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Tuesday
, October 8
10:00am AEDT
Accessibility as a primary design consideration: the early journey of Blind Sparrow Interactive
Room 106
Drew Taylor
Using Games Design in Citizen Science
Room 104
Lisa Evans
Work in Progress: Lessons learned from experience as a 3D artist
Room 105
Jessica Da Silva
Where to from here? Putting the spotlight on the Australian games industry
Room 110
Philip Mayes
The Forest Paths Method of Narrative Design
Room 109
Alexander Swords
Graphic Design and Videogames
Room 112
Studio at Large
Zen and the Art of Team Maintenance: A Producers Guide to Getting Sh!t Done
Plenary
Amy Dallas
11:00am AEDT
Workplace ready: Making your workplace transgender friendly
Room 104
Sav Emmett Wolfe
Tovertafel - Games for Health
Plenary
Sjoerd Wennekes
Forecasting success: How to be a financially sustainable studio
Room 110
Luke Henry
The Architecture of Designing story-focussed Games - Lighting the Way through the Narrative
Room 109
Melanie Taylor
The clothes that words wear: A typographic journey via Rihanna, Abba, KISS, Lady GaGa, George Michael and lots, lots more.
Room 112
Stephen Banham
Thank U, Next: Embracing Change in Stormy Weather
Room 106
Ally McLean
Game dev, the enterprise, and you
Room 103
Steve Williams • Leigh Mannes
Getting the horse to drink: Optimising a high fidelity console game for mobile platforms
Room 105
Megan Bowra-Dean
12:00pm AEDT
Sonar Solutions For Accessible Gaming
Room 103
Zander Hulme
Games as a Therapeutic Tool
Room 106
Erick Blandin
The Art of Void Bastards
Room 105
Dean Walshe
Changing your career in games without having an existential crisis
Plenary
Jo Lammert
Flow Chart - How Scope Creep Happens
Room 109
Leigh Harris
Don’t Get Shipwrecked - Production for Small Indies
Room 110
Matthew Dyet
Always be testing: A journey through Buildbots and Testbots
Room 104
Ben Britten • Matt Ditton
Technical Direction for One
Room 112
Alex Holkner
2:00pm AEDT
I can't get no (client) satisfaction
Room 110
Jo Ann Tan • Jerry van Koppen
Realtalk; Politics, games, and the inescapable maw of responsibility.
Room 103
Zhia Zariko
Unreal Tips and Tricks - Epic Mega-hour
Room 106
Alex Stevens • Chris Murphy
Who owns what? How to protect your game's intellectual property
Room 105
Yasmin Naghavi
Rapid Prototyping 101: Crucial UX Design skills for every team
Room 109
Anna Brandberg
Why Fashion in (Most) Games Sucks, and Why You Should Care
Plenary
Victoria Tran
What Unionism Adds To Your Workplace
Room 112
David Haidon • Morgan Little
So you want to make a multiplayer game?
Room 104
June Rhodes
A New Way To Narrative Design
Room 111
Alexander Swords
3:00pm AEDT
Music Therapy in Virtual Reality
Room 110
Ben Loveridge
Why did medieval knights fight giant snails? And what does this have to do with games?
Room 105
Paris Buttfield-Addison
Technical Breakdown of scenes in John Wick 3
Plenary
Glenn Melenhorst
Evolving Together
Room 103
Stefano Martincigh
Ship it: An incomplete server-side checklist
Room 109
Luis van Slageren
4:20pm AEDT
Closing Keynote
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GCAP 2019
Australia/Melbourne
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