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