V edition of the open, free conference
dedicated to IT themes
18th of November 2017, Gliwice

Software Architecture

Microservices, Command Query Responsibility Segregation, Ports and Adapters, Event Sourcing, Domain Driven Design, Test Driven Design, Event Driven Architecture, Clean Code and many more! Find out how to build great software while listening to war stories provided to you directly from a battlefield.

GameDev

Nowadays, video games are becoming more advanced and complex, so how can we keep up with them? What can we do to understand the process of their development? Within this pathway, we offer an enjoyable way of delving into secrets of creating these incredible virtual means of entertainment.

Software Craftsmanship

On this track you can listen about everything connected to personal development, Software Craftsmanship movement, Agile, Scrum, Kanban, modern project management methods like Management 3.0, how to be great at every job interview and finally which next move you should do with your career.
See relation from
fourth edition!
And what this year? 

We will listen to

Szymon Zachara (Anshar Studios)

Reactive programming in Unity

When creating foundations of a new game's architecture, we often find ourselves in a situation where changing something at a later stage of a project requires making modifications in many places. …

Reactive programming in Unity

When creating foundations of a new game's architecture, we often find ourselves in a situation where changing something at a later stage of a project requires making modifications in many places. I'll show you how to avoid such a domino effect with minor changes, how to write code in Unity easily steering clear of errors, I'll tell you why you should be interested in reactive programming, and what are the available Unity solutions supporting it.

  Language: Polish
  Level: 
Paweł Lewtak (GOG.com)

A well-run project from A to Z from a developer perspective

You can start a new project completely from scratch instead of keeping the old code? Lucky you)! I would like to share my experience and tell you how a well run project should look like from …

A well-run project from A to Z from a developer perspective

You can start a new project completely from scratch instead of keeping the old code? Lucky you)! I would like to share my experience and tell you how a well run project should look like from developers' perspective. For the purpose of this presentation, let's assume one requirement for a good project: a few years after the implementation and maintenance of the application, the newly joining person is not willing to escape with a scream. I'll tell you what it looks like to carry out the project from analysis to deployment, with a whole lot of things to remember about along the way. I will answer the question:' What should each project have? How it should function". I will explain which things can be made up for, and the introduction of which will be very expensive at later stage. the legacy code. With a bit of luck this knowledge will help you avoid "legacy" code in future.

  Language: Polish
  Level: 
Tomasz Skowroński (Clurgo)

Documentation, it is alive!

So where is your documentation? It should has been done yesterday! – There is no documentation in Agile – replied a lazy developer. – “Working software over comprehensive documentation” – explained …

Documentation, it is alive!

So where is your documentation? It should has been done yesterday! – There is no documentation in Agile – replied a lazy developer. – “Working software over comprehensive documentation” – explained another agile one. – Let’s create a change request – PM rubbed his hands – you may generate a Javadoc! – Isn’t our code self-documenting, Uncle? – asked an XP developer. – No document unless it's need is immediate and significant – confirmed Bob. How many times have you heard such conversation? Probably you are not surprised with a common reluctance concerning software and code documentation. However, do you feel comfortable with Github projects having poor readme.md? This topic is addressed to developers who want to forget about documentation and return to the code. It may also interest people who feel that the time of docx files faded away. I will talk about modern and diverse methods or documentation replacements. I will show among others how to: create living documentation which won’t be outdated tomorrow; replace user stories and executable specifications with tests (still clear to business people); generate documentation elements without waffle; create graphs and diagrams without legacy UML; document API without Swagger’s hell of annotations.

  Language: Polish
  Level: 
Maciej Pryc (Destructive Creations)

The combat system of Ancestors Legacy game: case study from design to implementation

This talk focuses on describing the process of designing and adjusting the combat system in Ancestors Legacy game, from the original assumptions up until final implementation. Key system changes will …

The combat system of Ancestors Legacy game: case study from design to implementation

This talk focuses on describing the process of designing and adjusting the combat system in Ancestors Legacy game, from the original assumptions up until final implementation. Key system changes will be analyzed, including reasons for those modifications and selected solutions. Multiple visual examples from within the game, and its work-in-progress versions, will be provided to illustrate the talk.

  Language: Polish
  Level: 
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