Polish Conference On
Computer Games Development
Gdańsk 6 - 8 SEPTEMBER 2013

Lectures WGK 2013

This years edition will hold interesting lectures performed by speakers from Poland and other countries, like Germany and Ukraine. The most important lectures are presented below. Full schedule will be announced soon.

Why game developers need to organize in Europe

dr Malte Behrman

This kenote will give you insight into current state of European game industry. It will point out how integration of game developers can make industry stronger and benefitial us all.

Cross-platform development. The deep-dive.

Ivan Bilyi

There are so many developers making games for multiple platforms these days. On one hand it looks quite time consuming, on the other hand devs are keen to simplify porting of existing projects and creating new titles. That is where cross-platform SDKs enter the game. This presentation will describe different approaches to cross platform technology, describe how to achieve performance and try to avoid platform specific development for every single device.

Why do we play.

Thomas Dlugaiczyk

From infants to the elderly - from the Arctic to Patagonia. Everyone plays everywhere. Managers, engineers and gamers. They play board games, video and computer games, social games, mobile games, Facebook and simulations. The history of Games and players dates back to prehistoric times and is currently experiencing an unexpected - digital - Renaissance. Playing is the oldest cultural technique of human kind. Playing is not supposed to be work, but in fact it is so close to the process of creating. Are we playing to win? Are we going to win even if we playing? Since 20 years Thomas Dlugaiczyk, social educator (M.A.), deals with “Why do we play” and creates bold theories during his lecture. Thomas Dlugaiczyk as social educator (MD) gives us an overview about why do we play as humans.

Gaming platforms on AWS

Hakan Gurel

Online gaming platforms can be challenging to deploy and maintain. On top of low latency and other performance requirements, operation teams need flexibility, scale and durability. This workshop explains the different strategies and architectures for building gaming platforms on AWS. We will demonstrate how to architect for peak loads, store and process large amounts of activity data, scalable front-ends, and share real world case studies. Attendees will learn about:

  • Flexible and scalable architectures
  • Data storage solutions for online games (relational and NoSQL)
  • Trends and data analysis
  • Best practices for building online games platforms on AWS

    State of and Outlook on the European Game Market

    Carsten van Husen

    Have you ever experienced a scenic flight over Europe in less than one hour? If not, get aboard Air Gameforge for a cruise across six of the most important European games markets! You will enjoy a summarizing look from above, drawing the big picture of digital games in Europe with specific emphasis on PC online, social and mobile gaming.
    During our stops in Poland, Germany, France, the UK, Russia and Turkey you will be provided with the latest statistical raw data on a country-by-country basis but also with comparisons and conclusions from this data. During passages our in-flight entertainment system will provide impressions and experiences collected from being the leading free-to-play MMO publisher in Europe, rounded by venturing out into general trends that will shape the marketplace. We can expect some turbulence, please fasten your seatbelts.
    Most informative for business and marketing audiences."

    Micropayments, monetization and social aspect in mobile gaming. Visible, effective, not intrusive!

    Bartosz Biniecki

    Whether you create a premium or a freemium game it must make money! Micropayments balance, visibility and their proper selection can influence the success of the title, but can also be the final nail in the coffin. What mistakes should be avoided? What to pay special attention to ? The answers based on case studies of monetization in mobile applications. The presentation will be done in Polish.

    An Introduction to Videogames Localisation

    Ryszard Chojnowski

    There are many factors responsible for a game's success. And one of them is undoubtedly quality of its localisation, or in other words, adaptation for target market. In this short presentation, Ryszard Chojnowski, a translator with over 15 years of experience and owner of Albion Localisation Agency, will discuss and describe a process of localisation, talking about systems, tools, and typical problems encountered therein. All of that using many examples from real life.

    Brilliant Monetization Strategy in 259 Easy Steps

    Grażyna Domańska

    A quick, semi-practical guide to monetization strategy making. What areas of design to look at when identifying monetization potential? Tips and tricks for setting up a balanced premium offer and pricing strategy. The importance of promotions and events... and many other challenges a developer faces on hers/his journey to becoming a brilliant monetizer.

    Techniki optymalizacyjne w UDK/UE3

    Adam Frańczak

    The aim of the lecture is to present the engine of Epic Games as one of the tools to create games. You will learn about its optimization features and its flexibility associated with the ability to transfer games on different platforms. Participants will also learn to what extent we can talk about optimizing when it comes about Unreal Engine, when and how to organize the process and with which tools. The presentation will also cover a preliminary outline of performing the optimization, both in code and content layer.

    Cross-platform game engine development with SDL 2.0

    Leszek Godlewski

    The SDL library (Simple DirectMedia Layer) - known as "the open source response to DirectX" - lets you forget about all the boilerplate in game development on platforms ranging from Windows, through Linux and Mac OS X, to iOS and Android. While still in active development, version 2.0 of SDL provides new and improved functionality, including touch input and force feedback support. It also ships with the Steam Linux Library. This lecture provides an overview of the library's capabilities and some useful tricks.

    Like a Boss

    Tomasz Gop, Michał Kuk

    What makes defeating tough bosses so satisfying? there is probably no single answer to that, but a deeper analysis and case studies can help us understand it better, so we can create more bosses, that the players will love. A discussion on similarities and differences, using examples from Alien Rage and LORDS of the FALLEN, will be led by Michał Kuk and Tomasz Gop form CI Games. Shhh!There`s a surprise at the end!

    Roaches or whales - who swims in the sea of ​​Polish social games

    Jacek Jankowski

    Presentation of trends in monetisation of social games based on example of games and applications available on NK.PL. Who is the active and paying social games player? Did women really dominate this market? Who spend the most and what are the interests of paying customers? Do players from big cities and small towns differ from each other? Are players the only source of income in social games?

    You can always trash it – how prototype smart

    Kacper Kwiatkowski

    How to develop games faster, cheaper and better thanks to wise prototyping? In this short lecture I will encourage you to make prototypes if you haven’t started yet and try to unveil some new tricks for the rest. There will be something about ugly programming, whiteboards, Lego and metronome.

    MM - true story

    Michał 'MM' Marcinkowski

    A true story about the successes and struggles for the past 10 years of one of the pioneers of Polish independent game development. An in-depth story about how MM's greatest hit Soldat was created + how he got to the point of creating his next game King Arthur's Gold.

    Legal aspects of motion caputre and performance capture usage in computer games

    Jacek Markowski

    The demand for usage of the real life actors In the computer games is currently increasing. It is not at all about the synthespian computer creations, meaning the product of the computer graphics playing the role of an actor, mainly in the animated movies. At the moment, it is all about the human’s physical features registered by the means of the motion capture and the performance capture technique. This technique consists in placing the diodes on the body and the face of the actor and registering the facial expressions and the motion of the actor’s body and face while a specific scene is being registered on a computer. Currently the work o the screenwriters, composers and even the directors is availed of by the computer game production. In short, each of these persons has a creative impact on the audiovisual layer of the game, which later on is shifted to the game engine - the basic element of the game’s computer code. It is the role of the actors In the computer games productions and its legal aspects that i want to dedicate my lecture to.

    The 5 stages of moving from single site to multi-site development

    Bogdan Oprescu, Michał Sroczyński

    Building a new CI Games IP while introducing full-fledged co-development is an experience that can be extremely risky if not done correctly. Identifying and leveraging the strengths of each studio is key in improving the quality of our games, while taking more creative risks and distribute them across the organization. This presentation will be held by Bogdan Oprescu, Head of the CI Games Rzeszow Studio and Michał Sroczyński, Design Producer in the CI Games Warsaw Studio.

    Mobile game in episodes

    Robert Podgórski

    This presentation will cover the process of making a series of game episodes, that creates a bigger value than the separate episodes combined. We'll go through the advantages both for game design, development process and creating a community around the game.

    Why its worth to make games in episodes

    Robert Podgórski

    During the presentation Robert Podgórski will discuss the the advantages of creating games in series of episodes. Basing on the example of games that BlackMoon Design created, the audience will also learn how creation of independent games in Poland looks like and with what problems the creators have to face.

    JMgL3_HRAG - a software system for procedural animation of organic characters on embedded platforms

    Mateusz Popiel

    An animation of video game character - both realistic and suggestive - is one of most important challenges of gaming industry, as well most generously funded. Is there any space left for innovation in independent sector? Is it possible to cut costs incurred for creation of bone-based animation data? Is it possible to effectively implement procedural animation on embedded platforms? In this presentation I will describe approach to developing a software system for procedural animation of organic characters, designed for platforms with limited computing power. Main principles are: reduction of required set of graphical assets to static meshes of individual body segments and multiple use of mathematical model for composition and deformation of external character surface, in set of constraints defined by animator with author’s software. On basis of environment description, following fixed anatomical limitations, character performs elementary actions requested from game logic code.

    A "Gardens Inc" Postmortem: The series of risks that led to a hit casual game

    Daniel Sadowski

    Creating a game is a series of choices, that as a designer you have to make. The problem is: you never know which ones will work out. In the "Gardens Inc" postmortem, we will take you on a journey: from concept, to completion, and through many choices we had to make that resulted in a hit casual game on the market.

    UI design in mobile games

    Tomasz Strzelczyk

    All sorts of applications downloaded from AppStore or Google Store are designed differently which also means different usability for each user. When it comes to games two things matter - menu system and ingame UI. Poorly designed interface for F2P game won't encourage user to spend a single dime. Same with premium games. If a player is disappointed by the clumsy UI system, they won't buy a sequel. These are just a few reasons why it's so important to consider proper UI design in your game.
    Presentation will focus mostly on mobile platforms - smartphone, tablet. PlayStation®Vita may also appear from time to time. The examples will base mostly on experience gathered during a few years of work in game development.

    What do games teach us? Practical guide to positive aspects of gaming

    Marta Tymińska

    The speech will be focused on the positive and educational aspects of computer games and gaming even in games, that initially did not aspire to evoke such effects. Metaanalisys of the international data will be connected with presentation of the personal research on the topic. Recommendations for game developers and game designers will be invented during this meeting.