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EW
Edward Whitehead
Monday
, October 7
9:00am AEDT
Opening Keynote
11:00am AEDT
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Room 105
Alexander Muscat
12:00pm AEDT
Subverting Genres: I Think I Rogue-Like You
Room 110
Lucy Morris
2:00pm AEDT
Colour AntiTheory
Room 104
Izzy Gramp
Visual Game Design: keeping teams aligned through minimal documentation
Room 110
Alex Carlyle
3:00pm AEDT
Prototype Speedrun - Building a UE4 Prototype in Under an Hour
Room 110
Alex Stevens • Chris Murphy
4:30pm AEDT
Shining a Light on Graphics Performance
Room 106
Edward Blanch
Tuesday
, October 8
10:00am AEDT
The Forest Paths Method of Narrative Design
Room 109
Alexander Swords
11:00am AEDT
The Architecture of Designing story-focussed Games - Lighting the Way through the Narrative
Room 109
Melanie Taylor
12:00pm AEDT
The Art of Void Bastards
Room 105
Dean Walshe
2:00pm AEDT
Realtalk; Politics, games, and the inescapable maw of responsibility.
Room 103
Zhia Zariko
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
3:00pm AEDT
Technical Breakdown of scenes in John Wick 3
Plenary
Glenn Melenhorst
4:20pm AEDT
Closing Keynote
Wednesday
, October 9
11:00am AEDT
State Agency Games Funding - What it is, why it is, and who can apply for it
Room 109
Jason Imms
Lighting Your Own Way: Creating your own career pathways (in an industry that sometimes demands it)
Room 105
Kelsey Gamble
12:00pm AEDT
Making Great Money to Make Great Games
Room 110
Henry Fong • Matt Hall • Dylan Bevis
2:00pm AEDT
Advanced Technical Art in Unreal Engine
Room 106
Chris Murphy
3:00pm AEDT
Launching Your Game in China? Here is What We've Learnt!
Room 109
Jessica Paulin • Xin Zhao • Jordan Comino • Jazna Rossi • Prathay Chandrakumar
Timezone
GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
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, October 7
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, October 8
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Melbourne Convention Exhibition Centre
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