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 Most Liked Videos by 4C Conference


Video TitleRatingCategoryGame
1.UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant865
2.Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD352
3.Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios309
4.Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming278
5.Breaking Down a Broken Manhattan / Ben Wilson, Machinegames185
6.Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal108Shadow of the Tomb Raider
7.Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański88
8.Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog83
9.Retrospective of Burnout Paradise / Jack Griffin, Criterion Games77Burnout Paradise
10.Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy80
11.Cоздание безопасного многопоточного кода в Unity / Валентин Симонов, Антон Яковлев, Unity72
12.Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive64
13.Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios63
14.Strike a Pose / Ian Lang, Blizzard62
15.C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev44
16.Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games41Vlog
17.Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games36
18.Narrative System Design Basics / Leszek Szczepanski, Guerrilla Games33
19.Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments27
20.Интерактивная музыка / Савва Дудин, Саунд-дизайнер, Wargaming25
21.Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona24
22.The Art of the DLC / Karen Segars, Arkane Studios23
23.Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections23
24.Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A26
25.Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming21
26.Новый рендеринг в World of Tanks / Бронислав Свигло, Wargaming21World of Tanks
27.Gameplay components caching / Alexander Balakshin, Sperasoft21
28.Games UX: Past, Present, and Future / Graham McAllister, Director Player Research17
29.Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming16
30.Эволюция World of Tanks: от SD до HD / Андрей Сарафанов, Старший 3D-художник, Wargaming16World of Tanks
31.Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher15
32.What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming14
33.Bootstrap / Paul Wedgwood, CEO Splash Damage14
34.“Will You Mentor Me?” : Mentorship in Game Development / Elena Lobova, Achievers Hub13
35.How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games13
36.A Look in the Mirror, Managing Yourself / Matias Myllyrinne15
37.The sonic art of Foley - manipulating objects and emotions / Almut Schwacke12
38.“It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile11
39.Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games11
40.Learning From Mistakes / Reginaldo Valadares, Rovio11
41.From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY11
42.Конкурентная разведка / Джереми Беллинджер11
43.Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio10Guide
44.Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive9Ylands
45.Как повысить ARPPU вашей игры / Ксения Петрова, Продакт-менеджер Фотострана9
46.How Game Jams can foster communities / Jo Summers, Global Game Jam9
47.Звук в World of Warships / Владимир Горбунов, Старший звукорежиссер Wargaming8
48.Пока нам не до звука / Алексей Томанов, Руководитель аудиокоманды, Wargaming8
49.Тестовые стенды: как мы это делаем / Алена Карасева, Глава студии тестирования, Bytex LLC8
50.Tackling the deadlines block by block / Petri Alanko, SysExCom7
51.Building your studio UX competency and culture / Jason Schklar, UX is Fine!7
52.Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA7Vlog
53.На шаг вперед / Виталий Бородовский, Technical Director, Wargaming7
54.Audience Management / Jean Marc Codsi & Vladimir Dubrovskyi, Wargaming7
55.How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona7
56.Психология вознаграждений, или Как избавиться от нейромусора / Бен Льюис-Эванс, Epic Games7
57.Building and breaking the genre / Petr Kolar, Bohemia Interactive7
58.4C: Prague 2018 Video Report6
59.Tanks Evolution. From SD to HD / Andrey Sarafanov, 3D Artist Wargaming6
60.Design for Esports / Greg Street, Riot Games6
61.World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek6
62.Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming6
63.Новые медиа - видеоканалы в социальных сетях / Олег Бармин, CEO Agenda.Media6
64.Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft5
65.Sing It! - Using Musical Principles to Direct Great Voice Acting / Randall Ryan5
66.Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal5Depth
67.A Year Playing with Destruction in Rainbow Six Siege / Alexandre Ouimet, Physics Programmer, Ubisoft5Rainbow Six Siege
68.UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar5
69.Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger5
70.VO Masterclass / Mark Estdale, OM5
71.Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts4
72.Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft4Rainbow Six Siege
73.Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming4
74.Overview of the New Render in World of Tanks / Bronislaw Sviglo, Render Team Lead Wargaming4
75.Оптимизация рендера под Metal API (iOS) / Тимо Хайнапурола, Senior Engineer, Reforged Studios4The Walking Dead: No Man's Land
76.How to sell a game / Marianna Krjakvina, Creative Mobile4
77.Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY4
78.Исследование поведения игроков: имба для гейм-дизайнеров / София Чебанова, Wargaming4
79.Повествование посредством окружения в Prey / Эрик Бейл, Lead Environment Artist, Arkane Studios4
80.Methods in Usability and Playtesting / Shawn C. Stafford, Director of Research Full Sail University4
81.От провала — к успеху / Вилле Раума, Главный исполнительный директор (COO), Fingersoft3
82.Project Discovery: Real scientific contribution through video games / Bergthor Hauksson, CCP3
83.LawBreakers: It's All About the Competition / Dan Nanni, Lead Designer Boss Key Productions3
84.Turning A Sinking Ship Into a Submarine/ Emre Deniz, Opaque Space3
85.I Can Be My Worst Enemy / Genevieve LeBlanc, Clever Endeavour Games3
86.Player data in game development, why, when and how / Sebastian Long, Player Research3
87.Artificial Emotional Interlligence / Daniel Mcduff, Microsoft3
88.Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy3
89.Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila3
90.Growth through Cooperation / Slava Makarov, Wargaming3
91.Sound in World of Warships. Implementation and mixing audio content / Vladimir Gorbunov3World of Warships
92.Как работа Riot Games с игроками помогает сделать LoL лучше / Грег Стрит Riot Games2League of Legends
93.Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs2ATLAS
94.Минимум контроля при максимальных рисках: разработка игр глазами Supercell / Тимур Хауссила2
95.Новое поколение браузерных игр / Илья Комса, Веб-разработчик Wargaming2
96.Interactive Music / Savva Dudin, Sound Engineer Wargaming2
97.Optimising our Renderer for Metal on iOS / Timo Heinäpurola, Senior Engineer Reforged Studios2
98.Nitro Games continuous delivery process in Runegate Heroes / Jussi Tahtinen, Nitro Games2
99.Объемное освещение, хорошо работающее с прозрачностью / Петр Сикачёв, Eidos Montreal2
100.Эволюция Decima от Killzone Shadow Fall до Horizon Zero Dawn / Лешек Щепаньский2