January 27th

Day(s)

:

Hour(s)

:

Minute(s)

:

Second(s)

7 conferences for game developers

International speakers

Networking

STREAMS

SPEAKERS

PARTICIPANTS

About the Conference

GameDev Conference Lviv 2018 – a large-scale conference for game developers which will be held in Lviv. The event will bring together around 50 speakers and more than 450 participants from all over Ukraine and will combine 5 streams during one day.

The subject of the reports will cover all stages of creating games – starting with the idea and ending with the entrance to global markets. You will have an opportunity to hear success stories, useful tips and life-hacks from the developers, learn how to create your own studio, which game mechanics and marketing strategies are the best to use, how to design good graphics and high-quality sound for a game.

Streams

A stream for the owners of GameDev-studios as well as marketers and producers. Learn how cyberspace made a revolution in the gaming industry and how to benefit from it. We will talk also about investments, gaming industry trends and bright successes of the compatriots. How to create a studio and how to manage it. Ideal team for the project and where to find or bring up personnel for the industry.

Some topics require a more detailed discussion than it is possible during a half-hour report. This is a stream of the workshops, where you can learn something new on the spot.

Everything about what simplify a life of game developers and allows you not to spend years on C++. And this is not only Unity. How to create game applications with AR/VR technologies and how to keep up with it. What technologies are better to choose.

Level design, creating of characters, music, stories. Creativity in the process of creating the game in its highest manifestation.

Stream for indie developers. Is it possible to create a significant project on your own in the modern world, which themes are relevant indie developers, indie-lifestyles, success stories of those who went ahead and a lot of interesting. Game Art.

 

Program

Time Agenda
9:00-10:00 Registration of participants 
10:00:10:30

Kornaga+Yuriy Kornaga

“How to run cross the marketplace policy. Legal part.”

10:35 -11:05

Mydra150Alina Mudra

“How to hire Tops in the Game Dev”

11:10 -11:40

Радовіченко2Alex Radovichenko

“Maths + Investition and Marketing Statistics”

11:40 -12:10 Coffee break
12:10 -12:40 Sabirov2

Vasiliy Sabirov

“Every game can perform better (about analytics in game development)”

12:45 -13:15

+Egor Vasilyev

“How to launch games: from idea to release”

13:20 -13:50 Uslavcev2Alexey Uslavtsev

“Live Ops: Road to Success”

13:55 -14:25 Stachenko

Alexander Shtachenko

 “Benchmarking – we investigate market before the development”

14:30 -15:25 Dinner
15:30 -16:00

Горощкін-1Roman Goroshkin

“Why your next project should be made with Unreal Engine 4?”

16:05 -16:35

Moroz+Vitaliy Moroz

“Making “Family Age” – not so simple farm”

16:40 -17:10

БезуглийMaksym Bezugly

“Maximum automatisation of the processes in game development”

17:15 -17:45 Coffee break
17:50-18:20

ZotkeSvetlana Zotke

 

18:30 -19:00 TureshcuiTaras Terletskyy
“How to manage your work with Sound designer”
19:00 Conclusion of the conference
Time Agenda
9:00-10:00 Registration of participants
10:00:10:30

турський+Viktor Turskyi

“Topic: “How to (and why) build a VR application with ReactVR?”

10:35 -11:05

1972412_10201614329703619_385959850_nAlexander Shlygin

“Unity Game Development: Common Mistakes”

11:10 -11:40

Semen_FrishSemen Frish

“We ARe @ Exciting Times”

11:40 -12:10 Coffee break
12:10 -12:40

Stachenko
Alexander Shtachenko

“ESports entry points”

 12:45 -13:15

KotYaraslau I. Kot

“VR – what is it good for”

13:20 -13:50

Mart_dzuba Alexander Dzyuba
Roman Martynuk

“One of the best VR games in the world: how we did it together”

13:55 -14:25

Радченко2 Alexandra Radchenko

“The system of adaptation to the Motion sickness is an integral part of the virtual reality development”

14:30 -15:25 Dinner
15:30 -16:00

PinkalYevhenii Pinkal

“Microsoft HoloLens: Quick start into Mixed Reality World”

16:05 -16:35 Kraves2Mykhaylo Kravets

“The use of Agile methodologies in AAA game development”

16:40 -17:10

Ovcharenko2Eugene Ovcharenko

“Video Games is about being efficient”

17:15 -17:45 Coffee break
17:50-19:00 Aleksei_KliuevAleksei Kliuev

“Optimizing Android apps for desktop experience”

19:00 Conclusion of the conference
Time Agenda
9:00-10:00 Registration of participants
10:00:10:30

Potapenko+Oleksandr Potapenko

“Party Hard. Difficulties in developing of a sequel”

10:35 -11:05 Kovalov2Ivan Kovalov

“How to create an innovative indie project alone: the story of G30”

11:10 -11:40

SkakynNikolay Skakun

“What kind of life might indie-developer have?”

11:40 -12:10 Сoffee break
12:10 -12:40

Lubova2Elena Lobova

“Negotiation and pitching to Western companies”

12:45 -13:15

TumoshenkoIgor Tymoshenko

“Indi – from idea to prosperity with small strengths.”

13:20 -13:50

булг Elena Bugakova
Dmitry Shudra

“Game-design and reasoning – what are good and bad arguments and how to use them.”

13:55 -14:25

Panel discussion
“Indi vs. Studio”

14:30 -15:25 Dinner
15:30 -16:00

shostakStas Shostak

“Mistakes one can avoid”

16:05 -16:35

BelaaevaVictoria Beliaeva

“Ok, you’re indie – what’s next?”

16:40 -17:10

Alexey_MiodovAlexey Medov

“From ancient China into Post-Apocalypse: deep localization up to a new setting”

17:15 -17:45 Сoffee break
17:50-18:20

getman2Artem Hetman

“Make a game alive: organic, narrative design on the example of Dark Souls.”

18:30 -19:00

Voronkov2Alexey Voronkov

“How to create a company in the EU (without leaving Ukraine)”

19:00 Conclusion of the conference
Time Agenda
9:00-10:00 Registration of participants 
10:00:10:30

Jkybysar2Mykola Ursatij
Volodymyr Jakubovich

“Level Design: The Sectrets & Pitfalls”

 10:35 -11:05

MiroshnichnkoAndrii Miroshnychenko

“Future of Games about Space”

11:10 -11:40

PlotnikovVlad Plotnikov

“Outsource music & sound-design: an easy way to the successful result”

11:40 -12:10 Coffee break
12:10 -12:40

maks_kopulov Maksym Kopylov

“Dealing with artists: Speed, Quality and Stress”

  12:45 -13:50

jsakova2Kateryna Yasakova

“Fantastic beasts and how to draw them “

13:55 -14:25

Popov2Aleksandr Popov

“Match 3 – adult’s games”

14:30 -15:25 Dinner
15:30 -16:35

Шаповалов+Alex Shapovalov

“Texturing and its optimization based on the UE4 ”

16:40 -17:10

Makovskui2Maksym Makovskyi

“Baking Normal Map: the quality is getting better”

17:15 -17:45 Coffee break
17:50-18:20

20161023_162927_cutcutWojciech Pazdur

“Visual aesthetics of postapocalyptic sceneries – real world versus the game location”

 18:30 -19:00 Panel discussion
“Art vs Corporation”
19:00 Conclusion of the conference
Time Agenda
9:00-10:00 Registration of participants
10:00:11:40 Koval

Dmitriy Koval

“Design of the form”

11:40 -12:10 Coffee break
12:10 -14:25

Новосадько_самчукRoman Samchuk
Stanislav Novokhatko

“Game content dynamic upload from the cloud into Unity”

For participation fill out the form: click here

14:30 – 15:25 Dinner
15:30 -17:45

Unity Certification

For participation fill out the form: click here

17:50-19:00

Dzuba_Tyr

Alexander Dzyuba
Yevhen Tur

“Learning DIY Players” We will really teach you to make the best games in the world through player analysis.”

19:00 Conclusion of the conference

Speakers

 Kovalov2

Ivan Kovalov
Game Designer
Indie Developer

турський_logo+

Viktor Turskyi
CTO
WebbyLab

 Радовіченко2_logo

Alex Radovichenko
COO
Raccoon.world

Dziuba_2_logo

Alexander Dzyuba
Founder & CEO
Sense.Vision

Sabirov2 

Vasiliy Sabirov
Lead Analyst
Devtodev

Шаповалов_logo

  Alex Shapovalov
ART Director
IDA Games

урсатійNICK+

Mykola Ursatij
Game Developer
Dragons Games

якубовичWOLOD+

Volodymyr Jakubovich
Game Developer
Dragons Games

Typ_l

 Yevhen Tur
Head of Analytics
Sense.Vision

Безуглий 

Maksym Bezugly
Founder
Attracti VF

shostak_logo 

Stas Shostak
Indie games developer
Stas Shostak

Plotnikov_logo

Vlad Plotnikov
CEO/Music Composer/Producer
VP Production

Горошкін_logo-1

Roman Goroshkin
PR&Event Manager CEE, CIS & Russia
Epic Games

Semen_Frish_logo

Semen Frish
VR Engineer
SoftServe R&D

Potapenko-1

Oleksandr Potapenko
Producer
Pinokl

Олена_Бугакова_logo

Elena Bugakova
co-founder
arpu.guru

Moroz_logo++

Vitaliy Moroz
Project Lead
Easy Team [Stark Games]

Egor_Vasiliev_soft

Egor Vasilyev
Producer
SofServe (ex Game Insight, Nexters)

maks_logo

Maksym Kopylov
Аrt director
Murka

Skakyn

Nikolay Skakun
Developer
IzHard

Miodov_logo

Alexey Medov
managing editor
Inlingo Game Localization Studio

Aleksei_Kliuev_logo 

Aleksei Kliuev
Software Engineer
Samsung 

Kot_logo

Yaraslau I. Kot
Partner, CEO, Game Dev
Business Advisors, International Game Developers Assosiation, Heroes Guild

Kornaga+logo 

Yuriy Kornaga
Partner, Head of Lviv branch
Axon Partners

Miroshnichenko_logo

Andrii Miroshnychenko
CEO
Ukrainian-Norwegian Bridge

Pinkal_logo 

Yevhenii Pinkal
Software Engineer
EPAM

Mydra_logo 

Alina Mudra
Senior Recruiting Consultant
VALUES VALUE

Виктория Иванова_Logo 

Victoria Beliaeva
BizDev Princess
arpu.guru

Ovcharenko_fo

Eugene Ovcharenko
Delivery Director
Room 8 Studio

Коваль_L

Dmitriy Koval
3D Art Director
Room 8 Studio

getman2

Artem Hetman
CEO, game producer
The End of Time Studios

Zotke_l

Svetlana Zotke
Lead HR
G5 Games

jsakova2l 

Kateryna Yasakova
Digital artist
Uni-Bit Studio

Uslavcev2l 

Alexey Uslavtsev
Executive Producer
Room 8 Studio

Lubova2l 

Elena Lobova
Founder
ACHIEVERS HUB

Tureshcuilogo 

Taras Terletskyy
Sound designer
Sample Rate Audio Production

Makovskui2l 

Maksym Makovskyi
Lead 3D Artist
Room 8 Stusio

Tumoshenkologo 

Igor Tymoshenko
CEO
StarniGames 

Samchuk2logo 

Роман Самчук
CTO
ARVARE

Shlygin 

Alexander Shlygin
Solution Consultant
Unity Technologies 

Martunyk+ 

Roman Martynuk
CEO
AppMania

Новохатько_logo

Stanislav Novokhatko
CEO
Arvare

Шудра_L 

Dmitry Shudra
Consulting Game Designer
arpu.guru

Радченко_logo 

Alexandra Radchenko
Head of Research Department
Playtestix 

Pazdur_logo

Wojciech Pazdur
Director of Development
The Farm 51

Shtachenko_logo 

Alexander Shtachenko
Product Owner
Panther Gaming 

Popov2l+

Aleksandr Popov
Lead 2D Artist
G5 Games

Koval_l

Mykhailo Kravets
Lead Programmer
Ubisoft

Voronkov_l

Alexey Voronkov
Country manager Ukraine
E-Residency

26943227_2041808879423245_1063233213_n

шап
            Tickets

Standard

1100/UAH
Unavailable

Want to get Unity certification completely free?

Lviv GameDev Conference 2018 in partnership with Unity offers 5 free certifications for the conference participants!
The developer who will receive certification will receive the Certified Unity Developer’s status, an electronic certificate, a developer’s badge, and an individual profile on the Unity website.

What needs to be done?

1⃣Register at the Lviv GameDev Conference 2018 conference – http://gamedev.lviv.ua/en/english/#tickets

2⃣ Sign up for Unity Certification and pay for it – https://www.eventbrite.com/e/unity-certification-event-get-certified-gamedev-conference-2018-lviv-tickets-41394023639

3⃣ Take a passport or other identity document and come to the conference with you.

4⃣‼ Among all registered and paid certification participants will be awarded 5 free places, which will be refunded for certification in full!
The exam will be held on January 27 at the Lviv GameDev Conference 2018 conference and will cost only € 85 for each person who wants to.‼

The exam will be held in English, lasts 90 minutes and will consist of 100 questions on 16 different topics. https://certification.unity.com/themes/certification/docs/unity-certified-developer-exam-objectives.pdf
WARNING! Without a ticket to the conference, you will not be able to get certified. If you have already purchased a conference ticket, you can simply sign up for certification separately.

Platinum partner

Golden partner

Сommunication partner

Сompany members

 87cd0aa0b0471a5383ded7a0e8964134 (1) 1200px-Ubisoft_2017.svg

246968_180331912021342_5844888_n 942090_609637285734049_1613997304_n - копия

fvdf1006313_702593746423809_1679614968_n - копия

1607122_737718359698875_7801213121317515468_n13254136_1731887240425402_3108523431694025307_n

17424838_1186242894820961_1251107564386612178_n17904154_1838882646353032_4023286178080292352_n

18839099_1711907688822953_8774188665031416594_n 20106546_1496549113765931_4600596098073989275_n

23592226_1609061339140505_7456656837408784450_o24203749_1981375698801141_1720336243_n - копия

24796786_150059002304244_4349345444618510161_n 15217503101348

ab-soft.netAG-2 (1)

balhorn.gamesarvaresmall

clicumdd-logo

deepvrtech.comechoua.com

eleks.comepam_logo

g5-logogloballogic.com

httpsmedia.1plus1.uauaigda

izhard_white_on_black_back_previewlogo (1)

logo_easy_teamlogo_sg

logo-navbarlogoschostak

lohika.com.uanixsolutions.com

ogimgPage 1 Copy 20@1x_plotnikov - копия

 

 

pinokl_logo - копияPlarium_logo_new

Playtestix_logo_evaluating-user-experience_1500psvgamestudio.com

rnd_logoSamsung-logo-2015-Nobg

softserve.uauasymphony-solutions.eu

uni_logoUntitled

vp-production.comwww.come2play.com

www.epam-group.ruwww.intellias.ua

Львів

Lviv


January 27, 2018

Arena Lviv

Our team

Rostyslav Chaika

Rostyslav Chaika

Head of the organizing committee


email: rchayka@gmail.com
fb: rostyslav.chayka
in: rchayka

Oleg Mykhailyshyn

Oleg Mykhailyshyn

producer


email:omykhailyshyn@startup.lviv.ua
fb: oleg
tel: +38 (093) 705 20 81

Adelina Bogomaz

Adelina Bogomaz

producer


email:abogomaz@startup.lviv.ua
fb: adelina
tel: (096) 46-95-941

Nazar Moroz

Nazar Moroz

marketing specialist


email: nazar@startup.lviv.ua
fb: nazar
tel: (063) 30-08-167

Conference feedback

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5+

Organizer

Lemberg Tech Business School was transformed from Lviv Startup Club – an organization that had been hosting successful conferences during seven years: Lviv Mobile Development Day, GameDev Conference, Lviv PM Day, Lviv Freelance Forum and Lviv Outsourcing Forum.

Kovalov2Іван Ковальов
Game Designer
Indie Developer

Indie Game Developer, Designer, Musician and author of the game G30, on which he has started working a year ago. With this being his first game project, he was able to prove that you can create quality games alone.

Topic: "How to create an innovative indie project alone: the story of G30"
Abstracts of the report:  The story of atypical start in the industry and the successful implementation of the first project alone. Difficulties and challenges during the development of the G30 and how to deal with them. How the limitations and tight deadlines influence the development, how to generate ideas, how to make a right choice of the direction and what are the light and dark sides of this path.

Kovalov2Іван Ковальов
Game Designer
Indie Developer

Indie Game Developer, Designer, Musician and author of the game G30, on which he has started working a year ago. With this being his first game project, he was able to prove that you can create quality games alone.

Topic: "How to create an innovative indie project alone: the story of G30"
Abstracts of the report:  The story of atypical start in the industry and the successful implementation of the first project alone. Difficulties and challenges during the development of the G30 and how to deal with them. How the limitations and tight deadlines influence the development, how to generate ideas, how to make a right choice of the direction and what are the light and dark sides of this path.

турський+Viktor Turskyi
CTO
WebbyLab

Co-founder of WebbyLab company. More than 12 years of experience in software development. Active member of Perl and JavaScript community. Regular speaker at different conferences. Experience in the field Front-end, Backend, information security, distributed computing, artificial intelligence.
Topic: "How to (and why) build a VR application with ReactVR?"
Abstracts of the report:  Abstracts of the report: John Carmack: "Using React (JavaScript) has turned out to be a bigger win for VR app development than I expected -- UI dev is several x faster than Unity." Do you want to know how it works?

турський+Viktor Turskyi
CTO
WebbyLab

Co-founder of WebbyLab company. More than 12 years of experience in software development. Active member of Perl and JavaScript community. Regular speaker at different conferences. Experience in the field Front-end, Backend, information security, distributed computing, artificial intelligence.
Topic: "How to (and why) build a VR application with ReactVR?"
Abstracts of the report:  Abstracts of the report: John Carmack: "Using React (JavaScript) has turned out to be a bigger win for VR app development than I expected -- UI dev is several x faster than Unity." Do you want to know how it works?

Радовіченко2   Alex Radovichenko
COO
Raccoon.world

20 times he changed his places of residence, studying at 4 schools helped him to become flexible and adapt quickly to the changing environment. More than a year of work with a virtual reality topic. In his activity he adores to apply the principles of one area to other, that at first glance have nothing to do in common. A man: 1) unclear who -> support - done 2) support -> developer - done 3) developer -> startup manager - done 4) startup -> business - in progress 5) business ->? Integration of games to the developments: Raccoon.world: NFS series; Inside; CS 1.6; Civilization; World of Warplanes; Red Alert 2.
Topic: "How to (and why) build a VR application with ReactVR?"
Abstracts of the report: A discussion will be on the figures of business, statistics as an independent tool of marketing. A lot of examples from our own projects and developments of our friends' in the area.

 

Радовіченко2   Alex Radovichenko
COO
Raccoon.world

20 times he changed his places of residence, studying at 4 schools helped him to become flexible and adapt quickly to the changing environment. More than a year of work with a virtual reality topic. In his activity he adores to apply the principles of one area to other, that at first glance have nothing to do in common. A man: 1) unclear who -> support - done 2) support -> developer - done 3) developer -> startup manager - done 4) startup -> business - in progress 5) business ->? Integration of games to the developments: Raccoon.world: NFS series; Inside; CS 1.6; Civilization; World of Warplanes; Red Alert 2.
Topic: "How to (and why) build a VR application with ReactVR?"
Abstracts of the report: A discussion will be on the figures of business, statistics as an independent tool of marketing. A lot of examples from our own projects and developments of our friends' in the area.

 

Dziuba_preview2Alexander Dzyuba
Founder & CEO
Sense.Vision

He created the first profile research company in the CIS. The company holds playtests all around the world, 3/4 of projects outside of Ukraine. The highest world quality standards, innovative methodologies. More than 5 years of playtests, more than 1000 projects. Frequent speaker at the gameDev conferences. Client-oriented perfectionist and workaholic.
Topic: "One of the best VR games in the world: how we did it together."
Abstracts of the report: Olexander Dzyuba and Roman Martyniuk from AppMania. How a playlist helped us to appear in a list of the top-stores

Dziuba_preview2Alexander Dzyuba
Founder & CEO
Sense.Vision

He created the first profile research company in the CIS. The company holds playtests all around the world, 3/4 of projects outside of Ukraine. The highest world quality standards, innovative methodologies. More than 5 years of playtests, more than 1000 projects. Frequent speaker at the gameDev conferences. Client-oriented perfectionist and workaholic.
Topic: "One of the best VR games in the world: how we did it together."
Abstracts of the report: Olexander Dzyuba and Roman Martyniuk from AppMania. How a playlist helped us to appear in a list of the top-stores

Сабіров_n Vasiliy Sabirov
Lead Analyst
Devtodev

I'm Vasiliy Sabirov and I'm a Lead Analyst at devtodev. I worked in Xsolla, Tanki Online companies, where I explored the game analytics in details. Now I work in devtodev, we develop the analytic platform for game developers, and I personally help more than 30 projects to improve their metrics. Glad to share my thoughts and 7+ years of game analytics experience with you.
 Topic: "Every game can perform better (about analytics in game development)"
Abstracts of the report: Analytics can find the weak points of a project and the points of its growth. There's a determined algorithm of game analysis, how to understand it better and to create the ideas of improving the game: from basic metrics to the advanced methods. I will explain how does it work and how can you make your game better using analytics.

 

Сабіров_n Vasiliy Sabirov
Lead Analyst
Devtodev

I'm Vasiliy Sabirov and I'm a Lead Analyst at devtodev. I worked in Xsolla, Tanki Online companies, where I explored the game analytics in details. Now I work in devtodev, we develop the analytic platform for game developers, and I personally help more than 30 projects to improve their metrics. Glad to share my thoughts and 7+ years of game analytics experience with you.
 Topic: "Every game can perform better (about analytics in game development)"
Abstracts of the report: Analytics can find the weak points of a project and the points of its growth. There's a determined algorithm of game analysis, how to understand it better and to create the ideas of improving the game: from basic metrics to the advanced methods. I will explain how does it work and how can you make your game better using analytics.

 

Шаповалов+  Alex Shapovalov
ART Director
IDA Games

6 years in game industry. work on such projects as World of Tanks, Survarium, Nuclear Union, OUTscape, Walking Deads and others.
Topic: Texturing and its optimization based on the UE4

 

Шаповалов+  Alex Shapovalov
ART Director
IDA Games

6 years in game industry. work on such projects as World of Tanks, Survarium, Nuclear Union, OUTscape, Walking Deads and others.
Topic: Texturing and its optimization based on the UE4

 

урсатійNICK+Mykola Ursatij
Game Developer
Dragons Games

Founder of Dragon's Games studio, co-author of all projects. He has experience in understanding of game genres, mechanics, game design, level design, writing scripts and graphics, etc. At leisure he creates comics, has more than one year experience in the gaming industry that has given him a boost to found his own studio. He worked in several teams, starting as a graphic designer, producer and game designer. He has 13 year experience in graphic and game design. Mykola Ursatij and Volodymyr Jakubovych are the main producers and scriptwriters of "Mad Nords" game. He is an ideologist of "Dragons Games" and "Mad Nords".

 Topic: "Level Design: The Sectrets & Pitfalls"
Abstracts of the report: Level design - how to start? Catchy features. Three "heads" of a good level: atmosphere, planning, navigation.

урсатійNICK+Mykola Ursatij
Game Developer
Dragons Games

Founder of Dragon's Games studio, co-author of all projects. He has experience in understanding of game genres, mechanics, game design, level design, writing scripts and graphics, etc. At leisure he creates comics, has more than one year experience in the gaming industry that has given him a boost to found his own studio. He worked in several teams, starting as a graphic designer, producer and game designer. He has 13 year experience in graphic and game design. Mykola Ursatij and Volodymyr Jakubovych are the main producers and scriptwriters of "Mad Nords" game. He is an ideologist of "Dragons Games" and "Mad Nords".

 Topic: "Level Design: The Sectrets & Pitfalls"
Abstracts of the report: Level design - how to start? Catchy features. Three "heads" of a good level: atmosphere, planning, navigation.

якубовичWOLOD+Volodymyr Jakubovich
Game Developer
Dragons Games

Volodymyr Jakubovych has been working in "Dragons Games" team since 2014. He has riched a success in a great number of his own projects, such as Night Strike Infiltrators, It Needs Care, and participated in many jams (Construct 2030 Jam, Construct Deception Jam). Volodymyr is a professional in Construct 2 and gaming industry in general; now he is fond of pixel art and game development. He and Mykola work on the one of the most important projects "Dragon Games", "Mad Nords". "Dragons Games" - is a team with a large experience. 

 Topic: "Level Design: The Sectrets & Pitfalls"
Abstracts of the report: Level design - how to start? Catchy features. Three "heads" of a good level: atmosphere, planning, navigation.

якубовичWOLOD+Volodymyr Jakubovich
Game Developer
Dragons Games

Volodymyr Jakubovych has been working in "Dragons Games" team since 2014. He has riched a success in a great number of his own projects, such as Night Strike Infiltrators, It Needs Care, and participated in many jams (Construct 2030 Jam, Construct Deception Jam). Volodymyr is a professional in Construct 2 and gaming industry in general; now he is fond of pixel art and game development. He and Mykola work on the one of the most important projects "Dragon Games", "Mad Nords". "Dragons Games" - is a team with a large experience. 

 Topic: "Level Design: The Sectrets & Pitfalls"
Abstracts of the report: Level design - how to start? Catchy features. Three "heads" of a good level: atmosphere, planning, navigation.

Tyyyyr+Yevhen Tur
Head of Analytics
Sense.Vision

Yevgen Tur, Head of Analytics and Head of Product at Sense.Vision. Yevgen and his team help gaming companies make their games better by conducting playtests and studying players' reactions and their feedback. He has more than 6 years of experience of analysis of the audience’s behavior. His responsibilities include the development of a methodology for playtesting conducting and other behavioral studies, analysis of the data, as well as quality control at all stages of the study. Join us and find out how to conduct and correctly use of playtesting to make the best games in the world.

Topic: "Learning DIY Players" We will really teach you to make the best games in the world through player analysis"
Abstracts of the report: Playtest is a process where a game is being tested by players. It is conducted with the aim to evaluate playability, controls, game introduction, overall impression, potential of player retention and monetization. The workshop will show you the necessity of playtesting, how it can help you in the development process, the difference from QA and also you will understand the reason of impossibility to replace one type of test to another. We will point out the demandable milestones of playtest - correctly determined task of the playtest, kinds of decisions at the planning stage, people choosing for testing. You will also learn about the basic methods of data collection that are used during the playtest process. We will also analyze the typical mistakes of developers in the process of playtesting.

Tyyyyr+Yevhen Tur
Head of Analytics
Sense.Vision

Yevgen Tur, Head of Analytics and Head of Product at Sense.Vision. Yevgen and his team help gaming companies make their games better by conducting playtests and studying players' reactions and their feedback. He has more than 6 years of experience of analysis of the audience’s behavior. His responsibilities include the development of a methodology for playtesting conducting and other behavioral studies, analysis of the data, as well as quality control at all stages of the study. Join us and find out how to conduct and correctly use of playtesting to make the best games in the world.

Topic: "Learning DIY Players" We will really teach you to make the best games in the world through player analysis"
Abstracts of the report: Playtest is a process where a game is being tested by players. It is conducted with the aim to evaluate playability, controls, game introduction, overall impression, potential of player retention and monetization. The workshop will show you the necessity of playtesting, how it can help you in the development process, the difference from QA and also you will understand the reason of impossibility to replace one type of test to another. We will point out the demandable milestones of playtest - correctly determined task of the playtest, kinds of decisions at the planning stage, people choosing for testing. You will also learn about the basic methods of data collection that are used during the playtest process. We will also analyze the typical mistakes of developers in the process of playtesting.

Безуглий Maksym Bezugly
Founder
Attracti VF

 Architect of complex software systems. The last year I have developing automation system of game development management. Earlier I have created the most complete automation of quality management according to ISO 9001.Its goal is to apply the best practices of other fields to game development.

Topic: "Maximum automatisation of the processes in game development"
Abstracts of the report: How to organize effectively the repetitive processes and spend more time and efforts performing unique tasks that form a real value of game.

Безуглий Maksym Bezugly
Founder
Attracti VF

 Architect of complex software systems. The last year I have developing automation system of game development management. Earlier I have created the most complete automation of quality management according to ISO 9001.Its goal is to apply the best practices of other fields to game development.

Topic: "Maximum automatisation of the processes in game development"
Abstracts of the report: How to organize effectively the repetitive processes and spend more time and efforts performing unique tasks that form a real value of game.

shostak Stas Shostak
Indie games developer
Stas Shostak

Developer of Tribal Pass and JASEM: Just Another Shooter with Elevtronic Music. Fulltime indie developer for the last two years, and game programmer since 2009. I have experience of various mistakes, fails and financial disasters, so I like to share it with anyone who want to learn from them. Relatively famous for two articles: "Path of 1000 pitfalls" https://gdcuffs.com/post/1000-pitfalls-way/ and "On the bottom of gamedev" https://dtf.ru/11241-blog-na-dne-geymdeva

Topic: "Mistakes one can avoid"
Abstracts of the report: I'll tell about the mistakes I made at different stages of my games lifecycle – ideas, prototypes, development, early access, release, promotion and about alleged actions to avoid those mistakes.

shostak Stas Shostak
Indie games developer
Stas Shostak

Developer of Tribal Pass and JASEM: Just Another Shooter with Elevtronic Music. Fulltime indie developer for the last two years, and game programmer since 2009. I have experience of various mistakes, fails and financial disasters, so I like to share it with anyone who want to learn from them. Relatively famous for two articles: "Path of 1000 pitfalls" https://gdcuffs.com/post/1000-pitfalls-way/ and "On the bottom of gamedev" https://dtf.ru/11241-blog-na-dne-geymdeva

Topic: "Mistakes one can avoid"
Abstracts of the report: I'll tell about the mistakes I made at different stages of my games lifecycle – ideas, prototypes, development, early access, release, promotion and about alleged actions to avoid those mistakes.

Plotnikov Vlad Plotnikov
CEO/Music Composer/Producer
VP Production

My name is Vlad Plotnikov, I am composer, lead sound-designer and founder of VP Production. I have over seven years of experience in sound-industry. My studio “VP Production” produces sound-design for visual projects. Furthermore, we provide full-stack services: composing, creating of sound-effects, mixing, mastering, integration of audio-content and future maintenance of your project. We always introduce new technologies of sound creating.

Topic: "Outsource music & sound-design: an easy way to the successful result"
Abstracts of the report:  "This session will help you to understand the main advantages of the outsource sound-design as well as ways of using them correctly. You will get a knowledge about creating of an effective collaboration and the key episodes of sound system creation for your project. You will also get some hints on how you can simplify all the process and make it comfortable for all participants."

 

Plotnikov Vlad Plotnikov
CEO/Music Composer/Producer
VP Production

My name is Vlad Plotnikov, I am composer, lead sound-designer and founder of VP Production. I have over seven years of experience in sound-industry. My studio “VP Production” produces sound-design for visual projects. Furthermore, we provide full-stack services: composing, creating of sound-effects, mixing, mastering, integration of audio-content and future maintenance of your project. We always introduce new technologies of sound creating.

Topic: "Outsource music & sound-design: an easy way to the successful result"
Abstracts of the report:  "This session will help you to understand the main advantages of the outsource sound-design as well as ways of using them correctly. You will get a knowledge about creating of an effective collaboration and the key episodes of sound system creation for your project. You will also get some hints on how you can simplify all the process and make it comfortable for all participants."

 

Горощкін-1 Roman Goroshkin
PR&Event Manager CEE, CIS & Russia
Epic Games


Working with Epic Games since February 2017. From 2010 to 2017 was engaged in PR and marketing at ITLabz Agency, where he worked with such companies as NVIDIA, Unity Technologies, DevGAMM, White Nights Conference, Super Evil Megacorp and many others. Also known as the administrator of the closed Facebook community for professionals in the gaming industry "PR in GameDev”.
Topic: "Why your next project should be made with Unreal Engine 4?"
Abstracts of the report: "Many thinks, that Unreal Engine is suitable only for big PC projects only. That's definitely not true! Top grossing worldwide mobile games, Star Wars and Planet of the Apes movies, ads for Chevrolet? Yes, please! And many many more!"

Semen_Frish Semen Frish
VR Engineer
SoftServe R&D

I've developed my first game for ZX Spectrum console when I was 12 years old. I'm one of the first Ukrainian flash developers, keynote speaker and host of UAFPUG, speaker on FlashGAMM, Lviv GameDev, GameMixer and De:coded conferences, contributor to Gamasutra. I have been developing games for living since 2005. I've solely coded 31 games client part in about a year while managing a team of 6 people. I'm waiting for Virtual Reality era to come since 1997 VX-1 Helmet and Descent 2 game. Now it's a time of Virtual, Augmented and Mixed Reality and I'm working on XR R&D projects to make it happen faster. I've developed demos for Oculus Rift and Vive on PC, Google Cardboard on iOS and GearVR on Android with Unity C# and Unreal Engine C++ and worked on kind of AAA game for VR. I've got featured on Gamasutra's main page with Virtual Reality for Developers and Engineers post and got 92% upvotes in r/gamedev on reddit. Now I'm in R&D to support innovations and immersive tech.
Topic: "We ARe @ Exciting Times"
Abstracts of the report: "A year of digging on new or just new for me technologies supporting and interconnected with trending and hyping augmented reality."

Semen_Frish Semen Frish
VR Engineer
SoftServe R&D

I've developed my first game for ZX Spectrum console when I was 12 years old. I'm one of the first Ukrainian flash developers, keynote speaker and host of UAFPUG, speaker on FlashGAMM, Lviv GameDev, GameMixer and De:coded conferences, contributor to Gamasutra. I have been developing games for living since 2005. I've solely coded 31 games client part in about a year while managing a team of 6 people. I'm waiting for Virtual Reality era to come since 1997 VX-1 Helmet and Descent 2 game. Now it's a time of Virtual, Augmented and Mixed Reality and I'm working on XR R&D projects to make it happen faster. I've developed demos for Oculus Rift and Vive on PC, Google Cardboard on iOS and GearVR on Android with Unity C# and Unreal Engine C++ and worked on kind of AAA game for VR. I've got featured on Gamasutra's main page with Virtual Reality for Developers and Engineers post and got 92% upvotes in r/gamedev on reddit. Now I'm in R&D to support innovations and immersive tech.
Topic: "We ARe @ Exciting Times"
Abstracts of the report: "A year of digging on new or just new for me technologies supporting and interconnected with trending and hyping augmented reality."

Potapenko+ Oleksandr Potapenko
Producer
Pinokl

Cofounder of Pinokl Company. I develop, manage, produce games and create design for them. I developed social hits that totaled 17 million installations in social networks. Since 2014 I have been developing desktop games, Pinokl team has created the stealth action hit of 2015 - Party Hard

Topic: "Party Hard. Difficulties in developing of a sequel."
Abstracts of the report: When there are a good game and lots of ideas for its improvement - it's a great time to make a sequel. How to bypass the rake and do better something that was good before. We will talk about this.

Potapenko+ Oleksandr Potapenko
Producer
Pinokl

Cofounder of Pinokl Company. I develop, manage, produce games and create design for them. I developed social hits that totaled 17 million installations in social networks. Since 2014 I have been developing desktop games, Pinokl team has created the stealth action hit of 2015 - Party Hard

Topic: "Party Hard. Difficulties in developing of a sequel."
Abstracts of the report: When there are a good game and lots of ideas for its improvement - it's a great time to make a sequel. How to bypass the rake and do better something that was good before. We will talk about this.

ОленаElena Bugakova
co-founder
arpu.guru

Game-designer and project-manager with 10 years experience. Worked in Mail.ru, GameInsight. Now co-founder in game-designer's consulting service ARPU.GURU

Topic: "Game-design and reasoning - what are good and bad arguments and how to use them."
Abstracts of the report: Game-designer needs to win arguments - with his teammates, with his boss, with players. He needs to be convincing and don't offend other people. This workshop will provide game-designers with tools and techniques to succesfully do just that.

ОленаElena Bugakova
co-founder
arpu.guru

Game-designer and project-manager with 10 years experience. Worked in Mail.ru, GameInsight. Now co-founder in game-designer's consulting service ARPU.GURU

Topic: "Game-design and reasoning - what are good and bad arguments and how to use them."
Abstracts of the report: Game-designer needs to win arguments - with his teammates, with his boss, with players. He needs to be convincing and don't offend other people. This workshop will provide game-designers with tools and techniques to succesfully do just that.

Moroz+ Vitaliy Moroz
Project Lead
Easy Team [Stark Games]

More than 10 years I've been doing the game design, I've been a worked on several games in various genres, some of which are still in tops. I love the system approach and unobvious nuances

Topic: "Making "Family Age" - not so simple farm"
Abstracts of the report: I'll tell you how we did the project, from the idea to the release and why exactly with this featureset

Vasiluev_+Egor Vasilyev
Producer
SofServe (ex Game Insight, Nexters)

 Yegor has worked in the gaming industry since 2011. Since 2013 he has worked as a producer. He currently deals with products related to gamification working for SoftServe.
Topic: "How to launch games: from idea to release"
Abstracts of the report: Egor will tell about the search and analysis of the idea, about the stages of development, about the soft launch and preparation for a global release.

Vasiluev_+Egor Vasilyev
Producer
SofServe (ex Game Insight, Nexters)

 Yegor has worked in the gaming industry since 2011. Since 2013 he has worked as a producer. He currently deals with products related to gamification working for SoftServe.
Topic: "How to launch games: from idea to release"
Abstracts of the report: Egor will tell about the search and analysis of the idea, about the stages of development, about the soft launch and preparation for a global release.

 maks_kopulovMaxim Kopylov
Art director
Murka

 Maxim works in the games for mobile platform industry more than 6 years. He has experience of more than 10 years of Art Leadership practice and organization of art teams. All totaled 15 years of professional work with digital graphics and four effective years as an art director of The “Murka” Company.

Topic: "Dealing with artists: Speed, Quality and Stress"
Abstracts of the report: How to work with groups of artists, what difficulties can be encountered, which of them are systemic and which are not.

 maks_kopulovMaxim Kopylov
Art director
Murka

 Maxim works in the games for mobile platform industry more than 6 years. He has experience of more than 10 years of Art Leadership practice and organization of art teams. All totaled 15 years of professional work with digital graphics and four effective years as an art director of The “Murka” Company.

Topic: "Dealing with artists: Speed, Quality and Stress"
Abstracts of the report: How to work with groups of artists, what difficulties can be encountered, which of them are systemic and which are not.

 SkakynNikolay Skakun
Developer
IzHard

 Mykola has 4 years of game development experience. In addition to AR and VR, he is also a developer of black and white games OVIVO and coloristique.

Topic: "What kind of life might indie-developer have?"
Abstracts of the report: He will tell about pros and cons of indie life, tips for beginners and some stories from personal experience.

 SkakynNikolay Skakun
Developer
IzHard

 Mykola has 4 years of game development experience. In addition to AR and VR, he is also a developer of black and white games OVIVO and coloristique.

Topic: "What kind of life might indie-developer have?"
Abstracts of the report: He will tell about pros and cons of indie life, tips for beginners and some stories from personal experience.

Alexey_MiodovAlexey Miodov
managing editor
Inlingo Game Localization Studio

Oleksiy is engaged in video game localization for more than 8 years. Oleksiy has hundreds of projects under his bel: from small indie games to large AAA titles from the world's industry leaders.

Topic: "From ancient China into Post-Apocalypse: deep localization up to a new setting"
Abstracts of the report: How to make a game, that is based on the history of ancient China, understandable and interesting to someone other than the Chinese and Orientalists? We will show you a very original way of entering a new market with a new game and share with you our first-hand experience of internationalization and transformation of the game content.

Alexey_MiodovAlexey Miodov
managing editor
Inlingo Game Localization Studio

Oleksiy is engaged in video game localization for more than 8 years. Oleksiy has hundreds of projects under his bel: from small indie games to large AAA titles from the world's industry leaders.

Topic: "From ancient China into Post-Apocalypse: deep localization up to a new setting"
Abstracts of the report: How to make a game, that is based on the history of ancient China, understandable and interesting to someone other than the Chinese and Orientalists? We will show you a very original way of entering a new market with a new game and share with you our first-hand experience of internationalization and transformation of the game content.

Aleksei_Kliuev Aleksei Kliuev
Software Engineer
Samsung

As an experienced mobile developer, Alexei currently focuses on B2B Android solutions for Samsung Knox platform. Alexei also works with the mobile developers community to introduce them to new opportunities in B2B mobile market.

Topic: "Optimizing Android apps for desktop experience"
Abstracts of the report: The mobile devices of the latest generation are now capable of powering the desktop user experience. Get your Android apps ready for the big screen. Learn what it takes to optimize your apps for enhanced interactions, desktop mode capabilities, and an overall amplified in-app experience.

Aleksei_Kliuev Aleksei Kliuev
Software Engineer
Samsung

As an experienced mobile developer, Alexei currently focuses on B2B Android solutions for Samsung Knox platform. Alexei also works with the mobile developers community to introduce them to new opportunities in B2B mobile market.

Topic: "Optimizing Android apps for desktop experience"
Abstracts of the report: The mobile devices of the latest generation are now capable of powering the desktop user experience. Get your Android apps ready for the big screen. Learn what it takes to optimize your apps for enhanced interactions, desktop mode capabilities, and an overall amplified in-app experience.

KotYaraslau I. Kot
Partner, CEO, Game Dev
Business Advisors, International Game Developers Assosiation, Heroes Guild

PhD, MBA, MPsy, a member of the International Game Developers Association. International expert, researcher and game developer. Author of more than 100 books and articles. Invited with lectures on games at thematic events all over the world.Of last publication: Coauthor of "Role-playing game Studies: Transmedia Foundations"

Topic: "VR - what is it good for"
Abstracts of the report: VR is constantly growing area, but what is the impact of VR at people and the whole society. Let’s talk of the properties of VR games, the problems and future perspectives.

KotYaraslau I. Kot
Partner, CEO, Game Dev
Business Advisors, International Game Developers Assosiation, Heroes Guild

PhD, MBA, MPsy, a member of the International Game Developers Association. International expert, researcher and game developer. Author of more than 100 books and articles. Invited with lectures on games at thematic events all over the world.Of last publication: Coauthor of "Role-playing game Studies: Transmedia Foundations"

Topic: "VR - what is it good for"
Abstracts of the report: VR is constantly growing area, but what is the impact of VR at people and the whole society. Let’s talk of the properties of VR games, the problems and future perspectives.

Kornaga+Yuriy Kornaga
Partner, Head of Lviv branch
Axon Partners

Yuriy is a partner and chairman of the Lviv office of the legal company Axon Partners, which was recognized as the best legal company in the IT industry at Legal awards in 2017. The company ranked among the world's largest Legal500 and works with game studios, indie developers and marketplaces all around the world. The Axon Partners team by falling into the various traps has learned about all possible troubles in the process of publishing games on Steam, Google Play, and Apple Store.

Topic: "How to run cross the marketplace policy. Legal part."
Abstracts of the report: He will tell you about all pitfalls of the most popular marketplaces and how to rise from release to full-fledged business." - Steam Direct. What came after Greenlight. - App store's specifics. - IPR on trade mark in Google Play

Kornaga+Yuriy Kornaga
Partner, Head of Lviv branch
Axon Partners

Yuriy is a partner and chairman of the Lviv office of the legal company Axon Partners, which was recognized as the best legal company in the IT industry at Legal awards in 2017. The company ranked among the world's largest Legal500 and works with game studios, indie developers and marketplaces all around the world. The Axon Partners team by falling into the various traps has learned about all possible troubles in the process of publishing games on Steam, Google Play, and Apple Store.

Topic: "How to run cross the marketplace policy. Legal part."
Abstracts of the report: He will tell you about all pitfalls of the most popular marketplaces and how to rise from release to full-fledged business." - Steam Direct. What came after Greenlight. - App store's specifics. - IPR on trade mark in Google Play

Miroshnichnko Andrii Miroshnychenko
CEO
Ukrainian-Norwegian Bridge

Andrii has 11 years into simulation gaming and the last 3 years he is heavly involved into space-related projects for the promotion of Ukraine's space role and future.

Topic: "Future of Games about Space"
Abstracts of the report: A short overview of the games as the tool of working with space projects in future

Miroshnichnko Andrii Miroshnychenko
CEO
Ukrainian-Norwegian Bridge

Andrii has 11 years into simulation gaming and the last 3 years he is heavly involved into space-related projects for the promotion of Ukraine's space role and future.

Topic: "Future of Games about Space"
Abstracts of the report: A short overview of the games as the tool of working with space projects in future

PinkalYevhenii Pinkal
Software Engineer
EPAM

The last two years I have been working for EPAM as a Software Engineer. Also, I have more than 5 years of experience in developing software. And three of them are about developing mobile casino games for mobile browsers. In addition, I’m Microsoft Certified Professional and participated in Microsoft Student Partners program. I truly believe in bright future of virtual, augmented and mixed reality technologies. I passionate on games and everything which is connected to them. More than year ago I saw demonstration of Microsoft HoloLens device and successfully delivered it to Ukraine. It’s a kind of rare device in our country. That’s why I think that it would be great to show how to start developing apps with help of Unity for this device. Also, attendees of conference will have a chance to see how device works. Moreover, they will get their own experience of how mixed reality works during the live demonstration of HoloLens.

Topic: "Microsoft HoloLens: Quick start into Mixed Reality World"
Abstracts of the report: Mixed Reality, Microsoft HoloLens, Unity, Quick Start

PinkalYevhenii Pinkal
Software Engineer
EPAM

The last two years I have been working for EPAM as a Software Engineer. Also, I have more than 5 years of experience in developing software. And three of them are about developing mobile casino games for mobile browsers. In addition, I’m Microsoft Certified Professional and participated in Microsoft Student Partners program. I truly believe in bright future of virtual, augmented and mixed reality technologies. I passionate on games and everything which is connected to them. More than year ago I saw demonstration of Microsoft HoloLens device and successfully delivered it to Ukraine. It’s a kind of rare device in our country. That’s why I think that it would be great to show how to start developing apps with help of Unity for this device. Also, attendees of conference will have a chance to see how device works. Moreover, they will get their own experience of how mixed reality works during the live demonstration of HoloLens.

Topic: "Microsoft HoloLens: Quick start into Mixed Reality World"
Abstracts of the report: Mixed Reality, Microsoft HoloLens, Unity, Quick Start

Mydra150 Alina Mudra
Senior Recruiting Consultant
VALUES VALUE

Senior Recruiting Consultant в компанії Values Value, яка допомагає геймдев-студіям наймати команди, хантити окремих фахівців, відкривати нові офіси і налагоджувати внутрішні процеси. У Аліни 6-річний досвід в HR і рекрутингу та розуміння тенденцій і специфіки геймдева. Майстер балансу між очікуваннями роботодавця і суворими реаліями ринку. Життєве переконання, що всі проблеми у людей через відсутність нормальної комунікації.

Topic: "How to hire Tops in the Game Dev"
Abstracts of the report: Alina will share the experience of hiring top managers on the position of game dev from the point of a company, employee and recruiting agency. She will tell what they are offering, how much they are paid and what has the biggest impact on the decision to change the company. In addition to salaries, you will learn about main types of financial bonuses. This lecture will be interesting for those who want to become a top manager, already works as a top manager or to those who want to hire managers successfully.

 

Mydra150 Alina Mudra
Senior Recruiting Consultant
VALUES VALUE

Senior Recruiting Consultant в компанії Values Value, яка допомагає геймдев-студіям наймати команди, хантити окремих фахівців, відкривати нові офіси і налагоджувати внутрішні процеси. У Аліни 6-річний досвід в HR і рекрутингу та розуміння тенденцій і специфіки геймдева. Майстер балансу між очікуваннями роботодавця і суворими реаліями ринку. Життєве переконання, що всі проблеми у людей через відсутність нормальної комунікації.

Topic: "How to hire Tops in the Game Dev"
Abstracts of the report: Alina will share the experience of hiring top managers on the position of game dev from the point of a company, employee and recruiting agency. She will tell what they are offering, how much they are paid and what has the biggest impact on the decision to change the company. In addition to salaries, you will learn about main types of financial bonuses. This lecture will be interesting for those who want to become a top manager, already works as a top manager or to those who want to hire managers successfully.

 

BelaaevaVictoria Beliaeva
BizDev Princess
arpu.guru

Business development manager at arpu.guru, responsible for marketing, PR and indie department as well. I also organise DevsGo - monthly meetups for game developers in Moscow.

Topic: "Ok, you're indie - what's next?"
Abstracts of the report: Now that you've successfully become an indie game developer it's past time to ask yourself a few questions - where do I sell my game? How? Is there a market for my game? And finally - how to receive money from that? These are the questions I’ll try to cover in my report.

 

BelaaevaVictoria Beliaeva
BizDev Princess
arpu.guru

Business development manager at arpu.guru, responsible for marketing, PR and indie department as well. I also organise DevsGo - monthly meetups for game developers in Moscow.

Topic: "Ok, you're indie - what's next?"
Abstracts of the report: Now that you've successfully become an indie game developer it's past time to ask yourself a few questions - where do I sell my game? How? Is there a market for my game? And finally - how to receive money from that? These are the questions I’ll try to cover in my report.

 

Ovcharenko2Eugene Ovcharenko
Delivery Director
Room 8 Studio

Delivery Director, previously Head of production, CTO, outsourcing manager, team leader and developer with more than 13 years of experience in game development. I love making games efficient and love to efficiently make them. I worked on many successful titles such as HOMM 5, WarThunder, IL-2 Sturmovik series, numerous mobile titles and IPs. Led the team of professionals as Head of Production and provided technical support in optimizations to projects as CTO. Currently work at Room 8 Studio to support internal processes and initiatives.

Topic: "Video Games is about being efficient."
Abstracts of the report:  Talk about optimization in games in general - 3d, assets, approach to prototyping, overview of methods and approaches to various optimization areas, efficient game creation using custom tools.

 

Ovcharenko2Eugene Ovcharenko
Delivery Director
Room 8 Studio

Delivery Director, previously Head of production, CTO, outsourcing manager, team leader and developer with more than 13 years of experience in game development. I love making games efficient and love to efficiently make them. I worked on many successful titles such as HOMM 5, WarThunder, IL-2 Sturmovik series, numerous mobile titles and IPs. Led the team of professionals as Head of Production and provided technical support in optimizations to projects as CTO. Currently work at Room 8 Studio to support internal processes and initiatives.

Topic: "Video Games is about being efficient."
Abstracts of the report:  Talk about optimization in games in general - 3d, assets, approach to prototyping, overview of methods and approaches to various optimization areas, efficient game creation using custom tools.

 

Dmitriy Koval
3D Art Director
Room 8 Studio

Dmitriy is 3D Art Director at Room 8 Studio. More detailed information will be specified later


Topic:
"Design of the form"
Abstracts of the report: You will learn from the workshop about the basic principles of design, tools and techniques for aesthetically attractive form creating. You will take part in the process of analysis and refinement of the ideas of the concept on the example of creating the 3D Sculpture (Zbrush).

Dmitriy Koval
3D Art Director
Room 8 Studio

Dmitriy is 3D Art Director at Room 8 Studio. More detailed information will be specified later


Topic:
"Design of the form"
Abstracts of the report: You will learn from the workshop about the basic principles of design, tools and techniques for aesthetically attractive form creating. You will take part in the process of analysis and refinement of the ideas of the concept on the example of creating the 3D Sculpture (Zbrush).

getman2Артем Гетьман
CEO, game producer
The End of Time Studios

Артем Гетьман - програміст, геймдизайнер, плейбой, філантроп - і це ще без костюма. Засновник "The End of Time Studios". Працює в геймдеві вже 11 років. Вивчив інді-розробку вздовж і впоперек, отримавши великий досвід, в тому числі в аналітиці методик гейм дизайну. В даний момент продюсує власний проект - "Rebecca's Flight"

Тема доповіді: "Змусити гру жити: органічний наративний дизайн на прикладі Dark Souls"
Тези доповіді: Розглянемо на прикладі Dark souls що таке "інтерактивні медіа", в чому їх відмінність від інших звичних нам медіа, як в такому форматі працює літературний принцип "Show, do not tell"; який він - "диявол в деталях" і чому Він так важливий для того, щоб аудиторія відчула, що гра "жива"

getman2Артем Гетьман
CEO, game producer
The End of Time Studios

Артем Гетьман - програміст, геймдизайнер, плейбой, філантроп - і це ще без костюма. Засновник "The End of Time Studios". Працює в геймдеві вже 11 років. Вивчив інді-розробку вздовж і впоперек, отримавши великий досвід, в тому числі в аналітиці методик гейм дизайну. В даний момент продюсує власний проект - "Rebecca's Flight"

Тема доповіді: "Змусити гру жити: органічний наративний дизайн на прикладі Dark Souls"
Тези доповіді: Розглянемо на прикладі Dark souls що таке "інтерактивні медіа", в чому їх відмінність від інших звичних нам медіа, як в такому форматі працює літературний принцип "Show, do not tell"; який він - "диявол в деталях" і чому Він так важливий для того, щоб аудиторія відчула, що гра "жива"

Zotke  Svetlana Zotke
Lead HR
G5 Games

Head HR в G5 ENTERTAINMENT. Любить собак, читати і не представляє свій день без чашки кави :)

Тема доповіді: "Структурні зміни: як підвищити ефективність команди і утримати кращих"
Тези доповіді: 

Zotke  Svetlana Zotke
Lead HR
G5 Games

Head HR в G5 ENTERTAINMENT. Любить собак, читати і не представляє свій день без чашки кави :)

Тема доповіді: "Структурні зміни: як підвищити ефективність команди і утримати кращих"
Тези доповіді: 

jsakova2Kateryna Yasakova
Digital artist
Uni-Bit Studio

Katya is an animation artist who illustrates characters and is responsible for their concept design. She works out fully the characteristics of heroes. Since 2011 he has worked on freelance and decided to try herself in the studio, now she is working for Uni-Bit. In her spare time, she draws illustrations for her own fantasy stories in the spirit of the Lord of the Rings.

Topic: "Fantastic beasts and how to draw them "
Abstracts of the report: How to make fictional creatures alive

jsakova2Kateryna Yasakova
Digital artist
Uni-Bit Studio

Katya is an animation artist who illustrates characters and is responsible for their concept design. She works out fully the characteristics of heroes. Since 2011 he has worked on freelance and decided to try herself in the studio, now she is working for Uni-Bit. In her spare time, she draws illustrations for her own fantasy stories in the spirit of the Lord of the Rings.

Topic: "Fantastic beasts and how to draw them "
Abstracts of the report: How to make fictional creatures alive

 Uslavcev2Alexey Uslavtsev
Executive Producer
Room 8 Studio

Passionate producer and experienced manager, a driver-personality who can’t imagine life without making great games. Managed the Gameloft studio start-up from scratch in a foreign country with unfamiliar customs and tough recruiting competition with Wargaming. 5 largest games he worked on as a producer or studio head had above 50 million summary downloads only on Android. Also tens of millions on Apple AppStore and different China and other Asian stores.

Topic: "Live Ops: Road to Success"
Abstracts of the report: What is Live Ops; Handover; Planning; Pipelines; Analytics; Diplomacy; Bugfixing; Motivation; Team management.

 

 Uslavcev2Alexey Uslavtsev
Executive Producer
Room 8 Studio

Passionate producer and experienced manager, a driver-personality who can’t imagine life without making great games. Managed the Gameloft studio start-up from scratch in a foreign country with unfamiliar customs and tough recruiting competition with Wargaming. 5 largest games he worked on as a producer or studio head had above 50 million summary downloads only on Android. Also tens of millions on Apple AppStore and different China and other Asian stores.

Topic: "Live Ops: Road to Success"
Abstracts of the report: What is Live Ops; Handover; Planning; Pipelines; Analytics; Diplomacy; Bugfixing; Motivation; Team management.

 

Lubova2Elena Lobova
Founder
ACHIEVERS HUB

Elena Lobova is a Founder of ACHIEVERS HUB, a project aimed to help talented independent developers in Eastern Europe build strategy, get funding and secure beneficial partnerships. Previously she managed a game development outsourcing company of 300+ as COO and then CEO. Since 2012, Elena has been organizing a game developers conference Get IT and working on various community building projects. Elena is passionate about sharing, networking and connecting people in the industry, helping different companies grow by extending their networks and collaboration.

Topic: "Negotiation and pitching to Western companies"
Abstracts of the report: What Western investors and publishers expect from indie developer pitch, how it can be improved, what requires a special attention

 

Lubova2Elena Lobova
Founder
ACHIEVERS HUB

Elena Lobova is a Founder of ACHIEVERS HUB, a project aimed to help talented independent developers in Eastern Europe build strategy, get funding and secure beneficial partnerships. Previously she managed a game development outsourcing company of 300+ as COO and then CEO. Since 2012, Elena has been organizing a game developers conference Get IT and working on various community building projects. Elena is passionate about sharing, networking and connecting people in the industry, helping different companies grow by extending their networks and collaboration.

Topic: "Negotiation and pitching to Western companies"
Abstracts of the report: What Western investors and publishers expect from indie developer pitch, how it can be improved, what requires a special attention

 

Tureshcui  Taras Terletskyy
Sound designer
Sample Rate Audio Production

I'm 35 years old sound designer-music composer. Found my own studio in 2006. In game business from 2012. I've been invited like a speaker to different Game dev confs (GIC, PCCon, GameDev etc)

Topic: How to manage your work with Sound designer
Abstracts of the report: How important is sound? OST creating process, SFX creating process, Ambient Sound Design , Getting a Sound Designer , Documentation work, A few technical things to learn (sound categories, record-mix-master, reverb, etc.)

 

Tureshcui  Taras Terletskyy
Sound designer
Sample Rate Audio Production

I'm 35 years old sound designer-music composer. Found my own studio in 2006. In game business from 2012. I've been invited like a speaker to different Game dev confs (GIC, PCCon, GameDev etc)

Topic: How to manage your work with Sound designer
Abstracts of the report: How important is sound? OST creating process, SFX creating process, Ambient Sound Design , Getting a Sound Designer , Documentation work, A few technical things to learn (sound categories, record-mix-master, reverb, etc.)

 

Makovskui2Maksym Makovskyi
Lead 3D Artist
Room 8 Stusio

Lead 3D Artist at Room 8 Studio


Topic:
 "Baking Normal Map: the quality is getting better "
Abstracts of the report: Maksym Makovskyi of Room 8 Studio tells how to solve baking problems within the project, using an integrated approach to achieve maximum quality. Highlights of the report: 1. Preparation of High Poly geometry. 2. Creating the correct Low Poly and UV. 3. Normal Map Theory. Why is it better to use Maya. 4. Baking and preparing for texturing in Substance Painter. 5. Aggregation

Makovskui2Maksym Makovskyi
Lead 3D Artist
Room 8 Stusio

Lead 3D Artist at Room 8 Studio


Topic:
 "Baking Normal Map: the quality is getting better "
Abstracts of the report: Maksym Makovskyi of Room 8 Studio tells how to solve baking problems within the project, using an integrated approach to achieve maximum quality. Highlights of the report: 1. Preparation of High Poly geometry. 2. Creating the correct Low Poly and UV. 3. Normal Map Theory. Why is it better to use Maya. 4. Baking and preparing for texturing in Substance Painter. 5. Aggregation

Tumoshenko Igor Tymoshenko
CEO
StarniGames

Founder and director of Starni Games studio, game designer, programmer with more than 20 years of experience. Igor created his first game when he was 12 years old. Since childhood he is fond of military history and science fiction. While working as a programmer, for several years he has been cherishing the idea of creating a space strategy with elements of RPG. This led to his own studio and the release of the game "Star ghosts" in 2014 - browser-based MMORPG in space setting. The studio introduced this project to the market without the help of the publisher, and is currently continuing to develop successfully. Since the end of 2016, he has been working on a step-by-step the World War II war-game - Panzer Strategy. He is the author, director and game designer of the project, and also performs most of the technical tasks. The alpha version of the game was presented at the Games Gathering 2017 in Kyiv, and became the winner in the "UE Best Game" nomination. Work principles: search for fresh ideas, self- and team-discipline, attention to detail, careful scheduling and compliance with a deadline.

Topic: "Indi - from idea to prosperity with small strengths."
Abstracts of the report: Developing a game and market launch is a quiet difficult and long process. You and your team will face various tasks to solve, and they will differ not only in their complexity, but also in requisite knowledge and skills. Which tasks will they be? How many people do you need to create a game? How to bring it onto the market? How to launch the game? How to operate it? How to reduce costs in the development process? How not to lose the entire marketing budget on the first day of launch? How to ensures a stable income of the game as a product? I and my team have come all this way and found answers to the questions raised during the development and operation of our online MMO RPG "Star ghosts" and now we want to help with advice to other indie teams, too, to achieve their cherished goal.

 

Tumoshenko Igor Tymoshenko
CEO
StarniGames

Founder and director of Starni Games studio, game designer, programmer with more than 20 years of experience. Igor created his first game when he was 12 years old. Since childhood he is fond of military history and science fiction. While working as a programmer, for several years he has been cherishing the idea of creating a space strategy with elements of RPG. This led to his own studio and the release of the game "Star ghosts" in 2014 - browser-based MMORPG in space setting. The studio introduced this project to the market without the help of the publisher, and is currently continuing to develop successfully. Since the end of 2016, he has been working on a step-by-step the World War II war-game - Panzer Strategy. He is the author, director and game designer of the project, and also performs most of the technical tasks. The alpha version of the game was presented at the Games Gathering 2017 in Kyiv, and became the winner in the "UE Best Game" nomination. Work principles: search for fresh ideas, self- and team-discipline, attention to detail, careful scheduling and compliance with a deadline.

Topic: "Indi - from idea to prosperity with small strengths."
Abstracts of the report: Developing a game and market launch is a quiet difficult and long process. You and your team will face various tasks to solve, and they will differ not only in their complexity, but also in requisite knowledge and skills. Which tasks will they be? How many people do you need to create a game? How to bring it onto the market? How to launch the game? How to operate it? How to reduce costs in the development process? How not to lose the entire marketing budget on the first day of launch? How to ensures a stable income of the game as a product? I and my team have come all this way and found answers to the questions raised during the development and operation of our online MMO RPG "Star ghosts" and now we want to help with advice to other indie teams, too, to achieve their cherished goal.

 

Samchuk2Roman Samchuk
CTO
ARVARE

Roman works as CTO for RnD studio ARVARE. He has been working with AR for over 5 years, certified Unity Developer, author of video courses and Webinars at ITVDN on creating and developing games using Unity, Multiplayer Games, Virtual Reality and Augmented Reality. Roman is Media Hack Weekend winner 2016, Vernadsky Challenge and Samsung Tizen Store App Challenge finalist.

Topic: "Game content dynamic upload from the cloud into Unity"
Abstracts of the report: Modern mobile games take a lot of space because of good graphics and a large number of levels. Sometimes archives exceed the gigabytes. Most users do not need to download all this content because they even may not see it. Dynamic download of content from the cloud (Microsoft Azure) allows you to reduce the size of the archive with the game and allows the user to download only the necessary at the moment game elements. In all cases, there is a limitation on the size of the downloaded archive of the game. Downloading content from the cloud solves this problem by allowing only the necessary data to be downloaded and while the process of game to download others. The purpose of this workshop is to show how using Microsoft Azure you can easily create a dynamic download from the server.

Samchuk2Roman Samchuk
CTO
ARVARE

Roman works as CTO for RnD studio ARVARE. He has been working with AR for over 5 years, certified Unity Developer, author of video courses and Webinars at ITVDN on creating and developing games using Unity, Multiplayer Games, Virtual Reality and Augmented Reality. Roman is Media Hack Weekend winner 2016, Vernadsky Challenge and Samsung Tizen Store App Challenge finalist.

Topic: "Game content dynamic upload from the cloud into Unity"
Abstracts of the report: Modern mobile games take a lot of space because of good graphics and a large number of levels. Sometimes archives exceed the gigabytes. Most users do not need to download all this content because they even may not see it. Dynamic download of content from the cloud (Microsoft Azure) allows you to reduce the size of the archive with the game and allows the user to download only the necessary at the moment game elements. In all cases, there is a limitation on the size of the downloaded archive of the game. Downloading content from the cloud solves this problem by allowing only the necessary data to be downloaded and while the process of game to download others. The purpose of this workshop is to show how using Microsoft Azure you can easily create a dynamic download from the server.

1972412_10201614329703619_385959850_nAlexander Shlygin
Solution Consultant
Unity Technologies

Alexander has been in gaming industry for about 6 years, starting as developer and then a CTO of gaming startup, worked as a producer for large publishers and now is serving as a solution consultant in Unity Technologies, working closely with Unity developers, studios and partners.

Topic: "Unity Game Development: Common Mistakes"
Abstracts of the report: What kind of mistakes Unity game developers usually do? We will cover the most popular ones starting from development planning up to game optimization

 

1972412_10201614329703619_385959850_nAlexander Shlygin
Solution Consultant
Unity Technologies

Alexander has been in gaming industry for about 6 years, starting as developer and then a CTO of gaming startup, worked as a producer for large publishers and now is serving as a solution consultant in Unity Technologies, working closely with Unity developers, studios and partners.

Topic: "Unity Game Development: Common Mistakes"
Abstracts of the report: What kind of mistakes Unity game developers usually do? We will cover the most popular ones starting from development planning up to game optimization

 

Martunyk Roman Martynuk
CEO
AppMania

Roman works as CEO for AppMania. He has 10 years of experience in GameDev, 2 years in VR/AR. He has got 25+ finished projects under his belt and 10m + downloads.

Topic: "One of the best VR games in the world: how we did it together "
Abstracts of the report: Olexander Dzyuba and Roman Martyniuk from AppMania. How a playlist helped us to appear in a list of the top-stores

Martunyk Roman Martynuk
CEO
AppMania

Roman works as CEO for AppMania. He has 10 years of experience in GameDev, 2 years in VR/AR. He has got 25+ finished projects under his belt and 10m + downloads.

Topic: "One of the best VR games in the world: how we did it together "
Abstracts of the report: Olexander Dzyuba and Roman Martyniuk from AppMania. How a playlist helped us to appear in a list of the top-stores

Новохатько

Stanislav Novokhatko
CEO
Arvare

CEO & Founder at Arvare.com

 

Topic: "Game content dynamic upload from the cloud into Unity"
Abstracts of the report: Modern mobile games take a lot of space because of good graphics and a large number of levels. Sometimes archives exceed the gigabytes. Most users do not need to download all this content because they even may not see it. Dynamic download of content from the cloud (Microsoft Azure) allows you to reduce the size of the archive with the game and allows the user to download only the necessary at the moment game elements. In all cases, there is a limitation on the size of the downloaded archive of the game. Downloading content from the cloud solves this problem by allowing only the necessary data to be downloaded and while the process of game to download others. The purpose of this workshop is to show how using Microsoft Azure you can easily create a dynamic download from the server.

Новохатько

Stanislav Novokhatko
CEO
Arvare

CEO & Founder at Arvare.com

 

Topic: "Game content dynamic upload from the cloud into Unity"
Abstracts of the report: Modern mobile games take a lot of space because of good graphics and a large number of levels. Sometimes archives exceed the gigabytes. Most users do not need to download all this content because they even may not see it. Dynamic download of content from the cloud (Microsoft Azure) allows you to reduce the size of the archive with the game and allows the user to download only the necessary at the moment game elements. In all cases, there is a limitation on the size of the downloaded archive of the game. Downloading content from the cloud solves this problem by allowing only the necessary data to be downloaded and while the process of game to download others. The purpose of this workshop is to show how using Microsoft Azure you can easily create a dynamic download from the server.

ШудраDmitry Shudra
Consulting Game Designer
arpu.guru

Dmytro was involved in the development of more than 10 projects in various genres (Arcade, 3d puzzle, Tower Defense, Time manager, etc.). He is currently an independent game design adviser for indie teams. He is also the leader of his indie team, which is actively involved in gamejams (the works can be found on Epic Game Jam, LD39 and LD40). He performed on the PodTribe podcast "In the indie kitchen - About jams"

Topic: "Game-design and reasoning - what are good and bad arguments and how to use them."
Abstracts of the report: Game-designer needs to win arguments - with his teammates, with his boss, with players. He needs to be convincing and don't offend other people. This workshop will provide game-designers with tools and techniques to succesfully do just that.

ШудраDmitry Shudra
Consulting Game Designer
arpu.guru

Dmytro was involved in the development of more than 10 projects in various genres (Arcade, 3d puzzle, Tower Defense, Time manager, etc.). He is currently an independent game design adviser for indie teams. He is also the leader of his indie team, which is actively involved in gamejams (the works can be found on Epic Game Jam, LD39 and LD40). He performed on the PodTribe podcast "In the indie kitchen - About jams"

Topic: "Game-design and reasoning - what are good and bad arguments and how to use them."
Abstracts of the report: Game-designer needs to win arguments - with his teammates, with his boss, with players. He needs to be convincing and don't offend other people. This workshop will provide game-designers with tools and techniques to succesfully do just that.

Радченко2 Alexandra Radchenko
Head of Research Department
Playtestix

The head of Playtestix research department. The main inspiration is to create a product that brings an improvement. Study cases include more than 100 projects in the world and CIS markets. The experience includes marketing research, PhD articles, strategic planning, and learning of the target audience and user experience

Topic: The system of adaptation to the Motion sickness is an integral part of the virtual reality development.
Abstracts of the report:  Description of the methodology. On the basis of study with real people. Over 100 people and 150 game sessions. We used 3 top VR platforms, a variety of games to get the most accurate results. To study adaptation, we conducted field studies in different groups of people of the wide age range. The field experiment lasted one month - users took part in numerous VR sessions under the supervision of experts. The research allowed answering the following questions: How does the VR market grow, which trends are the main now? What is the difference between Sea disease and Motion sickness? Influence on health at constant use: physical sensations caused by VR - which happens, how to prevent? Influence of interface onto UX. Activity and symptoms dependence examples. Adaptation to VR on different platforms: threshold parameters to adapt. How much time and how often do we need to use a VR device to overcome Motion sickness? Which methods of adaptation are more effective - in-game or external-game. What percentage of people cannot adapt to VR? The reasons. What kind of mechanics in games have a positive and negative impact. Practical guidelines for gameplay development, mechanic, interface for risk minimization. Recommendations for expanding your target audience and its adaptation.

Радченко2 Alexandra Radchenko
Head of Research Department
Playtestix

The head of Playtestix research department. The main inspiration is to create a product that brings an improvement. Study cases include more than 100 projects in the world and CIS markets. The experience includes marketing research, PhD articles, strategic planning, and learning of the target audience and user experience

Topic: The system of adaptation to the Motion sickness is an integral part of the virtual reality development.
Abstracts of the report:  Description of the methodology. On the basis of study with real people. Over 100 people and 150 game sessions. We used 3 top VR platforms, a variety of games to get the most accurate results. To study adaptation, we conducted field studies in different groups of people of the wide age range. The field experiment lasted one month - users took part in numerous VR sessions under the supervision of experts. The research allowed answering the following questions: How does the VR market grow, which trends are the main now? What is the difference between Sea disease and Motion sickness? Influence on health at constant use: physical sensations caused by VR - which happens, how to prevent? Influence of interface onto UX. Activity and symptoms dependence examples. Adaptation to VR on different platforms: threshold parameters to adapt. How much time and how often do we need to use a VR device to overcome Motion sickness? Which methods of adaptation are more effective - in-game or external-game. What percentage of people cannot adapt to VR? The reasons. What kind of mechanics in games have a positive and negative impact. Practical guidelines for gameplay development, mechanic, interface for risk minimization. Recommendations for expanding your target audience and its adaptation.

Pazdur2Wojciech Pazdur
Director of Development
The Farm 51

Wojciech Pazdur, working in video game industry for 18 years already, for most of the time was focused on creating photorealistic 3D content. Had a participation in the first “Witcher”, now as head of the studio The Farm 51, responsible, among others, for “NecroVisioN”, “Painkiller Hell & Damnation”, “Get Even” and “Chernobyl VR Project”. Currently involved into research and development on 3D graphics and interactive storytelling to make an ultimate Chernobyl survival horror games, based on scans or real locations and stories of catastrophe’s witnesses.

Topic:  "Visual aesthetics of postapocalyptic sceneries – real world versus the game location"
Abstracts of the report: Starting more than 2 years ago, The Farm 51 team is working on scanning the Chernobyl Zone location and turning it into the interactive 3D scenery for virtual reality documentary Chernobyl VR Project. Few months ago we have moved to launch the development of survival horror game based on this environment with the goal to create as realistic and believable reconstruction of exclusion zone as possible. The big question was what to keep intact from the original look and feel of the location, and how to alter it to give player more immersive experience and satisfying gameplay. The lecture will focus on describing the visual aspects of postapocalyptic location that we can take directly from reality and the changes that are needed to make enjoyable gaming experience in the real-world location.

 

Pazdur2Wojciech Pazdur
Director of Development
The Farm 51

Wojciech Pazdur, working in video game industry for 18 years already, for most of the time was focused on creating photorealistic 3D content. Had a participation in the first “Witcher”, now as head of the studio The Farm 51, responsible, among others, for “NecroVisioN”, “Painkiller Hell & Damnation”, “Get Even” and “Chernobyl VR Project”. Currently involved into research and development on 3D graphics and interactive storytelling to make an ultimate Chernobyl survival horror games, based on scans or real locations and stories of catastrophe’s witnesses.

Topic:  "Visual aesthetics of postapocalyptic sceneries – real world versus the game location"
Abstracts of the report: Starting more than 2 years ago, The Farm 51 team is working on scanning the Chernobyl Zone location and turning it into the interactive 3D scenery for virtual reality documentary Chernobyl VR Project. Few months ago we have moved to launch the development of survival horror game based on this environment with the goal to create as realistic and believable reconstruction of exclusion zone as possible. The big question was what to keep intact from the original look and feel of the location, and how to alter it to give player more immersive experience and satisfying gameplay. The lecture will focus on describing the visual aspects of postapocalyptic location that we can take directly from reality and the changes that are needed to make enjoyable gaming experience in the real-world location.

 

Шатченко Alexander Shtachenko
Product Owner
Panther Gaming

Oleksandr Shtachenko is a producer who works for the product Company, at game dev outsourcing and participated in the game startup. He blogs on the progamedev.net. In the past, he was a cyber-wrestler and was engaged in the organization of tournaments.

Topic: "ESports entry points"
Abstracts of the report:  Cyber Sport is on an explosive growth phase now. I want to cyber sport! Where do I need to start? The answer to this question is now of interest to many investors. Alexander will tell about the structure of players of eSports market, and also will tell how and where to invest.

Шатченко Alexander Shtachenko
Product Owner
Panther Gaming

Oleksandr Shtachenko is a producer who works for the product Company, at game dev outsourcing and participated in the game startup. He blogs on the progamedev.net. In the past, he was a cyber-wrestler and was engaged in the organization of tournaments.

Topic: "ESports entry points"
Abstracts of the report:  Cyber Sport is on an explosive growth phase now. I want to cyber sport! Where do I need to start? The answer to this question is now of interest to many investors. Alexander will tell about the structure of players of eSports market, and also will tell how and where to invest.

Popov2 Aleksandr Popov
Lead 2D Artist
G5 Games

2D Lead Artist with 10 years of experience in the gaming industry and 3 years in animation


Topic: "Match 3 - adult's games"
Abstracts of the report: Among many artists, there is a prejudiced attitude toward content creation for casual games and match-3 in particular. We will try to dispel this myth.

Popov2 Aleksandr Popov
Lead 2D Artist
G5 Games

2D Lead Artist with 10 years of experience in the gaming industry and 3 years in animation


Topic: "Match 3 - adult's games"
Abstracts of the report: Among many artists, there is a prejudiced attitude toward content creation for casual games and match-3 in particular. We will try to dispel this myth.