Mateusz Czerwiński

Mateusz Czerwiński
He wrote for various media, both digital and print. He founded some himself, others he left deliberately. He was quoted and quoted himself. Word on the street is that he gets along well with the microphone but even better with the teleprompter. He loves digital worlds and appreciates the power of user technology. He fights for a better marketing tomorrow on a daily basis.
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How to start working in the Polish gamedev? Is it really a land flowing with milk and honey and what advice do people associated with the industry for years have for you? We look at the work in the Polish segment of the game market and suggest how to make a name for yourself in it.

Although it's worth more than Netflix, Instagram and Disney combined, you probably don't even know that you're using its services. And no wonder, because the Chinese tech giant Tencent wants it to stay that way.

Looking through the prism of business, project implementation, team management, budget planning and setting corporate goals, the average internet user is not able to see even a bit of games there. It's an illusion. Because they surround us from all sides.

There are games that tackle difficult social issues, such as harmful ideologies, inequalities, addictions, environmental problems, or mental health. They entertain while they educate. These are socially engaged games, which rarely break through to the awareness of a wide audience. And they should.

VR technology is associated with video games, but it is penetrating more and more areas of life. VR supports therapeutic processes and makes education attractive even for youth bored with school. The list of applications for this technology seems to have no end and is constantly growing.