mobile games in the $108 bn Global Games Market in 2017. Current and future trends Michał Bobrowski, Patrycja Rodzińska-Szary, Tobias Edl, Caglar Eger, Sergey Sholom, Piotr Żygadło
14:30-15:15 Anna Zdzieborska ARP Games Open Innovations: Game on!
15:30-16:15 Michał Pękała DLA Piper Mind the law! Few legal issues to consider while making any video game
16:30-17:15 Kamila Dulska Contracts with publishers – what to look out for
13:30-14:15 Grzegorz Mazur Vile Monarch Going Multiplatform – Oh… Sir! The Insult Simulator and Crush Your Enemies Tech Postmortem
14:30-15:15 Cyryl Matuszewski QLOC S.A. The Arcane Language of GPUs
15:30-16:15 Clive Gratton Creative Assembly A transformative approach to game engine development or how to tend your software garden
16:30-17:15 Michiel van der Leeuw Guerilla Games Q&A session hosted by Leszek Godlewski
17:30-18:45
INDIE SHOWCASE GALA
17:30-18:45
INDIE SHOWCASE GALA
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