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 Most Comments by 4C Conference


Video TitleCommentsCategoryGame
1.Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD17
2.UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant15
3.Retrospective of Burnout Paradise / Jack Griffin, Criterion Games8Burnout Paradise
4.Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming7
5.C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev6
6.Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog4
7.Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive4
8.Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft4Rainbow Six Siege
9.Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games4Vlog
10.Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona4
11.Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy3
12.4C: Prague 2018 - Call for Track Owners3
13.Breaking Down a Broken Manhattan / Ben Wilson, Machinegames3
14.Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal3Shadow of the Tomb Raider
15.“It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile2
16.Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games2
17.Как создается пользовательский интерфейс ААА-класса / Константин Гавриков, Камиль Крупски, Wargaming2
18.Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming2
19.The Art of the DLC / Karen Segars, Arkane Studios2
20.Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios2
21.Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive2Ylands
22.Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios2
23.LawBreakers: It's All About the Competition / Dan Nanni, Lead Designer Boss Key Productions2
24.How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona2
25.Конкурентная разведка / Джереми Беллинджер2
26.Advanced Vulkan / Иван Федоров, Инженер-разработчик технологий, NVIDIA2
27.Future Spectate / Gavin Longhurst, VP of Special Projects Wargaming1
28.From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY1
29.Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio1Guide
30.Sing It! - Using Musical Principles to Direct Great Voice Acting / Randall Ryan1
31.Эволюция Decima от Killzone Shadow Fall до Horizon Zero Dawn / Лешек Щепаньский1
32.The sonic art of Foley - manipulating objects and emotions / Almut Schwacke1
33.Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy1
34.Lessons learned from prototyping with WoT / Aidan Millot, Wargaming1
35.На шаг вперед / Виталий Бородовский, Technical Director, Wargaming1
36.Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański1
37.Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts1
38.Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming1
39.Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY1
40.Даешь средневековье: изобретаем градостроительный симулятор заново / Александар Маркович1
41.Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games1
42.Games UX: Past, Present, and Future / Graham McAllister, Director Player Research1
43.От провала — к успеху / Вилле Раума, Главный исполнительный директор (COO), Fingersoft1
44.Tackling the deadlines block by block / Petri Alanko, SysExCom1
45.Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft1
46.Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming1
47.Как сделать из мобильного продукта HD-игру на примере Plants vs. Zombies / Роуланд Кокc, Wargaming1Plants vs. Zombies
48.Artificial Emotional Interlligence / Daniel Mcduff, Microsoft0
49.Nitro Games continuous delivery process in Runegate Heroes / Jussi Tahtinen, Nitro Games0
50.A Look in the Mirror, Managing Yourself / Matias Myllyrinne0
51.Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila0
52.Designing Immerise VR Experiences Without Breaking The Fourth Wall / Veli-Pekka Kokkonen0
53.Board Games with Digital App / Petr Murmak, Czech Games Edition0
54.Microphones and Speakers are Everywhere - What Next? / Glenn Dickins, Dolby Laboratories0
55.Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA0Vlog
56.New Generation of Browser Games / Illia Komsa, Web developer Wargaming0
57.В осадном режиме: управление данными в R6 / Жан-Филипп Морель, Технический архитектор, Ubisoft0Rainbow Six Siege
58.Психология вознаграждений, или Как избавиться от нейромусора / Бен Льюис-Эванс, Epic Games0
59.Mixing Methods on Facebook Messenger / Aleksandar Dimitrijevic, Nordeus0
60.Ужасы мобильной графики / Филипп Кекс, Разработчик Creative Mobile0
61.Как создавать истории бренда при помощи технологий будущего? / Александр Бобко, Wargaming0
62.Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs0ATLAS
63.Common Sense in QA / Dmitri Marinen, Wargaming0
64.Камбэк залов игровых автоматов: монетизация VR в публичных местах / Синтия Мэллори, DreamSail Games0
65.Your Game Just Went Live… Now What? / Jay Minn, Executive Producer Wargaming0
66.Роль веб-разработки в создании игр / Макс Жилицкий, Директор разработки Wargaming0
67.Запуск продюсерских проектов на YouTube в 2к17 / Сергей Стрельцов, Head of Сontent, Yoola0
68.4C: Prague 2018 Video Report0
69.I Can Be My Worst Enemy / Genevieve LeBlanc, Clever Endeavour Games0
70.Технические проблемы и варианты создания массивных, облачных миров / Роб Уайтхед, CTO Improbable0
71.Tanks Evolution. From SD to HD / Andrey Sarafanov, 3D Artist Wargaming0
72.От стартапа до полноценного бренда / Мартин Экдаль0
73.WG Platform Data Hub: от игры к играм / Эрика Эбсетц, Мариос Майкл, Wargaming0
74.World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek0
75.Engineering lessons learned while evolving WoT server tech / Maksim Baryshnikov, Wargaming0
76.UX в играх: прошлое, настоящее, будущее / Грэхэм Мак-Алистер, Директор, Player Research0
77.Hidden values of SMM / Marianna Kryakvina, Head of Marketing Creative Mobile0
78.While we are not up to the sound / Aleksey Tomanov, Audio Team Lead Wargaming0
79.Уходим в офлайн: Делаем фестивали с блогерами / Татьяна Иванова, CEO VidFest0
80.How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games0
81.Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher0
82.Advertising for GameDev / Roberto Panshividze, СЕО MDK creative0
83.How Organizations Can Collaborate, Build Capacity and Create Possibilities for Individuals / IGDA0
84.Игры создают будущее / Самюэль Рантаескола, Senior Program Manager Microsoft0
85.Повествование посредством окружения в Prey / Эрик Бейл, Lead Environment Artist, Arkane Studios0
86.Turning A Sinking Ship Into a Submarine/ Emre Deniz, Opaque Space0
87.Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger0
88.Test Stands: How We Did It / Alena Karaseva, Head of QA Department, BYTEX LLC0
89.Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments0
90.Ресурсы и объекты в движке Glacier 2 / Маурицио де Паскале, Technical Director, IO Interactive0Glacier 2
91.Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming0
92.Negotiation 2.0: The Power of Collaboration / Elena Lobova, Founder Get IT!0
93.Future of Gaming / Denis Dybsky, Marketing Director Teslasuit0
94.Monetization for Location Based VR / Cynthia Mallory, DreamSail Games0
95.4C: Prague 2018 - Call for Speakers. New deadline 31th July0
96.Как построить QA-команду своей мечты? / Павел Стрельчук0
97.Star Wars: Jedi Challenges - A Lesson in Audio for Mobile AR / Christopher Denman, Disney Parks0
98.Оперирование продуктом в гейм-дизайне / Дэниел МакЛарен, EA Capital Games0
99.Creative Story Making with Future Technologies / Alexander Bobko, Wargaming0Vlog
100.Разработка рейтинговых систем для командных игр / Сергей Николенко, Научный сотрудник ПОМИ РАН0