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JH
Jonathan Hopkins
Monday
, October 7
11:00am AEDT
Finding The Right Voice Actors for Your Game
Room 103
Aimee Smith
12:00pm AEDT
Anime and the illusion of visual simplicity
Room 105
Ngoc Vu
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
2:00pm AEDT
Co-operative Game Development
Room 103
Maize Wallin • Jason Bakker
3:00pm AEDT
[NOT RUNNING] Defining The Audio Direction For Dead Static Drive.
Room 109
Trevor Dikes
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
Forecasting success: How to be a financially sustainable studio
Room 110
Luke Henry
12:00pm AEDT
The Art of Void Bastards
Room 105
Dean Walshe
Don’t Get Shipwrecked - Production for Small Indies
Room 110
Matthew Dyet
2:00pm AEDT
Unreal Tips and Tricks - Epic Mega-hour
Room 106
Alex Stevens • Chris Murphy
4:20pm AEDT
Closing Keynote
Wednesday
, October 9
9:30am AEDT
Opening Keynote: Industry Day
11:00am AEDT
Unreal Heavy Hitters - Shave Years off of Development
Room 106
Alex Stevens
State Agency Games Funding - What it is, why it is, and who can apply for it
Room 109
Jason Imms
12:00pm AEDT
Hands-on: Steam Library & Events
Room 103
Alden Kroll
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
BIG MOOD Lighting: Illustrating with Illumination
Room 107
Benjamin Ee
3:50pm AEDT
Closing Keynote: Industry Day
4:00pm AEDT
What Australian gamemakers told me about making games in Australia
Plenary
Brendan Keogh
Timezone
GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
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, October 8
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Melbourne Convention Exhibition Centre
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