Mentors

Programming:
Petras Malinauskas
  • Working on Unity engine;

  • Produced a VR game ”Hurl VR” and unreleased digital card game “Streets of Cyberworld”;

  • Received “Best Gamejam Game” award in first Lithuanian Game Awards, "Best game” award in Hackergames Vilnius 2016;

  • Gave presentations in several gamedev events in Lithuania, mentored and judged multiple game jams / hackathons;

  • Produced several interactive installations for art festivals;

Vadzim Varabyou
  • Started coding when I was 12. That was 20 years ago;

  • Have seen the rise and the fall of many game engines and technology;

  • Worked on Shadowrun Online, Aerena, The Godlike, Pigbang, League of Arasaurs, UFL, Hydropunk, Loóna;

  • Currently working on Traffic Puzzle by HuuugeGames;

  • Have shipped enough games to know how to not fail;

Felipe Wang
  • Senior game developer at King in Stockholm;

  • Worked on Blossom Blast, and the new Rebel Riders (plus many unannounced mobile games);

  • Have used Defold game engine before it was cool

  • Studied and worked in the US but now is based in Sweden, but can also speak Chinese and Spanish;

  • Traveling, hiking and exploring is how Felipe spends his spare time;

Felix Kerger
  • Developer Relations Director at Wildlife Studios;

  • Worked at Unity and at King on the internal game engine tech;

  • While in university published a textbook about Ogre3D game engine;

  • Has been programming for more than 24 years;

  • Organized the biggest hobby game development conference in Germany;

Mantas Puida
  • Working on Machine Learning Inference Engine with CPU and GPU support across all platforms that Unity supports;

  • Helped to make a Unity Metal Tessellation Demo for WWDC 2016, helped to port Unity core and 3rd party middleware to ARM64, has been to other adventures at Unity since 2008;

  • Enjoys designing and building early prototypes, technical leadership, and mentoring;

  • PhD in Computer Science at Vilnius University;

  • Was a teacher and a lecturer for the "Algorithms for Computer Games" course at Vilnius University;

Leszek Szczepański
  • Principal Game System Programmer at Guerrilla Games;

  • Has worked on many famous games like Horizon Forbidden West, Horizon Zero Dawn, Killzone Shadow Fall, Metal Gear Acid Mobile, Sonic 4: Episode 1, and others;

  • A recognised speaker at major gamedev conferences like GDC;

  • Got a BAFTA (and multiple other awards) for Horizon Zero Dawn;

  • Created an open-world RPG in 48 hours, solo, for Ludum Dare;

Yevhenii Miach
  • Senior Unity Developer at Belka Games;

  • Worked on many mobile games, including Pirates? Pirates!, Puss In Boots, The BFG, Solitaire Cruise, Viber Diamonds Rush;

  • Usually is puzzled with foundational tasks about game architecture and engine technologies;

  • Higher maths, algorithms, memory management, and code efficiency;

  • Has a visually stunning hobby project ;

Dominykas Kiauleikis
  • Indie dev who spent 9 years working at Unity;

  • Worked on Unity demos - Bedroom, The Blacksmith, Adam, Book of the Dead, The Heretic, Enemies;

  • His first indie title is in early-access:

  • Now working on an unannounced 3D city building game;

  • Enjoys public speaking, mentoring fellow game developers;

Deividas Krunkauskas
  • Game developer focusing on PC game ports to consoles;

  • Worked on many major games, such as The Lords of the Fallen, Cult of the Lamb, Before we leave, Hokko life, Rustler (Grand Theft Horse);

  • Taught kids at Code Academy and teens at KTU Faculty of Informatics;

  • Likes maths and physics!

  • Thinks that helping people and sharing experiences is the best reward;

  • Can keep conversations with game artists about code;

Alexander Tuzhik
  • Gameplay programmer at Paradox Interactive in Stockholm;

  • Worked on bigger titles like Encased and Life is Feudal: Forest Village plus a lot of smaller games such as 7 Wonders, Midnight Mysteries, Samantha Swift and more;

  • Low-level programming enthusiast - just give him some memory blocks to move around by hand to squeeze some extra performance;

  • He uses a wide range of technologies and game engines, has console experience and enjoys sharing it at developer conferences;

Slava Ukrayini
  • Partner Engineer, Games SDK at Netflix;

  • Previously at Google, Quizlet, and Lyft + lots of freelancing;

  • Originally from Ukraine, in the US for 10 years already;

  • The University of Jyväskylä "honorable" drop-out, but got a Master's in Computer Science from Kharkiv National University for Radio and Electronics;

David Naußed
  • Programmer at Toca Boca;

  • Loves academics and education – Student forever!

  • Really loves helping other people and loves to solve complex problems;

  • Very pedantic about efficiency. Not just code, but also efficiency in development;

  • I’ve got zero hobbies – I just code;

Giulio Piana
  • Senior Gameplay Programmer at Gameloft;

  • Currently in the Gamelab creating prototypes of new mobile casual games;

  • Previously worked at Miniclip on 2 multiplayer mobile hit as Lead Client Developer, and Former founder of Broken Arms Games one of the best Italian indie game studio;

  • Women in Games Ambassador;

  • Committed to design being key to game production;

Maciej Karbownik
  • Lead developer and owner of an indie game dev company “Dark Lord”;

  • Volunteers as a coding coach for kids and a lecturer for adults;

  • Worked on “Regenesis Arcade”, a VR game that in 2018 won the main prize in the“Arcade” category at the VDA2 event;

  • Pursued a career as a game dev and as a death metal drummer too, but game dev turned out to be more glamorous;

  • Also worked on: Inner Chains, HyperArena VR, Glitchpunk (first fully indie title);

Meilė Baužytė
  • Programmer at Expression Games. Started her current role 5 months ago and has been in the games industry for over 3 years;

  • Finalist of MCV Women in Games Awards 2023 - Career Mentor; WIGJ Ambassador;

  • Previously worked on an in-house engine, a VR project, and helped ensure the smooth delivery of The Persistence Enhanced;

  • Worked on prototyping the physics systems for an unannounced AAA multiplayer action title;

Dmitry Minsky
  • Co-founder and Studio Head of Flawless Fun Co.;

  • Currently working on "Chop Chop Guys" a cross-platform multiplayer title;

  • Working in the video game industry since 2011 as both an engineer and business professional;

  • Organizer and instructor for Unity development courses;

  • Founder and enthusiastic member of a Unity User Group consisting of over 650 people;

Ken Noland
  • Has been in the industry for over 25 years and specializes in low-level network programming as well as C and C++ optimizations.

  • Currently is CTO of Fundamental Games, a small co-dev company that works with some of the largest AAA developers from around the world.

  • Has worked on many games, including such as Ghostbusters VR, Sea of Thieves, and Grounded.

Ryan Ash
  • Currently is a lead Unreal developer at MetaGravity, has been in game programming since 2013;

  • Currently working on several projects: Edge of Chaos, Hydropunk, etc.;

  • Is mostly self-taught and can code in ~5-7 programming languages;

  • Worked on UFL and built AI Bot for simulating active player behavior, a tool for merging BPs, and more;

  • Can do Game Dev, web full-stack, software development, video montage, and music composing & performing;

Art:
Julius Ragaišis
  • Multi-purpose animator with a passion for concept art and modeling;

  • Produced VFX for movies such as Vanishing Waves, Attraction;

  • Created layouts and animations for award-winning shorts - Junction, Running Lights;

  • Worked on teasers, trailers, VR, games, art installations, and all kinds of CGI projects;

  • Currently at Estoty, doing 3D and animations;

Gabija Smalinskaite
  • Worked on in-game cutscenes, tv shows, films, commercials, music videos, and trailers at Goodbye Kansas as a lead rigger;

  • Worked on Small Town Murders, Cyberpunk 2077 - The Diner, Assassin Creed: Valhalla, and many more famous trailers;

  • Worked a lead rigger in award-winning cinematics : “Volvo: The E.V.A. Initiative" and Outer Worlds 2;

  • Works hand in hand with the rigging team in Goodbye Kansas to develop tools for rigging and other departments;

  • Provided cfx (nCloth) in Mutant Year Zero: Road to Eden - Farrow Reveal Trailer and Overkill’s The Walking Dead character reveal trailers;

Julius Liubertas
  • 3D generalist (modeling, texturing, rigging, optimizing) working as an animator at Snowprint Studios;

  • Worked on many mobile games including Warhammer40k: Tacticus, Rivengard, Legend of Solgard, Monster Buster;

  • Alumni of iAnimate and Anomalia CG schools;

  • Loves quick prototyping and getting things done, participant of many Hackathons and Game Jams;

  • Experienced game master of Dungeons&Dragons;

Natalia Rebrova
  • Senior UI/UX Designer at Kiloo Games;

  • Worked on 10+ games. Some of them are Subway Surfers, Metroland, Minion Masters. Blades of Brim, World of Warships, X-Mercs, Evilibrium ;

  • Formal training in media design and special psychology, strong interest in neurobiology and human behavior;

  • Passionate about creating compelling, yet seamless experiences that resonate emotionally with the users;

  • Spends spare time playing jazz on piano and drums and designing the branding and packaging designs, illustrations and animations;

Nataliia Popova
  • 2D artist with leadership and art management experience;

  • Worked on multiple casual games for Big Fish Games;

  • Enjoys supervising and long-term planning of art pipelines for large games;

  • Taught computer graphics design;

  • Passionate for comics, art and concepts for animation;

Jonas Balakauskas
  • Lead Animator/Rigger at NIEKO;

  • Worked on games, VR projects, and live interactive installations - Everdale (3D Modeller), Crystal Raiders VR (Animator, Rigger), Bloody Sunday VR (Animator, Mocap Director), Baltų Žemės (Producer, Designer), Colour Wall (Vilnius Light Festival 2020, interactive installation);

  • BA Hons 1st class, Graphics for Games, Bradford University, class of 2016;

  • Larp and Taijutsu;

Daniel Martin Nielsen
  • Sound artist, composer, saxophonist

  • Worked on audio for bigger titles such as Wolfenstein: Youngblod, Back4blood as well as minor indie titles Scarlet Republics, Bible X, Ozzy

  • Once won the Nordic Game Jam, that was pretty cool

  • Made a game called Creaper inside of audio software Reaper

  • Plays around 200 saxophone gigs per year

Oksana Bondarenko
  • 2D artist with experience in concept art and illustrations, based in Wrocław;

  • Worked on console, desktop and mobile games such as Sea of the Kings, 100 Doors - Escape from Prison, HammerHelm, Junk Punk Racing, Ink Tail: Color Story Puzzle;

  • Now mastering my 3D modelling skills with Blender and ZBrush;

  • Made my way into the games industry by self-learning and practice;

  • Studied veterinary medicine and worked on a pig farm in Denmark;

Alex Bobyr
  • 3D Artist at Rage Quit Games;

  • Worked on commercial design at Samsung, games and did freelance;

  • Artstation;

  • Master's degree in Economics and Business;

Arvydas Brazdeikis
  • Senior UI/UX designer with a decade of experience in the gaming industry;

  • Experienced in various creative fields, including UI/UX, 2D and pixel art, motion design, and cinematic editing;

  • Worked on Dragon Age: Keep, Mass Effect N7HQ, Jurassic World Evolution 2, and the upcoming Warhammer: Age of Sigmar strategy title;

  • Passionate about video games, human-centric approach, and graphic design;

  • A public speaker on topics concerning UI pipelines, design theory, and rapid prototyping;

Kristina Kuosaitė
  • 2D Artist at Sneakybox for 8 years;

  • Has a background in fine art and stumbled into game development by a stroke of luck;

  • Produced game art, UI, and animation for various games on different platforms (mobile, desktop, consoles);

  • Worked on the Atari Recharged series;

  • Proud of having a wide range of skills which makes her a true generalist;

Eglė Jovaišaitė
  • Lead 3D artists at Ignition Immersive;

  • Has worked in VR, AR, and XR for over 4 years;

  • Completed a Master's degree in Virtual Reality. Later enrolled in a mentorship program where she met fantastic mentors, moved to Australia, and finally landed a job;

  • Extensive experience in mentoring juniors in 3D and project management, and taking care of the culture side (various events, team building);

Vilius Petrauskas
  • Freelance Senior concept artist artist who has worked with worldwide famous studios like Marvel Studios, and Universal Pictures International Entertainment;

  • He has worked on huge productions, such as "Jurassic World 2", "Captain Marvel" and games like "Total War: Three Kingdoms" or "Total War: Warhammer";

  • He contributed to the "Anthem" cinematic with Neil Bloomkamp;

  • One of his most recent contributions was the incredible "God of War Ragnarök";

Vitaliy Ischenko
  • More than a decade of experience in game dev;

  • Creator of one of the biggest Nintendo communities in Ukraine - UA Nintendo Family;

  • Currently working as a concept artist at “The Farm 51”;

  • Loves making games on game jams; In 2020 together with a team took 1st place on Global Games Jam in Ukraine;

  • Graduate from National Art Academy with a Masters Degree in art;

Kateryna Babych
  • Working as a 3D Environment Artist at Polyart studio;

  • Love creating stylized props and environments;

  • Bachelor of Architecture (Kyiv, KNUCA);

  • Graduated GameDev Camp, check the team's game;

  • Achieved a Rank A certificate at Rookie Awards 2023;

  • Prior experience in customer support within internet and telecommunication companies;

Danyil Vorobiov
  • GameDev Camp Season 3 Alumni, Team Lead, 3D Artist and Game Designer at E.S.I.C, working on "Jade Masquerade";

  • 10 years in 3D Art for games, worked on number of hyper-casual titles;

  • Self-taught Game Designer and 3D Artist working on first commercial projects;

  • Passionate about stylized art and unexpected twists in game ideas and design;

  • Worked as a mentor on courses on 3D Art for kids;

Production & Game Design:
Alina Brazdeikene
  • Head of Production for multiple games - Pathfinder: Wrath of the Righteous, Aftermath, Time Loader and more;

  • Also worked on: Simpsons: Tapped Out, Nitro Nation: Stories, Escape Alcatraz, The X-Files: Deep state;

  • Member of Estonian Screenwriters Guild;

  • Create a full-scale writing room for a mobile game to perform on the same level with a world-famous TV show;

  • Awarded by London School of Liberal Arts as a screenwriter of a short film;

Ranko Trifkovic
  • Old and wise;

  • Worked on more than 50 indie titles;

  • Mentored over 100 individuals, guiding them into the gaming industry from "I have some skills" to "I got the job!";

  • 11 of my game writing students reached over 1 million readers each;

  • Always invited to speak at European conferences such as GIC Poznan, GG Kiyv, GDS Prague;

Slava Lukyanenka
  • Worked in production or helped to direct multiple games - Cyberpunk 2077, Thronebreaker: The Witcher Tales, World of Tanks, Hydropunk, Cognition Method, and more;

  • Proud mentor of several indie teams;

  • Founder of "Holistic Game Production" community;

  • Often speaker at some of the top game development conferences;

  • Now focused on helping indie teams be successful;

Christina Begerska
  • Experienced producer with 2 master's degrees in banking and finance & creative marketing;

  • Worked on many desktop and console titles, including Arktika.1, Metro Exodus, Vermintide 2, Darktide;

  • Juggled and herded teams at a game development accelerator;

  • Worked with people from 50+ countries and lived in 10 countries;

  • The weather in your city is probably better than where I live;

Fawzi Mesmar
  • Award-winning Game designer, leader, author, and public speaker;

  • Has worked on over 20 titles including entries in Battlefield, Battlefront, Persona, and many more;

  • Lived in the middle east, New Zealand, Japan, and Europe working for companies such as Ubisoft, EA, Activision Blizzard, Gameloft, and Atlus (SEGA);

  • The author of "Al-Khallab in the art of game design" the first Arabic language textbook on game design;

  • Retired e-sports player yet follows the E-Sports scene regularly;

Dmitrijus Babicius
  • Indie developer at heart with 5+ independently made games shipped;

  • PyroMind, won third place at Game Development World Championship and was selected as Nordic Game Discovery Contest finalist;

  • The Final Riddle has been awarded with the Best Lithuanian Mobile Game Award;

  • Worked as a game designer at Melior Games, Pepi Play, Sneaky Box ,and Nordcurrent;

  • Won numerous prizes at game jams and hackathons: Hacker Games, MIDI Hackathon, AppCamp and SEB Open Banking Hackathon;

Allan Kirkeby
  • A creative leader with years of experience building successful products and managing software projects;

  • Working with game industry startups, investor relations, and incubating the next generation of game companies;

  • Mentor for European Games Accelerator;

  • Worked as a musician, game designer, project manager then joined Unity as a CEO of Unity Studios;

  • Amateur board game designer with a published game and a few others signed;

Pavel Sudakov
  • Head of RnD at Belka Games;

  • Previously was the Head of Game Production at Snapchat;

  • Started the gamedev journey by founding Bad Rabbit Games studio which produces games for social networks in 2008;

  • Main focus - production processes, team building, team comms, and collaboration;

  • Passionate about Graphics, Animation, Art, Graphic Design, and UI;

Viktor Levashov
  • Works at Miniclip in Lisbon as a Senior Game Designer.

  • Worked on Bowling Crew, Gardenscapes, Fishdom and other successful casual and social games;

  • Used to mentor at Wargaming Academy;

  • One of his mentored teams took the first place in the academy with this project;

Trent Davies
  • Senior Game Designer with leadership experience at Coatsink in the UK, with award nominations in VR and at Freeplay 2018;

  • Worked on Shadow Point, Jurassic World Aftermath, and Cake Bash;

  • Developing a fast paced FPS rogue-lite with a satisfying and fluid movement system, looking to specialise in AI and Combat design;

  • Studied Game Design in Melbourne and Cologne before moving to the UK, and started in the industry through developing escape rooms and physical art spaces;

Will De Gregori
  • Game Designer with 5 years of experience and the indie spirit;

  • Designed Hyper Arcade, Card-Based, Strategy, Story-Driven games;

  • Bootstrapped and co-founded a gamedev studio;

  • Financed and co-founded the Video Game Museum of Rome;

  • Enjoys solving game design problems;

Ramon Huiskamp
  • Currently running Roofkat, a small indie studio in the Netherlands;

  • Alongside business and management, he does most of the game design and programming on their current project: Escaping Atlantis;

  • Has been in the industry for about 6 years;

  • Took part in releasing a VR game called “The Red Stare” on Steam and won a few Dutch Game Awards in the student category;

  • Solo-developed and released “WarpThrough” on Steam, and spent a while living in Tenerife working on Human Fall Flat 2;

Mantas Banevičius
  • Currently is a game designer/developer at SneakyBox with previous experience at Unity as a Junior Test Engineer;

  • Worked on “Void Prison” that was nominated for Best Lithuanian Game Jam Game in 2022 and won!

  • With a team participated in "United With Ukraine GameJam" in Warsaw and created a game called "B is for Borsch" that won 3rd place;

  • Currently working as a game designer, developer, and artist on a game called “Chickenauts”;

Lyosha Davydov
  • Founder of and producer, and game designer at Flazm Interactive;

  • In the games industry since the early days of Flash;

  • Made games for the Web, Steam, and consoles;

  • Known for games like Time Loader and the Train Valley series;

Bohdan Sereda
  • 10+ years in the game dev field and five significant releases to date;

  • Gradually moved from audio and narrative to project management, then to production;

  • Currently head of VR Division at CM Games;

  • Built the first iteration of a virtual reality business unit as the head of a department with three dozen people and the first flagship title accumulating 6200+ reviews on Steam (Into The Radius VR);

  • Has worked on projects such as Into The Radius VR, DUNE II - Reimagined, X-Files: Deep State, and Breached;

Yevhen Chuvychin
  • In game dev since 2015, has been a game producer for 4 years, and has been working as the lead game producer at Voki Games for 2 years.

  • Began his career as a GD for BigFish, and became chief of the GD department, having over 20 projects.

  • Working on Manor Matters since 2019, a free-to-play game with over 1M active players!

  • His best skills are focusing on things that matter most, team building, planning, and creating fun games.

Aliaksei Sasnitski
  • 9 years working in creative agencies as a creative director: understands creative thinking, creative processes, and everything related to it all;

  • 50+ awards at various creative festivals;

  • 3 years involved in projects and startups as an independent brand consultant;

  • 5+ years of teaching. The main topics are related to marketing, branding, creative thinking, idea generation, and game design;

  • 4 years working as a senior game designer on various mobile projects;

Apply as a mentor

Our mentors are a big part of our incubator and are the reason our indie game devs get to learn something new, improve their skills and polish their projects.

If you are interested in lending some advice to a motivated bunch of game developers don’t hesitate and let us know!

Apply here and become a mentor at Gamedev Camp.