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 Viewed Videos by 4C Conference


Video TitleViewsCategoryGame
1.UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant34,820
2.Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD16,633
3.Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming8,505
4.Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios8,167
5.Breaking Down a Broken Manhattan / Ben Wilson, Machinegames6,587
6.Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal5,533Shadow of the Tomb Raider
7.Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy5,097
8.Evolution of the Decima Engine from Killzone to Horizon Zero Dawn / Leszek Szczepański4,910
9.Assets and Entities in the Glacier 2 Engine / Maurizio De Pascale, Technical Director IO Interactive3,894
10.C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev3,660
11.Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games3,015Vlog
12.Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog2,991
13.Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games2,298
14.Strike a Pose / Ian Lang, Blizzard2,071
15.Environmental Storytelling in Prey / Eric Beyhl, Lead Environment Artist, Arkane Studios1,861
16.Cоздание безопасного многопоточного кода в Unity / Валентин Симонов, Антон Яковлев, Unity1,673
17.Retrospective of Burnout Paradise / Jack Griffin, Criterion Games1,606Burnout Paradise
18.Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A1,517
19.Narrative System Design Basics / Leszek Szczepanski, Guerrilla Games1,042
20.Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming1,027
21.What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming966
22.Games UX: Past, Present, and Future / Graham McAllister, Director Player Research853
23.Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments809
24.Как попасть в топ-10 по выручке с игрой о поиске предметов / Диана Платонова, MyTona794
25.Интерактивная музыка / Савва Дудин, Саунд-дизайнер, Wargaming767
26.Gameplay components caching / Alexander Balakshin, Sperasoft762
27.A Look in the Mirror, Managing Yourself / Matias Myllyrinne731
28.Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming672
29.A Year Playing with Destruction in Rainbow Six Siege / Alexandre Ouimet, Physics Programmer, Ubisoft641Rainbow Six Siege
30.Тестовые стенды: как мы это делаем / Алена Карасева, Глава студии тестирования, Bytex LLC633
31.4C: Prague 2018 Video Report627
32.Bootstrap / Paul Wedgwood, CEO Splash Damage586
33.“Will You Mentor Me?” : Mentorship in Game Development / Elena Lobova, Achievers Hub577
34.Конкурентная разведка / Джереми Беллинджер565
35.Building your studio UX competency and culture / Jason Schklar, UX is Fine!564
36.Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections559
37.“It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile516
38.Новый рендеринг в World of Tanks / Бронислав Свигло, Wargaming509World of Tanks
39.The Art of the DLC / Karen Segars, Arkane Studios477
40.How Hidden Object Genre Can Reach Top 10 Grossing / Diana Platonova, MyTona459
41.4C Prague439
42.Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher415
43.Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio410Guide
44.Новые медиа - видеоканалы в социальных сетях / Олег Бармин, CEO Agenda.Media395
45.Design for Esports / Greg Street, Riot Games390
46.Звук в World of Warships / Владимир Горбунов, Старший звукорежиссер Wargaming377
47.How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games361
48.Live Ops Game Design: More Than a Double XP Weekend / Daniel McLaren, EA Capital Games360
49.The sonic art of Foley - manipulating objects and emotions / Almut Schwacke351
50.Эволюция World of Tanks: от SD до HD / Андрей Сарафанов, Старший 3D-художник, Wargaming347World of Tanks
51.Музыка в симуляторе выживания с открытым миром / Кевин Патцелт, Директор по звуку Undead Labs326ATLAS
52.Rainbow Six Siege: год баловства с разрушаемыми элементами / Александр Уиме, Ubisoft315Rainbow Six Siege
53.Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal315Depth
54.Learning From Mistakes / Reginaldo Valadares, Rovio310
55.From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY306
56.Audience Management / Jean Marc Codsi & Vladimir Dubrovskyi, Wargaming296
57.Инженерные уроки, извлеченные из опыта развития серверов WoT / Максим Барышников, Wargaming292
58.Game User Research: Imba for Game Design Dudes / Sofia Chebanova, UX Lab Team Lead, Wargaming289
59.Gaming: The Next Generation / Christopher Cataldi, Genvid Technologies, Inc285Vlog
60.VO Masterclass / Mark Estdale, OM285
61.Competitive Intelligence: The Analytics Capability You Didn't Know You Needed / Jeremy Ballenger280
62.Take Play Seriously & Make Serious Things Playfully / Ben X Tan, Google Zoo278
63.World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek274
64.Player data in game development, why, when and how / Sebastian Long, Player Research269
65.QA on co-development project / Sergey Sonets, Sperasoft269
66.Growth through Cooperation / Slava Makarov, Wargaming258
67.When shit hits the fan you need a plan / Ralf Adam & Vera Frisch, Tiger Team & Gamecoprs252
68.Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive245Ylands
69.Monetization for Location Based VR / Cynthia Mallory, DreamSail Games243
70.The Path of Creative Leader / Constantine Gavrykov, Wargaming235
71.[RUS] Как это было? 4С: Санкт-Петербург235
72.Artificial Emotional Interlligence / Daniel Mcduff, Microsoft234
73.Minimising Control, Maximising Risks - Supercell's Approach to Games Development / Timur Haussila220
74.Building and breaking the genre / Petr Kolar, Bohemia Interactive216
75.[ENG] How it was? 4C: Saint Petersburg215
76.Overview of the New Render in World of Tanks / Bronislaw Sviglo, Render Team Lead Wargaming214
77.Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming211
78.How to Increase ARPPU of Your Game / Ksenia Petrova, Product Manager Fotostrana207Guide
79.Microphones and Speakers are Everywhere - What Next? / Glenn Dickins, Dolby Laboratories205
80.How Game Jams can foster communities / Jo Summers, Global Game Jam203
81.Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft200
82.На шаг вперед / Виталий Бородовский, Technical Director, Wargaming200
83.Advanced Vulkan / Ivan Fedorov, Developer Technology Engineer NVIDIA198Vlog
84.Common Sense in QA / Dmitri Marinen, Wargaming197
85.Methods in Usability and Playtesting / Shawn C. Stafford, Director of Research Full Sail University193
86.Future Spectate / Gavin Longhurst, VP of Special Projects Wargaming192
87.UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar192
88.Community Development using Google EA / Florian Stronk, Co-Founder & CEO BRAVOCOMPANY190
89.Challenges migrating to VR development / Arthur Houtman, Force Field Entertainment189
90.Роль креатива в интернет-рекламе и развитии бизнеса / Роберто Панчвидзе, СЕО, MDK creative187
91.Как повысить ARPPU вашей игры / Ксения Петрова, Продакт-менеджер Фотострана182
92.4C: Prague 2018 - Call for Track Owners181
93.Пока нам не до звука / Алексей Томанов, Руководитель аудиокоманды, Wargaming176
94.Interactive Music / Savva Dudin, Sound Engineer Wargaming173
95.Star Wars: Jedi Challenges - A Lesson in Audio for Mobile AR / Christopher Denman, Disney Parks171
96.Tackling the deadlines block by block / Petri Alanko, SysExCom164
97.Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts163
98.Board Games with Digital App / Petr Murmak, Czech Games Edition162
99.Исследование поведения игроков: имба для гейм-дизайнеров / София Чебанова, Wargaming154
100.Lessons learned from prototyping with WoT / Aidan Millot, Wargaming152