4C Conference

4C Conference

Views:
153,643
Subscribers:
1,710
Videos:
238
Duration:
7:14:04:02

4C Conference is a YouTube channel which has around 1.71 thousand subscribers. He published 238 videos which altogether total at least 153.64 thousand views.

Created on ● Channel Link: https://www.youtube.com/channel/UCm1mHF3pdAXuNPc9_6umHbw





Top 100 Videos With The Longest Duration by 4C Conference


Video TitleDurationCategoryGame
1.Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios1:13:58
2.Future of Gaming / Denis Dybsky Marketing Director, Teslasuit1:10:50
3.Future of Gaming / Denis Dybsky, Marketing Director Teslasuit1:08:47
4.Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański1:06:23
5.Tanks Evolution. From SD to HD / Andrey Sarafanov, 3D Artist Wargaming1:06:21
6.A Reactive World - Bringing Order to Random Events / Karl Emdin, Paradox Interactive1:06:12
7.Sing It! - Using Musical Principles to Direct Great Voice Acting / Randall Ryan1:04:52
8.What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming1:04:38
9.C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev1:04:12
10.PvZ: Extending a Brand from Mobile to HD / Rowland Cox, Wargaming1:04:12
11.Releasing Producer Projects on YouTube in 2k17 / Sergey Streltsov, Head of Content Yoola1:03:34
12.From a Desktop to a Wearable Computer / Dimitri Mikhalchuk, CEO Teslasuit Ltd1:03:25
13.Камбэк залов игровых автоматов: монетизация VR в публичных местах / Синтия Мэллори, DreamSail Games1:03:24
14.LawBreakers: It's All About the Competition / Dan Nanni, Lead Designer Boss Key Productions1:02:47
15.How Riot Games Works with Players to Make League of Legends Better / Greg Street1:02:42League of Legends
16.Evolution of Ship Production Pipeline / Alexander Shably, Wargaming1:02:18
17.Interactive Music / Savva Dudin, Sound Engineer Wargaming1:02:11
18.Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games1:02:03Vlog
19.Искусство переговоров, версия 2.0: сила сотрудничества / Елена Лобова, Основательница, Get IT!1:01:52
20.From Publishing Individual Titles to a Family of Games / Erik Pöntiskoski, CEO Dodreams1:01:46
21.Negotiation 2.0: The Power of Collaboration / Elena Lobova, Founder Get IT!1:01:39
22.While we are not up to the sound / Aleksey Tomanov, Audio Team Lead Wargaming1:01:04
23.Engineering lessons learned while evolving WoT server tech / Maksim Baryshnikov, Wargaming1:00:59
24.Game User Research: Imba for Game Design Dudes / Sofia Chebanova, UX Lab Team Lead, Wargaming1:00:55
25.Under Siege – Managing Data in R6 / Jean-Philippe Morel, Technical Architect Ubisoft1:00:39
26.Feature Deconstruction / Jared Pace, QA Manager Wargaming1:00:32
27.Games UX: Past, Present, and Future / Graham McAllister, Director Player Research1:00:27
28.From Failure to Success / Ville Rauma, Chief Operating Officer Fingersoft59:44
29.Sound in World of Warships. Implementation and mixing audio content / Vladimir Gorbunov59:37World of Warships
30.Predicting the Future / Vitaliy Borodovsky, Technical Director Wargaming59:31
31.Advertising for GameDev / Roberto Panshividze, СЕО MDK creative58:50
32.Horror of Mobile Graphics / Filipp Keks, Developer Creative Mobile58:43
33.Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections58:43
34.Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games58:22
35.Managing the Passion / Kimmo Kari, Chief Project Officer Rival Games57:52
36.Music in an Open-world Survival Game / Kevin Patzelt, Audio Director Undead Labs57:39
37.Повествование посредством окружения в Prey / Эрик Бейл, Lead Environment Artist, Arkane Studios57:27
38.Building your studio UX competency and culture / Jason Schklar, UX is Fine!57:01
39.Минимум контроля при максимальных рисках: разработка игр глазами Supercell / Тимур Хауссила56:21
40.Будущее игр / Денис Дыбский, Директор по маркетингу Teslasuit56:11
41.Less shooting in the dark / Mia Lahteenmaki & Sophia Vo, Rovio55:59
42.Games Are Crafting the Future / Samuel Rantaeskola, Senior Program Manager Microsoft55:41
43.Going Offline: Doing Festivals with Bloggers / Tatyana Ivanova, CEO VidFest55:38Vlog
44.The Technical Challenges and Choices of Creating Massive, Cloud-Based Worlds / Rob Whitehead55:32
45.Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila55:25
46.New Media – Video Channels in Social Media / Oleg Barmin, СЕО Agenda Video54:37
47.The sonic art of Foley - manipulating objects and emotions / Almut Schwacke54:32
48.Building Game Development Communities / Chris Hamilton & IGDA members54:27Discussion
49.Web for Game / Maks Zylicki, Development Director Wargaming54:04
50.Going Medieval - Reinventing city builders for 2020 / Aleksandar Marković, Ministry of Games53:59
51.Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy53:47
52.UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant53:45
53.Fireside Chat / Jeferson Valadares, Bandai Namco Entertainment America53:43
54.Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal53:40Depth
55.How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona53:38
56.The Walking Dead No Man's Land: Designing for a live game using analytics / Rik Bos, Next Games53:27The Walking Dead: No Man's Land
57.How Organizations Can Collaborate, Build Capacity and Create Possibilities for Individuals / IGDA53:23
58.Методы исследования юзабилити и плейтестов / Шон С. Стаффорд53:21
59.Methods in Usability and Playtesting / Shawn C. Stafford, Director of Research Full Sail University53:09
60.Optimising our Renderer for Metal on iOS / Timo Heinäpurola, Senior Engineer Reforged Studios53:04
61.Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA53:02Vlog
62.Эволюция Decima от Killzone Shadow Fall до Horizon Zero Dawn / Лешек Щепаньский52:58
63.When shit hits the fan you need a plan / Ralf Adam & Vera Frisch, Tiger Team & Gamecoprs52:32
64.Как повысить ARPPU вашей игры / Ксения Петрова, Продакт-менеджер Фотострана52:27
65.Project Discovery: Real scientific contribution through video games / Bergthor Hauksson, CCP52:25
66.Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog52:23
67.Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming52:18
68.VO Masterclass / Mark Estdale, OM52:15
69.Эволюция World of Tanks: от SD до HD / Андрей Сарафанов, Старший 3D-художник, Wargaming52:11World of Tanks
70.Movement to business goals: Data, Team, Users / Mikhail Karpov, Head of Multimedia Vkontakte52:06
71.Запуск продюсерских проектов на YouTube в 2к17 / Сергей Стрельцов, Head of Сontent, Yoola52:01
72.UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar51:58
73.How to Increase ARPPU of Your Game / Ksenia Petrova, Product Manager Fotostrana51:58Guide
74.Lessons learned from prototyping with WoT / Aidan Millot, Wargaming51:49
75.Выстраиваем связь между стратегией и исполнением / Лорин Гремор, Wargaming51:47
76.«Спой это!»: мелодические принципы для создания качественной голосовой озвучки / Рэндалл Райан51:35
77.Connecting Strategy and Execution / Lorien Gremore, Wargaming51:34
78.Design for Esports / Greg Street, Riot Games51:32
79.Retrospective of Burnout Paradise / Jack Griffin, Criterion Games51:31Burnout Paradise
80.Reinventing Classic IP for Today's Gamer / Chad Lee, CEO, React Games51:23
81.A Look in the Mirror, Managing Yourself / Matias Myllyrinne51:04
82.Cоздание безопасного многопоточного кода в Unity / Валентин Симонов, Антон Яковлев, Unity51:03
83.#ONETEAM: Co-Development Strikes Back! / Vyacheslav Kostikov, Vyacheslav Gladyshev, Jay Minn50:59
84.Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft50:52
85.Как создается пользовательский интерфейс ААА-класса / Константин Гавриков, Камиль Крупски, Wargaming50:50
86.Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft50:47Rainbow Six Siege
87.A Year Playing with Destruction in Rainbow Six Siege / Alexandre Ouimet, Physics Programmer, Ubisoft50:41Rainbow Six Siege
88.Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy50:35
89.Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger50:20
90.Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A50:19
91.Зритель Будущего / Гэвин Лонгхерст, Вице-президент по спецпроектам, Wargaming49:37
92.Микрофоны и динамики повсюду: чего ждать дальше? / Гленн Дикинс, Dolby Laboratories49:32
93.Новый рендеринг в World of Tanks / Бронислав Свигло, Wargaming49:29World of Tanks
94.Future Spectate / Gavin Longhurst, VP of Special Projects Wargaming49:22
95.Overview of the New Render in World of Tanks / Bronislaw Sviglo, Render Team Lead Wargaming49:16
96.Ресурсы и объекты в движке Glacier 2 / Маурицио де Паскале, Technical Director, IO Interactive49:15Glacier 2
97.Turning a troubled child into a winner / Vladimir Funtikov, Creative Mobile49:15
98.Scale up your production with smarter tools / Veli-pekka Kokkonen, GOTO Labs49:07
99.Microphones and Speakers are Everywhere - What Next? / Glenn Dickins, Dolby Laboratories49:01
100.Как создавать истории бренда при помощи технологий будущего? / Александр Бобко, Wargaming48:42