2018-12-05 | “Will You Mentor Me?” : Mentorship in Game Development / Elena Lobova, Achievers Hub | 42:21 | 577 | |
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2018-12-03 | 4C: Prague 2018 Video Report | 2:27 | 627 | |
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2018-11-22 | Gameplay components caching / Alexander Balakshin, Sperasoft | 36:49 | 762 | |
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2018-11-22 | Bringing Ray-tracing into Remedy‘s Northlight Engine / Tatu Aalto, Remedy | 53:47 | 5,097 | |
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2018-11-21 | Board Games with Digital App / Petr Murmak, Czech Games Edition | 47:17 | 162 | |
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2018-11-21 | The Path of Creative Leader / Constantine Gavrykov, Wargaming | 40:02 | 235 | |
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2018-11-21 | Real-Time Fluid Simulation in Shadow of the Tomb Raider / Peter Sikachev, Eidos Montreal | 43:20 | 5,533 | | Shadow of the Tomb Raider
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2018-11-21 | A Look in the Mirror, Managing Yourself / Matias Myllyrinne | 51:04 | 731 | |
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2018-11-21 | "The World is Shrinking" / Jen McLean, IGDA Executive Director | 43:07 | 81 | |
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2018-11-21 | When shit hits the fan you need a plan / Ralf Adam & Vera Frisch, Tiger Team & Gamecoprs | 52:32 | 252 | |
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2018-11-21 | Growth through Cooperation / Slava Makarov, Wargaming | 42:23 | 258 | |
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2018-11-13 | Less shooting in the dark / Mia Lahteenmaki & Sophia Vo, Rovio | 55:59 | 134 | |
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2018-11-13 | Turning a troubled child into a winner / Vladimir Funtikov, Creative Mobile | 49:15 | 144 | |
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2018-11-13 | Building your studio UX competency and culture / Jason Schklar, UX is Fine! | 57:01 | 564 | |
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2018-11-13 | Building an Animation Runtime and Pipeline / Maurizio de Pascale Ph.D, IO Interactive A/A | 50:19 | 1,517 | |
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2018-11-13 | QA on co-development project / Sergey Sonets, Sperasoft | 23:37 | 269 | |
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2018-11-13 | Player data in game development, why, when and how / Sebastian Long, Player Research | 44:45 | 269 | |
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2018-11-09 | World of Tanks 1.0: Road to the biggest patch in the history of the game / Milos Jerabek | 41:02 | 274 | |
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2018-11-09 | When Mixed Reality Experiments are Just in Time / Alexander Bobko, Wargaming | 37:14 | 33 | |
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2018-11-09 | How to build a successful Battle Royale game in a few months / Jami Laes, Futureplay Games | 34:41 | 361 | |
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2018-11-09 | Common Sense in QA / Dmitri Marinen, Wargaming | 34:01 | 197 | |
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2018-11-09 | UX Research Methods/ Shawn Stafford, Sebastian Long, Mia Lahteenmaki, Celia Hodent & Jason Schklar | 51:58 | 192 | |
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2018-11-09 | Run Fast, Sound Great / Jonathan Ashby & Will Augar, Frontier Developments | 42:36 | 809 | |
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2018-11-09 | Best Practices in Emergent Narrative Design / Alexander Horn, Ubisoft Reflections | 58:43 | 559 | |
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2018-11-09 | Making New Mistakes / Judith Hoffman, Big Huge Games | 35:49 | 79 | |
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2018-11-09 | Scale up your production with smarter tools / Veli-pekka Kokkonen, GOTO Labs | 49:07 | 85 | |
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2018-11-09 | Ylands: The Highs and Lows of Early Access / Ales Ulm, Bohemia Interactive | 39:05 | 245 | | Ylands
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2018-11-09 | Challenges migrating to VR development / Arthur Houtman, Force Field Entertainment | 47:07 | 189 | |
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2018-11-09 | The sonic art of Foley - manipulating objects and emotions / Almut Schwacke | 54:32 | 351 | |
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2018-11-08 | “It’s Alive!!!” Controlling the Frankenstein after launch! / Mohsin (Mozzy) Syed, Glu Mobile | 43:44 | 516 | |
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2018-11-08 | No Humans, No Challenges / Anastasia Bikineeva, Wargaming | 22:46 | 44 | |
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2018-11-08 | Photogrammetry techniques in textures and props creation / Vitaliy Dzmitrakovich, Wargaming | 30:07 | 1,027 | |
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2018-11-08 | Crafting Empires & Puzzles / Tim Lonnqvist, Small Giant Games | 48:16 | 2,298 | |
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2018-11-08 | Real-life predictive-analytics models / Dmitriy Shchegrikovich. Wargaming | 29:08 | 101 | |
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2018-11-08 | Localization QA: Deliver Linguistic and Cultural Quality To The Players / Sara Porello, Wargaming | 33:48 | 8,505 | |
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2018-11-08 | Building an International Community for Serious Play / Matthew Lee, IGDA Serious Games | 31:44 | 30 | |
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2018-11-08 | Building Game Development Communities / Chris Hamilton & IGDA members | 54:27 | 68 | Discussion |
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2018-11-08 | Building and breaking the genre / Petr Kolar, Bohemia Interactive | 39:34 | 216 | |
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2018-11-08 | Project Discovery: Real scientific contribution through video games / Bergthor Hauksson, CCP | 52:25 | 107 | |
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2018-11-08 | VO Masterclass / Mark Estdale, OM | 52:15 | 285 | |
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2018-11-05 | How Game Jams can foster communities / Jo Summers, Global Game Jam | 41:35 | 203 | |
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2018-11-05 | Asset Creation in Dishonored 2 / Adrien Thierry, Arkane Studios | 34:39 | 8,167 | |
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2018-11-05 | Lessons learned from prototyping with WoT / Aidan Millot, Wargaming | 51:49 | 152 | |
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2018-11-05 | I Can Be My Worst Enemy / Genevieve LeBlanc, Clever Endeavour Games | 47:25 | 86 | |
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2018-11-05 | Craft the Right Experience — Before It’s Too Late! / Wezst Hart, Wargaming | 52:18 | 211 | |
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2018-11-05 | Motion Capture for core gameplay animator / Maskym Zhuravlov, Naughty Dog | 52:23 | 2,991 | |
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2018-11-01 | Building a Community for Seeds of Sol with Development Streams / Rainer Angermann, Rarebyte | 47:01 | 86 | |
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2018-11-01 | Pretend Your Product Doesn't Matter / Rob Martyn, GSN Games | 40:38 | 58 | |
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2018-11-01 | Tackling the deadlines block by block / Petri Alanko, SysExCom | 42:34 | 164 | |
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2018-11-01 | Turning A Sinking Ship Into a Submarine/ Emre Deniz, Opaque Space | 40:41 | 109 | |
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2018-11-01 | Mobile Gaming Just Keeps Growing / Tomek Chudzinski, App Annie | 46:24 | 65 | |
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2018-11-01 | Nitro Games continuous delivery process in Runegate Heroes / Jussi Tahtinen, Nitro Games | 48:22 | 76 | |
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2018-10-31 | Design for Esports / Greg Street, Riot Games | 51:32 | 390 | |
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2018-10-30 | Tools for Testing: The Importance and Benefits / Sean McNamara, Wargaming | 33:26 | 142 | |
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2018-10-30 | Confessions of a game director, how Wargaming saved my gaming soul / Paul Barnett, Wargaming | 45:53 | 672 | |
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2018-10-30 | How to sell a game / Marianna Krjakvina, Creative Mobile | 38:20 | 142 | |
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2018-10-30 | Compute Shaders: Optimize your engine using compute / Lou Kramer, AMD | 41:48 | 16,633 | |
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2018-10-30 | Zombie Beliefs Behind Business Transformations / Kseniya Samersava & Vyacheslav Kostikov, Wargaming | 33:46 | 92 | |
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2018-10-30 | The Art of the DLC / Karen Segars, Arkane Studios | 39:55 | 477 | |
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2018-10-30 | Audience Management / Jean Marc Codsi & Vladimir Dubrovskyi, Wargaming | 34:20 | 296 | |
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2018-10-30 | From 20 to 20 million players and counting / Florian Stronk, BRAVOCOMPANY | 46:03 | 306 | |
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2018-10-30 | Breaking Down a Broken Manhattan / Ben Wilson, Machinegames | 38:40 | 6,587 | |
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2018-10-30 | Games as Medicine - Digital Pharmaceuticals / Noah Falstein, The Inspiracy | 50:35 | 111 | |
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2018-10-30 | UX and Cognitive Science in Game Design/ Celia Hodent, Game UX Consultant | 53:45 | 34,820 | |
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2018-10-30 | Opening Bedrock Minecraft to Extensibility / Jason Cahill, Minecraft | 50:52 | 200 | |
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2018-10-22 | Learning From Mistakes / Reginaldo Valadares, Rovio | 45:07 | 310 | |
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2018-10-22 | Community Engagement - Best Practices How to Build a Tight Knit Community/ Nathalie Goller, Rovio | 45:10 | 410 | Guide |
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2018-10-22 | Retrospective of Burnout Paradise / Jack Griffin, Criterion Games | 51:31 | 1,606 | | Burnout Paradise
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2018-10-22 | Narrative System Design Basics / Leszek Szczepanski, Guerrilla Games | 39:24 | 1,042 | |
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2018-10-22 | Artificial Emotional Interlligence / Daniel Mcduff, Microsoft | 46:27 | 234 | |
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2018-10-22 | Finding Quality Time in Player Relationship / Colleen Chon, EA Sports Analytics, Electronic Arts | 47:28 | 163 | |
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2018-10-22 | Star Wars: Jedi Challenges - A Lesson in Audio for Mobile AR / Christopher Denman, Disney Parks | 42:31 | 171 | |
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2018-10-22 | Mixing Methods on Facebook Messenger / Aleksandar Dimitrijevic, Nordeus | 22:01 | 97 | |
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2018-10-22 | Strike a Pose / Ian Lang, Blizzard | 35:53 | 2,071 | |
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2018-10-22 | Take Play Seriously & Make Serious Things Playfully / Ben X Tan, Google Zoo | 34:19 | 278 | |
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2018-09-14 | 4C Prague (short version) | 0:34 | 79 | |
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2018-09-14 | 4C Prague | 1:04 | 439 | |
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2018-07-13 | 4C: Prague 2018 - Call for Speakers. New deadline 31th July | 3:00 | 124 | |
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2018-06-26 | 4C: Prague 2018 - Call for Track Owners | 2:07 | 181 | |
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2018-02-15 | How marketing is exactly like the zombie apocalypse / Juuso Myllyrinne, Wargaming | 39:27 | 78 | |
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2018-02-13 | Evolution of Ship Production Pipeline / Alexander Shably, Wargaming | 1:02:18 | 69 | |
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2018-02-13 | Reward Psychology - Throwing out the Neurotrash / Ben Lewis-Evans, UX Researcher, Epic Games | 1:02:03 | 3,015 | Vlog |
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2018-02-13 | New Media – Video Channels in Social Media / Oleg Barmin, СЕО Agenda Video | 54:37 | 30 | |
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2018-02-13 | C# Job System — Writing Safe Multi-Threaded Code in Unity / Valentin Simonov, Anthony Yakovlev | 1:04:12 | 3,660 | |
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2018-02-13 | PvZ: Extending a Brand from Mobile to HD / Rowland Cox, Wargaming | 1:04:12 | 25 | |
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2018-02-13 | Engineering lessons learned while evolving WoT server tech / Maksim Baryshnikov, Wargaming | 1:00:59 | 72 | |
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2018-02-13 | Designing Rating Systems for Team Games / Sergey Nikolenko, Researcher | 43:56 | 415 | |
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2018-02-13 | Advertising for GameDev / Roberto Panshividze, СЕО MDK creative | 58:50 | 20 | |
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2018-02-13 | From a Desktop to a Wearable Computer / Dimitri Mikhalchuk, CEO Teslasuit Ltd | 1:03:25 | 137 | |
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2018-02-13 | Web for Game / Maks Zylicki, Development Director Wargaming | 54:04 | 43 | |
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2018-02-13 | New Media & Multichannel / Arsenii Ashomko, СЕО, Tigermilk Media | 47:28 | 10 | |
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2018-02-13 | The Technical Challenges and Choices of Creating Massive, Cloud-Based Worlds / Rob Whitehead | 55:32 | 138 | |
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2018-02-13 | While we are not up to the sound / Aleksey Tomanov, Audio Team Lead Wargaming | 1:01:04 | 93 | |
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2018-02-13 | Live Games, Live Sound / Brendan Blewett, Audio Director Wargaming | 43:33 | 107 | |
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2018-02-13 | Releasing Producer Projects on YouTube in 2k17 / Sergey Streltsov, Head of Content Yoola | 1:03:34 | 13 | |
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2018-02-13 | Depth Proxy Transparency Shading (DPTS) / Peter Sikachev, Senior Graphics Programmer Eidos Montreal | 53:40 | 315 | | Depth
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2018-02-13 | #ONETEAM: Co-Development Strikes Back! / Vyacheslav Kostikov, Vyacheslav Gladyshev, Jay Minn | 50:59 | 23 | |
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2018-02-13 | Horror of Mobile Graphics / Filipp Keks, Developer Creative Mobile | 58:43 | 82 | |
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2018-02-13 | Fireside Chat / Jeferson Valadares, Bandai Namco Entertainment America | 53:43 | 75 | |
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2018-02-13 | What Makes AAA Game UI / Constantine Gavrykov, Kamil Krupski Wargaming | 1:04:38 | 966 | |
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