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K
Kidney
SMG Studio
Monday
, October 7
11:00am AEDT
Can I have that in a spreadsheet please?
Room 110
Cherie Davidson
12:00pm AEDT
Shipping, Ports, and Other Naval-based Parts of Game Development
Room 112
Neil Forbes-Richardson
2:00pm AEDT
Ensuring the Quality of your Quality Assurance: the studio guide on getting the most out of your QA team
Room 105
Callum Harrington
3:00pm AEDT
Being a multi-disciplinary artist: games, film and beyond
Room 103
Hannah Crosby
4:30pm AEDT
Unpacking Game Design: Creating a game without fail states or scores
Room 110
Wren Brier
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
The Forest Paths Method of Narrative Design
Room 109
Alexander Swords
Zen and the Art of Team Maintenance: A Producers Guide to Getting Sh!t Done
Plenary
Amy Dallas
11:00am AEDT
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
12:00pm AEDT
Games as a Therapeutic Tool
Room 106
Erick Blandin
Always be testing: A journey through Buildbots and Testbots
Room 104
Ben Britten • Matt Ditton
2:00pm AEDT
Realtalk; Politics, games, and the inescapable maw of responsibility.
Room 103
Zhia Zariko
Why Fashion in (Most) Games Sucks, and Why You Should Care
Plenary
Victoria Tran
3:00pm AEDT
Ship it: An incomplete server-side checklist
Room 109
Luis van Slageren
Wednesday
, October 9
2:00pm AEDT
Programming: The First Few Years
Room 105
Liam de Valmency
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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