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Tim O'Brien
Wargaming Sydney
Quality Lead
Monday
, October 7
11:00am AEDT
Engineering Live Ops on Call of Duty: WWII
Room 111
Josh Caratelli
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
Ensuring the Quality of your Quality Assurance: the studio guide on getting the most out of your QA team
Room 105
Callum Harrington
3:00pm AEDT
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
Player Hygiene: How to Mitigate Abuse and Cultivate Communities
Room 112
Gabriella Lowgren
Monitoring performance on massive games.
Room 104
Tony Albrecht
Tuesday
, October 8
10:00am AEDT
Where to from here? Putting the spotlight on the Australian games industry
Room 110
Philip Mayes
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
Always be testing: A journey through Buildbots and Testbots
Room 104
Ben Britten • Matt Ditton
2:00pm AEDT
Rapid Prototyping 101: Crucial UX Design skills for every team
Room 109
Anna Brandberg
3:00pm AEDT
Ship it: An incomplete server-side checklist
Room 109
Luis van Slageren
Wednesday
, October 9
11:00am AEDT
Steam 101: Platform overview and Marketing tools
Room 103
Sophie Mackey • Molly Carroll
Technical Production - Series
Room 107
Elizabeth Blythe
2:00pm AEDT
Advanced Technical Art in Unreal Engine
Room 106
Chris Murphy
BIG MOOD Lighting: Illustrating with Illumination
Room 107
Benjamin Ee
3:00pm AEDT
Launching Your Game in China? Here is What We've Learnt!
Room 109
Jessica Paulin • Xin Zhao • Jordan Comino • Jazna Rossi • Prathay Chandrakumar
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GCAP 2019
Australia/Melbourne
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GCAP 2019
Oct 7
-
9, 2019
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, October 7
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, October 8
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Melbourne Convention Exhibition Centre
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