Oleg Kuznetsov
First steps on the way to game development
Oleg Kuznetov – a rare combination of technical excellence and entrepreneurial spirit. Started to create games in 1999, making a real splash among thousands of people.
Big experience in team leadership (20 game developers).
Oleg's hobby - participation and win at international game dev competitions.
Today Oleg works on an undisclosed project in Ubisoft, Kiev. The latest game - Tom Clancy's Rainbow Six® Siege.
"T-shaped C++" professional. Deep expertise in C++. In addition, broad range programmer generalist from systems architect to performance and memory optimizations.
Work History
- Ubisoft - Ukraine, Kiev
- Working on AAA games.
- PC version optimizations
- Bugs fixing
- Tom Clancy's Rainbow Six® Siege Lead Developer, 09/1999 to 04/2015 Meridian’93 - Ukraine, Lugansk
- Managed games and tools from draft to completion while managing outside vendors.
- Architectural improvements, design solutions and integration solutions.
- Wrote maintainable and extensible code in a team environment.
Games worked with:
- Mystery of Unicorn Castle: The Beastmaster
- Enigma Agency: The Case of Shadows Collector's Edition
- Magic Farm 2: Fairy Lands
- Summer Rush
- Unexpected Journey
- Jane Lucky
- Numericon
- Baby Drive
- Hidden World of Art
- Destiny Architect
- Flowers Story
- Antique Shop
- Magic Farm
- Mouse Force
- Wolfhound: Last of the Grey Dog tribe(based on a movie)
- Alexander the Great (based on a movie) Education Master's engineering degree in Computer Science, 2000, The University of Lugansk
Awards
Game dev competitions
- 2015, 1st place at multiplayer AI contest "The Great Escape" codingame.com
- 2014, 2nd place at multiplayer AI contest "The Platinum Rift" codingame.com
- 2014, 3rd place at multiplayer AI contest Russian AI Cup 2014
- 2013, 1st place at XPN Gameloft
Dmitry Gaborak
Game Character creation
Graduated two schools of art in Moscow getting diploma with honors, worked in photo studio, then managed to work in game dev company in Zelenograd (MiST Land), worked in Moscow, Shanghai, Singapore, Dubai, Montreal (Canada), again in Singapore. Today Dmitry is the Lead Character Artist in USA (Liquid Development).
Worked for such projects as film 2016, Bilal film 2016, Halo 5, Batman Arkham Knight, Evolve and many others, worked also in LucasFilm and Gameloft. 9 years in video industry and 2 years in film industry plus 6 years in school of art.
About: Introduction - portfolio. How the work is going and what knowledge has been acquired.
What's the difference between Russian, European, Asian and American game industry.
The nuances of work in different countries, preparation for work abroad.
What to do to make success.
What programs and steps of character creation are usually used and what the customer needs.
What to have in portfolio, what work at and where and what to study.
Tips and advices for professionals and beginners.
Sergey Mereutsa
Game dev. Realities in Moldova.
Sergey Mereutsa started to work in IT sphere being a student of the Department of Mathematics and Computer Science in USM (Moldova State University). Worked as a system administrator in a big market, then – as a CTO in a company, providing a local TV channel.
Since 2005 – co-founder and CTO of his own IT company. Freelance consultant and auditor in many local and foreign companies.
Andrei Gradinari
Mobile games development
The Lead game designer and the founder of Spooky House Studios - mobile game development studio (3 games for App Store / Google Play) with over 30 million downloads worldwide.
Professional game development for smart phones since Apple App Store launch in 2008.
Our guest Andrei Gradinari will speak about his first steps in game dev and answer your questions. So, you'd better prepare your questions in advance!
Aleksandr Shtachenko
Game Pre-production for Dummies
- What performance indicators exist, what’s KPI, ROI?
- What documents exist (KPI, GCD,GDD, SDD,ТDD, etc) and in what order and how to make?
- What's the minimum in a small and a very small indie team?
- Timeline and pre-production tools.
iLogos is a leading independent game production company in Europe,
providing first-class game production and co-production services since 2006, primarily for mobile, cross-platform, social and browser games.
Year by year our highly experienced team successfully completes projects of varying complexity and scope, with more than 400 projects completed to date totalling around 200 million players.
We cover all major areas of game development, such as art creation (2D and 3D), programming, game design, project management, QA, games porting and other services. We are proud of our successfully completed game projects and our reputation as a reliable partner for a number of well-known game companies.
Artur Baryshev
Music and Sound in Video Games
Born in Tiraspol. He started his journey in music industry at the age of 13, working at ZX Spectrum. Has been creating track music for several years. At the age of 15 started playing guitar. Has no music education.
During the long period of time Artur was creating instrumental albums "for the desk drawer", then he decided to become a video game composer. Got his first order in 2007.
Started his career of sound designer in 2008 from the projects of MagicIndie company.
ounded IK-Sound in 2010. Since that time Artur has been involved in more than 100 game projects.
Aleksandr Karpeev
Music and Sound in Video Games
Born and raised in Chisinau. 31 y.o. First steps in music were made when he was 9 y.o. at the suggestion of his father. Alexandr practiced with keyboards for visual reference. Later on he started playing guitar. Was the member of school band.
At the same time he mastered technical side of composing. Worked as 3D artist in the field of interior design, until he decided to turn his hobby into a job in 2011.
By this time Alexandr had written a plenty of music pieces (not for video games).
2012 – started to work in IK-Sound, where he adopted the best practices of orchestral music from Artur Baryshev, as well as got to know all the tricks of the industry.
Alecsandr Tsvetcov
The basics of Game Design
Game and narrative designer. Video game development has been of the utmost interest for Alexander since his childhood. 7 years ago game dev turned out to become his profession. Video game is a form of true art
Andrew Dotsenko
Game Design in AAA Games
We speak a lot about the design theory: how to create interesting mechanics, user-friendly interface or new method of monetization. But why having such recourse and specialized skills of the team the design of one game is good, but the design of another one is not?
What peculiarities of operating culture lead to quality game design?
The report reveals the successful way from brilliant idea to its realization.
Andrew Dotsenko is a Game Designer at Ubisoft Kiev studio who recently worked on PC versions of Ubisoft AAA projects such as Far Cry 4.
Prior to working at Ubisoft, Andrew worked at Ukrainian office of Arkadium, New York based game development company. During his time at Arkadium, he has worked on projects for Microsoft Game Studios, such as Microsoft Sudoku and Microsoft Jigsaw.
Andrew has been working in the game industry since 2004.
His portfolio includes casual games for Absolutist and Alawar/Bigfish, games for social networks and mobile phones, level design for MMORPG Allods Online, and even crazy Stalin vs. Martians RTS!
Andrew's two main areas of expertise are gameplay and UI/UX design.