Warsztaty podczas Game Industry Conference

W czasie trwania konferencji odbywaj膮 si臋 warsztaty dotycz膮ce tworzenia gier. Ze wzgl臋du na ograniczon膮 liczb臋 miejsc nale偶y si臋 wcze艣niej zarejestrowa膰, obowi膮zuje kolejno艣膰 zg艂osze艅.

Opis warsztat贸w wskazuje na j臋zyk, w jakim s膮 prowadzone. W razie jakichkolwiek pyta艅 prosimy o kontakt: contact@gic.gd.

Rejestracja na warsztaty odbywa si臋 w dw贸ch fazach:

  1. Osoby posiadaj膮ce bilet GIC miaj膮 pierwsze艅stwo podczas rejestracji. Pierwsza faza rozpoczyna si臋 od momentu otwarcia zapis贸w.
  2. W drugiej fazie na warsztaty mog膮 zapisa膰 si臋 uczestnicy z biletem GIC oraz PGA. 聽Zacznie si臋 ona na 2 tygodnie przed konferencj膮.

W przypadku wolnych miejsc po zamkni臋ciu rejestracji mo偶na przyj艣膰 na warsztaty bez zapis贸w – obowi膮zuje wtedy zasada pierwsze艅stwa.

 

Lista warsztat贸w GIC 2019:

 

  • Let’s make a video game… unplugged! – Tymon Smektala (Techland)

    About the workshop:聽Can you play Grand Theft Auto with the use of dice and does Diablo make sense as a family board game? Learn how to create paper versions of popular video games!

    This workshop, you will learn to:聽

    • Differentiate and describe the most important computer game components behind the DNA of a brand, i.e.: unique selling point, core gameplay mechanics, gameplay loops, essence of experience.

    • You will define video game mechanics, dynamics, aesthetics, player motivation, triggered emotions, behaviors that are evoked.

    • And finally, you’ll just have fun practicing creativity and the ability to work in a team of enthusiasts like yourself.

    When the workshop ends we’ll have a real, working game that all participants will be able to play.

    O prowadz膮cym:聽With almost 20 years of experience in the game industry 鈥 more than a decade as Editor-in-Chief of leading Polish gaming media outlets and more than 5 years as a game designer at Techland 鈥 Smekta艂a is still humbled by the creativity, inventiveness and „sky’s the limit” mentality of the Polish game development scene. Credits include a producer role in Dying Light and lead design role in Dying Light: The Following. Currently works as a Lead Designer at Techland – working on Dying Light 2.

    Dodatkowe informacje: The workshop is intended for all those interested in a game designer’s work, mostly for novices who are just thinking about joining the video game industry, but also to more experienced designers who want to expand their workshop and prove themselves in unusual tasks. The more the merrier!

    Czas trwania: 4h
    Liczba uczestnik贸w: 20

 

  • Game localization workshop 鈥 Asia Mleczak (Mana Translation, Punkty Many/Points of Mana)

    Are you interested in games and languages? Does game localization sound like a perfect job? Do you want to boost your skills in game translation? During the workshop we’ll play with some fun localization challenges and translate gaming texts!

    O prowadz膮cym: Over 7 years of experience in game localization, Next Gen Leader 2019 award, Translation Industry Award 2019 nominee, Game Localization Trainer, Speaker at game and translation industry conferences, Game Developer.

    Dodatkowe informacje: No laptop is required. Source language will be English. It’s fine if you don’t speak Polish but knowing one more language will be helpful ;)

    Czas trwania: 4h
    Liczba uczestnik贸w: 20

 

    • Gra w RODO 鈥 dane osobowe w bran偶y gier wideo聽–聽Marcin Balicki i Marcin R臋gorowicz聽 (SPCG Law Firm)

      Min膮艂 ponad rok od wprowadzenia nowych ram prawnych dotycz膮cych ochrony danych osobowych w UE: min膮艂 czas gor膮czkowych 鈥瀢dro偶e艅 RODO”, wprowadzono szczeg贸艂owe regulacje, organy nadzorcze wyda艂y swoje pierwsze decyzje np. w sprawie Morele.net. Czas od艣wie偶y膰 i usystematyzowa膰 wiedz臋. Uczestnicy warsztat贸w poznaj膮 kluczowe problemy zwi膮zane z przetwarzaniem danych osobowych pracownik贸w, dostawc贸w oraz graczy – nie tylko jakie 鈥瀎ormalne” obowi膮zki maj膮 by膰 spe艂nione, ale przede wszystkim – jak rozwi膮zywa膰 problemy praktyczne zgodnie z przepisami.

      W ramach warsztat贸w zajmiemy si臋 nast臋puj膮cymi tematami:

      • co to s膮 dane osobowe, jakie dane osobowe graczy i kontrahent贸w mog膮 by膰 gromadzone i na jakiej podstawie (np. nick i e-mail na forum o grze, e-maile do newsletteru, dane w wewn臋trznej dokumentacji firmy) porozmawiamy, jak te podstawy r贸偶ni膮 si臋 od siebie i czy zgoda jest zawsze najlepsz膮 podstaw膮;
      • gracz jest cz臋sto dzieckiem – czy jest to wa偶ne przy przetwarzaniu jego danych?
      • obowi膮zek informacyjny, czyli jak przekaza膰 zainteresowanym osobom informacje o przetwarzaniu ich danych w praktyce – czy polityka prywatno艣ci na stronie jest wystarczaj膮ca? Czy musz臋 szczeg贸艂owo okre艣la膰, co zrobi臋 z danymi gracza?
      • ile danych osobowych mog臋 zebra膰, do jakich cel贸w mog臋 je wykorzysta膰 i komu mog臋 je przekaza膰 – ograniczenia prawne i dobre praktyki,
      • kontrahenci chc膮 zawrze膰 ze mn膮 umow臋 dotycz膮c膮 przetwarzania danych osobowych – kiedy jest to naprawd臋 wymagane i czy musz臋 j膮 przeczyta膰 przed podpisaniem?
      • fakty i mity na temat kar za naruszenie RODO – czy mog臋 zosta膰 skontrolowany? Co nale偶y przygotowa膰 i wdro偶y膰 w firmie, aby przygotowa膰 si臋 do audytu wykonawcy lub kontroli organu nadzorczego.Prowadz膮cy:dr Marcin Balicki 鈥 adwokat specjalizuj膮cy si臋 w prawie w艂asno艣ci intelektualnej, szczeg贸lnie w bran偶y gier wideo, asystent w Katedrze Prawa W艂asno艣ci Intelektualnej na UJ, arbiter w S膮dzie Polubownym ds. Domen Internetowych przy PIIT. Prowadzi艂 szkolenia dla dev贸w m.in. podczas GIC, Pixel Connect, Mastering the Game i w ramach projekt贸w Indie Games Booster (Microsoft), Allerhand Training (Instytut Allerhanda) oraz Game Academy (Krakowski Park Technologiczny), o klonowaniu gier pisa艂 m.in. dla Pixela.Marcin R臋gorowicz 鈥 radca prawny specjalizuj膮cy si臋 w prawie w艂asno艣ci intelektualnej w zakresie bran偶y IT i nowych technologii, prawie ochrony danych osobowych, a tak偶e w post臋powaniach spornych w procesie cywilnym. Posiada r贸wnie偶 szerokie do艣wiadczenie w zakresie kompleksowej obs艂ugi podmiot贸w gospodarczych oraz procesach due diligence, zwi膮zanych z przej臋ciami i przekszta艂ceniami sp贸艂ek prawa handlowego. Absolwent studi贸w podyplomowych 鈥濸rawo w艂asno艣ci intelektualnej” w Katedrze Prawa W艂asno艣ci Intelektualnej Uniwersytetu Jagiello艅skiego w Krakowie. Cz艂onek Europejskiego Centrum Arbitra偶u.Czas trwania:聽1,5h
        Liczba uczestnik贸w: 20

       

    • Create Your Story with Narra – Workshop for Narrative Designers –聽Piotr Kubi艅ski

      The goal of this workshop is to get to know with Narra 鈥 a brand new toolset for Narrative Designers, Quest Designers, Game Designers, Writers and their cooperators 鈥 and to learn how you can create better stories in less time. What you鈥檒l learn during the workshop?
      What Narra is and how it facilitates story design and its implementation to the engine;
      How you can design a story arc, a quest or a dialog in a way that will be a ready asset for an engine;
      How to quickly evaluate, if there are no logic mistakes in your Story Graph designed with Narra;
      How using Narra will enhance the workflow in your Studio.

      The workshop will be divided into three parts:
      a) detailed presentation of Narra鈥檚 features, guidelines, tips&tricks;
      b) creating your own story prototype with Narra;
      c) playing the game you鈥檝e just designed.

      O prowadz膮cym: Piotr Kubi艅ski, PhD – assistant professor at the University of Warsaw, CEO and Head of R&D at Narra.

      Dodatkowe informacje: No laptop is required – the participants will work on computers provided by the organizer of the event. The workshop will be conducted in English. Every participant of the workshop will receive a discount code for Narra, that you can be used by the entire studio you work at.
      Czas trwania: 3,5h
      Liczba uczestnik贸w: 8

      • Conceptual workshop with Inktober twist – Gracjana Zielinska

        Looking for that spark of inspiration and weird idea your project might be missing? Try this workshop where we draw a few random words from a pre-defined list to create a unique theme. Everyone spends around 10 mins working on their idea, then we’ll discuss it – looking at what everyone came up with, trying to expand on the concepts. The goal is to come up with a quick idea when being faced with a random theme. Drawing skills not required!

        Dodatkowe informacje: You can bring your own sketchbook or there will be provided some paper and pens. The list of words will include Inktober prompts for those participating :)

        O prowadz膮cym: Full time in gamedev since 2008, currently art directing a great project at Vile Monarch and tinkering with our usual madness at MoaCube, which I co-founded back in 2011. I dabble in all things 2D: illustration, concept art, graphic design, assets. When I grow up, I plan to become an artist. Maybe. Or an astronaut.

        Czas trwania: 1h
        Liczba uczestnik贸w: 10

  • Unreal Engine Kickstart workshop

    In this workshop Epic’s Sjoerd De Jong and Krzysztof Pachulski will give a big picture overview of all of the features, terminology, and workflows of several key parts of the Unreal Engine. By using large scale schematic overview images of everything that is in the engine Sjoerd and Krzysztof will visually sketch and demonstrate the structure of the engine, when and why to use which tool or feature, and any noteworthy bits of information that you should be aware when working with those various tools and features.
    The content is specifically aimed at experienced developers who do not yet any or much experience聽working with Unreal Engine 4. Rather than explaining the basics, or what kind of challenges you may typically encounter in game development, the focus is on explaining Unreal’s solutions. The speed will be pretty fast, and we expect to cover at least 50-100 different features and parts of the engine in the 2 hours we have. It’ll be a real crash course into understanding the Unreal Engine!
    As a participant to the workshop you will be following along in an example game project in the editor. You will get to try the majority of features that are discussed, to build up familiarity聽with how these tools work and where to find them.
    Ram贸wka:
    • Engine Structure
      • Overall look at how the engine is put together, file structure, the build process, build distribution, packaging and so forth.
    • Materials
      • A brief look at how the materials and shader system works in UE4, along with all of its sub-editors and tools.
    • World Building
      • The different tools and features involved in building worlds in the engine. Because of how central the level editing process in Unreal is in the development pipeless, this section will also tie into and give insights into many other parts of the Unreal Engine. From rendering to cinematics to animations.
    • Blueprint Scripting and a brief look at C++
      • And last but not least we will wrap up with an extensive look at what Blueprint scripting is, how it works, dos and donts, how it collaborates with C++, performance impact and so forth. C++ wise we will talk about the key things to be aware of and that might be different from other engines.

     

    O prowadz膮cych:
    Sjoerd leads the Unreal Engine Evangelism team for Europe, and as Evangelist travels around the continent to talk about and teach Unreal Engine 4. With 20 years of experience in the engine, Sjoerd is an Unreal Engine expert. Throughout his career he has worked in everything ranging from AAA development to running his own indie studio to education.聽
    Krzysztof Pachulski is a Technical Evangelist at Epic Games. A generalist mostly focused on programming, particles, shaders and optimization techniques. Based in Warsaw Krzysztof is responsible for the outreach of the Unreal Engine in Eastern Europe.
    Bring your own laptop!聽聽
    Czas trwania: 2h
    Liczba uczestnik贸w: 20