1. | UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant | 34,820 | |
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2. | Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD | 16,633 | |
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3. | Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming | 8,505 | |
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4. | Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios | 8,167 | |
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5. | Breaking Down a Broken Manhattan / Ben Wilson, Machinegames | 6,587 | |
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6. | Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal | 5,533 | | Shadow of the Tomb Raider
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7. | Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy | 5,097 | |
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8. | Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański | 4,910 | |
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9. | Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive | 3,894 | |
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10. | C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev | 3,660 | |
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11. | Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games | 3,015 | Vlog |
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12. | Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog | 2,991 | |
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13. | Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games | 2,298 | |
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14. | Strike a Pose / Ian Lang, Blizzard | 2,071 | |
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15. | Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios | 1,861 | |
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16. | Cоздание безопасного многопоточного кода в Unity / Валентин Симонов, Антон Яковлев, Unity | 1,673 | |
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17. | Retrospective of Burnout Paradise / Jack Griffin, Criterion Games | 1,606 | | Burnout Paradise
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18. | Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A | 1,517 | |
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19. | Narrative System Design Basics / Leszek Szczepanski, Guerrilla Games | 1,042 | |
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20. | Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming | 1,027 | |
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21. | What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming | 966 | |
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22. | Games UX: Past, Present, and Future / Graham McAllister, Director Player Research | 853 | |
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23. | Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments | 809 | |
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24. | Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona | 794 | |
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25. | Интерактивная музыка / Савва Дудин, Саунд-дизайнер, Wargaming | 767 | |
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26. | Gameplay components caching / Alexander Balakshin, Sperasoft | 762 | |
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27. | A Look in the Mirror, Managing Yourself / Matias Myllyrinne | 731 | |
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28. | Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming | 672 | |
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29. | A Year Playing with Destruction in Rainbow Six Siege / Alexandre Ouimet, Physics Programmer, Ubisoft | 641 | | Rainbow Six Siege
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30. | Тестовые стенды: как мы это делаем / Алена Карасева, Глава студии тестирования, Bytex LLC | 633 | |
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31. | 4C: Prague 2018 Video Report | 627 | |
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32. | Bootstrap / Paul Wedgwood, CEO Splash Damage | 586 | |
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33. | “Will You Mentor Me?” : Mentorship in Game Development / Elena Lobova, Achievers Hub | 577 | |
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34. | Конкурентная разведка / Джереми Беллинджер | 565 | |
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35. | Building your studio UX competency and culture / Jason Schklar, UX is Fine! | 564 | |
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36. | Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections | 559 | |
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37. | “It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile | 516 | |
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38. | Новый рендеринг в World of Tanks / Бронислав Свигло, Wargaming | 509 | | World of Tanks
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39. | The Art of the DLC / Karen Segars, Arkane Studios | 477 | |
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40. | How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona | 459 | |
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41. | 4C Prague | 439 | |
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42. | Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher | 415 | |
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43. | Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio | 410 | Guide |
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44. | Новые медиа - видеоканалы в социальных сетях / Олег Бармин, CEO Agenda.Media | 395 | |
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45. | Design for Esports / Greg Street, Riot Games | 390 | |
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46. | Звук в World of Warships / Владимир Горбунов, Старший звукорежиссер Wargaming | 377 | |
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47. | How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games | 361 | |
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48. | Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games | 360 | |
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49. | The sonic art of Foley - manipulating objects and emotions / Almut Schwacke | 351 | |
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50. | Эволюция World of Tanks: от SD до HD / Андрей Сарафанов, Старший 3D-художник, Wargaming | 347 | | World of Tanks
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51. | Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs | 326 | | ATLAS
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52. | Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft | 315 | | Rainbow Six Siege
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53. | Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal | 315 | | Depth
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54. | Learning From Mistakes / Reginaldo Valadares, Rovio | 310 | |
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55. | From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY | 306 | |
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56. | Audience Management / Jean Marc Codsi & Vladimir Dubrovskyi, Wargaming | 296 | |
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57. | Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming | 292 | |
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58. | Game User Research: Imba for Game Design Dudes / Sofia Chebanova, UX Lab Team Lead, Wargaming | 289 | |
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59. | Gaming: The Next Generation / Christopher Cataldi, Genvid Technologies, Inc | 285 | Vlog |
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60. | VO Masterclass / Mark Estdale, OM | 285 | |
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61. | Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger | 280 | |
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62. | Take Play Seriously & Make Serious Things Playfully / Ben X Tan, Google Zoo | 278 | |
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63. | World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek | 274 | |
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64. | Player data in game development, why, when and how / Sebastian Long, Player Research | 269 | |
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65. | QA on co-development project / Sergey Sonets, Sperasoft | 269 | |
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66. | Growth through Cooperation / Slava Makarov, Wargaming | 258 | |
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67. | When shit hits the fan you need a plan / Ralf Adam & Vera Frisch, Tiger Team & Gamecoprs | 252 | |
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68. | Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive | 245 | | Ylands
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69. | Monetization for Location Based VR / Cynthia Mallory, DreamSail Games | 243 | |
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70. | The Path of Creative Leader / Constantine Gavrykov, Wargaming | 235 | |
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71. | [RUS] Как это было? 4С: Санкт-Петербург | 235 | |
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72. | Artificial Emotional Interlligence / Daniel Mcduff, Microsoft | 234 | |
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73. | Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila | 220 | |
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74. | Building and breaking the genre / Petr Kolar, Bohemia Interactive | 216 | |
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75. | [ENG] How it was? 4C: Saint Petersburg | 215 | |
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76. | Overview of the New Render in World of Tanks / Bronislaw Sviglo, Render Team Lead Wargaming | 214 | |
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77. | Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming | 211 | |
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78. | How to Increase ARPPU of Your Game / Ksenia Petrova, Product Manager Fotostrana | 207 | Guide |
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79. | Microphones and Speakers are Everywhere - What Next? / Glenn Dickins, Dolby Laboratories | 205 | |
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80. | How Game Jams can foster communities / Jo Summers, Global Game Jam | 203 | |
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81. | Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft | 200 | |
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82. | На шаг вперед / Виталий Бородовский, Technical Director, Wargaming | 200 | |
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83. | Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA | 198 | Vlog |
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84. | Common Sense in QA / Dmitri Marinen, Wargaming | 197 | |
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85. | Methods in Usability and Playtesting / Shawn C. Stafford, Director of Research Full Sail University | 193 | |
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86. | Future Spectate / Gavin Longhurst, VP of Special Projects Wargaming | 192 | |
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87. | UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar | 192 | |
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88. | Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY | 190 | |
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89. | Challenges migrating to VR development / Arthur Houtman, Force Field Entertainment | 189 | |
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90. | Роль креатива в интернет-рекламе и развитии бизнеса / Роберто Панчвидзе, СЕО, MDK creative | 187 | |
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91. | Как повысить ARPPU вашей игры / Ксения Петрова, Продакт-менеджер Фотострана | 182 | |
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92. | 4C: Prague 2018 - Call for Track Owners | 181 | |
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93. | Пока нам не до звука / Алексей Томанов, Руководитель аудиокоманды, Wargaming | 176 | |
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94. | Interactive Music / Savva Dudin, Sound Engineer Wargaming | 173 | |
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95. | Star Wars: Jedi Challenges - A Lesson in Audio for Mobile AR / Christopher Denman, Disney Parks | 171 | |
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96. | Tackling the deadlines block by block / Petri Alanko, SysExCom | 164 | |
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97. | Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts | 163 | |
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98. | Board Games with Digital App / Petr Murmak, Czech Games Edition | 162 | |
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99. | Исследование поведения игроков: имба для гейм-дизайнеров / София Чебанова, Wargaming | 154 | |
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100. | Lessons learned from prototyping with WoT / Aidan Millot, Wargaming | 152 | |
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