1. | Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD | 17 | |
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2. | UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant | 15 | |
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3. | Retrospective of Burnout Paradise / Jack Griffin, Criterion Games | 8 | | Burnout Paradise
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4. | Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming | 7 | |
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5. | C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev | 6 | |
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6. | Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog | 4 | |
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7. | Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive | 4 | |
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8. | Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft | 4 | | Rainbow Six Siege
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9. | Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games | 4 | Vlog |
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10. | Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona | 4 | |
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11. | Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy | 3 | |
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12. | 4C: Prague 2018 - Call for Track Owners | 3 | |
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13. | Breaking Down a Broken Manhattan / Ben Wilson, Machinegames | 3 | |
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14. | Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal | 3 | | Shadow of the Tomb Raider
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15. | “It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile | 2 | |
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16. | Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games | 2 | |
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17. | Как создается пользовательский интерфейс ААА-класса / Константин Гавриков, Камиль Крупски, Wargaming | 2 | |
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18. | Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming | 2 | |
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19. | The Art of the DLC / Karen Segars, Arkane Studios | 2 | |
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20. | Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios | 2 | |
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21. | Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive | 2 | | Ylands
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22. | Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios | 2 | |
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23. | LawBreakers: It's All About the Competition / Dan Nanni, Lead Designer Boss Key Productions | 2 | |
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24. | How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona | 2 | |
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25. | Конкурентная разведка / Джереми Беллинджер | 2 | |
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26. | Advanced Vulkan / Иван Федоров, Инженер-разработчик технологий, NVIDIA | 2 | |
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27. | Future Spectate / Gavin Longhurst, VP of Special Projects Wargaming | 1 | |
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28. | From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY | 1 | |
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29. | Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio | 1 | Guide |
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30. | Sing It! - Using Musical Principles to Direct Great Voice Acting / Randall Ryan | 1 | |
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31. | Эволюция Decima от Killzone Shadow Fall до Horizon Zero Dawn / Лешек Щепаньский | 1 | |
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32. | The sonic art of Foley - manipulating objects and emotions / Almut Schwacke | 1 | |
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33. | Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy | 1 | |
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34. | Lessons learned from prototyping with WoT / Aidan Millot, Wargaming | 1 | |
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35. | На шаг вперед / Виталий Бородовский, Technical Director, Wargaming | 1 | |
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36. | Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański | 1 | |
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37. | Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts | 1 | |
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38. | Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming | 1 | |
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39. | Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY | 1 | |
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40. | Даешь средневековье: изобретаем градостроительный симулятор заново / Александар Маркович | 1 | |
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41. | Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games | 1 | |
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42. | Games UX: Past, Present, and Future / Graham McAllister, Director Player Research | 1 | |
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43. | От провала — к успеху / Вилле Раума, Главный исполнительный директор (COO), Fingersoft | 1 | |
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44. | Tackling the deadlines block by block / Petri Alanko, SysExCom | 1 | |
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45. | Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft | 1 | |
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46. | Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming | 1 | |
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47. | Как сделать из мобильного продукта HD-игру на примере Plants vs. Zombies / Роуланд Кокc, Wargaming | 1 | | Plants vs. Zombies
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48. | Artificial Emotional Interlligence / Daniel Mcduff, Microsoft | 0 | |
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49. | Nitro Games continuous delivery process in Runegate Heroes / Jussi Tahtinen, Nitro Games | 0 | |
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50. | A Look in the Mirror, Managing Yourself / Matias Myllyrinne | 0 | |
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51. | Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila | 0 | |
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52. | Designing Immerise VR Experiences Without Breaking The Fourth Wall / Veli-Pekka Kokkonen | 0 | |
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53. | Board Games with Digital App / Petr Murmak, Czech Games Edition | 0 | |
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54. | Microphones and Speakers are Everywhere - What Next? / Glenn Dickins, Dolby Laboratories | 0 | |
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55. | Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA | 0 | Vlog |
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56. | New Generation of Browser Games / Illia Komsa, Web developer Wargaming | 0 | |
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57. | В осадном режиме: управление данными в R6 / Жан-Филипп Морель, Технический архитектор, Ubisoft | 0 | | Rainbow Six Siege
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58. | Психология вознаграждений, или Как избавиться от нейромусора / Бен Льюис-Эванс, Epic Games | 0 | |
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59. | Mixing Methods on Facebook Messenger / Aleksandar Dimitrijevic, Nordeus | 0 | |
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60. | Ужасы мобильной графики / Филипп Кекс, Разработчик Creative Mobile | 0 | |
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61. | Как создавать истории бренда при помощи технологий будущего? / Александр Бобко, Wargaming | 0 | |
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62. | Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs | 0 | | ATLAS
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63. | Common Sense in QA / Dmitri Marinen, Wargaming | 0 | |
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64. | Камбэк залов игровых автоматов: монетизация VR в публичных местах / Синтия Мэллори, DreamSail Games | 0 | |
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65. | Your Game Just Went Live… Now What? / Jay Minn, Executive Producer Wargaming | 0 | |
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66. | Роль веб-разработки в создании игр / Макс Жилицкий, Директор разработки Wargaming | 0 | |
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67. | Запуск продюсерских проектов на YouTube в 2к17 / Сергей Стрельцов, Head of Сontent, Yoola | 0 | |
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68. | 4C: Prague 2018 Video Report | 0 | |
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69. | I Can Be My Worst Enemy / Genevieve LeBlanc, Clever Endeavour Games | 0 | |
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70. | Технические проблемы и варианты создания массивных, облачных миров / Роб Уайтхед, CTO Improbable | 0 | |
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71. | Tanks Evolution. From SD to HD / Andrey Sarafanov, 3D Artist Wargaming | 0 | |
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72. | От стартапа до полноценного бренда / Мартин Экдаль | 0 | |
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73. | WG Platform Data Hub: от игры к играм / Эрика Эбсетц, Мариос Майкл, Wargaming | 0 | |
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74. | World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek | 0 | |
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75. | Engineering lessons learned while evolving WoT server tech / Maksim Baryshnikov, Wargaming | 0 | |
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76. | UX в играх: прошлое, настоящее, будущее / Грэхэм Мак-Алистер, Директор, Player Research | 0 | |
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77. | Hidden values of SMM / Marianna Kryakvina, Head of Marketing Creative Mobile | 0 | |
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78. | While we are not up to the sound / Aleksey Tomanov, Audio Team Lead Wargaming | 0 | |
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79. | Уходим в офлайн: Делаем фестивали с блогерами / Татьяна Иванова, CEO VidFest | 0 | |
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80. | How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games | 0 | |
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81. | Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher | 0 | |
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82. | Advertising for GameDev / Roberto Panshividze, СЕО MDK creative | 0 | |
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83. | How Organizations Can Collaborate, Build Capacity and Create Possibilities for Individuals / IGDA | 0 | |
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84. | Игры создают будущее / Самюэль Рантаескола, Senior Program Manager Microsoft | 0 | |
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85. | Повествование посредством окружения в Prey / Эрик Бейл, Lead Environment Artist, Arkane Studios | 0 | |
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86. | Turning A Sinking Ship Into a Submarine/ Emre Deniz, Opaque Space | 0 | |
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87. | Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger | 0 | |
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88. | Test Stands: How We Did It / Alena Karaseva, Head of QA Department, BYTEX LLC | 0 | |
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89. | Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments | 0 | |
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90. | Ресурсы и объекты в движке Glacier 2 / Маурицио де Паскале, Technical Director, IO Interactive | 0 | | Glacier 2
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91. | Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming | 0 | |
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92. | Negotiation 2.0: The Power of Collaboration / Elena Lobova, Founder Get IT! | 0 | |
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93. | Future of Gaming / Denis Dybsky, Marketing Director Teslasuit | 0 | |
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94. | Monetization for Location Based VR / Cynthia Mallory, DreamSail Games | 0 | |
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95. | 4C: Prague 2018 - Call for Speakers. New deadline 31th July | 0 | |
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96. | Как построить QA-команду своей мечты? / Павел Стрельчук | 0 | |
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97. | Star Wars: Jedi Challenges - A Lesson in Audio for Mobile AR / Christopher Denman, Disney Parks | 0 | |
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98. | Оперирование продуктом в гейм-дизайне / Дэниел МакЛарен, EA Capital Games | 0 | |
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99. | Creative Story Making with Future Technologies / Alexander Bobko, Wargaming | 0 | Vlog |
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100. | Разработка рейтинговых систем для командных игр / Сергей Николенко, Научный сотрудник ПОМИ РАН | 0 | |
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