Radzym is an advocate at Baker McKenzie, one of the largest global law firms. He has particular expertise in the technology and interactive entertainment sectors. Radzym advises Polish and international companies on successfully executing their strategic transactions, including venture capital and private equity investments, as well as cross-border acquisitions and joint ventures. He has been involved in some of the most significant early-stage private investment rounds in the Polish GameDev industry. Additionally, Radzym serves as a Program Board Director at Fundacja Digital Poland.
Dr Dominika Urbańska-Galanciak is the Managing Director of the Video Games Poland Association (SPiDOR), where she focuses, among other things, on promoting responsible video game use and supporting their application in education. She is the author of the book Homo player. Reception Styles of Computer Games, and a member of the programme board of the Polish Society for Game Studies. She represents Poland in Video Games Europe and serves on the board of Pan European Game Information (PEGI).
Karolina Kałużyńska specializes in communication in the areas of gaming, esports, and new technologies. As Communication Manager, she is responsible for co-creating and promoting SPiDOR/Video Games Poland Association projects, day-to-day communication and media relations, as well as cooperation with the organization’s members and partners. Previously, she gained experience running projects for gaming and tech clients at Monday agency, as Head of Communications at Gameset, and as a freelancer. Karolina is also an ambassador for Women in Games (WIGJ) – a global organization of activists supporting women in the gaming industry.
He has worked for QED Games for about 8 years. During his time there, he was responsible for developing Grail (a framework for developing game AI), gameplay, and AI for Tactical Troops: Anthracite Shift. He has also helped develop AI for Hard West 2 by Ice Code Games, Soccer Kids by Acid Wizard Studio, and Hangry by Game Pill.
Ion has been the Game Director of World of Warcraft since 2016. He joined Blizzard Entertainment as an encounter and systems designer in 2008. Prior to that, he spent several years as a practicing attorney.
Stefan Maurus serves as the Lead Integrator at GIANTS Software, overseeing the integration of vehicles and assets into the Farming Simulator game series. Prior to entering the gaming industry, Stefan initiated his career as a modder, gaining recognition for the detailed mods he crafted. At GIANTS FarmCon and other industry events, he conducts workshops and presentations to assist modders in enhancing their mod creation skills.
Klaus Scherwinski is a Europe-based and globally working freelance storyboard artist. Born in Germany, he started his games career working on Crysis 2 and later Ryse: Son of Rome while he was employed at CRYTEK. Today, he focuses on cinematics for triple-A games having shipped titles like Avatar: Frontiers of Pandora, Horizon Forbidden West, and Hitman. Klaus regularly gives master-classes on visual storytelling and creative career development, while working on game trailers, music videos, advertisements and other forms of animated content. His 20-year career in the entertainment industry covers all avenues of visual storytelling: be it concept art, comic books, illustration and indeed storyboards.
A quantum physicist turned AI developer with a decade of experience in Machine Learning and Data Science. His work spans from automotive safety systems to human motion analysis, combining expertise in Computer Vision, Natural Language Processing, and deep neural networks. Currently serving as Chief R&D Officer at Foregamer.
Vojta Nedvěd is a sound designer and musician. He has been working at Warhorse Studios as an Audio Director for over 10 years, crafting huge and detailed open world soundscapes for both KCD 1 and KCD 2. He also wrote music for various games in the past. He likes realistic approach on his sound design work with emphasis on player immersion. In his spare time he plays ice hockey and tries to push various 8-bit or 16-bit machines to its audio limits.
André is an audio designer at Giants Software, currently living in Germany. He plays a crucial role in enhancing the sonic experience for the Farming Simulator franchise. Before embarking on his journey to Germany, he also had the opportunity to work on educational games. André’s academic background is rooted in the study of spatial audio and flow state for board games.