Several workshops take place during the GIC. Due to limited capacity, you are required to register separately for every workshop you’d like to attend. Access will be granted on a first-come-first-served basis.
Please note that the language of the description corresponds with the language of the workshop itself. That’s why descriptions of some workshops are in Polish. If you have any questions, feel free to contact us: email@example.com.
Workshop registration had two phases:
- GIC ticket holders are first to register to workshops. This phase will be started when registration for the chosen workshop will be open.
- Registration is free for all attendees, regardless of what GIC or PGA tickets they use. This phase will start two weeks before the conference.
GIC 2019 workshops list
Let’s make a video game… unplugged! – Tymon Smektala (Techland)
About the workshop:┬áCan 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:┬á
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.
About the speaker:┬áWith almost 20 years of experience in the game industry ÔÇô 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 ÔÇô Smekta┼éa 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.
Additional info: 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!
Number of seats: 20
Game localization workshop ÔÇô 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!
Additional info: 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 ;)
About the speaker: 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.
Number of seats: 20
Gra w RODO ÔÇô dane osobowe w bran┼╝y gier wideo
Min─ů┼é ponad rok od wprowadzenia nowych ram prawnych dotycz─ůcych ochrony danych osobowych w UE: min─ů┼é czas gor─ůczkowych ÔÇ×wdro┼╝e┼ä RODO”, wprowadzono szczeg├│┼éowe regulacje, organy nadzorcze wyda┼éy swoje pierwsze decyzje np. w sprawie Morele.net. Czas od┼Ťwie┼╝y─ç i usystematyzowa─ç wiedz─Ö. Uczestnicy warsztat├│w poznaj─ů kluczowe problemy zwi─ůzane z przetwarzaniem danych osobowych pracownik├│w, dostawc├│w oraz graczy – nie tylko jakie ÔÇ×formalne” obowi─ůzki maj─ů by─ç spe┼énione, ale przede wszystkim – jak rozwi─ůzywa─ç problemy praktyczne zgodnie z przepisami.
W ramach warsztat├│w zajmiemy si─Ö nast─Öpuj─ůcymi tematami:
- co to s─ů dane osobowe, jakie dane osobowe graczy i kontrahent├│w mog─ů by─ç gromadzone i na jakiej podstawie (np. nick i e-mail na forum o grze, e-maile do newsletteru, dane w wewn─Ötrznej dokumentacji firmy) porozmawiamy, jak te podstawy r├│┼╝ni─ů si─Ö od siebie i czy zgoda jest zawsze najlepsz─ů podstaw─ů;
- gracz jest cz─Östo dzieckiem – czy jest to wa┼╝ne przy przetwarzaniu jego danych?
- obowi─ůzek informacyjny, czyli jak przekaza─ç zainteresowanym osobom informacje o przetwarzaniu ich danych w praktyce – czy polityka prywatno┼Ťci na stronie jest wystarczaj─ůca? Czy musz─Ö szczeg├│┼éowo okre┼Ťla─ç, co zrobi─Ö z danymi gracza?
- ile danych osobowych mog─Ö zebra─ç, do jakich cel├│w mog─Ö je wykorzysta─ç i komu mog─Ö je przekaza─ç – ograniczenia prawne i dobre praktyki,
- kontrahenci chc─ů zawrze─ç ze mn─ů umow─Ö dotycz─ůc─ů przetwarzania danych osobowych – kiedy jest to naprawd─Ö wymagane i czy musz─Ö j─ů przeczyta─ç przed podpisaniem?
- fakty i mity na temat kar za naruszenie RODO – czy mog─Ö zosta─ç skontrolowany? Co nale┼╝y przygotowa─ç i wdro┼╝y─ç w firmie, aby przygotowa─ç si─Ö do audytu wykonawcy lub kontroli organu nadzorczego.
dr Marcin Balicki ÔÇô adwokat specjalizuj─ůcy si─Ö w prawie w┼éasno┼Ťci intelektualnej, szczeg├│lnie w bran┼╝y gier wideo, asystent w Katedrze Prawa W┼éasno┼Ťci Intelektualnej na UJ, arbiter w S─ůdzie Polubownym ds. Domen Internetowych przy PIIT. Prowadzi┼é szkolenia dla dev├│w m.in. podczas GIC, Pixel Connect, Mastering the Game i w ramach projekt├│w Indie Games Booster (Microsoft), Allerhand Training (Instytut Allerhanda) oraz Game Academy (Krakowski Park Technologiczny), o klonowaniu gier pisa┼é m.in. dla Pixela.
Marcin R─Ögorowicz ÔÇô radca prawny specjalizuj─ůcy si─Ö w prawie w┼éasno┼Ťci intelektualnej w zakresie bran┼╝y IT i nowych technologii, prawie ochrony danych osobowych, a tak┼╝e w post─Öpowaniach spornych w procesie cywilnym. Posiada r├│wnie┼╝ szerokie do┼Ťwiadczenie w zakresie kompleksowej obs┼éugi podmiot├│w gospodarczych oraz procesach due diligence, zwi─ůzanych z przej─Öciami i przekszta┼éceniami sp├│┼éek prawa handlowego. Absolwent studi├│w podyplomowych ÔÇ×Prawo w┼éasno┼Ťci intelektualnej” w Katedrze Prawa W┼éasno┼Ťci Intelektualnej Uniwersytetu Jagiello┼äskiego w Krakowie. Cz┼éonek Europejskiego Centrum Arbitra┼╝u.
Number of seats: 20
Create Your Story with Narra – Workshop for Narrative Designers –┬áPiotr Kubi┼äski
The goal of this workshop is to get to know with Narra ÔÇô a brand new toolset for Narrative Designers, Quest Designers, Game Designers, Writers and their cooperators ÔÇô and to learn how you can create better stories in less time. What youÔÇÖll 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 NarraÔÇÖs features, guidelines, tips&tricks;
b) creating your own story prototype with Narra;
c) playing the game youÔÇÖve just designed.
About the speaker: Piotr Kubi┼äski, PhD – assistant professor at the University of Warsaw, CEO and Head of R&D at Narra.
Additional info: 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.
Number of seats: 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!
Additional info: 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 :)
About the speaker: 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.
Number of seats: 10
Unreal Engine Kickstart workshopIn 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┬áworking 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┬áwith how these tools work and where to find them.Schedule:
About the speakers: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.┬á
- Engine Structure
- Overall look at how the engine is put together, file structure, the build process, build distribution, packaging and so forth.
- 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.
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.┬áTime: 2hNumber of seats: 20
- Engine Structure