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David
Monday
, October 7
9:00am AEDT
Opening Keynote
11:00am AEDT
Prototyping into Production - Technical and Creative Convergence
Room 104
Dean Finnigan
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Room 105
Alexander Muscat
Engineering Live Ops on Call of Duty: WWII
Room 111
Josh Caratelli
12:00pm AEDT
Anime and the illusion of visual simplicity
Room 105
Ngoc Vu
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
Shipping, Ports, and Other Naval-based Parts of Game Development
Room 112
Neil Forbes-Richardson
2:00pm AEDT
The Life Of a Japanese Composer, with Manami Matsumae (ft Alex Aniel as translator)
Room 106
Alexander Aniel • Manami Matsumae
Machine Learning for Boardgame AI in Race for the Galaxy
Plenary
Theresa Duringer
3:00pm AEDT
Designing from the Heart: Putting yourselves in your games.
Plenary
Osama Dorias
[NOT RUNNING] Defining The Audio Direction For Dead Static Drive.
Room 109
Trevor Dikes
Production Process, Publishing & Platforms: A Simultaneous Release Crash Course
Room 106
Samuel McCully
Prototype Speedrun - Building a UE4 Prototype in Under an Hour
Room 110
Alex Stevens • Chris Murphy
4:30pm AEDT
Shining a Light on Graphics Performance
Room 106
Edward Blanch
Monitoring performance on massive games.
Room 104
Tony Albrecht
Tuesday
, October 8
10:00am AEDT
Work in Progress: Lessons learned from experience as a 3D artist
Room 105
Jessica Da Silva
Graphic Design and Videogames
Room 112
Studio at Large
11:00am AEDT
Getting the horse to drink: Optimising a high fidelity console game for mobile platforms
Room 105
Megan Bowra-Dean
12:00pm AEDT
Flow Chart - How Scope Creep Happens
Room 109
Leigh Harris
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
Unreal Tips and Tricks - Epic Mega-hour
Room 106
Alex Stevens • Chris Murphy
Rapid Prototyping 101: Crucial UX Design skills for every team
Room 109
Anna Brandberg
Wednesday
, October 9
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
Technical Production - Series
Room 107
Elizabeth Blythe
12:00pm AEDT
Hands-on: Steam Library & Events
Room 103
Alden Kroll
Network Development
Room 112
Ulysse Richert-Botté
2:00pm AEDT
Advanced Technical Art in Unreal Engine
Room 106
Chris Murphy
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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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