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S
shanerypers
Monday
, October 7
11:00am AEDT
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
Room 105
Alexander Muscat
12:00pm AEDT
Mobile pre-launch optimisation: What we did right, and what we learned from the fails
Room 103
Christina Chen
2:00pm AEDT
Visual Game Design: keeping teams aligned through minimal documentation
Room 110
Alex Carlyle
4:30pm AEDT
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
Graphic Design and Videogames
Room 112
Studio at Large
11:00am AEDT
Tovertafel - Games for Health
Plenary
Sjoerd Wennekes
12:00pm AEDT
Games as a Therapeutic Tool
Room 106
Erick Blandin
2:00pm AEDT
Rapid Prototyping 101: Crucial UX Design skills for every team
Room 109
Anna Brandberg
Wednesday
, October 9
11:00am AEDT
Lighting Your Own Way: Creating your own career pathways (in an industry that sometimes demands it)
Room 105
Kelsey Gamble
12:00pm AEDT
Making Great Money to Make Great Games
Room 110
Henry Fong • Matt Hall • Dylan Bevis
2:00pm AEDT
Lessons from Free to Play For Now and the Future
Room 109
Ella Macintyre
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
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, October 7
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Melbourne Convention Exhibition Centre
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