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4C: Prague is a melting pot where attendees can discover the future of gaming across a massive 2-day event. Hear from industry experts in a number of diverse sessions ranging from art, business, marketing, game design, leaderships, and lots more. This year's conference will be held on October 5–6, at the Clarion Congress Hotel.
Florian Stronk is a former army officer and game industry veteran (EA, KONAMI). He is the co-founder of BRAVOCOMPANY, the London-based inventor of coffeebreak esports — competitive real-time, team-based multiplayer games that can be played in 4-minute sessions. BRAVOCOMPANY's first game, the Multiplayer Outdoor Arena Combat Game Forces of Freedom has already attracted more than 15m players in early access and is enjoying unbroken organic traction.
Paul Barnett has been making, launching, supporting and playing computer games for over 20 years. His tours of duty include time with BioWare, Mythic, Ultima, Electronic Arts and Games Workshop. After hitting twenty thousand battles in World of Tanks, he decided to move to Wargaming and join the powerhouse company that created his current game playing love affair. He brings decades of experience with designing, building, running and improving online games, a skill set he utilizes every day with the great teams at Wargaming. He tells good stories as well.
Dr. Greg Street has been designing games for about 20 years. Prior to Riot, Greg was lead systems designer on World of Warcraft. Before that, he was a lead designer at Ensemble Studios/Microsoft working on the Age of Empires franchise. Before that, he was an oceanographer who studied crabs.
Jason is a 21-year veteran at Microsoft, having worked on the original Xbox console, XNA, and helping launch Microsoft’s cloud computing technology for Office 365. For the past 7 years, Jason has been a technical director in Microsoft Game Studios where he ran his own mobile studio before joining the acquisition team of Mojang AB (Minecraft) in 2014.
Mo Fadl is the Head of Esports UK at Riot Games where he will focus on building a strong and healthy UK Esports ecosystem for League of Legends from Grassroots to the top. In this role he will work closely with Players, Teams and Partners to create a thriving competitive environment for the UK. Previously he held the Position of Global Head of Esports at Wargaming where he has molded World of Tanks into one of the top Esports games within the industry. Mo held various position before that in Blizzard and NCsoft.
Elena Lobova is a Founder at ACHIEVERS HUB, the project aimed to help talented indie teams get funding, secure partnerships and make better games through connections with the experienced mentors, publishers and investors from all around the world. Elena has a track record for growing an international game production studio iLogos from 40 to 300+ employees as COO and then managing the company as CEO, founding and organizing a game developers conference Get IT for 6 years, consulting and helping various game development companies grow by extending their networks and collaboration. Elena is passionate about spreading the worthy ideas, networking and connecting people, traveling and enjoying the diversity of the world. Elena likes puzzle and adventure games with atmospheric graphics, complex tasks and deep meaning.
Jean-Marc joined WG in 2016 as a Global head of Player Experience based in Nicosia where he focused on player happiness for the group. Understanding what makes player join a great game such as World of Tanks and stay longer with the game is his passion. Engagement of players through Customer Services, communities and creating great content, that’s the job. JM has just been appointed as GM for Europe, based in Boulogne Billancourt.
Gaming has always been part of my life, since being born in the mid 80s I grew up with and very fond of titles like Doom, Half-Life and Diablo I. Living all over the world in places such as the U.S., Germany, Ireland and Finland has given me the unique opportunity to learn about and understand various people’s backgrounds and characteristics. Togetherness is important to me; I always think of gaming as a unifying “language” – through which communities forge strong bonds fast and grow beyond geographical or social boundaries.
Geneviève Leblanc (she/her) is a Community Manager and QA Tester at Clever Endeavour Games. She specializes in being a social media guru and networker extraordinaire, and skirts the line between passionate deep dives into projects and digging too greedily and too deep. As a contributor to Pixelles Montreal, she is highly driven to address issues of inclusivity, diversity, accessibility, and democratization in games, wanting to open the domain to everyone, be it from the consumer / hobbyist's perspective or within the industry. She has also worn the hats of Community Developer / Manager and Producer for the Play by Play Twitch project.
Noah Falstein has been a professional game developer since 1980, and was one of the first ten employees at LucasArts Entertainment, The 3DO Company, and Dreamworks Interactive, before running his freelance design firm, The Inspiracy for 17 years. Some highlights of his work include co-designing the arcade game Sinistar, Indiana Jones and the Fate of Atlantis, and contributing to Serious Games such as ReMission and Neuroracer. Falstein was the first elected Chairman of the IGDA and design columnist for Game Developer magazine for 6 years. Most recently he served as Chief Game Designer at Google and now consults on Neurogaming and VR/AR.
Prior to becoming a VR enthusiast and game designer Konstantin used to be a video director filming 360 documentaries for Wargaming. After he tried VR back in 2013 he felt in love with the technology and have organized the biggest VR conference in Minsk, Belarus – “AVRA days Minsk” (3 days, 500+ attendees). Now he is responsible for the development of World of Tanks VR - arcade incarnation of the world’s famous MMO game made by Neurogaming. Neurogaming is a joint venture between Wargaming and VRTech focused on location-based VR entertainment. It operates the largest European multiplayer VR arcades network “PlayVR” (40+ halls) featuring a proprietary cloud-based platform and 12 high-end own produced games.
Ben X Tan started playing video games in DOS before he started making games in QBASIC. He now works as a Creative Technologist at Google and works with brands and agencies to help bring their ideas to life using technology. Somewhere in between those 2 things were countless hours spent creating prototypes, websites, apps, games, artworks, VR and AR experiences, and building robots.
Judith oversees daily studio operations and production as COO at Big Huge Games, a mobile game company just outside Baltimore, MD. She's been in the games industry for over 15 years, starting with MMO development at Turbine. She's also worked at Sierra Online, EA, Zynga and a few other game studios before joining Big Huge Games. Before the games industry, Judith was a broadcast and sound engineer for many years, and also worked at one of the first wave internet portals, Excite, launching search services in Europe.
Emre Deniz is the founder of the award-winning game studio Opaque Space and is one of the first developers of consumer VR in Australia, specializing in developing, designing and overseeing games for training and entertainment. In the past 5+ years, Emre has been involved in various VR/AR productions with clients and collaborators ranging from NASA, Pearson Education, HTC, Epic, Microsoft, Google to domestic parties such as the Australian Defense Force. In 2017 he steered Opaque Space into a partnership with Boeing on training astronauts for the CST100 Starliner, and in 2018 was one of the inventors for the Adaptive Intelligent Virtual Assessor (AIVA) that has since become a flagship technology within the Opaque group.
Sophie is a creative product lead with 10 years in the mobile gaming industry. In her career, she had worked in Paris, Berlin, and now Helsinki, where she joined Rovio as an Executive Producer, working now on a new unannounced title. She has developed or shipped more than 20 games across Facebook, console and mobile, and led Live Ops on brand-known titles such as Diamond Dash, Jelly Splash and Angry Birds POP! In 2015 she funded a fashion startup in Berlin, to experiment with something outside of games.
Sebastian Long is a Games UX Researcher at Player Research, based in Brighton and Montreal. By applying research, behavioural observation, games analytics and player psychology to game development, UX Researchers make video games more playable, enjoyable and exciting for their target audience: helping to deliver on the designers' creative intent. Since 2012 Seb has consulted and conducted research to improve more than 200 shipped games, spanning every genre, platform and audience, totalling in excess of 3 billion sales and downloads. From much-loved favourites like FIFA, LittleBig Planet and Harry Potter, to mobile hits including Talking Tom, Hungry Shark, CSR Racing and Sonic, and many more.
Maksym Zhuravlov has been making a gameplay animation for over 14 years. Having been a very dedicated and game focused animator from the very beginning, he managed to stay true to his main passion: animating core gameplay for 3rd person action/adventure games throughout his whole career. He's been fortunate to ship games such as "Collapse" (Creoteam), "I am Alive"(Ubisoft Shanghai) and "Quantum Break" (as Principal Animator at Remedy entertainment). Currently he is working hard on the player character of The Last of US Part II @ Naughty Dog.
Karen Segars is the Lead Level Architect at Arkane’s Austin Studio. She graduated from Ringling College of Art and Design in 2002 with a B.F.A in Computer Animation and a minor in Photography. In 2003, she moved to Austin and has helped create the environments for various games over the past 14 years including Metroid Prime 3 (Retro Studios/Nintendo), Blacksite: Area 51 (Midway Studios), and DC Universe (Sony Online Entertainment). Since joining Arkane in 2015 she has helped create the vast levels of the Talos Space station in Prey as well as the Moon base for the recently released DLC MoonCrash.
Christopher Denman is an experienced Senior Sound Designer with a demonstrated history of working in the entertainment industry, supporting such franchises as Star Wars, Marvel, and Disney Animation. He is currently employed by Disney Parks, Experiences and Consumer Products in Glendale, CA
Will Augar is the lead audio programmer at Frontier. He been a professional software developer for 10 years working in both the games and music industries. He was an audio programmer at FreeStyleGames working on the DJ Hero series and has worked on Akai MPC at inMusic. In recent years, Will has overseen work on Elite Dangerous, Planet Coaster and most recently, Jurassic World: Evolution. Will loves making audio interactive; empowering sound-designers and musicians with systems that unlock their creativity.
Petri Alanko has been in the business since 1990, and has been putting his hands into composing, sound design, producing and songwriting for his living as long as he can remember. He got a BAFTA nomination for his soundtrack for Alan Wake, and his critically acclaimed soundtrack for Quantum Break proved he’s not willing to repeat himself over and again. He’s currently working with two unreleased soundtracks, and is - among his other duties - the Audio Director for Finnish Broadcasting Company. His solo album, “We’ve Been Here Before”, under his moniker Lowland was released on 15th September 2018.
Veteran voice and casting director know for pioneering work on production methodologies that bring together acting theory, neurology, and the world of espionage to better empower actors working in games. As founder of OM London & Los Angeles, he has worked with developers and publishers worldwide. He also leads professional development masterclasses for actors at the world-renowned London drama schools: RADA, LAMDA and The Drama Centre. Recent titles include work on Horizon Zero Dawn, The Vermintide games. and micro indie titles like Someday You’ll Return and My Memory of US.
Matias Myllyrinne is the Head of Development at Wargaming.net. He is responsible for the world wide studios, technology organization and various internal and external development efforts worldwide. He is based at the corporate headquarters, in Nicosia, Cyprus. Previously Matias worked from 1999 at Remedy Entertainment, taking part in building this Finnish studio into one of the leading independent studios in the world, serving as the CEO from 2008 - 2015. Since 2013 Matias has also been a board member of Starbreeze, a game development company with headquarters in Stockholm, Sweden.
Data Science practitioner with the overall of 8 years of experience in the field, of which the last 4 years I spent at Wargaming. PhD in experimental physics. My work experience is mostly related to customer lifecycle description (segmentation, churn prevention), anti-fraud solutions.
Arthur Houtman has been active in the digital entertainment industry for over 25 years. He is very passionate about emerging technologies and the creative opportunities the constantly evolving digital platforms provide. Arthur has held executive positions with leading companies such as Atari and Disney. He has earned both critical and commercial success, forging a reputation as a forward-looking, innovative force that's constantly pushing the boundaries of what can be done in the world of digital entertainment. Today Arthur is a founding partner and CEO of Force Field, one of the world’s leading virtual and augmented reality development studios. Based in Amsterdam the studio was created in 2015 through the merger of the successful game studio Vanguard Games (best known for mobile games Halo: Spartan Assault and Halo: Spartan Strike) with VR startup NTC. To date Force Field has produced over 10 VR projects. Ranging from games such as Landfall, Coaster Combat and Pet Lab to motion platform, location-based thrill ride Space Flight as well as cultural experiences such as the Anne Frank House VR Experience and Meeting Rembrandt.
Rainer Angermann is co-founder and CEO of Rarebyte. He has more than 12 years of professional experience in the games industry, and has worked on 25+ titles on all major platforms. Prior to founding his company, he has studied telematics and network engineering, and has been working on games and entertainment technology since 1999.
Kimmo has spent the best part of 20 years working in media and the gaming industry, in roles spanning from programming to leading creative teams and securing funding for game companies. Kimmo is a veteran game producer with 40 globally published games from consoles to mobile under his belt. Kimmo has been in the past been employed by: YLE, Digital Chocolate, Bugbear Entertainment, Playground Publishing, Vertige, IQU, Rival Games and now FakeFish.
Jo Summers has over 10 years of experience curating and producing community technology events, including Hackathons, Barcamps, Maker Faires and videogame parties. She is currently the executive producer for Global Game Jam and GGJ NEXT - a worldwide game jam for kids. She is a passionate advocate for showcasing weird and wonderful games to the general public, as well as supporting and promoting diversity within the creation of games.
Slava Makarov is the mind behind World of Tanks phenomena that built Wargaming from a small dev team in Belarus to a global game developer and publisher in cross-platform F2P market worldwide. Before joining Wargaming in 2009, Slava’s designed and published first Russian tabletop role-playing game “New Age” (“Эра Водолея») in 2000 and fleshed out the web-browser MMORPG “Carnage” in 2004. At Wargaming currently Slava heads its R&D department and leads World of Tanks PC development as its Product Director while contributing to a wide variety of company’s new and existing titles and advocating for location-based VR entertainment.
Alexander Horn is a writer and narrative designer currently at Ubisoft working on Tom Clancy’s The Division 2. His shipped games include Kingdoms of Amalur: Reckoning, games in the Elder Scrolls and Civilization franchises, and other mmo and mobile titles. He’s from the Philadelphia area, and currently lives in Newcastle upon Tyne in the UK.
Aidan Millott is a Product Manager for Wargaming.net. In this capacity, he works with internal stakeholders to improve BigWorld, focusing on the development of game by small teams and works on prototypes. Through this role there is quite a lot of balancing the priorities of several internal stakeholders. Before Wargaming.net Aidan was an Executive Producer and Studio Manager at Halfbrick Studios. He lead 2 small teams that developed games for the mobile platform. He was responsible for all stages of the development process and also all recruitment for the studio in Sydney. During his 8 years working at Halfbrick, Aidan released 11 games on several platforms including Nintendo DS, PSP, iOS, Android and Xbox360. Aidan has over 10 years of experience working in the games industry as a engineer and producer.
Mohsin AKA Mozzy is a Product Owner at Glu and is leading the Deer Hunter Franchise. He has worked in Germany and mostly in India making Games with WW appeal and with high quality bench-marking. He has been in the mobile industry for about 10 years and has shipped games and also an extensive amount LiveOps for companies like EA, Zynga, Glu etc. He has worked on games like CityVille, MafiaWars, Desperate Housewives, Deer Hunter 2018 etc.
Constantine Is a design leader with more than 15 years of experience dedicated to UI, Product and User Experiences that turn heads, drop jaws and deliver impactful business results. After running his own studio and spending a decade in different design agencies that included clients like Sony, Microsoft and Tommy Hilfiger, Constantine has fully committed to the Video Games Industry and joined Wargaming in 2014. Now he is focused on building a versatile international design team and pays extra attention to practical methodologies, knowledge and philosophy that should be in place to help them being effective and take on impossible creative challenges.
Vachon is an industry veteran who has been working in AAA console development for over 7 years. She has worked at a variety of companies including EA, Sony Santa Monica Studio, and Massive Entertainment, and is now serving as a Producer at Sharkmob in Malmö, Sweden where they are working on an unannounced project.
Vera has studied Business Administration at the University of Applied Sciences in Regensburg (Germany, Bavaria). She holds a Diploma (similar to Master Degree) with specialization in strategic management and marketing. After finishing university Vera got her start in the video games industry in 2008. Since then she has worked for publishers and developers in different leading positions, amongst them Gameforge, Travian Games and flaregames. With experience and expertise in producing, project management, product management and marketing, Vera has contributed to a wide variety of titles for Browser, Social Media, Mobile and PC Online Games. More recently Vera is also a guest lecturer and mentor in project & risk management at the Film Academy Baden-Wuerttemberg.
Jack is a Development Director with Criterion Games at EA’s UK studio in Guildford. He has 18 years experience in games development, and always had a huge passion for organisation, collaboration, communication and delivering quality, having fallen in love with videogames at an early age, and starting out in the industry as an artist. His early career involved working as an environment artist on train sims and film licenses, before joining Criterion where he has enjoyed the last 13 years working on the Burnout and Need For Speed franchises, and more recently collaborating with DICE in Stockholm, on the Battlefield and Star Wars Battlefront games, enabling him to develop strong collaboration and management skills. He is fortunate to work as part of a hugely talented team, within a progressive and vibrant studio culture, that is passionate about improving how amazing games are made.
Mia has worked on user research for over 14 years. While developing new concepts in Nokia Research Center during the hyper expansion of mobile technology, she realised the acute need for user research and UX thinking in product development. As a result, she started interviewing potential users before coding and did some post graduate studies on User Research. After co-founding a digital service startup and practising the product management and lean approach hands-on, she joined Rovio to use everything she has learned so far to help developing best in class games for players.
Following his passion, Aleksandar joined Nordeus 2 year ago to make a difference in the mobile gaming industry. Alongside his team, his mission is to understand players’ behavior to provide the best experience for all Nordeus games. If you state any gaming preference, he will most likely ask you why several times.
I started my IT career as a manual Junior QA in a small outscoring company in Estonia sixteen years ago, and in less than one year I became a QA Team Lead and then a QA Manager there. After that, I was working on leading positions for various consumer and enterprise products. A year and a half ago my dream came true: I joined a gaming company as a QA Lead. For all these years (and up to now) I have been aiming to bring awesomeness to people: awesome products for end users, awesome environment for engineers, so that they could build awesome products, which end users can enjoy. Yep, this is a circle. To succeed in this, I have been doing risky and crazy things
I started my career 5 years ago as a QA intern. During these years I’ve changed several posts and companies working on projects in different areas such as web, mobile and desktop. Presently I’m working as a QA lead at Sperasoft. My main working principle is - as a QA you can be thousand times right, but it doesn't matter if your developer is crying.
Peter Sikachev has been working in the game development industry as a graphics programmer since 2011. He shipped several AAA PC and console titles, including Rise of the Tomb Raider and Deus Ex: Mankind Divided and worked on highly anticipated Shadow of the Tomb Raider and Read Dead Redemption 2. Peter is author of multiple chapters in the GPU Pro acclaimed book series and gave talks at SIGGRAPH and other conferences on various novel graphics technologies in games. Peter is currently a senior graphics programmer at Eidos Montreal.
Maurizio is the Chief Technology Officer at IO Interactive, where he oversees tech development of all internal projects, including HITMAN2 and the Glacier2 engine. During his time with the company he’s covered multiple roles over the years, in particular Technical Director on HITMAN2, Architect and Infrastructure Lead on the Glacier2 Engine, and Engine and Animation Programmer on Hitman Absolution. He spent a couple of years at Ubisoft Montreal as Technical Architect on Rainbow Six|Siege, where he provided technical leadership for the development of tools and infrastructures first, and AI, animation and gameplay later on. During this period he's been a recurring speaker at the internal UDC conference and has created shared technology now used by multiple projects within Ubisoft.
Lou Kramer is an engineer in the Game Engineering team inside AMD RTG, working closely with game studios to make sure their games run well and look amazing on AMD GPUs and CPUs.
Leszek Szczepański is a senior gameplay programmer at Guerrilla Games, specializing in technical aspects of video game narratives. He started his game development adventure by making mods for RPGs in high school. Later while working on his degree at the Polish-Japanese Academy of Information Technology he worked as a professional Dungeon/Game Master and soon after that he joined Playsoft Games as a programmer/designer to create mobile games for various platforms. His mobile portfolio include over 20 different titles, like Metal Gear Ac!d 2 Mobile, The Sims 2: Castaway, and Ultimate Mortal Kombat 3. Later he joined Guerrilla Games as gameplay programmer to help create Horizon: Zero Dawn and finish Killzone: Shadow Fall for PlayStation 4.
After growing up outside of Paris, Adrien graduated from LISAA in 2008. He got his start as an Environment Artist at Ubisoft where he worked on Ghost Recon: Future Soldier. Adrien then made the jump to Arkane Studios in Lyon, where he worked on Dishonored and all of the DLCs, Dishonored 2, and the standalone Death of the Outsider. He also assisted fellow Zenimax studio Machine Games on Wolfenstein 2: The New Colossus.
Ben Wilson is a Senior Environment Artist at Machinegames with over 8 years of experience. He has contributed to multiple AAA projects including Wolfenstein 2: New Colossus, Tom Clancy's The Division and Homefront: The Revolution. At Machinegames, Ben focuses on material creation and helps manage the substance tools and material pipeline.
Many years ago, I wandered into an art school and found out that, in fact, you could do animation for a living. I was excited for the opportunity to create memorable experiences for audiences in the way those early games affected me. The first four years of my career were a constant hop from studio to studio, some small, and others even smaller, working on TV and DVD projects. Eventually I made my way to Los Angeles where my whole career opened up. There I began working on AAA titles like Gears of War 4, Halo:Reach, Lost Planet 3, and Call of Duty. Those few years were a blur of new and incredible titles giving me a crash course in gaming, the industry I gladly nestled into. Now working at Blizzard, a company that helped define large parts of my childhood, I couldn't be happier. World of Warcraft has been the highlight of my career; working with an amazing team and studio.
Jonathan Ashby is an audio programmer at Frontier and has been there for 2 1/2 years. He is passionate about developing audio systems and algorithms that can be used across multiple projects. Jonathan has been a key audio coder on Planet Coaster and Jurassic World: Evolution. His background is in Computer Science, which he read at the University of Cambridge. A long time ago he played baritone sax in a jazz band on tour in Prague.
Almut Schwacke is a Foley Artist, Sound Designer and Composer who loves contriving soundscapes until everything’s in the right place. Being a qualified and highly musically trained Tonmeister (The Berlin University of the Arts) sets the ground for finding the right pace and mood for all sounds. Her past work includes games like All Walls Must Fall, Rainbow Skies, The Curious Expedition and Dead Island 2 and movie credits like Same Same But Different, The Librarians, Monsters, The Librarians and many more. Currently she‘s recreating some of the hilariously notated sound effects from Don Martin‘s comics for a sculptural work of visual artist Annelies Kamen and working on the historical resistance strategy game Through the Darkest of Times and the priceless farming simulator Original Hill Farming.
Christopher is a veteran in both game and community development. He is passionate about game development communities and encouraging people and teams to learn from one another in informal settings. He is currently a board member for IGDA and the Finnish Game Jam. He is based in Helsinki working at Rovio Entertainment as a producer for the company's third party publishing unit.
Prior to joining Wargaming, Anton has been a modding enthusiast for more than 15 years, creating mods for games like the Elder Scrolls series, Fallout, Neverwinter Nights and Counter-Strike. In Wargaming he was responsible for creating the platform for mod makers, anti-cheat initiative and development of various feature prototypes for World of Tanks with the help of mod creators. He’s still an active member of a modding community and strongly believes in mods as a great way to improve games and fuel them with new content.
Michael Buckwald is the CEO and Co-founder of Leap Motion, a software and hardware company developing 3D motion-control technology for virtual reality and additional computing platforms. Prior to co-founding Leap Motion, Michael was the CEO of Zazuba.com, a business appointment service later acquired by a major national yellow pages company. Additionally, he ran the first deployment of computers to Madagascar with the One Laptop per Child program. Michael earned his dual Bachelor's degree in philosophy and political science from George Washington University.
With a background in theoretical physics as well as computer science, Bergþór Hauksson has an unorthodox trajectory for a game developer. His work has ranged across safeguarding the Icelandic kilogram, creating virtual worlds at the turn of the century, automating business processes for airlines such as BA and Emirates, and to modernizing IT for insurance companies. Finally, as a Development Manager at CCP for over 6 years, Bergþór has been able to marry the two disciplines of physics and computing in his work on the beautiful yet harsh world of EVE Online. He has been involved in all major expansions and the transition of the game from subscription-based over to a free-to-play business model. Of special interest has been the introduction of Project Discovery to the game, allowing EVE Online players to contribute to real science.
I'm currently a Project Lead of Vigor at Bohemia Interactive after roughly 8 years in the company. I was project lead on Arma 3 Apex, a technical designer and data manager on Arma 2 DLCs and Arma 3 and I used to be a game journalist before I took Arrowhead into my knee and joined the company.
Petr Murmak is publishing board games for 12 years in a company Czech Games Edition which he founded. Over the years he worked on many games which brought some level of digital experience to regular tabletop games. In the last five years, he is focusing on converting board games into digital games.
Jami Laes has been working in mobile games since 2000 and overseeing well over 200 launches on numerous platforms and business models. Over the years he has built and managed studios globally at small and large companies such as Sumea, Digital Chocolate, Playfish, EA and Rovio. In 2015 he finally co-founded Futureplay Games and they have seen rapid success with their View-to-Play games Idle Farming Empire, Idle City Empire, Idle Crafting Empire, Idle Tuber Empire and in the summer 2018 with the epic launch of their latest hit game Battlelands Royale.
Since joining an independent game studio back in 2003, Milos has worked his way through the games industry in several games, studios and countries. He has worked in Czech on three 2K Games' projects, in Finnish Remedy on Quantum Break and in Slovenia on two Zootfly games. In 2016 Milos joined Wargaming as the Development Director of World of Tanks PC, one of the biggest F2P games on the market, and delivered together with his team the critically acclaimed World of Tanks 1.0. Later in the 2018, Milos decided to leave Wargaming and look for new opportunities in the industry.
Jussi Tähtinen is the CEO & Co-Founder of Nitro Games Plc. Nitro Games is a Finnish mobile game company, publicly listed at Nasdaq First North Stockholm. Jussi has 15 years of experience from the games industry, ranging from development of games on various platforms to publishing and marketing. Throughout his career, Jussi has worked in various positions in game development and worked with +30 game releases on platforms ranging from PC to console to mobile. Jussi has been the CEO of Nitro Games since 2008.
Veli has always been intrigued by the mixture of art and technology, searching new ways to create and experience digital content, and pushing game engines and tools towards the future. Tools he designed at Unity Technologies are now used by almost every game developer out there, and now he's creating new era of tools at GOTO Labs.
Having joined Remedy in 2011, Tatu has worked extensively on the rendering technology of Remedy’s visually groundbreaking titles such as Quantum Break and the upcoming Control.
Rock musician turned designer, Weszt has been designing products and experiences for nearly 20 years, the last seven exclusively in video games. Prior to Wargaming, he was a Senior UX Designer at Riot Games, working on League of Legends, player behavior, social systems, and much more.
A professional level designer whose passion extends to game design as well. With over five years of experience ranging from mobile, indie and now currently AAA titles, like The Division Cyberpunk and others, Max is constantly trying to learn and push levels even further not only to immerse players but also to create an emotional response to the worlds they will explore. Max craves to be at the forefront of this new era of games.
For the past 18 years Jason has led teams and provided product, design, and UX research and direction both as a consultant and as a top performing employee at Amazon, Disney, Microsoft, and Zynga. He currently works with a number of game developers and publishers, building UX, product, and design strategy, mentoring individual team contributors, and providing game direction and feedback. In a previous life, Jason studied how judges and jurors evaluated complex scientific information in legal proceedings.
Celia Hodent is recognized as a leader in the application of user experience (UX) and cognitive science in the game industry. Celia holds a PhD in psychology and has over ten years of experience in the development of UX strategy and processes in video game studios. Through her work at Ubisoft (e.g. Rainbow 6 franchise), LucasArts (e.g. Star Wars: 1313), and as Director of UX at Epic Games (e.g. Fortnite), she has contributed to many projects across multiple platforms, from PC to consoles, mobile, and VR. Celia is also the founder of the Game UX Summit, advisor for the GDC UX Summit, and author of The Gamer’s Brain: How Neuroscience and UX can Impact Video Game Design. She currently works as an independent consultant, helping studios increase the likelihood of their games to be engaging and successful.
Born in Minsk, Belarus in 1984. Education: Belarussian State Technical University - Master of Engineering (M.Eng.), Construction Engineering Technologies, 2002 – 2009. Worked for the government as construction engineer for 5 years. Started game development career at Wargaming.net as support specialist. Then moved to position of VFX artist and worked there for 5 years. After that moved to position of Senior 3d artist.
Born and raised in the Siberian Academy Town, driven by the scientific spirit of her hometown, Anastasia has got an MS in Math and has applied the sacral knowledge throughout her career in HR. Anastasia spent a number of years in recruitment, employer branding, HR PM, HR Business partnerships and worked on both mature and emerging markets, in local, regional and global roles in major IT and Big Pharma MNCs. Anastasia has lived and worked in Russia, UK and Cyprus. In Wargaming Anastasia supports Global Technology and Platform Organization as Senior HR Business Partner.
Colleen is the Senior Director of Analytics for EA SPORTS and the Competitive Gaming Division at Electronic Arts, working with well-known franchises such as FIFA and Madden. Her organization partners with game designers and marketers to provide insights to level up the player experience. Colleen views herself as a data advocate, encouraging the adoption of data-informed decisions throughout the organization.
Aleš is a Creative Director at Bohemia Interactive, where he's currently having a lot of fun while working on Ylands, a cheerful polygony sandbox game / game-making platform. During his 15-year-long journey through the world of computer games he's worked on eight titles released for various platforms.
Tim Lonnqvist is the Head of Game Design at Small Giant Games. He's responsible for game concept, feature design and, among other things, art outsourcing for Empires & Puzzles. Prior to Small Giant Games, Tim worked as a Lead Game Designer at Remedy Entertainment. Tim bypassed excessive formal education in favor of playing enough games and starting a development career as early as possible.
Vlad has spent his recent years at Wargaming.net on building a data-driven approach to manage customer base with specific focus on predictive analytics, segmentation strategies, hypothesis testing and lean processes.
Rob Martyn has been a chameleon in the electronic entertainment industry about as long as there has been one. Rob's history is a variety of roles, platforms, markets and brands - production, studio operations, marketing, analytics...online games (before there was online), console, PC, mobile...casual games, sports, edutainment, casino, Sims (yeah, that Sims)....EA Sports, AOL, Maxis, Zynga, Living Books, GSN Games. After a lifetime of game production and studio operations, Rob has spent the last 3 years bringing an operations mindset to mobile game marketing, and is rejuvenated by exploring an interdisciplinary view of development, marketing and operations.
Marianna is a Head of Growth at Creative Mobile – an Estonian-based game development studio operating since 2010. Being with the team from the very first days, performed in multiple roles in marketing, business development and growth. From 2015, she also leads the Estonian game developers’ association, known as IGDA Estonia.
Daniel McDuff is a Researcher at Microsoft where he leads research and development of affective computing technology, with a focus on scalable tools to enable the automated recognition and analysis of emotions and physiology. He is also a visiting scientist at Brigham and Women’s Hospital in Boston where he works on deploying these methods in primary care and surgical applications. Daniel completed his PhD in the Affective Computing Group at the MIT Media Lab in 2014 and has a B.A. and Masters from Cambridge University. Previously, Daniel was Director of Research at Affectiva and a post-doctoral research affiliate at the MIT Media Lab. During his Ph.D. and at Affectiva he built state-of-the-art facial expression recognition software and lead analysis of the world's largest database of facial expression videos. His work has received nominations and awards from Popular Science magazine as one of the top inventions in 2011, South-by-South-West Interactive (SXSWi), The Webby Awards, ESOMAR and the Center for Integrated Medicine and Innovative Technology (CIMIT). His projects have been reported in many publications including The Times, the New York Times, The Wall Street Journal, BBC News, New Scientist, Scientific American and Forbes magazine. Daniel was named a 2015 WIRED Innovation Fellow and has spoken at TEDx Berlin and SXSW.
Fawzi is a passionate Creative Director, Game designer, Manager, author, public speaker and retired e-sports player that has been in the gaming industry for over 15 years in a career that spanned The Middle East, New Zealand, Japan and Europe working for companies such as King (Activision Blizzard), Gameloft and Atlus Ltd to name a few. As a game designer / Director he has worked on over 20 titles that have been enjoyed by millions of players world wide most notably Candy Crush Saga, Candy Crush Jelly Saga, Kim Kardashian Hollywood (JP), Ice Age adventure, my little pony friendship is magic, Persona 3 Social and many more.
After escaping a boring legal career, Jamie now works as a freelance Project Manager in Prague. He’s obsessed with board and video games and hopes one day to finally clear his backlog. The proud owner of over 200 board games, an unknowable number of tabletop RPG books, Jamie is drawn to games that bring people together in a living room or shared space.
Kate is a game designer, writer and miniature painter with 15+ years in the Games Industry. Over that time she has enjoyed working with iconic studios such as Games Workshop, BioWare, Maxis, Mythic and Pogo on everything from RPG Books to MMORPG’s, Rapid Mobile Prototyping and the unique weirdness that is The Sims 4. Her credits include Legends of Terris, WFRP 2nd Edition, Dark Heresy, Warhammer: Age of Reckoning, Ultima Forever, Sims 4 and Shadow of the Demon Lord. Kate currently runs Brush Voodoo, a Prague based studio that produces custom gaming miniatures. When she’s not painting Kate enjoys writing RPG gaming supplements, No Man’s Sky and geeking out on architecture.
Reginaldo is an avid gamer who decided to start making games 18 years ago when he founded a startup pioneer in online multiplayer games in Brazil. He transitioned to mobile games a few years later to have fun with the wonderful world of J2ME. But it was in 2013 that he had his first international experience when he moved to Germany to work on casual games and mobile publishing. He soon realized Berlin was not cold enough and moved to Finland to be Head of Production for Rovio. Early in 2017, he joined the outstanding team of Rovio Stockholm with the mission to deliver some of the best mobile RPGs in the west. He is flying high with very angry birds ever since.
Tomek joined App Annie in 2016 to help gaming clients achieve success with the best-in class market data. Previously he spent 5 years driving user acquisition for gaming apps. Outside of mobile gaming, Tomek has also spent over a year cycling through Africa and Asia.
Vladimir has been involved in the gaming industry since the early 2000s, taking on a number of roles from freelance level design to game programming. In 2011, he co-created Drag Racing, which defined a new sub-genre and eventually became one of the most downloaded Android games of all time. In his role as CEO and co-founder of Creative Mobile, he has lead the Estonia-based company to international recognition, operating a diverse portfolio of games with a combined total of over 350 million downloads. Locally, Vladimir has played a key role in the formation of IGDA Estonia (a non-profit professional organization for game developers), GameFounders (the first gaming accelerator in Europe) and GameDev Days (the largest professional game developer event in the Baltics).
I have always been passionate about video games and linguistics. I studied foreign languages (English and German) at the University of Turin (Italy), with a focus on translation and interpreting, and I had the chance to live in Vienna for some months during my academic years, working for the Italian Embassy. After my degree, I started to co-operate with an Italian video game reviews and news website, with the role of contributor and editor. In 2017 I finally managed to combine my passion for languages with my interest in video games, becoming Localization QA Engineer for Italian at Wargaming in Prague.
As one of the pioneers of network culture research, an early explorer of Virtual Reality, and a longtime community advocate, Matthew Lee is passionate about using the power of games to change the world and improve people’s lives. Currently, he serves as Chair of the IGDA Serious Games SIG, which works to promote inter-disciplinary collaboration, connect serious game communities around the world through organizing networking events and meetups, and advocate for greater awareness about serious games in the general game education curriculum. As a registered nurse, game developer, and long-time community builder, he is passionate about the need to not only bridge the gaps in understanding that make designing great games hard, but the need to bring people together so that new ideas can be explored. Outside the IGDA, he consults on serious games projects for the healthcare industry, works on integrating design and innovation curricula into healthcare education, and designs games and environments that promote mental and physical well-being.
‘Foresee the Future’ track owner.
‘Foresee the Future’ track owner.
‘Technology & QA’ track owner.
‘Art’ track owner.
‘Business, Data & Marketing’ track owner.
‘Mobile’ track owner.
‘Business, Data & Marketing’ and 'Production & Leadership’ tracks owner.
‘Technology & QA’ track owner.
‘Game Design’ track owner.
‘UX’ track owner.
‘Community’ track owner.
‘Production & Leadership’ track owner.
Though insisting on the fact that he’s still 29, Ralf has spent more than two decades in the games industry. Ralf got his start in the early Nineties, and since then he has worked for a multitude of publishers and developers in different positions, among them Infogrames/Atari, Sunflowers Entertainment, JoWooD Productions, Gameforge, Travian and flaregames. His portfolio also includes freelance work for Disney Interactive, Ubisoft, Eidos or Vivendi Universal. With expertise in producing as well as in game design, writing and movie production, Ralf has contributed to a wide variety of titles, including "Desperados - Wanted Dead or Alive", "Spell Force - The order of Dawn", "Settlers" & "Anno" Series, "Ikariam", "Guild 1400", “Zombie Gunship Series” or "Red Bull Air Race". Today, Ralf works as a freelance producer and consultant for game publisher and developers all over the world.
Rob has been working in audio for over 15 years now. From Music and Music technology education, he moved into audio design for one of the biggest game developers in the world: Rockstar Games where he stayed for nearly 8 years, working on numerous triple A games across multiple platforms, from GTA: Chinatown Wars for the Nintendo DS and Beaterator for the Sony PSP and other mobile apps through to massive console hits such as Red Dead Redemption, Max Payne 3, LA Noire, GTA V and the yet to be released Red Dead Redemption 2. Since then, he’s worked as a freelance audio designer on several VR projects and has worked with studios such as Firesprite and Pinewood studios.
Sean McNamara is a 7 veteran of the games industry with a focus on QA and specializes in management. He has worked in multiple studios and has released dozens of games across various platforms including mobile, console, and various PC versions.
Since joining Wargaming over 5 years ago I’ve been through a dynamic career journey following company’s rapid growth and development. In 2014 I started working as Global Projects Coordinator across multiple development teams in 6 locations and that is when I got truly passionate about organizational management and design, as well as project management methodologies that help bring teams together, remove barriers to successful completion of large cross-team projects and resolve issues related to distributed development. For the last 2 years, my main focus as a Portfolio Manager has been on development and continuous facilitation of an effective and cohesive portfolio management process, ensuring optimal alignment of technological capability and strategy of the Wargaming Platform Department with business strategy and value creation for the company and its constituency.
I started my career in IT world in 2002 as a software engineer. During next 16 years I have been gaining my experience through a lot of different roles: from a Team Lead to Project Manager and eventually a Department Head. Currently, as a Director of Engineering at Wargaming I am responsible for planning and directing all aspects of engineering activities and projects within Wargaming Platform organization as well as supervising development and management of engineers ensuring their professional growth and high performance.
Graduated from Bauman Moscow State Technical University in 2008 as M.S.E in Mathematics models, numerical analysis and software engineering. 10+ years of programming experience. In game development industry since 2014. From spring 2016 till summer 2018 have been making significant contribution to post-launch seasonal updates of Rainbow Six: Siege as a senior software engineer and later as a gameplay team lead. Have experience with following computer languages and technologies: C++, C#, Unity, Unreal Engine, Havok, wwise. Interested in game engines architecture (especially AAA proprietary ones), physics, mathematics, rendering and computational mechanics.
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