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Adam Woodhead
Melbourne Convention and Exhibition Centre
Audio Visual Technician
Frankston, Victoria
I will be on site to assist the presenters to ensure they and their audience have the best GCAP.
My Friends
Monday
, October 7
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
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
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
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
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
A New Way To Narrative Design
Room 111
Alexander Swords
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
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
Wednesday
, October 9
11:00am AEDT
Unreal Heavy Hitters - Shave Years off of Development
Room 106
Alex Stevens
VMDO Presents: Games + Music; Your Perfect Soundtrack
Room 110
Yasmin Naghavi • Sebastian Wolff • Mason Lieberman • Niamh Houston • Fabian Malabello
State Agency Games Funding - What it is, why it is, and who can apply for it
Room 109
Jason Imms
Divergent thinking and iteration process: a hands-on creativity workshop
Room 104
Elaine Gusella
Technical Production - Series
Room 107
Elizabeth Blythe
11:40am AEDT
Lessons in Unconventional Networking
Room 105
Noni Och
12:00pm AEDT
Disability & Game Development
Room 109
Calliope Ryder • Zala Habib • Cameron Hopkinson • Meredith Hall
12:30pm AEDT
Emotional Architecture - Understanding Audio (and Ourselves)
Room 105
Andrew Curnock
2:00pm AEDT
Advanced Technical Art in Unreal Engine
Room 106
Chris Murphy
BIG MOOD Lighting: Illustrating with Illumination
Room 107
Benjamin Ee
Lessons from Free to Play For Now and the Future
Room 109
Ella Macintyre
Programming: The First Few Years
Room 105
Liam de Valmency
Building Community Panel
Room 110
Lisy Kane • Cass Gray • Jon Hayward • Giselle Rosman • Chad Toprak
3:00pm AEDT
Games for Government Panel
Room 110
Adrian Webb • Timothy Bermanseder • Jake Spencer Goodsir • Stuart Anderson
Launching Your Game in China? Here is What We've Learnt!
Room 109
Jessica Paulin • Xin Zhao • Jordan Comino • Jazna Rossi • Prathay Chandrakumar
Being A Game Design Tradie
Room 105
Nic Wechter
Timezone
GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
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Melbourne Convention Exhibition Centre
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