SCHEDULE DETAILS Information of Event Schedules

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10:00 - 11:00

UI material creation: texture-based or procedural and SDF-based approach?

   Both approaches have their advantages and disadvantages – it depends on the problem you are trying to solve. We will now look at the topic through UI examples, but these principles can be easily transferred to other areas. As an addition, we will also delve a little into the world of SDF (Signed Distance Field): how to create shapes in shaders based on pure mathematics – without textures, pixel-precise.

Róbert Haáb

11:00 - 12:00

Custom Game Engines - The Promised Land of Pet Projects

   Building a custom game engine may sound like madness — it’s complex, time-consuming, and touches nearly every branch of computer science. Why would anyone spend months (or years) building their own engine instead of just making a game? In this talk, Mateusz Szymoński — technical artist at CD PROJEKT RED and co-founder of Sticky Piston Studios — shares why homegrown engines are the ultimate playground for curious makers. From endless opportunities to learn and create, to the “wow factor” of showing off your own tech, discover how custom game engine can become a magnum opus for the right kind of developer.

Mateusz Szymoński

12:00 - 13:00

Lunch Break

11:00 - 12:00

Death to Paper Design: Workflows, Tools and Iteration in Level Design

  Level design today is less about following fixed steps and more about balancing creativity with practicality, ensuring that workflows support, rather than limit the outcome of our work. It’s about finding smarter, more fluid ways to bring game worlds to life and not waste time in pointless or inefficient tasks. In this talk, I won’t present the ultimate solution for success, but I will rather share insights from my experience to shed some light on this constantly evolving world that is level design.

Nicolás Tornatti Ceballos

12:00 - 13:00

Lunch Break

13:00 - 14:00

Lots of Objects, Not Enough Time: Practical Use of Acceleration Structures

In graphics, game development, and many other math-intensive fields, we frequently encounter tasks that require searching or comparing large numbers of objects based on their spatial relationships. Examples include collision detection in physics engines and visibility determination when rendering complex scenes. This talk will cover examples ranging from simple to complex, highlighting the inefficiencies of naive approaches and demonstrating how acceleration structures can help. We’ll also explore problems that still require creative solutions beyond standard techniques.

Dániel Berényi

10:00

Megnyitó

10:05 - 11:00

TÖRÖLVE - Design Vízió

  Sajnos Adam betegség miatt le kellett, hogy mondja az előadást - Egy áttekintés arról, hogyan segíti a játékfejlesztés korai szakaszában meghatározott világos vízió a játék magjának megtervezését, a méret túlburjánzás (scope creep) elkerülését, valamint hogyan járulhat hozzá a kiadók és maguk a játékosok megnyeréséhez.

Adam Barnes

10:05 - 11:00

The Advantages of Deterministic Gameplay

  This talk focuses on the concept of determinism and its critical importance in games, both for gameplay and technical reliability. It explains what determinism means in the context of different game systems—where the same input always produces the same output—and why it is essential for multiplayer synchronization, replay and fast-forward systems, procedural generation, as well as debugging and QA. The presentation also covers the consequences of non-deterministic code, such as desynchronization errors in multiplayer games and hard-to-reproduce bugs. Best programming practices for achieving and maintaining determinism, along with the challenges and common pitfalls to avoid, will be discussed. Examples of popular games that rely fully on determinism, the issues encountered during their development, and the lessons learned will also be highlighted. Említésre kerülnek népszerűbb játékok amik teljesen a determinizmusra támaszkodnak, azok fejlesztése során felmerült problémák és tanulságok.

Dominik Kovács

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