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Type:
Design & Narrative
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Monday
, October 7
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
Visual Game Design: keeping teams aligned through minimal documentation
Room 110
Alex Carlyle
3:00pm AEDT
Storm Boy: The Game Game Director Postmortem
Room 104
Ellen Jurik
4:30pm AEDT
Unpacking Game Design: Creating a game without fail states or scores
Room 110
Wren Brier
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
Mel Taylor
12:00pm AEDT
Flow Chart - How Scope Creep Happens
Room 109
Leigh Harris
2:00pm AEDT
Rapid Prototyping 101: Crucial UX Design skills for every team
Room 109
Anna Brandberg
A New Way To Narrative Design
Room 111
Alexander Swords
Wednesday
, October 9
11:00am AEDT
Divergent thinking and iteration process: a hands-on creativity workshop
Room 104
Elaine Gusella
3:00pm AEDT
Being A Game Design Tradie
Room 105
Nic Wechter
Timezone
GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
Monday
, October 7
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, October 8
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, October 9
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Melbourne Convention Exhibition Centre
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