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A project development programme
for expanded documentaries
22–26 April 2017
Nyon, Switzerland


The fifth edition of this residential workshop will introduce participants to nonfiction digital storytelling and accompany them in the development of a first interactive documentary proof of concept.

2017 programme sneak preview


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Projects • 2017

3. Bridge

The northern forest of Istanbul which cleans the air of the city, where contents the major water resources and the home for the living creatures is disappearing with the 3rd Bridge, the 3rd Airport, and Canal Istanbul projects. These projects can be seen as a package to open Istanbul’s last virgin areas to global capital. 3rd Bridge opened to the public on August, 2016. The construction of the airport is in the early stages and Canal Istanbul has not started yet. 3rd Bridge is an experimental multi-platform and interactive fable of a disappearing forest. Nature will be one of the characters, we listen to the sounds of architects and follow the vibrations of activists.
3. Bridge project enables to observe the problem by looking at the current reality through a distinctive perspective of time and space. Beyza observes the orange light growing while the forest is vanishing. Beyza uses all her senses to perceive the changing in the Istanbul. What is this new space created right now? For whom is it build for? The performances we are following creates the journey. Sounds surround the audience. What is the impact of this superlative constructions on nature and humans? With this project we will question our impact on nature, how Istanbul’s growth is affecting society and how we can modify the consequences and evolve to an alternative, ecological lifestyle?

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Projects • 2017

Afroroutes

Afroroutes is a VR music experience, an immersive journey through the diverse slavery roads, documenting and exploring todays afro-cultures, rites and traditions worldwide. At the very heart of this project, We want to create an experience explaining and tackling the dynamics of dispersed people and diasporic heritages, to help understand the slavery chapter and look beyond it in a constructive humanistic way. Using a simple and creative storytelling concept: users will take the road to an unknown destination. User will be in a dark space (comparable to a slaves cell or slaves boat cell ), surrounded by 4 persons (charismatic afro.descendant musicians) subtly lighted. The user (with user's gaze) can choose a character and start its journey, fading in a 360° video (each slave is a different story) Each journey will be guided by the voice the chosen character, whatever land road or sea, the user will be immersed in time TIME / SPACE story, to discover at the end the destination, totally immersed in music ceremony, a sensorial explosion. The purpose of designing such an experience is: to reconstruct a real journey: you don't know where you are, and you don't know where you embark to, you discover the today´s reality of those community.
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Projects • 2017

Aleph

Aleph, the film, is a magical cinematic journey with ten characters that steer us from one to the other and to ten different locations around the world. Their collected stories serve as pieces of a splintered labyrinth that leads us to an understanding of the unimaginable universe, where all of human experience resides: the Aleph. 
This project is inspired by a short story of the same name from Argentinean writer Jorge Luis Borges. The protagonist of the story finds a point in space and time which contains the entire universe - past, present, future and everything that ever existed. We interpret this center point, or Aleph, to be a place where everything makes sense, possibly a place of peace or contentment. 
The film uses elements of narrative fiction to create the multiple angles and points of view combined to make a whole. In a world of division, chaos and uncertainty, the film zooms into the hyper present to observe and document the ties that bond people across space and time: what makes us human. This search for meaning is what drives the film’s narrative, in both a dizzying and an eye-opening way. 
We embark on a quest through a magical labyrinth in which we find people and places from various parts of the world that will help us discover Aleph. It’s constructed as a treasure hunt adventure in which each location or experience on the journey acts as a piece of a puzzle that gives us a clue as to what Aleph is and where can we find it. The user is on a unique search by interacting with people, sounds, architecture, objects and symbols. The search ends when we exit the labyrinth to discover Aleph, whatever it may be. The entire experience is a peek into what Borges calls “the unimaginable universe”.

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Projects • 2017

Big Village

The transmedia documentary project Big Village is a series of narratives in which we go back to the days the bombs fell on a Kurdish peshmerga village where filmmaker Beri Shalmashi stayed with her revolutionary parents until she was two. This place was called ‘Gewrêde’, Kurdish for ‘big village’. Here, in the mountains near the Iran-Iraq border, Beri spent the first years of her life, before the bombs caused her family to flee and start a new life in the Netherlands. 
Even though those days in the mountains were relatively well documented, with photos, stories, audio- and video footage, those memories are shattered and spread over the globe and Beri herself does not have memories of any of it. Tracing back to those years she will try to find answers to questions about the meaning of home, about her own identity and about the hard choices her parents made and which shaped her life. Beri’s search and the reconstruction of Big Village will be documented in a multitude of forms and stories, and utilize the specific storytelling qualities of different delivery channels.
The story of Big Village is told through a Dutch podcast about other Dutch Kurds alike Beri, a video portrait experience which explores and contextualizes the memories of other former Big Villagers around the world, a translation of a novel about the mountain life of a peshmerga, written by Beri’s father, a documentary film which takes Beri and her father back to the place they once fled and a website which unites the different modes of storytelling in one place. 


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Case studies • 2017

Chernobyl VR


Chernobyl VR Project is an interactive virtual tour showing the aftermath of the biggest environmental disaster caused by humans. With the help of photogrammetry, laser scanners, drones, 360 spherical movies and photos, The Farm 51's crew recreated parts of the radiated exclusion zone as a real-time application made on Unreal Engine 4. They had to overcome a big number of technical, logistic, and design challenges, but there's still more to be done because the project's expansion assumes making a visualization of the future of this area, as well as it's look from the past, before the catastrophe. 

Speaker: Wojciech Pazdur (The Farm 51, PL)
When: Sunday 23. April 2017 / 14.30h – 16.00h
Where: Colombière Grande Salle (Rue de la Colombière 18, Nyon)

www.chernobylvrproject.com

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Trainers • 2017

Elie Levasseur



Development Lab expert panel
Elie Levasseur is a French event organizer with a focus on interactive and immersive content. In 2016, he has been appointed programming director of Cross Video Days. With 378 projects received from 51 countries in 2015, Cross Video Days is the Leading European Digital Content Market and one of the best place to capture market trends and discover the very finest of the International digital-first creation. Supported by Creative Europe, the Content Market hosted 500 pre-arranged one-to-one business meetings between 60 selected projects and 60 Commissioners among the most emblematic TV, web broadcasters, MCNs or Funding bodies. Elie previously served as International Relations & General Coordinator Assistant for Sunny Side of The Doc and moved digital with eYeka, a global co-creation community that enables leading brands to activate online communities and drive crowdsourced innovation by tapping into creative power of user-generated content. 
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Trainers • 2017

Federico Dini



Expert and Development Lab mentor
Federico Dini is a Berlin-based producer and art director exploring the borders between interaction and participation in cross-platform storytelling. His experience spans from film and TV to web and mobile applications. After winning a year funding from the EXIST Programme and the Federal Ministry of Economics and Technology he founded Honig Studios to produce story-driven experiences that are playful and memorable across multiple platforms. With Honig Studios, Federico co-created the transmedia design of the "The Spiral" - a participative TV series and online social game broadcasted simultaneously in eight European countries. The project was nominated at the International Digital Emmy Awards for “Best TV fiction” and in the Prix Europa Awards for “Best online Project”. He is currently developing “Milli”, an extensive story universe for 3-6 years old kids told through animated series, playful applications and learning mini-games. Parallel to that, he's working on “The Great Depression”, a participative feature film about the separation and collapse of near future Europe. Prior to Honig Studios, Federico produced the controversial webseries “Notruf Deutschland” and interactive projects for clients such as Warner Group and Universal Music.
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Case studies • 2017

Forced From Home


Over 65 million people are currently fleeing conflict or persecution worldwide. Due to their race, religion, or nationality, these people’s homes are no longer safe places to live and their governments no longer provide them with protection. Doctors Without Borders works around the world to provide refugees and internally displaced people with everything they need from psychological care to lifesaving nutrition. “Forced From Home” is an interactive, free, outdoor educational exhibition presented by Doctors Without Borders/Médecins Sans Frontières (MSF) to raise public awareness about the experience of the world’s more than 65 million refugees and internally displaced people. With an experienced aid worker as your guide, learn about the many challenges people on the move encounter and the work Doctors Without Borders does to address their basic medical needs in a host of settings. “Forced From Home” will be traveling to various open air locations around the Pacific Northwest and West Coast of the United States in Fall 2017. “Our objective was to use VR to create an empathetic connection between the viewer and a refugee. We wanted visitors to the exhibit to leave fully understanding the trials and challenges of life as a migrant, displaced from their homes and the unique requirements of the lives of people on the move.” (William D. McMaster, Head of VR, VISUALISE, 2016)

Speaker: William D. McMaster (VISUALISE, UK)
When: Sunday 23. April 2017 / 14.30h – 16.00h
Where: Colombière Grande Salle (Rue de la Colombière 18, Nyon)

www.forcedfromhome.com
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Projects • 2017

Home

What does HOME mean to you? When I ask this question to myself, many images, mostly memories, come to my mind. There’s no specific universal HOME image, but there are a few feelings that could work for humanity: warmth, protection, community, sense of belonging to a place or a group of people… we pursue these values in the most adverse situations. Having a home is in our nature. But many people don’t have access to HOME in these terms. 
In the 8 minute per chapter web series, we are portraying eight homes around the world that struggle with political, climate, social or ethnographical conflicts. Eight communities, that have different approaches to what HOME means, in Alaska, Colombia, Tibet, Maluku Island, Greece, Gaza, Angola, Black Hills. We’ll have a personal, touching, author point of view, that will develop the personal quest of what does HOME mean. 
The web platform is a complementary point of view to the series, using different footage and in a different style, as we discovered that personal stories, anecdotes, are interesting on themselves, as testimonies. It’s composed of direct interviews, collected independently by our network of local journalists around the world, asking what does home mean, to people in the communities they have at hand. 

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Trainers • 2017

Jiannis Sotiropoulos



Expert and Development Lab mentor
Jiannis Sotiropoulos is a Berlin-based producer and technical director exploring the borders between interaction and participation in cross-platform storytelling. After graduating from the film school of Potsdam Germany in 2008, he won an one year innovation grant from the German Ministry of Technology and established Honig Studios to produce story-driven experiences that are playful and memorable across multiple platforms. Currently he is the producer of “Milli”, a series of interactive stories and games for children from 3-6 years old and the technical director of “The Great Depression”, a participative feature film about a father’s pledge for a tiny coffin for his firstborn son. In 2012 he co-developed the transmedia design of “The Spiral” a participative TV series and online social game broadcasted simultaneously in eight european countries. The project was nominated at the International Digital Emmy Awards for ‘Best TV fiction” and in the Prix Europa Awards for “Best online Project”. Prior to that and among other projects, he created interactive campaign for Jessie J and Universal Music. The application reached over 10.000 unique players in the first week. After its success, it was translated into eight languages and was distributed in over thirty countries.
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Trainers • 2017

Lili Blumers



Expert and Development Lab mentor
Lili works as a commissioning editor in ARTE France’s web department. She is in charge of interactive programmes (fiction, documentaries and games). She has been working for ARTE since 2005, where she was previously in charge of programming within the Programme Direction. Prior to ARTE, she was in charge of international development and programming for Multithématiques/Canal+. She holds a Master in Political Sciences.
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Trainers • 2017

Michael Kaschner



Development Lab expert panel
Michael Kaschner, born in 1975, has been working as a freelance content creator, screenwriter and director in the field of factual entertainment for the public-law broadcasters (amongst other things for TerraX, TerraXpress, ZDF Info, ARTE, Andreas Kieling, and show teasers for Thomas Gottschalk). Since October 2013, he is the Senior Producer at ZDF Digital Medienproduktion GmbH where he initially manages the set-up of an editorial office for the series TerraXpress. By now, he has also been supervising a network consisting of more than 100 freelance authors for various formats. In parallel to his commitment in the field of interactive VR, Michael Kaschner is setting up a new fiction department at ZDF Digital, which develops new formats for the crime film genre and web series, as well as horizontal, episode-spanning series for streaming services and Pay TV. Michael Kaschner is a guest lecturer at the center for media competences, ZFM, at the Eberhard Karls University in Tübingen, as well as at the Film Academy in Ludwigsburg.


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Projects • 2017

Never whistle alone

NEVER WHISTLE ALONE is a web-platform and a 60' creative documentary about whistleblowing and corruption in Italy. With a series of chapters and practical tools, the project is an instruction manual that assists whistleblowers along their journey.
What happens when you witness an act of corruption? When should you report to authorities? And to press? How do you record a dodgy conversation? Can you protect yourself from mobbing? How do you keep your family safe?
These are some of the challenges a whistleblower faces everyday. With the help of psychologists, police officers, cybersecurity specialists, lawyers, judges, social workers, former whistleblowers..., we aim to provide tangible tools for real issues in fighting corruption.
Question after question, the project reveals its investigatory nature. NEVER WHISTLE ALONE becomes a portrait of our socio-political condition, a journey within a dangerous web, where politics, private business and mafia have joined forces for their thirst of money, especially public money. 
According to estimates, in Italy 100 billions euros of public funds vanish into the pockets of corrupt people every year; whoever tries to stop that flow is in real danger. This project wants to help them.


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Case studies • 2017

Notes on Blindness: Into Darkness


Notes on Blindness: Into Darkness is an immersive virtual reality (VR) project based on John Hull’s sensory and psychological experience of blindness released alongside the feature film. John Hull’s original audio recordings form also the basis of this project, a six-part interactive documentary using new forms of storytelling, gameplay mechanics and virtual reality to explore his cognitive and emotional experience of blindness.Each scene addresses a memory, a moment and a specific location from John’s audio diary, using binaural audio and real time 3D animations to create a fully immersive experience in a “world beyond sight”. The project won the Storyscapes Award at Tribeca Film Festival and the Alternate Realities VR Award at Sheffield Doc/Fest.
The experience is now available for free on the following platforms: Samsung Gear. Mobile or Cardboard: iOS Notes on Blindness: Into Darkness is a VR and interactive experience produced by Ex Nihilo, ARTE France and AudioGaming, in co-production with Archer’s Mark. It has been supported by the TFI New Media Fund and Ford Foundation, JustFilms, Centre National du Cinéma et de l’Image Animée (CNC) and Région Midi-Pyrénées.

Speaker: Lili Blumers (ARTE, F)
When: Sunday 23. April 2017 / 14.30h – 16.00h
Where: Colombière Grande Salle (Rue de la Colombière 18, Nyon)

http://www.notesonblindness.co.uk/vr/
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Projects • 2017

Pick'n Roll


Daniel Bilenko

Giorgia di Pasquale

Nathalie Codina



Early ‘70’s, south of the Swiss Alps. A bunch of aliens land in the small town of Lugano. Huge and colored aliens. Some of them are 200cm tall. Instead of abduct and terrorize people or shoot around with laser guns, they jump and fly around acrobatically and shoot an orange ball, and above all make people fall in love with them. Pick’n Roll wishes to tell a curious love story: of when some of the best world-wide basket-ball players brought a small and provincial Swiss Italian town to display for a brief and glorious period 4 teams in the national major basket-ball league and attract the attention of the European media. Pick’n Roll is the story on an encounter of the third kind between a small provincial community and a bunch of very peculiar strangers coming from the very far outer world. What happened in this collision? We want to tell this story through a cinematographic documentary, accompanied by an interactive website that will function both as creative narrative platform and marketing tool. As the user lands on this webpage you see a bar, an illustrated and animated one. Yes, a bar that looks and functions like a normal bar of that epoch, with its habitués, its sounds and music, its mirrors and pictures at the wall, its rumours. Here you can explore around and gather hints and clues and meet characters, local people that will tell you very strange stories about giant creatures that have arrived and upset the community. Who are these giants then? Are you curious? Then you’re ready to know more about Pick’n Roll!
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Trainers • 2017

Pierre Cattan



Development Lab expert panel
Pierre Cattan, transmedia producer, CEO of Small Bang studio. Pierre began his career with the creation of several French magazines such as “TOC” and “Usbek & Rica”. He also created and runned several production companies such as Otoko Films and 5ème Étage Production. In 2012 he founded the transmedia studio, Small Bang, which develops hybrid interactive projects. The products range from film productions (interactive or otherwise), to print and digital work, as well as sound production, event planning, product conception, application and game designing. Furthermore, Pierre produces and designs live shows for "L'émission dessinée" and "Mediapart". He also co-produced with Upian the online 30 minute hyper-video experience “Happy world: Burma, the dictatorship of the absurd” for which he received the Orson Welles Prize for Best Documentary at the California Film Awards in 2012. Pierre produced and show-runned the transmedia experience "Cinemacity" with Arte, released in July 2013. Most recently, he produced "BirdLab", a free participatory science game with the National Museum of Natural Sciences in Paris (MHNM) Seasons: Morphosis, the companion app’ of the last Jacques Perrin’s feature lengh movie Seasons, and Phallaina, a scrolling grafic novel’s app, both of them in co-production with France télévisions Nouvelles écritures. Pierre is also co-founder of the association Open Bidouille Camp and Coworking space Superbelleville.
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Projects • 2017

Pre-Crime

Immerse yourself in the world of Predictive Policing, where predictions are made based on data and algorithms, and where everyone is a potential suspect. In this gaming experience, you’ll learn how the usage predictive softwares can have consequences in the near future. Pre-Crime techniques empower police to take a more proactive approach to both preventing crime and solving open cases. However, they also present possible moral dilemmas  and the underlying datasets and algorithms may lead to injustices along the way. We take the user to the digital world of data, smart cities and algorithms. This game offers a testing method to predictive policing and also a teaching method of these techniques. The goal of the experience is to reduce the crime rate in the chosen city and at the same time protect the citizens rights and be objective and non-discriminatory. In the role of a police officer the user will see how choosing different objectives for the algorithm (e.g. number of arrests, unemployment rate, racially motivated crimes) produces different outcomes with consequences. Will the user and their choices of pre-crime systems be able to assure the public and reduce criminal activity? Can they predict future crimes and criminals whilst also protecting the citizens’ fundamental rights? The aim of this project is to show the user how the  data, the development of smart cities and powerful algorithms are forging a new version of the way people are being policed. The user will be offered also an in-depth analysis of these topics via documentary footage.


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Projects • 2017

Putin’s roulette

In ‘Putin’s roulette’ we will meet people who will provide us with the personal perspective and broader context of their perception of the Russian president. Our goal is to allow the audience to look at Russia and its president through “Russian” eyes. We will meet people whose lives have somehow been reshaped at some point during the 17 years of Putin’s rule. It could have been an image, a historical moment, a public speech, a big change in the daily routine or even an improvement or worsening of the place/community in which these people live, that made them build their own Putin. It is this imaginary Putin of each of these characters that we want to reveal and to do this we are going to reconstruct their memories through their objects, photos, spaces and encounters. Our strategy is based on the first person narrative. Structurally I take inspiration in fragmental literature of authors like Walter Kempowski or Svetlana Alexievich. In a kind of playful Russian roulette we will present a collection of up to one minute answers of Russian people around the question “What was the biggest change in your life during the 17 years of Putin in power?”. Every portrait has to have the feeling of personal urgency. We plan to have the pro- and anti-Putin characters. In each portrait we will try to dive into the soul of its character, try to experience his/her life.

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Trainers • 2017

Sandra Gaudenzi



Expert
Sandra Gaudenzi started her career as a television producer and then moved into interactive television, to finally specialize in the field of digital interactive narrative. She has taught interactive media theory at the London College of Communication (University of the Arts London) during thirteen years, completed a PhD about interactive documentary at Goldsmiths, and is now Visiting Research Fellow at the University of the West of England. She co-convenes the i-Docs conference and is Creative Director of its website. She also mentors projects, organises trainings, curates conferences such as WebDox, blogs, researches and runs a monthly meet-up in London about factual interactive narrative. Her latest adventure is !F Lab, a new training scheme opened to interactive storytellers, where their projects can be incubated during a period of six months. !F Lab is a Creative Europe initiative.
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Trainers • 2017

Susanna Lotz



Development Lab mentor
After graduating in Art History, she continued her university research by integrating the Dance Lab in Paris 8, working on motion capture in contemporary dance choreographies. Susanna coedited two issues of “Anomalie”, a bilingual review exploring different themes in the fields of arts and digital technologies. Her work included Anomalie #2 “Digital Performance” and Anomalie #3 “Interfaces”. She also contributed to the CD-ROM “Le Centre Georges Pompidou: La collection” and “Yves Saint-Laurent: 40 ans de création”.
Since 2002 Susanna has worked for the Web Department of Arte, where she was recruited to create innovative content for the web. Her teamwork with the commissioning broadcast editors resulted in the project “Gaza-Sderot – Life in spite of everything”, or “Farewell Comrades!”. Today Susanna Lotz lives in Berlin, where she collaborates on international transmedia projects. Susanna Lotz coordinates the Development Lab of the interactive documentary workshop: a project development programme for expanded documentaries, promoted by the Laboratory of Visual Culture (SUPSI) and Visions du Réel.

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Projects • 2017

Teslafy.Me

Nikola Tesla, one of history’s greatest minds, spent his whole life attempting to create a more comfortable and connected living on our planet. In the 1900s, he predicted the way we live now: AC power system, remote control, wireless communication, TV, the Internet, cell phones, video communication, and more. Teslafy.Me is a transmedia project consisted of a feature documentary, a web-based interactive film, and a VR installation. 
Logline: Nikola Tesla was ignored, betrayed, called a mad scientist, and forgotten - yet without of his inventions we could not imagine our life today. 
Synopsis: The past, the present, and the future all being explored and explained through Tesla’s inventions. Teslafy.Me is a documentary and the central pillar of a transmedia project that creates a mindscape of the genius 19th/20th century creator of our modern civilization. Some of Tesla’s ideas are only being realized today, while others - much more important ones such as wireless power transmission - are still not understood. 
The storyline follows how the ups and downs of the inventor Tesla’s personal life influenced his discoveries and the understanding of his inventions that shaped the whole history of mankind. The story is an exploration of Tesla’s mind through his patents. Nikola Tesla said: “Let the future tell the truth, and evaluate each one according to his work and accomplishments. The present is theirs; the future, for which I have really worked, is mine.” 


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Projects • 2017

The Cinematic Seaplane

The Cinematic Seaplane is an artistic and critical re-enactment of Swiss aviation and documentary film pioneer Walter Mittelholzer’s flight on a seaplane from Zurich through Africa to Cape Town in the year 1927. Our idea is to translate this “heroic” chapter of late colonialism into the 21st century. In a symbolic reversal, we will turn things around and fly from Cape Town to Zurich. In contrast to his enterprise we will embark on a transcultural voyage with a crew of five charismatic South African, Mozambican, Ethiopian, Egyptian and Swiss musicians known for their critical stance on colonialism. In all five countries along the route, we will set up interdisciplinary festivals curated together with established local music labels and event organisers. The musicians will play the role of ambassadors of their respective home countries. To invite a wider audience to follow the journey of our protagonists we will present a selected cloud programme of ongoing audio-visual footage filmed, edited and published on the run. We will create our own platform, serving as an information hub feeding content to our partners as well as to all relevant social media platforms where dialogue and interaction can take place. Finally, we will create a documentary film for cinema which will be the result of a dialogical work in progress of all protagonists involved, a standalone product which catches the audience through a variety of personal and emotional narratives.
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Projects • 2017

There are no victims in this town


Maria Eugenia Sanchez Lopez


A web- interactive documentary and a feature length documentary about being a journalist in the state of Veracruz, Mexico, where twenty journalists have been killed, many threatened and many more have abandoned the state or the profession because of the vortex of corruption, violence, bad working conditions and lack of ethics in the practices of journalism. None of these cases have been solved by the authorities so far. This is a journey to dangerous roads and painful stories of people that have lost a dear one, or have to leave their homes and families behind, or must stop doing worthy reporting to protect their lives. It is also about the passion and the will to work as a journalist despite everything and, last but not least, is about the struggle to find justice and the hope for a better life.
At the end of the journey, the audience will get a glimpse of the difficulties the journalists have to face in a region and a country with complex problems and few solutions. The aim is to raise awareness about an increasing issue in our times: indifference towards the other's problems.



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Trainers • 2017

William D. McMaster



Expert
Will McMaster is a Cannes award-winning documentary filmmaker and Head of VR at Visualise. Since joining Visualise, he has directed over 25 VR experiences, and oversaw the creation of dozens more. William became heavily involved in the VR scene in 2012, and began building software and hardware to facilitate 360 video creation and viewing in VR. In 2013, His experimental 360 film, Experience Japan, was the first 360 film available on the Oculus Rift. Since then, William has gone on to direct narrative VR experiences for The Economist, Doctors Without Borders (MSF), the BBC, and has worked with brands such as HSBC, Ford, and Samsung. 

William is a world renowned thought leader in VR and narrative. He is regularly invited to speak at international events and has contributed to, and been interviewed by: The Guardian, Wired, the Evening Standard, and TechRadar. 

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Trainers • 2017

Wojciech Pazdur



Expert
Wojciech Pazdur, working in video game industry for 18 years already, for most of the time was focused on creating photorealistic 3D content. Had a participation in the first “Witcher”, now as head of the studio The Farm 51, responsible, among others, for “NecroVisioN” and “Painkiller Hell & Damnation”. Currently focused on “Get Even” and involved into research and development on 3D graphics and interactive storytelling.
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