VI edition of the open, free conference
dedicated to IT themes
8th of September 2018, 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
fifth edition!

We will listen to

Grzegorz Mazur (Vile Monarch) / Maciej Pryc (Destructive Creations) / Leszek Godlewski (EA DICE) / Łukasz Hacura (Anshar Studios)

It depends – programmers age and evidency of solution

In the growth of a programmer in gamedev, as with any specialist in every field, you can observe the Kruger - Dunning Effect, which is a decrease in self-confidence with gain of …

In the growth of a programmer in gamedev, as with any specialist in every field, you can observe the Kruger - Dunning Effect, which is a decrease in self-confidence with gain of competences over time, only to recover that confidence after many years. We will discuss how it affects the cooperation of different generations of programmers within a project.

  Language: Polish
  Level: 
Filip Szeląg (Destructive Creations)

Why it is worth to start from the middle? How to deal with the creative block based on examples …

Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though …

Why it is worth to start from the middle? How to deal with the creative block based on examples from designing Ancestors Legacy.

Blank page that doesn’t want to be filled is a curse known for many creators. Luckily, there is a variety of techniques and tips which are aimed at solving that issue. Even though it is hard to give one solution that will always work, I will try to present as many of them as possible, based on our experience taken from the development of the new game - Ancestors Legacy from Destructive Creations team.

  Language: Polish
  Level: 
Aleksander Kauch (11 bit studios)

From This War of Mine to Frostpunk - evolution of game code

Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical …

From This War of Mine to Frostpunk - evolution of game code

Is making a bigger game on the same, in-house technology difficult? Is there anything else to it than recruiting new people for the team? How big are the changes in technical capabilities of the engine to cope with the needs of larger project? Answers for these question had to be found by 11 bit studios during the development of Frostpunk using their engine which previously fuelled This War Of Mine. This speech will present the evolution of gameplay engine architecture, artificial intelligence systems and implementation of data-driven programming paradigm during the development of Frostpunk.

  Language: Polish
  Level: 
Mateusz Osuch (Vile Monarch)

Unity Code & Project Guidelines

A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase. Code guidelines: Basic …

Unity Code & Project Guidelines

A handful of useful tips on how to conduct your project and write clean, readable code in order to effectively maintain your game’s codebase.
Code guidelines:

  • Basic optimization
  • Handling class members
  • Reflection and events
  • Extension methods

Project guidelines:

  • Advantages of using multiscenes
  • Handling singletons
  • Scene’s objects hierarchy hygiene
  • Handling game data
  • Finding patterns for your game
  • Game architecture layers
  • Making it work out of the box
  Language: Polish
  Level: 

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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.

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