Marcin joined GOG in early 2009 and, over the past 16 years, has played a key role in reviving hundreds of classic games from major publishers such as Bethesda, EA, Disney, Ubisoft, and Capcom. Throughout his career, he has held various positions, including QA, product manager, department head, and, currently, business development. He was also involved in the QA and release processes for The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt. As the founder of the GOG Preservation Program, his ongoing mission is to ensure that classic games remain accessible, alongside his other responsibilities at GOG.

Seven years of experience in marketing merging social media, strategy and content creation. Currently in the position of Head of Marketing at better. gaming agency. I was a member of Effie and KTR awards juries evaluating campaigns targeting gamers. In my daily work I combine a strategic approach with a passion for creativity. I have worked for brands such as LEGO, E.Wedel, Disney+ and Acer creating communication for geeks, and with studios such as 11 bit studios, Frozen District, Phobia Game Studio, Hed Media Games taking complex care of their social media channels.

Game Designer & Developer, music composer, ex-Software QA, ex-Project Manager. Started making games in 2014 as indie game developer, then worked as Gameplay/Game/Technical Designer at Teyon and Bloober Team. Currently Senior Technical Designer at Flying Wild Hog.

Mariia has gained valuable experience by working on both sides of the localization pipeline. As a Project Manager during the development of Cyberpunk 2077, she was deeply involved in the pipeline, working hands-on with tools and systems to manage translations and ensure seamless localization processes. Now, as an Engineer on The Witcher 4, she has transitioned to a more technical role, leveraging her expertise to enhance and automate the pipeline, further improving its efficiency and functionality.

He has been working in rendering for about 7 years, previously on mobile titles such as Star Wars: Hunters. Currently, he is the lead graphics programmer at Studio Gobo for Lego Horizons Adventures on PS5, PC, and Switch. Much of his work during this time has focused on balancing the cutting-edge graphics possible on high-end platforms with the demands of lower-power devices, ensuring a consistent, performant, and visually gripping result. This focus on scalability has involved integrating bespoke solutions for global illumination, reflections, subsurface scattering, anti-aliasing, and occlusion, as well as work in tooling and pipelines.

With 13 years of experience at the company, he has worked on almost every production to date: the Anomaly series, This War of Mine and Frostpunk. Currently leading the technology team on Frostpunk 2, he is highly skilled in programming, game architecture and the production process. Academic tutor, project mentor, collector of old games and a lover of their history.

Stephen Cavanagh is a Technical Director at Black Shamrock. From his introduction to the games industry working on FIFA 10 to his current role as an industry veteran supporting a variety of projects, Stephen’s career has been formed around a passion for automation and streamlined workflows. Today, he’s developing tools within the Unreal Engine ecosystem, working on automated performance capture to optimize production pipelines and empower teams.

As Technical Director of Virtuos Warsaw, Peter Sikachev has been working on game graphics for over a decade, and is now assembling a new team to work on the advanced rendering technology for AAA games. Previously, he had worked at Rockstar Toronto, Eidos Montreal, CD PROJEKT RED, and People Can Fly. Peter has contributed to such titles as Red Dead Redemption 2, Deus Ex: Mankind Divided, Cyberpunk 2077, and many others.

At Virtuos Warsaw, Ostap Trush brings his expertise to AAA projects as Graphics Programmer. He started working with graphics programming at 18, he’s graduated in Computer Science at the Ukrainian Catholic University and has already worked on optimizations and graphics features for multiple AAA game projects Last year, he presented a session named “Directional Light Shadows Compute Time-Slicing Optimization” at Develop Brighton and Digital Dragons Conference.

Uladzislau Dorashau has about 15 years of commercial experience in game development. Over his career, he has worked on more than 20 different game projects, including his own project, Space Storm: Asteroids Attack, which reached the finals of the Indie Cup Challenge. He has been working with Unity for around 9 years and has previously held roles at companies such as Melsoft and Purple Games, contributing to various successful titles. He has also served as a tech lead on several projects, helping teams overcome serious technical challenges. He has always been deeply interested in advanced graphics technologies and enjoys finding innovative ways to improve visuals and performance. Currently, he works at Playtika on the hit game Best Fiends.