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Poznaj szczegóły wykładów podczas konferencji Digital Dragons 2024

Digital Dragons Conference 2024

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  • ICE Krakow Congress Centre

Things You Don’t Know About Your Lead

  • Production and Leadership

Many people dream of a leadership role, but do we really know what it involves? In my panel I would like to talk about my journey from a developer to a team leader and how my scope changed from coding to taking care of Techland’s tool team. Would like to look under the surface of the common beliefs about what leadership is about and talk about challenges, and struggles but also its most rewarding moments.

Łukasz Łukasik
Techland
  • ICE Krakow Congress Centre

Learning from Hermes: Leading the Game Development Odyssey

  • Production and Leadership

In this presentation, we’ll explore the unexpected lessons game leaders can learn from Hermes, the versatile and eloquent Greek god. We’ll evaluate the main challenges Dead Mage has encountered over the years and examine how Hermes’ methods may offer solutions. Learn practical strategies from this mythological figure to enhance collaboration and productivity, providing leaders with fresh insights to address contemporary game development challenges.

Amir Fassihi
Dead Mage
  • ICE Krakow Congress Centre

A Dandelion on Concrete, or Why the Industry Needs a Union

  • Production and Leadership

Telling a story of how a union came to be in a field long considered impossible to unionize. In this talk we will show: what the union can do for you, what are the benefits of having a union in your workplace, what are the union’s rights and how it’s going to solve the problem of current, unsustainable production cycles.

Tolly Kulczycki
Polish Gamedev Workers Union
  • ICE Krakow Congress Centre

GPU-driven Rendering with Mesh Shaders in Alan Wake 2

  • Programming & Technology

Alan Wake 2 features vast and highly detailed outdoor environments with dense vegetation. In comparison to Control, the geometric complexity skyrocketed so much that we had to move to a GPU-driven rendering pipeline. This talk is about that journey. We’ll cover our overall design and the fine technical details of how to make it perform well. Mesh shaders are a central part of this pipeline; we’ll show how to efficiently cull and render meshlets, to take full advantage of the PS5 and XBSX|S GPU.

Erik Jansson
Remedy Entertainment
  • ICE Krakow Congress Centre

Unleash the Curiosity – How to Build an Enticing Open World Game

  • Game Design

How to build an enticing open world game? How to elicit and sustain the natural curiosity in the player during exploration? The lecture aims to explain the aspect of work with the player’s curiosity in daily work of Open World Designer. During my speech I will show challenges for Open World Designers related to creating a curiosity-driven world as well as what tools or techniques are needed to complete them.

Magdalena Jankowska
Techland
  • ICE Krakow Congress Centre

A Clean Slate: Advanced GUI for Your Game and the Unreal Engine Editor

  • Programming & Technology

In Unreal Engine, many Graphic User Interfaces can be done using only premade widget classes. But when you need extra performance or are trying to create something unusual, you may need to use Slate. There are also multiple cases where you can significantly speed up the development process by writing just one custom window. In this talk, I’ll show how to program GUI in C++, use it in your game or hook it up to the editor. I’ll also demonstrate tools for debugging and testing your work.

Łukasz Nowak
Anshar Studios
  • ICE Krakow Congress Centre

The Open World Design Process in AAA Games – Part 1

  • Game Design

Learn how to construct an immersive world in Open World games that combines strong gameplay and narrative aspects. Use the work methodology successfully used at Techland in the production of OW AAA games such as Dying Light 2: Stay Human. Get to know your player and their needs. Learn how to design Open World loops, how they connect to all other game elements, and what pitfalls await you as an open world designer.

Cezary Nojszewski
Techland
  • ICE Krakow Congress Centre

Workload in the Polish Gamedev Industry: Survey Report

  • Production and Leadership

During this talk we will present an in-depth analysis of the workload in the Polish game dev industry, based on a community survey that took place at the beginning of this year. We will talk about how much we work, what is our approach to overtime and crunch, and how the everyday practice corresponds to the Polish labor law. We will also, with your help, try to define what is crunch — or at least, how the Polish game developers perceive it.

Paula Mackiewicz-Armstrong
Polish Gamedev Workers Union
Artur Ganszyniec
BLANK
  • ICE Krakow Congress Centre

How to Become a Part of the Console Market and Not Go Crazy

  • Business and Marketing

Being a small Dev is tough. Steam/mobile markets are.. well, brutal. You’d like to conquer the console world, but you don’t know how? You are working on all platforms and discovering that days are just too short? You had a bad experience with a publisher? You’d prefer to not go crazy during the process? – please join and we’ll try to cover it all. I’m a first time DD speaker (but have years of experience elsewhere) and I would really like to meet you there!

Chris Ceranowicz
Silesia Games
  • ICE Krakow Congress Centre

How to Consciously Choose an Art Style to Fit Your Game

  • Art in Games

Picking up the right art style is crucial for both how Your game will stand out from the crowd but also how it will affect Your production process and how well it will sit with the game design overall.

Arkadiusz Tomaszewski
Covenant.dev
  • ICE Krakow Congress Centre

Premium Steam Game Bizdev Evaluation – A Proper Execution

  • Business and Marketing

The goal of the talk is to provide case study tips regarding the proper execution of documents necessary to efficiently execute a premium Steam game business development analysis, including contemporary methodologies, algorithms and general structure. The attendees will learn how to draw proper conclusions by completing a direct competition analysis, preparing a P&L, sum up competition rev estimates and more.

Jacek Głowacki
Robo Toro Games
  • ICE Krakow Congress Centre

GPU Reshape – Modern Shader Instrumentation and Instruction Level Validation

  • Programming & Technology

In this session we present GPU Reshape, a just-in-time instrumentation framework with instruction level validation of shaders, tracing down issues to the exact line of source code. We discuss the challenges with instrumenting across multiple intermediate representations, and how a unified model was achieved through a custom intermediate language capable of seamless bi-directional translation. With a deep dive into current validation methodologies, and what the future of instrumentation may hold

Miguel Petersen
Striking Distance Studios
Lou Kramer
AMD
  • ICE Krakow Congress Centre

Transparency in Salaries: Impact on Gamedev Culture

  • Business and Marketing

Join us for a panel at Digital Dragons 2024 on 'Transparency in Salaries: Impact on Game Dev Culture’. Hear from studio representatives who’ve embraced open salary policies and those who haven’t. Discover how transparency shapes company culture, team dynamics, and industry standards.

Ljubica Garic
8Bit
Monika Michalak
8Bit
  • ICE Krakow Congress Centre

Fair Play in Pay: The Impact of Salary Transparency in Gamedev

  • Production and Leadership
Join us to see why salary transparency is not just fair, it’s strategic. Using real-industry examples and practices, learn how it’s reshaping game development for studios and gamedev professionals alike. Dive into the benefits, challenges, and strategies for navigating salary discussions.
Ljubica Garic
8Bit
  • ICE Krakow Congress Centre

Dying Light 2: Generative Pipeline for Heads and Facial Animation

  • Programming & Technology

Presentation will focus on automatic face asset creation in the production environment in open world game. It will include consistent creation and animation data flow from 3D face topology to full dialog support including animation data sharing between all characters.

Maciej Zatwarnicki
Techland
Łukasz Horzelski
Techland
  • ICE Krakow Congress Centre

Digital Markets Act and Its Implications for the Mobile Gaming Industry

  • Business and Marketing

What connects Playtika, Rovio, Huuuge Games and Ten Square Games? They’re already selling IAP via their own Web Stores and are preparing for Digital Markets Act – a seismic change in the mobile gaming industry that will allow publishers and developers use alternative payment methods instead of Apple’s or Google’s. Billions $ are already flowing through D2C (Direct-To-Consumer) channels and DMA will enhance this trend. Listo to the talk on how to prepare for changes in distribution and payments.

Duke Vu
Fungies Inc.
  • ICE Krakow Congress Centre

Maximizing Revenue Through User-Centered Design

  • Art in Games

We will explore how a focus on user-centered design principles in game development can lead to increased player satisfaction and higher revenue.

Sergey Punchev
PUNCHev GROUP
  • ICE Krakow Congress Centre

Architecture Behind Our Top-Grossing Unity Games

  • Programming & Technology

Are you curious about how some of the most successful Unity games are built? Do you want to learn the best practices and tips for designing scalable and maintainable game architectures? We are going to talk about the Controllers Tree architecture that is used across multiple games made by Playtika. Obviously, there is no silver bullet and this architecture is not suitable for every game, but it works great for the ones we are going to talk about. Let’s together dissect its pros and cons.

Alexey Merzlikin
Playtika
  • ICE Krakow Congress Centre

Transparency in Leadership – a Secret Key to Successful Management of Your Team

  • Production and Leadership

The most hated word in production management ‚transparency’ stripped out of it bad meaning and showed in a more favoured light. Why transparency in communication with the team is crucial and why you should consider using that skill more often than you think.

Iwona Gaura
Different Tales
  • ICE Krakow Congress Centre

Why We Need to Rethink Recruitment

  • Production and Leadership

An inspiring and thought-provoking discussion on the current state of the gaming industry and where it’s headed. Sara Machado (Sumo Group) will share her experiences and practical insights to help break down some of the barriers within recruitment that are keeping underrepresented groups out of the industry.

Sara Machado
Sumo Digital
  • ICE Krakow Congress Centre

Adaptive Music as an Active Participant in the Narrative of Video Games

  • Music and Sound design

Embark on a fascinating journey into the heart of the evolution of video game music with Borislav Slavov and his presentation 'Adaptive Symphonic Music in Video Games’. Delve into the intricacies of Baldur’s Gate 3’s music systems through a live demonstration that brings the magic of exploration and combat scenarios to life. Explore the future of video game music as Slavov unravels the potential of adaptive compositions that dynamically respond to player choices. Immerse yourself in the future of game soundscapes – where music is not just a backdrop, but a dynamic force that shapes your gaming adventures like never before.

Borislav Slavov
Larian Studios
  • ICE Krakow Congress Centre

The Process is Boss: Developing Features Without Bottlenecks

  • Production and Leadership

Often in game development we fall into the same old trap of miscommunication and unexpected outcomes on areas of the game that should, in theory, be more predictable. This nearly always involves stretching the Direction team to make sure thing stay on track which can lead to a mess. The aim of the talk is that you will go away with the knowledge to adopt a system to ensure a feature avoids micromanagement, misalignment and above all remove the bottleneck created when wholly relying on Directors.

Jason Hickey
Art Direction Consultant
  • ICE Krakow Congress Centre

Reshaping Battlefield 2042: A Live Service Journey

  • Production and Leadership

Unveiling some key moments and takeaways from the exciting journey of Battlefield 2042, from a challenging launch to delivering for our community during past 24 months. Join us as we explore how a dedicated team listened to their players, discovered their identity in Live Service, and transformed a struggling game into a thriving product.

Nika J. Bender
EA DICE
Kevin Moore
EA DICE
  • ICE Krakow Congress Centre

The Evolution of Character Art at Guerrilla

  • Art in Games

An informative retrospective of how our approach to making characters has changed over the last decade at Guerrilla. Covering the journey from launching Killzone Shadow Fall on the PlayStation 4, all the way through the latest release of Horizon Forbidden West: Burning Shores.

Arno Schmitz
Guerrilla Games
  • ICE Krakow Congress Centre

Jammed in Fear? Chracter Design in Bulb Boy: Jar of Despair

  • Art in Games

Creating art for your indie games feels like drowning in a pool of jelly? What toolset to use to single-handedly create art & animation for the entire adventure game in a short time span (a year sounds good to me).

Szymon Łukasik
Lukasik.art
  • ICE Krakow Congress Centre

Dumpster Fire: Gamedev Comedy Special. GOLD EDITION!

  • Other

This is not a lecture but a stand-up comedy routine about both the dirty and hilarious underbelly of the game development industry. Packed with jokes and unsolicited opinions the talk will be a fast-paced ride through the art and craft of game-making and the blind spots and biases of those who make games—including the speaker. The GOLD EDITION! includes: at least three new jokes, various tweaks and bug fixes, a new costume options for the main character, and a higher-quality burning dumpster.

Artur Ganszyniec
BLANK
  • ICE Krakow Congress Centre

Mass: an Epic way of ECS

  • Programming & Technology

Although many platforms have multiple CPUs and technology pushes us forward to utilize this architecture, in many cases game developers stay behind holding on to the easier but much less efficient solutions. My lecture will present an easy way to step into the next level of efficiency in your games using a well-known, but less popular paradigm, Entity Component System, implemented in a modern way in Unreal Engine 5. I’ll show you why it is worth trying and how you can merge it into your project.

Grzegorz Wątroba
PixelAnt Games
  • ICE Krakow Congress Centre

Presence in Practice: Affinity vs. Contrast in Video Game UX

  • Game Design

In 3D games we see many types of user interfaces. In this session you will learn what they are, and how to best select which type of interface should be presented to our players depending on the player’s level of 'presence’ while playing your game. You will see a case study covering a fictional abstract AAA open world game realised for this talk and how the UI is structured from the ground up while best respecting immersion in our game world and giving the game’s core systems room to breathe.

Ahmed Salama
Ubisoft
  • ICE Krakow Congress Centre

Gord postmortem on a timeline

  • Production and Leadership

Sometimes, you wish you could turn back the clock and wonder what would happen if you made a different decision. This presentation will guide you through the production timeline of the GORD game – from its pre-production in 2019 to the post-release patches of late 2023. It will show the main turning points and major mistakes that ultimately led to the release of a game with a lot of promise but failed a lot of expectations.

Stan Just
Covenant.dev
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