1. | UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant | 865 | |
|
2. | Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD | 352 | |
|
3. | Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios | 309 | |
|
4. | Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming | 278 | |
|
5. | Breaking Down a Broken Manhattan / Ben Wilson, Machinegames | 185 | |
|
6. | Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal | 108 | | Shadow of the Tomb Raider
|
7. | Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański | 88 | |
|
8. | Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog | 83 | |
|
9. | Retrospective of Burnout Paradise / Jack Griffin, Criterion Games | 77 | | Burnout Paradise
|
10. | Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy | 80 | |
|
11. | Cоздание безопасного многопоточного кода в Unity / Валентин Симонов, Антон Яковлев, Unity | 72 | |
|
12. | Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive | 64 | |
|
13. | Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios | 63 | |
|
14. | Strike a Pose / Ian Lang, Blizzard | 62 | |
|
15. | C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev | 44 | |
|
16. | Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games | 41 | Vlog |
|
17. | Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games | 36 | |
|
18. | Narrative System Design Basics / Leszek Szczepanski, Guerrilla Games | 33 | |
|
19. | Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments | 27 | |
|
20. | Интерактивная музыка / Савва Дудин, Саунд-дизайнер, Wargaming | 25 | |
|
21. | Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona | 24 | |
|
22. | The Art of the DLC / Karen Segars, Arkane Studios | 23 | |
|
23. | Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections | 23 | |
|
24. | Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A | 26 | |
|
25. | Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming | 21 | |
|
26. | Новый рендеринг в World of Tanks / Бронислав Свигло, Wargaming | 21 | | World of Tanks
|
27. | Gameplay components caching / Alexander Balakshin, Sperasoft | 21 | |
|
28. | Games UX: Past, Present, and Future / Graham McAllister, Director Player Research | 17 | |
|
29. | Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming | 16 | |
|
30. | Эволюция World of Tanks: от SD до HD / Андрей Сарафанов, Старший 3D-художник, Wargaming | 16 | | World of Tanks
|
31. | Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher | 15 | |
|
32. | What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming | 14 | |
|
33. | Bootstrap / Paul Wedgwood, CEO Splash Damage | 14 | |
|
34. | “Will You Mentor Me?” : Mentorship in Game Development / Elena Lobova, Achievers Hub | 13 | |
|
35. | How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games | 13 | |
|
36. | A Look in the Mirror, Managing Yourself / Matias Myllyrinne | 15 | |
|
37. | The sonic art of Foley - manipulating objects and emotions / Almut Schwacke | 12 | |
|
38. | “It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile | 11 | |
|
39. | Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games | 11 | |
|
40. | Learning From Mistakes / Reginaldo Valadares, Rovio | 11 | |
|
41. | From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY | 11 | |
|
42. | Конкурентная разведка / Джереми Беллинджер | 11 | |
|
43. | Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio | 10 | Guide |
|
44. | Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive | 9 | | Ylands
|
45. | Как повысить ARPPU вашей игры / Ксения Петрова, Продакт-менеджер Фотострана | 9 | |
|
46. | How Game Jams can foster communities / Jo Summers, Global Game Jam | 9 | |
|
47. | Звук в World of Warships / Владимир Горбунов, Старший звукорежиссер Wargaming | 8 | |
|
48. | Пока нам не до звука / Алексей Томанов, Руководитель аудиокоманды, Wargaming | 8 | |
|
49. | Тестовые стенды: как мы это делаем / Алена Карасева, Глава студии тестирования, Bytex LLC | 8 | |
|
50. | Tackling the deadlines block by block / Petri Alanko, SysExCom | 7 | |
|
51. | Building your studio UX competency and culture / Jason Schklar, UX is Fine! | 7 | |
|
52. | Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA | 7 | Vlog |
|
53. | На шаг вперед / Виталий Бородовский, Technical Director, Wargaming | 7 | |
|
54. | Audience Management / Jean Marc Codsi & Vladimir Dubrovskyi, Wargaming | 7 | |
|
55. | How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona | 7 | |
|
56. | Психология вознаграждений, или Как избавиться от нейромусора / Бен Льюис-Эванс, Epic Games | 7 | |
|
57. | Building and breaking the genre / Petr Kolar, Bohemia Interactive | 7 | |
|
58. | 4C: Prague 2018 Video Report | 6 | |
|
59. | Tanks Evolution. From SD to HD / Andrey Sarafanov, 3D Artist Wargaming | 6 | |
|
60. | Design for Esports / Greg Street, Riot Games | 6 | |
|
61. | World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek | 6 | |
|
62. | Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming | 6 | |
|
63. | Новые медиа - видеоканалы в социальных сетях / Олег Бармин, CEO Agenda.Media | 6 | |
|
64. | Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft | 5 | |
|
65. | Sing It! - Using Musical Principles to Direct Great Voice Acting / Randall Ryan | 5 | |
|
66. | Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal | 5 | | Depth
|
67. | A Year Playing with Destruction in Rainbow Six Siege / Alexandre Ouimet, Physics Programmer, Ubisoft | 5 | | Rainbow Six Siege
|
68. | UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar | 5 | |
|
69. | Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger | 5 | |
|
70. | VO Masterclass / Mark Estdale, OM | 5 | |
|
71. | Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts | 4 | |
|
72. | Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft | 4 | | Rainbow Six Siege
|
73. | Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming | 4 | |
|
74. | Overview of the New Render in World of Tanks / Bronislaw Sviglo, Render Team Lead Wargaming | 4 | |
|
75. | Оптимизация рендера под Metal API (iOS) / Тимо Хайнапурола, Senior Engineer, Reforged Studios | 4 | | The Walking Dead: No Man's Land
|
76. | How to sell a game / Marianna Krjakvina, Creative Mobile | 4 | |
|
77. | Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY | 4 | |
|
78. | Исследование поведения игроков: имба для гейм-дизайнеров / София Чебанова, Wargaming | 4 | |
|
79. | Повествование посредством окружения в Prey / Эрик Бейл, Lead Environment Artist, Arkane Studios | 4 | |
|
80. | Methods in Usability and Playtesting / Shawn C. Stafford, Director of Research Full Sail University | 4 | |
|
81. | От провала — к успеху / Вилле Раума, Главный исполнительный директор (COO), Fingersoft | 3 | |
|
82. | Project Discovery: Real scientific contribution through video games / Bergthor Hauksson, CCP | 3 | |
|
83. | LawBreakers: It's All About the Competition / Dan Nanni, Lead Designer Boss Key Productions | 3 | |
|
84. | Turning A Sinking Ship Into a Submarine/ Emre Deniz, Opaque Space | 3 | |
|
85. | I Can Be My Worst Enemy / Genevieve LeBlanc, Clever Endeavour Games | 3 | |
|
86. | Player data in game development, why, when and how / Sebastian Long, Player Research | 3 | |
|
87. | Artificial Emotional Interlligence / Daniel Mcduff, Microsoft | 3 | |
|
88. | Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy | 3 | |
|
89. | Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila | 3 | |
|
90. | Growth through Cooperation / Slava Makarov, Wargaming | 3 | |
|
91. | Sound in World of Warships. Implementation and mixing audio content / Vladimir Gorbunov | 3 | | World of Warships
|
92. | Как работа Riot Games с игроками помогает сделать LoL лучше / Грег Стрит Riot Games | 2 | | League of Legends
|
93. | Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs | 2 | | ATLAS
|
94. | Минимум контроля при максимальных рисках: разработка игр глазами Supercell / Тимур Хауссила | 2 | |
|
95. | Новое поколение браузерных игр / Илья Комса, Веб-разработчик Wargaming | 2 | |
|
96. | Interactive Music / Savva Dudin, Sound Engineer Wargaming | 2 | |
|
97. | Optimising our Renderer for Metal on iOS / Timo Heinäpurola, Senior Engineer Reforged Studios | 2 | |
|
98. | Nitro Games continuous delivery process in Runegate Heroes / Jussi Tahtinen, Nitro Games | 2 | |
|
99. | Объемное освещение, хорошо работающее с прозрачностью / Петр Сикачёв, Eidos Montreal | 2 | |
|
100. | Эволюция Decima от Killzone Shadow Fall до Horizon Zero Dawn / Лешек Щепаньский | 2 | |
|