| Time | 
      Hall | 
      Group | 
      Name | 
      Country | 
        | 
      Duration | 
    
    
  10:00*  | 
   | 
   | 
  
  	
     ,  
   | 
  Registration of participants / Coffee Break | 
   
   |  | 
	 | 
  10:30*  | 
   | 
   | 
  
  	
     ,  
   | 
  Opening speech | 
   
   |  | 
	 | 
  10:45*  | 
  Back End | 
  BIZ | 
  
  	Serghey Ghimmelreykh
     Сооснователь сообщества МанжетыГД, Геймдизайн-эксперт, Russia 
   | 
  The development of gameplay schemes on the patterns of gameplay mechanics | 
   
   | 60  minutes | 
	 | 
  10:45*  | 
  Front End | 
  TECH | 
  
  	Andrei Gradinari
     Lead Game Designer, Founder Spooky House Studios, Moldova 
   | 
  First Steps in AR game development | 
   
   | 30  minutes | 
	 | 
  11:00*  | 
  Imagi- narium | 
  TECH | 
  
  	Aleksandr Shlygin
     Solution Consultant, Unity Technologies, Russia 
   | 
  Unity 2017 and Beyond | 
   
   | 30  minutes | 
	 | 
  11:15*  | 
  Front End | 
  TECH | 
  
  	Jozsa Szabolcs
     , Hungary 
   | 
  The reality of the Adoption Rates of Virtual Reality | 
   
   | 45  minutes | 
	 | 
  11:30*  | 
  Imagi- narium | 
  TECH | 
  
  	Grzesiek Mazur
     Co-Boss/Programmer at Vile Monarch, Poland 
   | 
  Technical postmortem of Crush Your Enemies and Oh ... Sir! The Insult Simulator | 
   
   | 45  minutes | 
	 | 
  12:00*  | 
  Back End | 
  DESIGN | 
  
  	Artyom Volkov
     Game Designer, Freelancer, Russia 
   | 
  Practical Balace of Weapons in Shooters | 
   
   | 60  minutes | 
	 | 
  12:15*  | 
  Front End | 
  TECH | 
  
  	Valentin Simonov
     Field Engineer, Unity Technologies, Russia 
   | 
  Typical Mistakes In The Work With Unity | 
   
   | 60  minutes | 
	 | 
  12:30*  | 
  Imagi- narium | 
  DESIGN | 
  
  	Matt Binkowski
     Game Designer, Techland, Poland 
   | 
  How we balanced Dying Light and how I screwed it up | 
   
   | 30  minutes | 
	 | 
  13:00*  | 
  Imagi- narium | 
  ART | 
  
  	Cernisev Evghenii
     Simpals Studio, 3D animator, Moldova 
   | 
  The Importance of The 12 Pricniples of Animation In The Era of Computer Generated Graphics | 
   
   | 30  minutes | 
	 | 
  13:15*  | 
  Back End | 
  BOARD | 
  
  	Wojciech Rzadek
     , Poland 
   | 
  Creative process in board game development | 
   
   | 45  minutes | 
	 | 
  13:30*  | 
  Front End | 
  TECH | 
  
  	Dumitru Molosnic Egor Bashinsky
    Avantaj Prim, Moldova 
   | 
  Bring your game to life with Spine and Unity | 
   
   | 30  minutes | 
	 | 
  13:45*  | 
  Imagi- narium | 
  GEN | 
  
  	Nicolae Berbece
     Those Awesome Guys, Romania 
   | 
  It's OK to not know what you are doing | 
   
   | 30  minutes | 
	 | 
  14:00*  | 
  Back End | 
  DESIGN | 
  
  	Semyon Chera
     Producer, game designer Redox Entertainment, Moldova 
   | 
  The Game Balance in Cows vs Vikings: Numbers and Emotions | 
   
   | 15  minutes | 
	 | 
  14:00*  | 
  Front End | 
  DESIGN | 
  
  	Swapnil Revankar
     , Moldova 
   | 
  Rigging for Games and Movies | 
   
   | 30  minutes | 
	 | 
  14:15*  | 
  Imagi- narium | 
  GEN | 
  
  	Christopher Hamilton
     IGDA, Finland 
   | 
  Building game dev communities | 
   
   | 30  minutes | 
	 | 
  14:30*  | 
  Back End | 
  BOARD | 
  
  	Krzysztof Szafranski
     Creative director at REBELatorium, Poland 
   | 
  How to publish your first board game? | 
   
   | 60  minutes | 
	 | 
  14:30*  | 
  Front End | 
  TECH | 
  
  	Dmitriy Maximov
     Lead Unity developer, Moldova 
   | 
  The Particularities of Developing WebGL Applications on The Unity 3D Engine | 
   
   | 15  minutes | 
	 | 
  15:00*  | 
  Imagi- narium | 
  Gen | 
  
  	Alexander Dzyuba
     CEO, Founder, Ukraine 
   | 
  The making of one of the best VR games through playtests. Case. | 
   
   | 45  minutes | 
	 | 
  15:00*  | 
  Front End | 
  TECH | 
  
  	Sergey Mereutsa
     CTO DQTeam, Crytivo Games Inc., Moldova 
   | 
  Serverless gamedata cloud | 
   
   | 30  minutes | 
	 | 
  15:45*  | 
  Back End | 
  ART | 
  
  	Igor Udushlivyi
     дизайнер, иллюстратор, Moldova 
   | 
  Eloquent and Functional Graphics for Games | 
   
   | 45  minutes | 
	 | 
  16:00*  | 
  Imagi- narium | 
  ART | 
  
  	Travnicov Dmitrii
     Simpals Studio, Concept Artist, Moldova 
   | 
  Character Creation. From Brainstorming To The Final Sketch | 
   
   | 30  minutes | 
	 | 
  16:00*  | 
  Front End | 
  TECH | 
  
  	Grzesiek Mazur
     Co-Boss/Programmer at Vile Monarch, Poland 
   | 
  Artificial Intelligence in video games | 
   
   | 45  minutes | 
	 | 
  16:30*  | 
  Imagi- narium | 
  BIZ | 
  
  	Artur Rybicki
     Commercial Manager at European Games Group AG, Poland 
   | 
  Publisher as Partner, Friend or Foe? | 
   
   | 45  minutes | 
	 | 
  16:30*  | 
  Back End | 
  BIZ | 
  
  	Adrian Cociu
     CEO & Founder at Oriplay.com, Moldova 
   | 
  How to deliver a project on time and save up to 200% from the project's budget | 
   
   | 15  minutes | 
	 | 
  16:45*  | 
  Back End | 
  BIZ | 
  
  	Andrei Istrate
     Manager at GameDev Academy, Romania 
   | 
  5 reasons why you're not successful (case study of Romania) | 
   
   | 45  minutes | 
	 | 
  16:45*  | 
  Front End | 
  BOARD | 
  
  	Denis Horohorin
     Business Development Executive at InthaLab, Moldova 
   | 
  The game and the social responsibility of games industry | 
   
   | 15  minutes | 
	 | 
  17:15*  | 
  Front End | 
  ART | 
  
  	Denis Chera
     аниматор Prochnost Studio, Moldova 
   | 
  Pixel Art Animation With The Help of 3D | 
   
   | 30  minutes | 
	 | 
  17:30*  | 
  Imagi- narium | 
  TECH | 
  
  	Andrei Rudenko
     , Moldova 
   | 
  Physics in 2D Platformers | 
   
   | 30  minutes | 
	 | 
  17:45*  | 
  Back End | 
  DESIGN | 
  
  	Alecsandr Tsvetcov
     , Moldova 
   | 
  Звук в Геймдизайне | 
   
   | 45  minutes | 
	 | 
  17:45*  | 
  Front End | 
  GEN | 
  
  	Veaceslav Caburgan
     CODIFUN - Educational Game for Youth, Moldova 
   | 
  Edutainment, game and future of education in a digital world | 
   
   | 30  minutes | 
	 |