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