EXTRA STAGE


TRAININGS & WORKSHOPS

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FRIDAY / 03.03.2023

    JOB MARKET AT THE INTERSECTION OF THE IT INDUSTRY AND CREATIVE SECTORS

  • 930

    REGISTRATION

    Registration of participants. Collection of conference materials. Morning coffee & snacks. The reception desk is at your disposal any time during the event.

  • 1000

    CONFERENCE OPENING

    Welcoming Guests, Partners and Exhibitors.

    Justyna Orłowska, Plenipotentiary of the Prime Minister for GovTech - Head of the GovTech Center

    Robert Łapiński, GCCE 2023 Organiser

  • 1015

    DISCUSSION: GAMES & BEYOND

    How to arrange cooperation between representatives of different creative industries in the creation of a joint work, such as a video game. A conversation with representatives of gamedev and creative sectors: film, screenwriting, graphics, music and also IT.

  • 1100

    Participative Leadership as the key to the best place to work

    This talk presents participative leadership as a part of a spectrum of useful decision-making methods. These methods aim to be as efficient and productive within your organization as possible. Using some real-life examples, Stan is presenting how to effectively utilize the whole spectrum in the frantic environment of indie game development, resulting in Covenant being named one of the best places to work in Europe!

    Stan Just, CEO of Covenant.dev, and the Game Director of the upcoming Gord

  • 1130

    FROM PRACTICAL EDUCATION TO RESEARCH, THAT IS, THE EDUCATIONAL PROCESS IN THE FIELD OF VIDEO GAMES AT THE LODZ POLYTECHNIC UNIVERSITY OF TECHNOLOGY

    Recruitment of high-end specialized professionals requires careful preparation and transparency. No less important than the financial rates themselves, additional benefits and terms of cooperation are the details of future projects, the employer's brand and reputation, and specific information about the time prospects for cooperation. We will talk about this among representatives of HR departments, recruiters and experienced employees of creative industries.

    Rafal Szrajber, PhD, university professor, Institute of Computer Science, Technical University of Lodz / Academy of Fine Arts in Lodz / ZTGK Evangelist

  • 1200

    COMMUNICATION CHALLENGES FOR BIG IGAMING COMPANIES

    With the firm belief that only clear and transparent processes can guarantee great results, the author successfully supports her teams, introducing best agile practices that help them cope with daily challenges.

    Julia Khokhlova, Process Master at Evolution

  • 1230

    MAKE IT LOOK THE SAME BUT BETTER - THE CHALLENGES OF REMASTERING HELLBLADE: SENUA'S SACRIFICE

    Introducing the game, describing the initial challenges and the general approach towards remastering an existing title. Delving into details of timeline and team management. Underlining the value of feedback and iterations. Touching on remote work in the context of maintaining team relationships. Going over several visual enhancements, showcasing the improvements and changes. Closing the presentation with some final thoughts and lessons learned.

    Patryk Wieczorek, QLOC

  • 1315

    CREATING A VR ECOSYSTEM FOR EDUCATION

    Discover the latest virtual reality education solutions in this cutting-edge lecture with the speaker from Abelana VR Productions. Explore how the talented Abelana's team created the Ecosystem for education, integrated BlueJeans video streaming to a large group of students simultaneously, and used Cinemachine and Photon Network capabilities for real-time communication and collaboration. Learn how to optimize VR on mobile devices for enhanced performance. Join us for a truly immersive and interactive learning experience!

    Timur Abdrakhimov, Unity C# VR Developer, Abelana VR Productions

  • 1345

    CREATING TALENTS FOR THE INDUSTRY - THE SWEDISH MODEL FOR THE GAME EDUCATION

    Lecture of the special guest of Futuregames. The history of Futuregames dates back to the second half of the 1990s, a time when virtually no one thought about education in game making. After all, the entire industry at the time was made up of self-taught people who, as teenagers, tinkered with programs on eight-bit computers, drawing their knowledge either from specialized magazines or from other amateurs.

    Johanna Nylander, Head of Policy & Analitycs, Swedish Games Industry Organisation

  • 1415

    DISCUSSION: INDUSTRY AND EDUCATIONAL INSTITUTIONS - MUTUAL EXPECTATIONS AND FIELDS FOR COOPERATION

    Universities, course and training providers, as well as high schools are meeting the creative sectors' demand for talented and committed professionals by developing courses of study dedicated to various aspects of video game development. What should be done to ensure that students receive the best knowledge, not only theoretical, but also practical? Here there is room for discussion between lecturers, university representatives and gamedev company executives.

  • 1500

    HOW TO INCREASE WISHLISTS & GAME SALES FROM CHINA? GROWTH MARKETING TACTICS & CASE STUDY.

    Author draws from the experience of providing marketing services for 10 game development studios, the majority of which are PC developers. Presentation is divided into 3 parts: - Chinese social media & distribution platforms introduction - logic behind selected tactics - case study: games we worked on, actions taken & most effective practices.

    Wojciech Jaworski, CEO, HUQIAO

  • 1520

    DISCUSSION: BACK TO SCHOOL

    We have the example of the game This War of Mine, which has entered the canon of optional school reading. Video games have potential as an attractive and engaging teaching tool for young people. What sets them apart from traditional reading is that they can teach practical planning and learning about the effects of different kinds of actions and decisions. How to skillfully use this medium in education? What mistakes should be avoided? Is state support needed, to what extent and on what terms? Conversation with representatives of gamedev, state institutions, lecturers and students themselves.

  • 1600

    END OF THE CONFERENCE DAY, NETWORKING BREAK

  • 1700

    CREATIVE MIXER AFTERPARTY

    It's time to relax and have a good start to the weekend among professionals active in gamedev and related business sectors. You provide the atmosphere, we provide the supplies.

SATURDAY / 04.03.2023

    WHY NOT TO JOIN US?

  • 900

    REGISTRATION

    Registration of participants.

  • 1000

    THE DEVELOPMENT PROCESS AS AN EDUCATIONAL TOOL, OR HOW WE DO IT AT THE LOWER SILESIAN UNIVERSITY

    Game design education has been the subject of much controversy over the years, and has faced a balancing act between the requirements of the labor market and the ministerial regulations governing university education. Therefore, at the University of Lower Silesia, we have developed a formula in which we use the game development process and its phases as an educational tool. What is the result of this and what benefits does it bring? This is what you will learn from our speakers.

    dr Adam Flamma, manager of creative media direction: game design, animation and special effects

    dr Szymon Makuch, menedżer kierunku media kreatywne: projektowanie gier i animacji

  • 1030

    GAME STUDIES, DESIGN & DEVELOPMENT @PJAIT GAME LAB 

    he Polish-Japanese Academy of Information Technology has been since its founding at the forefront of educating new generations of programmers, artists & designers. The growing popularity and opportunities of the video game industry has therefore not gone unnoticed, which has led to the creation of PJAIT Game Lab. PJAIT Game Lab is a student-driven educational platform at PJAIT’s New Media Art department that supports students who aspire to become professionals in the video game sector. Instead of offering a traditional curricular structure, PJAIT Game Lab acts as a hub for diverse learning experiences that focus on fostering individual knowledge and skills in Game Studies (how to think about video games), Game Design (how to envision video games) and Game Development (how to produce video games). In this talk, listeners will be informed on the challenges and opportunities of Video Game Education and how PJAIT Game Lab offers a progressive environment for students to thrive creatively, while also acquiring necessary skills to set foot into the professional games industry. 

    Benjamin Hanussek, PJAIT

  • 1100

    CAREER BUILD ORDER

    5 ingredients for an effective start in gamedev, or how to start your career from scratch. Piotr Moscicki, Senior Tools Programmer in the Frostpunk 2 project, will talk about his path and what to look for when taking your first steps in the gamedev industry.

    Piotr Mościcki, Senior Tools Programmer in Frostpunk 2 project

  • 1130

    REVERSE RECRUITMENT - HOW DO WE DO IT?

    What happens when recruitment comes to a head in gamedev? Tomek Majka, founder of startup Imponderabilia, talks about how he uses his years of experience in the gaming industry to find the "perfect match" between candidates and companies.

    Tomasz Majka, OMYB Old Man, Young Brain at Imponderabilia

  • 1200

    DISCUSSION: BE A PART OF THE GREAT STORY!

    On the pros and cons of joining a relatively small debut gamedev studio. The risk of failure and the chance to be part of something unique.

    Prowadzący: Michał Cichy

  • 1300

    VIDEO GAME - A PROFITABLE PRODUCT AND A FULL-FLEDGED WORK OF ART

    Why is a comprehensive education so important in the work of a gamedeveloper? Why is the best education an apprenticeship in the conditions that the job market places? How does film art connect with games? That is, why the best education for future gamedevelopers takes place in film school.

    Ewa Maria Szczepanowska, vice-chancellor for new media affairs, Warsaw Film School

  • 1330

    PUNCH, THROW, BLOCK - A LOOK AT TESTING FIGHTING GAMES

    Games like Mortal Kombat or Street Fighter aren't just about pushing buttons quickly. They are, above all, complex combat systems that require knowledge and imagination from the QA team. Let's see how and what can be tested in them.

    Jakub Dudkowski, Lead QA Project Manager, QLOC

  • 1400

    BUSINESS PARTNERSHIP PROGRAM: HOW CAN UNIVERSITIES SUPPORT GAMING COMPANIES IN ATTRACTING NEW EMPLOYEES?

    That is, what cooperation between educational institutions and business representatives can (and should) look like for the benefit of all parties.

    Sandra Sawicka, Lecturer, WSB Warsaw

  • 1430

    NATIONWIDE ZTGK 2023 COMPETITION - GAMEDEV IS BORN IN LODZ!

    Competition evangelist Rafal Szrajber will talk about Poland's largest video game competition for students and pupils, i.e. ZTGK 2023 (Team Game Development - ztgk.pl) and the CGI conference, this year's competition paths, art category themes and development plans. The speech is not only a presentation of the competition, but first and foremost an invitation to cooperation for universities and educational institutions and the gamedev industry as a whole. The 15th final of the ZTGK competition will be held on June 29-30, 2023 in Lodz, Poland. You are welcome!

    Rafal Szrajber, PhD, university professor, Institute of Computer Science, Technical University of Lodz / Academy of Fine Arts in Lodz / ZTGK Evangelist

  • 1500

    TBA

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Questions? Ideas? Contact us.

Robert Lapinski

project lead (exhibitors, sponsors, partners, media)

+48 (22) 855-10-35
+48 668-280-363

rlapinski@idea-ahead.com

Marlena Kwiatkowska

sales manager (exhibitors, guests, conference attendees)

+48 (22) 855-10-34
+48 664-115-359

mkwiatkowska@idea-ahead.com

Arkadiusz Chorąży

event manager

+48 605-681-685

info@idea-ahead.com