Game programmer since 2008; previously worked for City Interactive S.A., The Farm 51 Group S.A., since 2014 in Anshar Studios S.A. Developed more games than he remembers for most major platforms for current and previous generations, the most recent are VR games Detached and Telefrag VR (both with Unreal Engine 4). Belives that code is never too clean. Sometimes can not stop himself from improving the code which is not always necessary.
Programmer, system administrator, IT solutions architect with many years of experience. He started his professional career at the age of 15 as an author of books about programming. Later, he changed his profession to system administrator and IT team manager. After many years, he decided to turn back from the managerial career path for programming. It has been going on for 12 years. A careful observer of technological development and propagator of common sense solutions design. A supporter of critical thinking and a determined opponent of the barren fascination with technology for the technology itself. Currently, he is professionally focused on creating tools supporting Customer Experience area and automated Voice of Customer analysis.
More than thirteen years of experience in the IT industry and started my career as a PHP developer. A few years ago I decided to make a change and started to support the teams as a Scrum Master. I’ve always been a fan of making things simpler and asking “why?”. After hours, I’m a runner and photographer.
I am embedded systems developer working in Solwit and specializing in safety-critical systems. During the last seven years I worked on various projects ranging from railway traffic control, automotive and medical devices to IoT and smart buildings. I am interested in adapting and spreading good practices among embedded developers who often doesn't follow newest trends. In spare time I write on my blog https://ucgosu.pl (in Polish)
I am a VFX/Technical Artist with several years of experience who is still looking for the challenges. My current interests include the techniques of reproducing the properties of materials and surfaces, visual effects created using particles and shaders and solving optimization issues.
Always asks himself a question whether experience counts from the start date of projects or time spent on them. Previously Lead Technical Artist in The Farm 51, co-creator of Get Even game, was responsible for creation requirements, content management and pipeline design. And now Senior Technical Artist in the technical department of Anshar Studios where he worked on Detached (PS4VR) and Observer (Nintendo Switch) ports. Always looks for something to boost or improve - analyses development processes, production pipelines and designs new engine functions.
Game developer working in C++ and C#. Interested in optimization, creating high quality game systems and clean code. In free time, graphics programmer focused on DirectX, HLSL.
10+ years of professional experience of building software for solving business critical challenges. 5+ years of experience building web services in microservice architecture. A lot of practical experience in testing and troubleshooting differet kind of problems.
Lead gameplay programmer in 11 bit studios. Worked on almost every 11 bit's game including Anomaly series, This War of Mine and Frostpunk. Lectured in programming at Warsaw University of Technology and Academy of Games and Post-Production. Experienced in programming, game architecture and overall game development.
Environment Concept Artist living sweet freelance life. Intrested in history, new technology and finding new workflows. Can't wait untill AI gonna take his job. Mostly did board games, now working on LoTR project.
Software developer with over 9 years of experience specializing in backend solutions. Passionate about designing web applications. Always trying to keep up with new technologies but above all values clean architecture and testable code. Big fan of DDD, CQRS and Event Sourcing.
An engineer who solves problems with the use of Information Technology achievements. Passionate about science and technology. A faithful believer in the philosophy of TQM and Lean. Follower of the Agile and Software Craftsmanship. Co-founder and leader of
Sebastian is an experienced and dedicated software engineer specializing in object-oriented design and programming, software architecture, code quality and agile.
His main interest is practical usage of refactoring, testing and software development techniques in work with existing code. Both on class and application level.
Art Developer at Vixa Games. Self taught by profession. Thanks to being an indie dev, I do almost everything related to game art. One of the biggest projects I currently work on, is "Tap! Tap! Kingdom", which I developed an art style for. I love learning and getting better at things. In my spare time I learn Japanese and play computer games. I'm highly addicted to cats. (:
Jakub is a software craftman with over a decade of commercial experience in programming, wearing multiple hats, getting hands dirty in multiple environments. Some languages, some frameworks, blah blah blah - doesn’t really matter. Architect, programmer, manager, technical trainer, tech lead, wannabe entrepreneur, JUG leader. There is a fair chance he does non of those those right.
A software engineer focusing mainly on backend. Has experience leading teams and projects. Lately working on project architectures next to development work. IT community member working on several meetups and other events. Best practices evangelist, speaking at events and making workshops such as Coding Dojo Silesia and art.exe. Teaches programming and design to kids with Little Bit Academy. Feels weird writing about himself it third person.
Computer Scientist? No.
Software Craftsman? Yes!
I totally agree that making software is a craftsmanship and that’s what I’m trying to do every day at work and beyond. You can meet me at other meetups and conferences, that’s why on SpreadIT we’ll meet again. You could remember from previous edition my jokes because I had a pleasure to be a speaker. I hope this year you’ll join me and my jokes again.
Programmer in love with DevOps and Software Craftsmanship ideas. In happy relationship with Java for 11 years. Constantly learning and teaching. Sometimes can be heard and seen at conferences. Dad of two daughters, fan of comic books and progressive rock.
For more than 20 years in the IT industry, as a database administrator, programmer, architect, manager and "onsite disaster engineer".
I took part in small, medium and large projects nonsense, under the principles of "Waterfall", Agile and in the absence of any methodologies, always with the same effect. What led me to the conclusion that no matter what you do, as long how you do it well, in the simplest possible way and use appropriate tools that do the work for you. In the meantime, I fell in love in the ideas of TDD and Software Craftsmanship, to the limits exploring beautiful in its simplicity ideas as REST and NoSQL, only to abandon them to explore the secrets of "systems thinking" and admire the strength that brings "metaphor" and discover that we are all objects in an eternal virtual machine.
Humble follower of the church of JVM, bytecode and JIT researcher, exploring all sorts of parsers, interpreters and compilers. From time to time you can hear my low-quality jokes about architecture conferences in Poland. I am also author of a blog on http://geekyprimitives.wordpress.com/ and self-proclaimed dictator in the program committee of SegFault, CoreDump, 4Developers and JDD conferences.
Game Designer and Team Leader at Carbon Studio, University of Silesia graduate. Pasionate tabletop and video gamer, VR enthusiast always eager to help and discuss anything related to VR, games and their development. Just delivered latest Carbon Studio's game (The Wizards) to every VR platform under the sun, next up: Standalone Expansion - The Wizards Dark Times.
Pragmatic person fascinated about lean and agile methodologies, automation and efficiency on daily basis. Software Developer closely related to JVM languages and Software Architect/Leader. On the other hand trainer and habitual speaker at IT conferences and IT-related events (Such as Confitura, 4Developers, Java Developer Dais, Boiling Frogs, QualityExcites, SegFault, CoreDump), co-founder of SpreadIT Community conference and casual blogger. Believes that most important thing in software development is good communication, cooperation and knowledge sharing.
Gameplay programmer, graduate in Computer Science of Silesian University of Technology, has been working in the gaming industry for seven years. His gamedev adventure started at The Farm 51 company, where he worked on Deadfall Adventures and Get Even games. He spent last 4 years developing a medieval real-time strategy game, Ancestors Legacy, for Destructive Creations studio. Because of his romance with game design he is now searching for his true gamedev identity, doing some leisure activities like climbing, playing pen & paper RPGs or riding his motorcycle in free time.
Notorious engineer at work and after hours, tracing meanders of the art of software engineering. Software Gardener, mostly working in web-oriented Java gardens. Fan of agility, seen mostly as choosing the right tools and approaches. Lead developer, trainer and conference speaker.
Softs skills trainer, coach, psychologist. For several years used to be responsible for development of employees at LG Electronics. Currently a freelancer. Specializes in softs skills trainings, including communication, team management, team building, assertiveness, conflict resolution, emotional intelligence. She believes that being a qualified specialist is not enough, and highly developed social competences are an indispensable element of success for people and entire organizations.
I love programming since my first line of code I did on the C64 in Basic. Somewhere in 90ties I've switched from C++ to java and spent then 18 Years developing mostly Java software working for various companies and projects.
Now I work for Engenius in Switzerland being Java/Kotlin developer during the days and Scala/Haskell open source hacker at nights.
Head of Art in Vile Monarch studio and active Freelancer. Main artist for games: Crush Your Enemies, Oh…Sir! The Insult Simulator, The Madness of Little Emma and many more. Connected with gamedev and Polish pixel art scene since 2007. Gamer, comic fan and creativity lover.
Composer and Sound Designer at Anshar Studios. For many years she performed as a stage singer giving concerts in China, Russia, France, Germany, the USA and Poland. She successfully transferred from the classical music world into the gaming industry. At Anshar Studios she has worked on the following titles: Telefrag VR, Observer’s port for Nintendo Switch, Heavy Fire: Red Shadow, Detached, Gamedec and several anannounced projects. She is also a lecturer at the Academy of Audio Engineering where she teaches Sound Montage.
3D Environment Artist in Wenkly Studio who graduate the Warsaw School of Information Technology. Before Wenkly Studio he worked in Jujubee creating The Kursk Game and other companies like Metropolis-Software, We Open Eyes and Appendix Games. Since many years he worked in computer games industry as a 3D graphic designer who treat his work as a passion. He loves games for old computers like Amiga, Commodore and Atari but the same liking he has to new generation games which he sees as the future of entertinment.
Unity developer at Vile Monarch, moonlighting as an independent developer and freelancer at Deadbit. Has been working in Unity since 2012, focusing heavily, but not exclusively on mobile games. C# specialist and a one man army freelancing in the world of mobile and AR applications.
He started as .NET developer in 2007 with creating software for digital signage, advertisment, sports and other mass events. After that he was developing ERP and production management systems in Java and SQL. Next step in his career was self-employment, when he co-created web services and transaction systems. Those experiences have brought him into the video game industry, where he could combine his skills and create an MMO game "Gloria Victis". He created game server backend, programmed network solutions, developed databases and maintained server infrastructure.
Now he works at Anshar Studios on unannounced RPG title.
Software Engineer at Future Processing. For several years, he has been a technical consultant and architect, helping developers and clients in solving their biggest technological problems. A big fan of Domain Driven Design, Vim, and Unix philosophy.
Piotr Stawirej is clean code fanatic, BDD obsessed and agile methodology adherent. Passionate about professional attitude in every aspect of work. With over 12 years of experience in Tele Atlas and TomTom, leading map making industries, with large back-end and transactional systems. He cherishes clean design regardless of used language or technology and is strongly against cargo cult approach.
Game designer from Cracow, working in the game industry since 2011. His career started at Reality Pump, where he had an opportunity to learn a difficult art of game design from one of the most experienced creators in Poland. He works also at Destructive Creations on Ancestors Legacy - a squad-based real time strategy, inspired by medieval European history. He is currently working in Techland at Dying Light 2, an open world action game with zombies. Filip has graduated from sociology studies at AGH University of Science and Technology; he also has experience as a journalist. He is passionate about video games and physical activity, be it running to catch a frisbee or traveling (to a warmer places).
Software engineer, who went a long way from an episode in game development to my current role as a full-stack Scala developer and a scrum master. Big fan of clean code, bigger fan of simple, not over-engineered code. Keeps his sanity as a web developer by sticking to web fundamentals instead of chasing the today’s framework of the day
Programmer since 2010 in both gamedev and non-gamedev companies: Bloober Team, iFun4all, Nano Games, Autodesk Gamedesire, One More Level, Xara Ltd.. Works mostly in C++, C# and Obj-C with both commercial and in-house engines. Currently interested in optimization. After God's Trigger game he's working on his own project.
Fights the bad world by drawing dragons at Fool’s Theory studio. Has worked on such titles as: Divinity: Original Sin 2 DLCs, Seven: The Days Long Gone, Drowned Past and several unannounced projects. In the spare time manages a team of developers for private game projects. Before working in game-dev has been freelancing as an illustrator mostly for board games: Neuroshima Hex, Theseus and other. Loves good stories, as well as telling them in an interesting manner.
Network Unity Programmer in Sirocco Mobile. .Net and Unity developer mostly specialized in networking and backend architecture. Programmer with passion, experienced developer who left the business domain for game dev. I’m interested in code optimization, programming multiplayer games and the games architecture. Also strongly believe in Unity3D, dependency injection and data oriented programming. Currently working on massive multiplayer server for mobile sport game.