Krakow Technology Park presents the first speakers of the Digital Dragons 2019 conference, which will be held for the eighth time in Krakow, this year on 27 and 28 May. Among the lecturers are Tina Nawrocki, Cuphead animator, Nathan McCree, author of original music for Tomb Raider and Josh Sawyer, legendary designer of recognized RPG games.
Tina Nawrocki has been working as an animator and concept artist in the gaming industry for over 10 years. Her biggest popularity has brought her animation of more than 60 characters and levels to Cuphead - one of the best Indie games of recent years. The artistic layer of MDHR studio's production has been appreciated by both media and gamers. Nawrocki will give a lecture entitled "Cuphead: For the Love of 2D Animation", allowing the audience to look behind the scenes of the production of this outstanding game. In addition, we can expect materials from the new project that Tina Nawrocki is working on.
This year's Krakow conference will also be visited by Nathan McCree, a composer, sound designer and audio director of many films, TV shows and game projects. McCree is known among the players as a composer of music for the first two games in the Tomb Raider series, titles that among other things revolutionized the approach to music in computer games. And it is on the basis of original soundtracks from Lara Croft's first adventures that McCree will analyze the changes that have occurred over the years in the reception of game music.
RPG fans will be interested in visiting Joseph Sawyer's lecture at Digital Dragons this year. A legendary narrative and gameplay designer of such iconic games as Icewind Dale, Neverwinter Nights and Pillars of Eternity. In May, we will get to listen to the post-mortem of the Pillars of Eternity series, and Sawyer will evaluate the changes in the team's approach to game production that occurred between the first and second part of Pillars of Eternity, the impact of public beta tests on the final shape of production. He will also analyze narration and combat design.
Apart from the mentioned above, the Krakow Technology Park, which organizes the conference, presented 21 more speakers.
Alexandre Mandryka (Game Whispering Inc.) - Herding cats - Lessons in Creative management
Elizabeth Maler (Abiding Bridge) - Games that Change Lives: Social Impact Done Right
Patryk Scelina (Picture & Sound) - How to make forgettable game by avoiding musical narration
Artur Reterski/Piotr Leszczyński (Vile Monarch) - Weedcraft Inc - Serious game with comic art style
Chen Liang (Flying Wild Hog) - Environment concept art with 3D software assistance
Markus Pursche (QLOC) - Checkerboard rendering in Dark Souls: Remastered
Grzegorz Jaśkiewicz (Jutsu Games) Command design pattern in action - AI architecture for Operator 112 and more
Mikołaj Radwan (Techland) - Ask not what you can do for the compiler - ask what the compiler can do for you
Carlos Martin (Seat 7 Entertainment) Perfecting the Pitch
Svetlana Valgina (smartly.io) How to level up players acquisition through FB
Stephane Assadourian - Producer Pro: inside more advanced techniques
Mikołaj Pawłowski (Juggler Games) - My Memory of Us Post-mortem
Pavle Goloskokovic - Shrink to Grow: How working on small projects can make you better at your job
Zbigniew Woznowski (Reality) - 10 mln organic downloads without feature
Randy Barenscott (AppicPlay) - 5 Great Ways to Improve your China Strategy
Alon Paster (TabTale) - 3 Ways To Get Noticed On The App Stores
Martin Jurasek (Pixel Federation Seaport) - Onboarding UX design tips for mobile
Mariusz Gasiewski (Google) - Quo vadis mobile gaming? Where is the growth in mobile F2P?
Kacper Szymczak (Artificer) - Theme Oriented Design: The Case of 'Phantom Doctrine
Brandon Sheffield (Necrosoft Games) - The long journey to archive SNK's 40 year history
Jan Kavan (CBE Software) - Meaningful Interactive Narrativity
Elizabeth Maler (Abiding Bridge) - Games that Change Lives: Social Impact Done Right
Patryk Scelina (Picture & Sound) - How to make forgettable game by avoiding musical narration
Artur Reterski/Piotr Leszczyński (Vile Monarch) - Weedcraft Inc - Serious game with comic art style
Chen Liang (Flying Wild Hog) - Environment concept art with 3D software assistance
Markus Pursche (QLOC) - Checkerboard rendering in Dark Souls: Remastered
Grzegorz Jaśkiewicz (Jutsu Games) Command design pattern in action - AI architecture for Operator 112 and more
Mikołaj Radwan (Techland) - Ask not what you can do for the compiler - ask what the compiler can do for you
Carlos Martin (Seat 7 Entertainment) Perfecting the Pitch
Svetlana Valgina (smartly.io) How to level up players acquisition through FB
Stephane Assadourian - Producer Pro: inside more advanced techniques
Mikołaj Pawłowski (Juggler Games) - My Memory of Us Post-mortem
Pavle Goloskokovic - Shrink to Grow: How working on small projects can make you better at your job
Zbigniew Woznowski (Reality) - 10 mln organic downloads without feature
Randy Barenscott (AppicPlay) - 5 Great Ways to Improve your China Strategy
Alon Paster (TabTale) - 3 Ways To Get Noticed On The App Stores
Martin Jurasek (Pixel Federation Seaport) - Onboarding UX design tips for mobile
Mariusz Gasiewski (Google) - Quo vadis mobile gaming? Where is the growth in mobile F2P?
Kacper Szymczak (Artificer) - Theme Oriented Design: The Case of 'Phantom Doctrine
Brandon Sheffield (Necrosoft Games) - The long journey to archive SNK's 40 year history
Jan Kavan (CBE Software) - Meaningful Interactive Narrativity
Details of all announced lectures are available here.
Digital Dragons is a key conference of the gaming industry in Europe, attracting gaming specialists and creators from all over the world to Krakow every year. In addition to the lecture part of the ICE Congress Centre in Krakow, we will also see nearly 60 independent games taking part in the Indie Showcase competition, international stands presenting the best productions from CIS countries, EXPO zone with stands of conference partners, STS - a competition for students. Tickets are now available at digitaldragons.pl.