In the programme
How we built an agentic game
A case study from a game production where agents are not decoration in the marketing material but part of the mechanics. The speaker shows what had to be built from scratch, what could be taken off the shelf, where the model turned out unpredictable enough to need guard rails around it, and what all of it cost in team time. No slides about the future: concrete decisions from a concrete project that shipped.
- What AI already does in game production
- Will the player even notice the difference
- What it changes in a studio's daily work
- Straight after: a tool review and live scene design
Who's on stage

Artur Kurasinski
Entrepreneur · Author · Poland
An entrepreneur and investor with over twenty-three years in the technology business. He co-created Aula Polska, the long-running meetup series for Polish founders, and its Aulery awards. He has founded technology companies in Poland and abroad, sits on supervisory boards and advises management boards on what AI actually changes in their industry. A mentor in accelerators including Seedcamp and Google Launchpad, he hosts a weekly podcast with technology practitioners, writes a newsletter and has given more than four hundred talks. He co-wrote three books.

Max Salamonowicz
CEO · Game Developer · Poland
CEO of AImmersive and the maker of Omea, a narrative gaming platform where the player speaks or types freely and the story genuinely answers, driven by a narrative engine trained on more than 150,000 novels and by in-house voice AI for the characters. Twenty years of hardware and software sit behind that: he founded ACR Systems, whose camera gimbals ended up on film sets worldwide, and co-authored Beyond Humanity: Colonies, a hybrid board game with a companion app that raised 410,000 dollars on Kickstarter. He advises Migam on sign language AI and splits his time between Warsaw and Silicon Valley.


