VII edition of professional conference
dedicated to IT themes
14th of September 2019, Katowice

Conference paths

Software Architecture

Microservices, Command Query Responsibility Segregation, Ports and Adapters, Event Sourcing, Domain Driven Design, Test Driven Design, Event Driven Architecture, Clean Code and many more! Find out how to build great software while listening to war stories provided to you directly from a battlefield.

GameDev

Nowadays, video games are becoming more advanced and complex, so how can we keep up with them? What can we do to understand the process of their development? Within this pathway, we offer an enjoyable way of delving into secrets of creating these incredible virtual means of entertainment.

Software Craftsmanship

On this track you can listen about everything connected to personal development, Software Craftsmanship movement, Agile, Scrum, Kanban, modern project management methods like Management 3.0, how to be great at every job interview and finally which next move you should do with your career.
See relation from
sixth edition!

We will listen to

Tomasz Skowroński (Clurgo)

Resilience patterns in practice

Architecture
Resilient “system stays responsive in the face of failure. This applies not only to highly-availabl…

Resilience patterns in practice

Resilient “system stays responsive in the face of failure. This applies not only to highly-available, mission-critical systems — any system that is not resilient will be unresponsive after a failure. (...) The client of a component is not burdened with handling its failures.” — The Reactive Manifesto.

A load balancing or a circuit breaker aren’t a Golden Hammer of resilience. It is good to know how to help handling latency and concurrency issues in other ways. During this talk I will present a fault tolerance assurance concepts. After this presentation you will know more about bulkhead, rate limiter, circuit breaker, fallback and other patterns important for each engineer aware of fallacies of distributed computing. Resilience support is important not only for reactive systems or cloud, but generally for all kind of network software and it needs more attention.

  Language: English
  Level: 
Topics
Architecture, Resilence
Aleksander Kauch (11 bit studios)

Between the player and the game - programming User Interface

Programming
Game interface is always an unique challenge for the programming team. It's close to traditional …

Between the player and the game - programming User Interface

Game interface is always an unique challenge for the programming team. It's close to traditional bussiness applications with layers, views and models but also very different - it needs to be dynamic, responsive and appealing. UI-heavy games need a complex UI system that can handle timing, responsivness and eye candies while being versatile enough to cope with ever-changing design. Structurizing UI implementation always speed up the process of adding and removing its' elements. This talk will present typical UI problems, patterns and solutions forged during the development of Frostpunk

  Language: Polish
  Level: 
Topics
Programming, User Interface
Anita Przybył (SOFT - SKILLS Anita Przybył)

Impostor Syndrome

Impostor Syndrome
Do you feel like you don’t deserve most of the success you have attained? Are you afraid that …

Do you feel like you don’t deserve most of the success you have attained? Are you afraid that people will soon realize that you are not as smart as you make yourself out to be? Do you find difficult to accept compliments? Impostor Syndrome: does it concern you? What actually is Impostor Syndrome? What are the symptoms and how to cope with this syndrome?

  Language: Polish
  Level: 
Topics
Impostor Syndrome, Personal Growth
Łukasz Słowak (Wenkly Studio)

Creation and optimization 3D Assets in Unity, using Blender 3D and Substance Painter

3D Graphics
Starting to create a 3D object in Blender, which will then be an Asset in Unity, very important is …

Creation and optimization 3D Assets in Unity, using Blender 3D and Substance Painter

Starting to create a 3D object in Blender, which will then be an Asset in Unity, very important is the right pipeline, which consists of proper preparation of Low and High Poly objects, proper burning of all maps in Substance Painter, and proper import of the object into Unity. Without making mistakes, at the above-mentioned stages, we can be sure that our 3D object will look good and will be properly optimized, which will always positively affect the appropriate graphic performance in our project.

This knowledge, in addition to 3D designers, should also have programmers, devs, who will know what an appropriately prepared Asset in Unity should look like. Presented knowledge will be useful to both 3D designers and programmers who want to optimize or improve the graphics pipeline in their teams.

  Language: Polish
  Level: 
Topics
3D Graphics, Blender, Unity, Substance Painter, Optimization

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Szanowny internauto

SpreadIT szanuje dane osobowe Użytkowników i spełnia wymogi ich ochrony wynikające z powszechnie obowiązujących przepisów prawa, a w szczególności z Rozporządzenia Parlamentu Europejskiego i Rady (UE) 2016/679 z dnia 27 kwietnia 2016 r. w sprawie ochrony osób fizycznych w związku z przetwarzaniem danych osobowych i w sprawie swobodnego przepływu takich danych oraz uchylenia dyrektywy 95/46/WE.

Dane osobowe podane w obrębie Serwisu i podczas kontaktu z organizatorami konferencji SpreadIT wykorzystywane są jedynie w celu umożliwienia uczestnikowi wzięcia udziału w konferencji w roli uczestnika lub/ oraz prelegenta.

Administratorem danych osobowych podawanych podczas rejestracji Konta w Serwisie, zapisu na Newsletter oraz przy wypełnianiu formularzy zgłoszeniowych są organizatorzy konferencji SpreadIT.

Dane Użytkownika są dostępne tylko dla organizatorów konferencji SpreadIT

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