Konferencja Digital Dragons 2017

It is no coincidence that Digital Dragons originated in Kraków. Capitol of Malopolska Region is one of the most beautiful cities in Europe, where tradition mingles with modernity in a particularly harmonious manner. Numerous museums, monuments, theatres and galleries encourage visitors, who never complain of a shortage of attractions. Kraków life is diversified by cyclical festivals and outdoor events.

The capital of the Małopolska Region is frequently referred to as the Polish Silicon Valley. Kraków attracts the most talented people from all over the country. It is a city known for its academic character and lively start-up community. Generally recognised as the capital of Polish science, culture and technology, Kraków boasts many of Poland’s best universities, institutions of higher technical education, and art colleges. It is also home to the research and development centres of global corporations.

Kraków’s unique atmosphere makes the City truly memorable. It has an abundant and varied conference base, and a network of hotels and restaurants; furthermore, it also has professional equipment, facilities and qualified personnel. Moreover, the City offers an enticing range of bonuses and motivations. Its location and historical heritage constitute an additional argument in favour of organising conferences, events and incentives in the Royal City of Kraków.

Handed out since 2012, the Digital Dragons Awards quickly became one of the Poland’s most prestigious game industry accolade. Awarded annually at the gala serving as the climax to the largest B2B game industry event in Central Europe, the awards mark excellence in development, artistic achievement, relevancy, and innovation in gaming. The well thought out categories allow the inclusion of games ranging from AAA global blockbusters, through indie darlings, to mobile masterpieces. Though the competition is Polish-oriented, an international developer is awarded each year.

Konferencja Digital Dragons 2017 speakers

  • Artur Reterski Vile Monarch Pixel art - not for everyone
  • Bartek Pieczonka Lichthund Successfully failing - LICHTSPEER a postmortem
  • Brian Upton Game On The Rails Designing Noninteractive Play Spaces
  • Cyryl Matuszewski QLOC S.A. The Arcane Language of GPUs
  • Daniel Vávra Warhorse Studios Shooting Kingdom Come: The Movie
  • Diego de Palacio Playsoft Game Architecture techniques to reuse code in Unity
  • Fernando Vasconez Rovio Video and Games - Retention and New Revenue Streams
  • Goran Adrinek Croteam Advanced Mixed Reality in Serious Sam VR
  • Greg Wal Draco Nared How to talk to a composer?
  • Grzegorz Mazur Vile Monarch Going Multiplatform - Oh... Sir! The Insult Simulator and Crush Your Enemies Tech Postmortem
  • Hirokazu Yasuhara
  • James Ohlen James Ohlen The Art of Designing For Large Teams
  • Joanna Buganik-Pałka QLOC S.A. Promotional sandwich - how to make even a small project tasty?
  • Joe Robins Unity Technologies Unity 5.6 Overview
  • John Romero Romero Games
  • Kacper Domański The Astronauts One Feature to rule them all
  • Kamila Dulska Contracts with publishers - what to look out for
  • Karlo Jez Croteam Single pass and multi-GPU rendering in Serious Sam VR
  • Konrad Czernik Techland Is working with Artists a Nightmare?
  • Krzysztof Justyński Vile Monarch Unreal 4 vs Unity - What's the best choice for the exploration game?
  • Krzysztof Narkowicz Flying Wild Hog Rendering of Shadow Warrior 2
  • Łukasz Burdka Techland Player's Physics for Natural Movement
  • Łukasz Hacura Anshar Studio From indie to a sustainable company
  • Maciej Siniło Digital Extremes Networking Architecture of Warframe
  • Martine Spaans FGL.com The Retention Rhetoric
  • Michał Drobot Activision Rendering of Call of Duty : Infinite Warfare
  • Oleg Pridiuk King Games have to be designed for the top charts
  • Pascal Luban Onboarding: How to keep your players after the first minutes of gameplay
  • Paulina Vera Szmidt Robot Gentleman/Rudy Dziobak Indie! You can have your own QA!
  • Peter Vesti Frendrup DICE, EA Level Design in Battlefield 1
  • Piotr Trochim Botperfect Timeline for the Real AI for games
  • Slava Taraskin Unity Ads How to Double your Rewarded Video Revenues?
  • Tatu Aalto Remedy Entertainment Rendering in Northlight & Quantum Break: How to build pretty pixels
  • Tom Kinniburgh iMessage Games - Short, sharp and inherently viral
  • Tom Tomaszewski Crunching Koalas How to find a publisher, negotiate a fair contract and not get robbed?
  • Tsahi Liberman TapOnIt 10 Magic spells to create a great educational game for children!
  • Tymon Smektała Techland Tollbox of a resourceful Designer
  • Wojciech Pazdur The Farm 51 Adventures of Cole Black and his creators: how we tried to Get Even
  • Rami Ismail Vlambeer
  • Sam Lake Remedy Entertainment
  • Arkadiusz Reikowski The creative process behind composing music for video games: Kholat, Layers of Fear and Husk
  • Brenda Romero Romero Games Stay: How not to burn out or flame out and thrive in the game industry
  • Petri Alanko The creative process behind composing music for: Quantum Break.
  • Scott Humphries Amber Studio The Brand That Feeds You: Managing Top IP in Mobile Free-to-Play
  • Adam Bormann Hangar 13 Creating a sense of time and place
  • Maciej Mróz GameDesire Approaches to modelling revenue side of F2P games

During Digital Dragons 2017 business pass holders, speakers and media representatives will have an unlimited access to a meeting application. Meeting application allows all the participants to schedule half an hour, one on one meeting with the event attendees at the sponsors booth, private meeting tables and meeting points.

All the attendees are able to create their personal profile stating their business interest which will make it easier for potential business partners to select you from the list and propose a meeting.

Konferencja Digital Dragons 2017 prelegenci

  • Clive Gratton Creative Assembly Pragmatic technical leadership
  • Michiel van der Leeuw Guerrilla Games
  • Bartłomiej Gaweł CD PROJEKT RED My creative process
  • Krzysztof Gonciarz Tofu Media How to get YouTubers to play your game - the dos and don'ts of digital influencer marketing
  • Oscar Sjöstedt NetEnt Creating a vision from AAA to mobile
  • Paweł Sasko CD PROJEKT RED Life, Love and Quest Design. Anatomy of Quests in The Witcher 3: Wild Hunt and Both Expansions
  • Monika Pałosz SIXMOREVODKA Storytelling in concept art
  • Marcin Przybyś Division 48 Sh*t on the screen - managing your own and team's creative process
  • Piotr Żyła Platige Image 12 Principles of Animation
  • Maciej Miąsik PixelCrow Beat Cop - a short walk that turned into long journey into uncharted waters.
  • Luis Barriga Blizzard Entertainment Team-Effort – Designing Games as a Collaborative Process
  • Paul van Grinsven Guerrilla Games Player Traversal Mechanics in the Vast World of 'Horizon Zero Dawn'
  • Tobias Edl InnoGames Are you ready for mobile market? Mobile games in the $108 bn Global Games Market in 2017. Current and future trends.
  • Justin Bailey Fig Publishing Video Game Crowdfunding: The Past, Present, and Future
  • John Graham Humble Bundle A History of Humble Bundle: The Importance of Experimentation
  • Sam Lake Remedy Entertainment The Remedy Story So Far
  • Eli Hodapp Touch Arcade Your marketing plan needs to be a part of your design document
  • Simon Zhu CIGA/IGDA Beijing Secrets of Chinese market
  • Jaap van Muijden Guerrilla Games GPU-Based Run-Time Procedural Placement in 'Horizon Zero Dawn'
  • Artur Ganszyniec 11 bit studios The Hero with a Thousand Saves: a video game protagonist’s survival guide
  • Michał Staniszewski Plastic Modern VR Experiences
  • Brenda Romero Romero Games Indie: Outsider
  • Caglar Eger Goodgames Studio Panel: Are you ready for mobile market? Mobile games in the $108 bn Global Games Market in 2017. Current and future trends.
  • Katarzyna Tarnacka Techland Humility learned from working on the environment concept art for Dying Light.
  • Filip Szeląg Teyon Practical creativity, or how to solve problems unconventionally
  • Patrycja Rodzińska-Szary Onet.pl Panel: Are you ready for mobile market? Mobile games in the $108 bn Global Games Market in 2017. Current and future trends.
  • Michał Bobrowski GRYOnline.pl Panel: Are you ready for mobile market? Mobile games in the $108 bn Global Games Market in 2017. Current and future trends.
  • Anna Janiszewska Google Mobile gaming trends in the world based on Google searches
  • Marie Loridan O'Meara Google How to optimize app business based on data?
  • Sos Sosowski How to get weird in VR by accident
  • Hirokazu Yasuhara How to make a game "fun"
  • John Romero Romero Games
  • Rami Ismail Vlambeer
  • Peter Vesti Frendrup DICE, EA Level Design in Battlefield 1
  • Adam Bormann Hangar 13 Creating a sense of time and place
  • Daniel Vávra Warhorse Studios Shooting Kingdom Come: The Movie
  • Jakub Stokalski 11 bit studios Meaningful play. Design and psychology of difficult choices
  • Jakub Jabłoński Platige Image\Juggler Games Recepies for a good trailer don't exist. So, here is one
  • Brian Upton Game On The Rails Designing Noninteractive Play Spaces
  • Marta Fijak 11 bit studios How coding can improve your daily game design tasks
  • Arkadiusz Reikowski The creative process behind composing music for video games: Kholat, Layers of Fear and Husk
  • Karol Krok Plastic Theater, Circus, Variety, Videogame
  • Adam Śmietański 11 bit studios The Art of Frostpunk
  • Artur Reterski Vile Monarch Pixel art - not for everyone
  • Patryk Grzeszczuk 11 bit studios Recepies for a good trailer don't exist. So, here is one
  • Marcin Rubinkowski Dark and Moody concept art, How to make awesome dark magic with custom brushes and photobashing techniques
  • Bartek Pieczonka Lichthund Successfully failing - LICHTSPEER a postmortem
  • Brandon Sheffield Necrosoft Games Keep selling your old games: How we survived for 5 years without a hit
  • Maria Essig Google, Daydream VR Daydream VR in 2017 (new announcements)
  • Matylda Siuta, Karolina Słowik Techland Manager's Toolbox - onboarding of a new employee
  • Cyryl Matuszewski QLOC S.A. The Arcane Language of GPUs
  • Mateusz Wróblewski 11 bit studios Shed some light onto Frostpunk. About global illumination and how it enriches visual experience of the game.
  • Paul Jastrzebski Oculus VR: Where We are At, Where We are Going, and Strategies for Future Success
  • Stephen Lee 6waves Publisher's Confidential: Winning Strategies for Mobile Game Developers
  • Diego de Palacio Playsoft Game Architecture techniques to reuse code in Unity
  • Fernando Vasconez Rovio Video and Games - Retention and New Revenue Streams
  • Goran Adrinek Croteam Advanced Mixed Reality in Serious Sam VR
  • Kamil Krupiński Techland Challenging Assumptions as a Method for Better Narrative and Game Design
  • Greg Wal Draco Nared How to talk to a composer?
  • Grzegorz Mazur Vile Monarch Going Multiplatform - Oh... Sir! The Insult Simulator and Crush Your Enemies Tech Postmortem
  • Adam Dębski Plastic Blending Hardcore and Casual - Creating Speedrun Layer of Bound
  • Zbigniew Woznowski Reality Games Games based on Big Data - new genre of mobile gaming
  • James Ohlen James Ohlen The Art of Designing For Large Teams
  • Joanna Buganik-Pałka QLOC S.A. Promotional sandwich - how to make even a small project tasty?
  • Błażej Żywiczyński 11 bit studios Are you ready for this? - outsource vs. inhouse in art production
  • Joe Robins Unity Technologies Unity 5.6 Overview
  • Michał Drobot Activision Rendering of Call of Duty : Infinite Warfare
  • Kacper Domański The Astronauts One Feature to rule them all
  • Karlo Jez Croteam Single pass and multi-GPU rendering in Serious Sam VR
  • Konrad Czernik Techland Is working with Artists a Nightmare?
  • Krzysztof Justyński Crunching Koalas Unreal 4 vs Unity - What's the best choice for the exploration game?
  • Mateusz Osuch Vile Monarch The Infamous Issue Of Unity's Nested Prefabs
  • Krzysztof Narkowicz Flying Wild Hog Rendering of Shadow Warrior 2
  • Tom Tomaszewski Crunching Koalas How to find a publisher, negotiate a fair contract and not get robbed?
  • Łukasz Burdka Techland Player's Physics for Natural Movement
  • Łukasz Hacura Anshar Studio From indie to a sustainable company
  • Maciej Mróz GameDesire Approaches to modelling revenue side of F2P games
  • Maciej Siniło Digital Extremes Networking Architecture of Warframe
  • Martine Spaans FGL.com The Retention Rhetoric
  • Oleg Pridiuk King Games have to be designed for the top charts
  • Kamila Dulska Contracts with publishers - what to look out for
  • Pascal Luban Onboarding: How to keep your players after the first minutes of gameplay
  • Paulina Vera Szmidt Robot Gentleman/Rudy Dziobak Indie! You can have your own QA!
  • Petri Alanko The creative process behind composing music for: Quantum Break.
  • Piotr Trochim Botperfect Timeline for the Real AI for games
  • Scott Humphries Lorraine Studio The Brand That Feeds You: Managing Top IP in Mobile Free-to-Play
  • Slava Taraskin Unity Ads How to Double your Rewarded Video Revenues?
  • Tatu Aalto Remedy Entertainment Rendering in Northlight & Quantum Break: How to build pretty pixels
  • Tom Kinniburgh iMessage Games - Short, sharp and inherently viral
  • Tymon Smektała Techland Toolbox of a resourceful Designer
  • Wojciech Pazdur The Farm 51 Adventures of Cole Black and his creators: how we tried to Get Even
  • Michał Pękała DLA Piper Mind the law! Few legal issues to consider while making any video game.

 

 

ICE Kraków Congress Centre, Marii Konopnickiej 17, Kraków

Szczegóły

Początek konferencji 22-05-2017 9:00
Koniec konferencji 23-05-2017 17:15
Cena 910zł
Organizator Krakowski Park Technologiczny
Tagi Konferencja IT 2017, konferencja biznesowa 2017, konferencja Kraków 2017
Kontakt do organizatora

http://digitaldragons.pl/

Rodzaj konferencji konferencja płatna
Typ konferencji biznesowa
Województwo małopolskie
Miasto Kraków
Adres ICE Kraków Congress Centre, Marii Konopnickiej 17, 30-302 Kraków
Lokalizacja
Kraków
Kraków, Polska
Kraków
910zł
Podziel się informacją:
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