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Monday
, October 7
9:00am AEDT
Opening Keynote
11:00am AEDT
Championing Others Starts With Championing Yourself — Creating a Mentally Healthy Work Environment
Room 106
Pritika Sachdev
Prototyping into Production - Technical and Creative Convergence
Room 104
Dean Finnigan
Finding The Right Voice Actors for Your Game
Room 103
Aimee Smith
Pitching Games to Publishers
Room 109
Cheryl Vance
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Room 105
Alexander Muscat
Strategies for Quality ContentTM
Room 112
Emily D'Elia
Can I have that in a spreadsheet please?
Room 110
Cherie Davidson
Engineering Live Ops on Call of Duty: WWII
Room 111
Josh Caratelli
12:00pm AEDT
Indigenous Culture in Video Games
Room 106
Phoebe Watson
Anime and the illusion of visual simplicity
Room 105
Ngoc Vu
Composing the music for Florence and Necrobarista
Room 104
Kevin Penkin
Mobile pre-launch optimisation: What we did right, and what we learned from the fails
Room 103
Christina Chen
Subverting Genres: I Think I Rogue-Like You
Room 110
Lucy Morris
What to Expect when you’re expecting (a producer)
Room 109
Lisy Kane
Shipping, Ports, and Other Naval-based Parts of Game Development
Room 112
Neil Forbes-Richardson
2:00pm AEDT
On Your Left: Survival, Support and Growth of our Industry
Room 112
Stephan Schutze
Colour AntiTheory
Room 104
Izzy Gramp
The Life Of a Japanese Composer, with Manami Matsumae (ft Alex Aniel as translator)
Room 106
Alexander Aniel • Manami Matsumae
Co-operative Game Development
Room 103
Maize Wallin • Jason Bakker
Visual Game Design: keeping teams aligned through minimal documentation
Room 110
Alex Carlyle
Wild Life: Critter Clash Paid User Acquisition Postmortem
Room 111
Katie Stegs
Ensuring the Quality of your Quality Assurance: the studio guide on getting the most out of your QA team
Room 105
Callum Harrington
Machine Learning for Boardgame AI in Race for the Galaxy
Plenary
Theresa Duringer
3:00pm AEDT
Designing from the Heart: Putting yourselves in your games.
Plenary
Osama Dorias
Being a multi-disciplinary artist: games, film and beyond
Room 103
Hannah Crosby
[NOT RUNNING] Defining The Audio Direction For Dead Static Drive.
Room 109
Trevor Dikes
Storm Boy: The Game Game Director Postmortem
Room 104
Ellen Jurik
Making Games More Interactive on Twitch
Room 105
Richard Deveraux
Production Process, Publishing & Platforms: A Simultaneous Release Crash Course
Room 106
Samuel McCully
Prototype Speedrun - Building a UE4 Prototype in Under an Hour
Room 110
Alex Stevens • Chris Murphy
4:30pm AEDT
Who are you helping and how?
Room 103
Shane Trewartha
Shining a Light on Graphics Performance
Room 106
Edward Blanch
Claude De-goosey: On turning classical piano into videogame serendipity
Plenary
Dan Golding
Make Money With Your Game Like A Champ
Room 105
Marina Espin
Unpacking Game Design: Creating a game without fail states or scores
Room 110
Wren Brier
Player Hygiene: How to Mitigate Abuse and Cultivate Communities
Room 112
Gabriella Lowgren
More Cards Against People Mismanagement
Room 109
Emilie Poissenot
Monitoring performance on massive games.
Room 104
Tony Albrecht
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GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
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