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Popular Events
#1
Opening Keynote
#2
Opening Keynote: Industry Day
#3
Closing Keynote
#4
Closing Keynote: Industry Day
#5
Where to from here? Putting the spotlight on the Australian games industry
#6
Visual Game Design: keeping teams aligned through minimal documentation
#7
What Australian gamemakers told me about making games in Australia
#8
The Architecture of Designing story-focussed Games - Lighting the Way through the Narrative
#9
State Agency Games Funding - What it is, why it is, and who can apply for it
#10
Unpacking Game Design: Creating a game without fail states or scores
#11
Rapid Prototyping 101: Crucial UX Design skills for every team
#12
Zen and the Art of Team Maintenance: A Producers Guide to Getting Sh!t Done
#13
Subverting Genres: I Think I Rogue-Like You
#14
Prototyping into Production - Technical and Creative Convergence
#15
Building Community Panel
#16
Being A Game Design Tradie
#17
The Forest Paths Method of Narrative Design
#18
Colour AntiTheory
#19
Prototype Speedrun - Building a UE4 Prototype in Under an Hour
#20
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
#21
Don’t Get Shipwrecked - Production for Small Indies
#22
Thank U, Next: Embracing Change in Stormy Weather
#23
Launching Your Game in China? Here is What We've Learnt!
#24
A New Way To Narrative Design
#25
Lessons from Free to Play For Now and the Future
#26
Making Great Money to Make Great Games
#27
Designing from the Heart: Putting yourselves in your games.
#28
Flow Chart - How Scope Creep Happens
#29
Pitching Games to Publishers
#30
Can I have that in a spreadsheet please?
#31
What to Expect when you’re expecting (a producer)
#32
Lighting Your Own Way: Creating your own career pathways (in an industry that sometimes demands it)
#33
Indigenous Culture in Video Games
#34
Co-operative Game Development
#35
Always be testing: A journey through Buildbots and Testbots
#36
Lessons in Unconventional Networking
#37
Divergent thinking and iteration process: a hands-on creativity workshop
#38
Production Process, Publishing & Platforms: A Simultaneous Release Crash Course
#39
More Cards Against People Mismanagement
#40
Forecasting success: How to be a financially sustainable studio
#41
BIG MOOD Lighting: Illustrating with Illumination
#42
Being a multi-disciplinary artist: games, film and beyond
#43
Changing your career in games without having an existential crisis
#44
Disability & Game Development
#45
Shining a Light on Graphics Performance
#46
Mobile pre-launch optimisation: What we did right, and what we learned from the fails
#47
Monitoring performance on massive games.
#48
Why Fashion in (Most) Games Sucks, and Why You Should Care
#49
Claude De-goosey: On turning classical piano into videogame serendipity
#50
Anime and the illusion of visual simplicity
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