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SOFTSWISS’s CTO gets candid on AI hype, Tech Race and why the room matters more than the stage.
In July, iGB announced the media partnership between SOFTSWISS and World Gaming for Tech Race Summit 2026 in September.
Recently, Margaret Dunn, portfolio director at WorldGaming, interviewed Sergey Kastukevich, chief technology officer at SOFTSWISS, in a primer of both Tech Race and ICE Hall 7. The pair also shared their perspective on the development of AI in the industry.
About La Mascara De Oro
I would be lying if I said it’s going to be easy to accept this transition and to refocus my efforts elsewhere. However, I am eternally grateful for having been given this excellent opportunity and have enjoyed every aspect of being involved in the Calvin Ayre organization. What is coming next may still not be defined, but that’s what is going to make the next chapter exciting; it can bring essentially anything and everything. What I know, regardless of what happens next, is that I will continue to be who I am and will continue to provide the same level of professionalism and integrity that have brought me this far, and which are paramount for everyone involved with Calvin Ayre. I thank everyone at the organization for their undeniable commitment to excellence and thank all of our supporters and readers for allowing us to share with them our experiences and knowledge.
If anyone wants to reach out to me, I can always be found on LinkedIn.
The post The problem with time is that it always changes. appeared first on CalvinAyre.com.
About La Mascara De Oro
Game in a Box addresses the development process itself. Traditionally, a game idea passes through multiple stages – from maths and development to QA and certification – potentially involving different teams and repeated rounds of work.
Game in a Box brings those stages into a connected workflow, giving creators greater control over a game as it evolves. The platform is already being used internally by Yggdrasil and is being piloted with selected partners ahead of its wider market release.
Curwen points to Raptor 2 as an example of what this means in practice. The game went through no fewer than 17 versions during its first couple of weeks of development.