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Peel back the curtain on the cinematic workflows behind Dying Light: The Beast to show you why perfection is an enemy of progress. Discover how to bypass the "blank page" problem by using Ripomatics - rough, fast-paced edits built from existing material. And we’ll dive into the HumanBox method, a low-fidelity approach to layout that lets your imagination do the heavy lifting while you focus on composition, pacing, and impact.
Steven Clibborn-DyerSenior Cinematic AnimatorGame engines are not just cold tools: To unleash creativity, designers need controlled freedom in working with data. Part of this freedom is guarantee that whatever they come up with will work as intended - and not that it will pretend to work, hide and set itself on fire at the worst possible moment. This guarantee is at the core of this talk: Let’s take a peek at how close cooperation between content and technology teams helped with releasing Dying Light The Beast in great technical state.
Uroš RudolfPrincipal Level DesignerJoin Game Director Nathan Lemaire and Composer/Music Designer Olivier Deriviere for an inside look at how gameplay and music intertwine to elevate the player experience. Drawing from their work on Dying Light 2 and Dying Light: The Beast, they will share practical insights, creative processes, and concrete examples that highlight the powerful synergy between game design and adaptive music.
Nathan LemaireGame Director
Olivier DeriviereComposer, Music Designer at Ameo ProdA dive into the industry transformations of recent years, how they’re redefining opportunities for artists, and how you can navigate this evolving terrain to actively shape your future. We’ll explore key market trends, major pop-culture shifts, the changing dynamics of social media, and - most importantly - the evolving needs and expectations of game studios. The talk will also offer practical guidance on how artists can position themselves strategically, strengthen their relevance in production, and make informed creative and career decisions.
Katarzyna `Kafis` ZielińskaAssociate Art DirectorI joined Dying Light as a junior game designer and spent the next 10+ years growing alongside the series, eventually becoming its Franchise Director. In this talk, I’ll share 10+ lessons from that journey and reflect on the choices, surprises, and hard truths of building a game series over the long term, covering game design, direction, creative leadership, community management, and publishing.
Tymon SmektałaDying Light Franchise DirectorHey Leaders! We Suck!" isn't an insult - it's a necessary reality check. We sit at the top, often isolated from honest feedback, blinded by our authority, and unaware that we are the biggest bottleneck in development. This talk explores the "lonely throne" dynamic that prevents leaders from seeing their own errors. Join an experienced developer for a brutally honest "autopsy" of leadership mistakes and learn actionable methods to audit your behavior, gather data, and finally get out of your team's way.
Stan JustSenior ProducerExplore how Dying Light: The Beast characters come to life. This talk explores how intuition, reference gathering, and storytelling can turn short briefs into designs with distinct personality, emotion and gameplay readability. Two Character Concept Artists from Techland share their conceptual procedures and workflows for creating characters and monsters that players instinctively connect with.
Charidimos BitsakakisCharacter Concept Artist
Matylda GurneCharacter Concept ArtistLearn 10 practical principles of the design process for game systems. Each guideline is supported with a real-life example. The talk does not focus on any design pattern or code construct itself. Instead, it focuses on techniques that can be applied before any line of code is written. If you’re curious how Disney can help with system design, why the sky is not the limit, why it's not always a good idea to refactor the code, and how to KISS, then this talk is for you!
Tomasz KosekSenior Technology ProgrammerGrowing as a Level Artist in Game Development - Level Art, Level Design, Lighting (and how they work together) A behind-the-scenes look at how Level Art, Level Design, and Lighting work together in AAA open world production. I will break down the practical skills, workflows, and technical principles I’ve learned while building locations for Dying Light 2 and Dying Light: The Beast.
Wojciech SnopekSenior Level ArtistEarly reflections are an essential part of acoustics, yet simulating the phenomenon in games has not been explored much to this day. It is a complex problem to solve indeed, but at Techland we have taken initiative to tackle it in order to make audio in our games more immersive. We will talk about early reflections in general and present our solution accompanied by demo videos.
Perttu LindroosSenior Technology ProgrammerJoin us for a deep dive into physical reactions in Dying Light: The Beast. Discover how to create responsive, brutal, and believable character hit reactions and deaths through collaboration between technical and creative disciplines. Learn about basic ragdoll setup, impact systems and their flexibility, as well as active ragdolls on top of character animation. All of this will be presented using in-game examples, along with our honest struggles and findings.
Kaja KisielewskaLead AnimatorReady to turn inspiration into action?
Join us and let's create the next game together!
