Alex Petrus is a solo mobile game developer with 17 years of experience building games independently. Since launching his first game in 2008, he has developed and released seven titles, downloaded over 150 million times, with five reaching the TOP 10 in the US. He has worked with top publishers like CrazyLabs, Voodoo, VividGames, EA/Chillingo, and HeroCraft, gaining practical experience in game development, publishing, and live operations. He focuses on creating original IPs and launching successful titles as a solo developer. His expertise lies in building games solo, staying efficient, and navigating industry challenges.
Katerina Dovnar is the Executive Producer of MY.GAMES Venture Capital (MGVC), the investment and publishing arm of MY.GAMES, a leading European game publisher and developer. With over nine years of experience in the gaming industry, Katerina has developed a versatile skill set across publishing, business development, product management, and investment. Prior to joining MY.GAMES, Katerina held a prominent position at Wargaming, where she was instrumental in co-development projects for mobile, the distribution of World of Tanks on the Steam platform, business operations, and more.
Maria Głowacka is a producer at Futuregames Warsaw with a background in product management and creative development. She has worked extensively on licensed IPs, including LEGO, Star Wars, and Wizarding World, shaping engaging experiences for global audiences. Passionate about balancing creative vision with production realities, she specializes in user-centered product development, ensuring that licensed content resonates with players while maintaining brand integrity.
He is a GPU developer technology engineer at AMD, where he helps game companies get the most out of their hardware and software for great visual quality and performance.
Luca Contato’s journey into the world of game development began in the imaginative realms of kindergarten play. His early fascination evolved into a lifelong passion, steering him through countless game jams where he strived not just to participate, but to break new ground and bring fresh perspectives to gaming. With the inception of Rising Pixel, he embarked on a mission to harness the transformative power of games, pioneering the use of HTML5 technology since 2011 to push the boundaries of accessibility, and introducing audiogames in 2013 to ensure gaming is an experience everyone can enjoy. For him, games are not mere entertainment; they are potent tools for change. He is dedicated to leveraging this medium to address global challenges, believing in the capacity of games to educate, to heal, and to bring about social and environmental awareness. By embedding purposeful narratives and problem-solving mechanics into the heart of gameplay, he aims to engage players in larger conversations about our world and inspire action towards its betterment.
Passionate about pushing the boundaries of real-time graphics, Danylo Vinnik wrote his first lines of code at just 13 and ventured into graphics by 15. Danylo graduated from Oles Honchar State National University (Dnipro, Ukraine), and by 18, he already had landed his first job in the games industry at Virtuos Warsaw as Graphics Programmer. He has a deep fascination for cutting-edge technologies and high-fidelity assets like Megascans and continuously explores new ways to render ultra-dense geometry, shaping the next generation of immersive digital experiences.
Matej Vrba is a Senior Network Engineer at Virtuos Labs Prague Matěj has over 5 years of experience working as a C++ engineer, from which he spent 3 years working on various multiplayer and online games as a networking engineer. Matěj’s netcode-related experience includes working with different online services, writing dedicated server logic and optimization of server-client communication.
Kornel Kisielewicz is an independent game developer and the founder of ChaosForge, best known for Jupiter Hell and DRL (formerly DoomRL). With over two decades of experience, he specializes in game engine development, procedural generation, and traditional roguelike design. A strong advocate for custom game engines, he has built and maintained his own in-house technology for cross-platform game development. He is passionate about procedural world and story generation, emergent gameplay, and integrating traditional roguelike mechanics with modern design principles.
He is a localization expert with over 6 years of experience in translation, project management, and making games feel native to players worldwide. He specializes in managing localization workflows, using AI to speed things up, and ensuring that in-game text actually makes sense. He spent almost two years at Roboto, working on AAA and indie titles, before moving to Ten Square Games, where he has been localizing and overseeing the localization of their mobile simulation games for nearly four years.
One of the original founders of the video game studio SUPERHOT, Tom later went on to create IndieBI – a platform for helping developers and publishers collect all of their business data in one place, analyze it for insights, and leverage it to improve their revenues. IndieBI has since grown to also include a consulting arm, directly optimizing and executing the commercial strategy for some of the world’s most successful games companies, already managing games collectively grossing over $400M/y, positioning it in the same league as some of the biggest indie game publishers on the planet (but with frankly much more data science and better tools).