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Murray Lorden
MUZBOZ
Creative Director
Melbourne
https://muzboz.com
I run MUZBOZ Games. I do game design, programming, production, audio... lots of things!
I'm creating a game called Secret Keep, a procedurally generated immersive sim game. :D
My Friends
Monday
, October 7
9:00am AEDT
Opening Keynote
11:00am AEDT
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
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
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
2:00pm AEDT
On Your Left: Survival, Support and Growth of our Industry
Room 112
Stephan Schutze
Colour AntiTheory
Room 104
Izzy Gramp
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
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
Making Games More Interactive on Twitch
Room 105
Richard Deveraux
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
Tuesday
, October 8
10:00am AEDT
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
11:00am AEDT
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
Game dev, the enterprise, and you
Room 103
Steve Williams • Leigh Mannes
12:00pm AEDT
Games as a Therapeutic Tool
Room 106
Erick Blandin
The Art of Void Bastards
Room 105
Dean Walshe
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
I can't get no (client) satisfaction
Room 110
Jo Ann Tan • Jerry van Koppen
Realtalk; Politics, games, and the inescapable maw of responsibility.
Room 103
Zhia Zariko
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
Why Fashion in (Most) Games Sucks, and Why You Should Care
Plenary
Victoria Tran
3:00pm AEDT
Evolving Together
Room 103
Stefano Martincigh
Ship it: An incomplete server-side checklist
Room 109
Luis van Slageren
4:20pm AEDT
Closing Keynote
Wednesday
, October 9
9:30am AEDT
Opening Keynote: Industry Day
11:00am AEDT
Business Update
Room 112
Chris Heck
Steam 101: Platform overview and Marketing tools
Room 103
Sophie Mackey • Molly Carroll
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
Divergent thinking and iteration process: a hands-on creativity workshop
Room 104
Elaine Gusella
Lighting Your Own Way: Creating your own career pathways (in an industry that sometimes demands it)
Room 105
Kelsey Gamble
Technical Production - Series
Room 107
Elizabeth Blythe
12:00pm AEDT
Network Development
Room 112
Ulysse Richert-Botté
12:30pm AEDT
Emotional Architecture - Understanding Audio (and Ourselves)
Room 105
Andrew Curnock
1:50pm AEDT
Cartoon Network: Live Pitching Session
Room 103
2:00pm AEDT
Business Update
Room 112
Chris Heck
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
Network Development
Room 112
Ulysse Richert-Botté
Games for Government Panel
Room 110
Adrian Webb • Timothy Bermanseder • Jake Spencer Goodsir • Stuart Anderson
Being A Game Design Tradie
Room 105
Nic Wechter
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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