The Amiga 1200 is a home computer introduced in December 1992 by Commodore International. It worthily replaced the iconic Amiga 500 and other 16-bit models.
A computer with unprecedented for its time possibilities, discovered and used until today.
miga Alive and Kicking was filmed over 3 years featuring interviews with key Amigans and at many Amiga and Commodore events. We look at new Amiga Games, new Amiga Computers including Next Generation, FPGA and Emulators also Legacy boosting Accelerator hardware. Amiga is not just a computer it is the people, it is the Amiga Community. Amiga Forever!The screening will be preceded by a conversation with movie authors.
Ken Williams is an American game designer who co-founded On-Line Systems together with his wife Roberta Williams. On-Line Systems eventually became Sierra On-Line and was ultimately renamed Sierra Entertainment. The couple were leading figures in the development of graphical adventure games.Roberta and Ken Williams are back after 25 years with 'Colossal Cave 3D Adventure'. The interview will take place via an online remote connection.
Demoscena is an international community creating digital audiovisual works, active in Poland since the 1980s. Electronic devices are the tools of artists and female artists. Programs, music and graphics are created on a variety of computer hardware and often exceed its technical assumptions.
Dana has been passionately developing software for over 20 years. He has worked in a variety of industries from healthcare, finance to Gaming. He is from the Boston area but moved to Warsaw, Poland 7 years ago where he lives with his wife and French Bulldog “Dante”.
If you're fairly new to Twitch, you might have felt overwhelmed during a stream. Why are people flooding the chat with meaningless words? What the hell is NaM? Do you know what shungite is? We?ll deep dive into Twitch culture, examining the jargon, memes, specific metrics, and the relationships between streamers. From fundamentals to specific cases, we?ll explore the ecosystem of the biggest streaming platform in the world and discuss how to level up your influencer marketing strategy through it.
Polish video game industry veterans in a bit fun way. They have some stories for you from behind the scenes of creative work. Try pulling their tongue during this on-stage conversation.
Representative of the absolute world's top among video game developers throughout history. He is famous primarily for creating Another World game on his own. The title, which was released on the Amiga in 1991, was innovative in many respects. The iconic intro, the gameplay itself and the ending create a coherent story, the vector graphics were made using the rotoscopy technique, the hero was deprived of a health or energy bar, there was no point counter, and in the adventure he was accompanied by a computer-controlled character. Éric's work was distinguished by a characteristic artistic vision, original plot and the use of cinematic cutscenes. Today, Another World ranks among the masterpieces of interactive art. As a curiosity, it is worth mentioning that the title in the Amiga version took up two 880 kB floppy disks, which is slightly more than 1.5 megabytes of memory. These are less than modern application icons the size of a fingernail on smartphone screens... Éric is a self-confessed freelance developer who believes that the difference in producing a game can be made by an original idea or a non-standard approach to the creative process. On Saturday, June 11, on the main stage of the Festival, there will be an interview with a special guest about his entire career. Eric is still an active creator, currently managing Pixel Reef studio, whose latest game is Paper Beast. We encourage you to prepare your own questions and forget about games, books or magazines related to his work - it will be a perfect excuse for a short conversation or getting an autograph with a dedication.
We will talk about difficult games. The ones that made us go mad, our blood pressure jumped, and a stream of vulgarity flew out of our mouths. These unforgiving titles that use various tricks to humiliate us: pixel jumps, over-the-top bosses and life bars limited to a minimum. We hope that the discussion will proceed calmly, without nerves...
Diplodocus is inspired by the comic books of Tadeusz Baranowski (*1945), an acclaimed Polish writer, illustrator and painter, who has a strong fan base in Poland. Several generations of children in Poland have grown up reading the adventures of Diplodocus, Professor Nervekowsky and Entomology, which are classics of Polish comic book art. The cult comic book of the legendary creator Marek Baranowski will get a quality, full-length animation. Or maybe a video game too?
Many fields of art can be found in the medium of video games. Film, literature, graphics and sound are intertwined. We'll talk with creators from different areas about collaborating on video game development.
Jordan Mechner is an author, game designer, graphic novelist and screenwriter. He created the video games Karateka, Prince of Persia, and The Last Express. His graphic novels include the New York Times best-selling, Eisner award-nominated Templar illustrated by LeUyen Pham & Alex Puvilland. Jordan pioneered the use of rotoscoped animation in the video game industry in his 1980s Karateka and Prince of Persia, and the 1997 adventure game The Last Express. He joined forces with Ubisoft as writer and game designer of Prince of Persia: The Sands of Time (2003), and wrote the first screenplay for the 2010 Disney live-action film adaptation, relaunching Prince of Persia as a global franchise including toys, LEGO sets, and over 20 million games sold to date. Jordan wrote and directed the IDA award-winning PBS documentary film Chavez Ravine: A Los Angeles Story. Jordan has published his 1980s game development journals, The Making of Karateka and The Making of Prince of Persia. He keeps a sketchbook journal.
Co-founder of TEAM17 studio. Initially, the company was called 17-Bit Software and specialized in cataloging, producing and publishing Public Domain games. Already under the banner of TEAM17, the first game for Amiga computers was released, entitled Full Contact, which turned out to be a great success. The studio started working on other titles, almost all of which turned out to be hits. In the early 90s the team released games such as the Alien Breed series, Superfrog, Assassin, Project-X and Body Blows. Martyn will talk about his career and the colourful beginnings of the video game market in the UK.
Good, regular tradition of our Festival. Old friends from Lubin will talk about the situation in the video game industry, as well as The Astronauts' plans related to the Witchfire project.
How many games did we have to judge? How do we see the quality level of production this year? What surprised us? What did we have the biggest problem with?
The best games of Pixel Heaven 2022 Festival.
Ufff, finally some time to rest and integrate a bit. Superb company, bars equipped with the best beverages, and great concerts. More information: https://www.pixelheavenfest.com/en/afterparty/
Popular science programs, fantasy, science fiction, urban fantasy, post-apo. What did the "nerds" watch on TV in the times of the "Polish People's Republic"?
Basic UX does not require specialized teams or big budgets. Rather, it?s a mindset, which allows the developer to ensure that critical insight and feedback are captured in a structured way right from the start of the development and implemented to benefit their game and audience. Actions every developer takes during the development process can be rethought and shaped to gather useful UX-focused information with little to no budget and minimal overheads. This presentation aims to facilitate that mindset change and show that the User-Centered approach is more than a buzzword or an obscure concept, and - applied correctly - is an opportunity to create better products that can cater to wider audiences.
Everything has been said about our Jubilarian. This time let the productions that squeezed unimaginable things out of this unique equipment speak for themselves. ZX Spectrum demos show is about to begin!
The Commodore 64 entered the Guinness Book of Records, becoming the best-selling computer of all time (estimated data is 10 to 17 million copies sold). The computer found itself on the gaming market, the success was due to hardware sprites, a great-sounding SID sound system and a large memory: 64 KB in the standard edition ...
Demoscene creativity is inextricably linked with computer technology. Digital art began to emerge in Poland a moment after the appearance of the first microcomputers. Since then, it has been developing, often exceeding the technical assumptions of computer systems. The driving force behind the demoscene activity is the will to create, and the tools of expression are the capabilities of computers, the technical limitations of which we have been crossing from the very beginning - in the name of art.
Questions, propositions, ideas? Contact us!