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Monday
, October 7
9:00am AEDT
Opening Keynote
11:00am AEDT
Pitching Games to Publishers
Room 109
Cheryl Vance
Engineering Live Ops on Call of Duty: WWII
Room 111
Josh Caratelli
12:00pm AEDT
Mobile pre-launch optimisation: What we did right, and what we learned from the fails
Room 103
Christina Chen
2:00pm AEDT
Visual Game Design: keeping teams aligned through minimal documentation
Room 110
Alex Carlyle
Machine Learning for Boardgame AI in Race for the Galaxy
Plenary
Theresa Duringer
3:00pm AEDT
Production Process, Publishing & Platforms: A Simultaneous Release Crash Course
Room 106
Samuel McCully
4:30pm AEDT
Make Money With Your Game Like A Champ
Room 105
Marina Espin
Tuesday
, October 8
10:00am AEDT
The Forest Paths Method of Narrative Design
Room 109
Alexander Swords
11:00am AEDT
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
Always be testing: A journey through Buildbots and Testbots
Room 104
Ben Britten • Matt Ditton
2:00pm AEDT
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
3:00pm AEDT
Technical Breakdown of scenes in John Wick 3
Plenary
Glenn Melenhorst
Wednesday
, October 9
11:00am AEDT
Business Update
Room 112
Chris Heck
State Agency Games Funding - What it is, why it is, and who can apply for it
Room 109
Jason Imms
2:00pm AEDT
Lessons from Free to Play For Now and the Future
Room 109
Ella Macintyre
Building Community Panel
Room 110
Lisy Kane • Cass Gray • Jon Hayward • Giselle Rosman • Chad Toprak
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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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