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Monday
, October 7
Plenary
2:00pm •
Machine Learning for Boardgame AI in Race for the Galaxy
3:00pm •
Designing from the Heart: Putting yourselves in your games.
4:30pm •
Claude De-goosey: On turning classical piano into videogame serendipity
Room 103
11:00am •
Finding The Right Voice Actors for Your Game
12:00pm •
Mobile pre-launch optimisation: What we did right, and what we learned from the fails
2:00pm •
Co-operative Game Development
3:00pm •
Being a multi-disciplinary artist: games, film and beyond
4:30pm •
Who are you helping and how?
Room 104
11:00am •
Prototyping into Production - Technical and Creative Convergence
12:00pm •
Composing the music for Florence and Necrobarista
2:00pm •
Colour AntiTheory
3:00pm •
Storm Boy: The Game Game Director Postmortem
4:30pm •
Monitoring performance on massive games.
Room 105
11:00am •
Puzzles to be explored but not solved: Designing ambiguous navigable worlds
12:00pm •
Anime and the illusion of visual simplicity
2:00pm •
Ensuring the Quality of your Quality Assurance: the studio guide on getting the most out of your QA team
3:00pm •
Making Games More Interactive on Twitch
4:30pm •
Make Money With Your Game Like A Champ
Room 106
11:00am •
Championing Others Starts With Championing Yourself — Creating a Mentally Healthy Work Environment
12:00pm •
Indigenous Culture in Video Games
2:00pm •
The Life Of a Japanese Composer, with Manami Matsumae (ft Alex Aniel as translator)
3:00pm •
Production Process, Publishing & Platforms: A Simultaneous Release Crash Course
4:30pm •
Shining a Light on Graphics Performance
Room 109
11:00am •
Pitching Games to Publishers
12:00pm •
What to Expect when you’re expecting (a producer)
3:00pm •
[NOT RUNNING] Defining The Audio Direction For Dead Static Drive.
4:30pm •
More Cards Against People Mismanagement
Room 110
11:00am •
Can I have that in a spreadsheet please?
12:00pm •
Subverting Genres: I Think I Rogue-Like You
2:00pm •
Visual Game Design: keeping teams aligned through minimal documentation
3:00pm •
Prototype Speedrun - Building a UE4 Prototype in Under an Hour
4:30pm •
Unpacking Game Design: Creating a game without fail states or scores
Room 111
11:00am •
Engineering Live Ops on Call of Duty: WWII
2:00pm •
Wild Life: Critter Clash Paid User Acquisition Postmortem
Room 112
11:00am •
Strategies for Quality ContentTM
12:00pm •
Shipping, Ports, and Other Naval-based Parts of Game Development
2:00pm •
On Your Left: Survival, Support and Growth of our Industry
4:30pm •
Player Hygiene: How to Mitigate Abuse and Cultivate Communities
Tuesday
, October 8
Plenary
10:00am •
Zen and the Art of Team Maintenance: A Producers Guide to Getting Sh!t Done
11:00am •
Tovertafel - Games for Health
12:00pm •
Changing your career in games without having an existential crisis
2:00pm •
Why Fashion in (Most) Games Sucks, and Why You Should Care
3:00pm •
Technical Breakdown of scenes in John Wick 3
Room 103
11:00am •
Game dev, the enterprise, and you
12:00pm •
Sonar Solutions For Accessible Gaming
2:00pm •
Realtalk; Politics, games, and the inescapable maw of responsibility.
3:00pm •
Evolving Together
Room 104
10:00am •
Using Games Design in Citizen Science
11:00am •
Workplace ready: Making your workplace transgender friendly
12:00pm •
Always be testing: A journey through Buildbots and Testbots
2:00pm •
So you want to make a multiplayer game?
Room 105
10:00am •
Work in Progress: Lessons learned from experience as a 3D artist
11:00am •
Getting the horse to drink: Optimising a high fidelity console game for mobile platforms
12:00pm •
The Art of Void Bastards
2:00pm •
Who owns what? How to protect your game's intellectual property
3:00pm •
Why did medieval knights fight giant snails? And what does this have to do with games?
Room 106
10:00am •
Accessibility as a primary design consideration: the early journey of Blind Sparrow Interactive
11:00am •
Thank U, Next: Embracing Change in Stormy Weather
12:00pm •
Games as a Therapeutic Tool
2:00pm •
Unreal Tips and Tricks - Epic Mega-hour
Room 109
10:00am •
The Forest Paths Method of Narrative Design
11:00am •
The Architecture of Designing story-focussed Games - Lighting the Way through the Narrative
12:00pm •
Flow Chart - How Scope Creep Happens
2:00pm •
Rapid Prototyping 101: Crucial UX Design skills for every team
3:00pm •
Ship it: An incomplete server-side checklist
Room 110
10:00am •
Where to from here? Putting the spotlight on the Australian games industry
11:00am •
Forecasting success: How to be a financially sustainable studio
12:00pm •
Don’t Get Shipwrecked - Production for Small Indies
2:00pm •
I can't get no (client) satisfaction
3:00pm •
Music Therapy in Virtual Reality
Room 111
2:00pm •
A New Way To Narrative Design
Room 112
10:00am •
Graphic Design and Videogames
11:00am •
The clothes that words wear: A typographic journey via Rihanna, Abba, KISS, Lady GaGa, George Michael and lots, lots more.
12:00pm •
Technical Direction for One
2:00pm •
What Unionism Adds To Your Workplace
Wednesday
, October 9
Plenary
4:00pm •
What Australian gamemakers told me about making games in Australia
Room 103
11:00am •
Steam 101: Platform overview and Marketing tools
12:00pm •
Hands-on: Steam Library & Events
1:50pm •
Cartoon Network: Live Pitching Session
Room 104
11:00am •
Divergent thinking and iteration process: a hands-on creativity workshop
Room 105
11:00am •
Lighting Your Own Way: Creating your own career pathways (in an industry that sometimes demands it)
11:40am •
Lessons in Unconventional Networking
12:30pm •
Emotional Architecture - Understanding Audio (and Ourselves)
2:00pm •
Programming: The First Few Years
3:00pm •
Being A Game Design Tradie
Room 106
11:00am •
Unreal Heavy Hitters - Shave Years off of Development
2:00pm •
Advanced Technical Art in Unreal Engine
Room 107
11:00am •
Technical Production - Series
2:00pm •
BIG MOOD Lighting: Illustrating with Illumination
Room 109
11:00am •
State Agency Games Funding - What it is, why it is, and who can apply for it
12:00pm •
Disability & Game Development
2:00pm •
Lessons from Free to Play For Now and the Future
3:00pm •
Launching Your Game in China? Here is What We've Learnt!
Room 110
11:00am •
VMDO Presents: Games + Music; Your Perfect Soundtrack
12:00pm •
Making Great Money to Make Great Games
2:00pm •
Building Community Panel
3:00pm •
Games for Government Panel
Room 112
11:00am •
Business Update
12:00pm •
Network Development
2:00pm •
Business Update
3:00pm •
Network Development
Timezone
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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Monday
, October 7
Tuesday
, October 8
Wednesday
, October 9
Types
Accessibility & Representation
Applied Games
Art & Animation
All
Workshop
Audio & Music
All
Panel
Business & Professional Development
All
Panel
Design & Narrative
All
Workshop
Games Adjacent
GCAP Loading
Marketing & Community
All
Panel
PR
Production & Culture
Tech
All
Workshop
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Plenary
Room 103
Room 104
Room 105
Room 106
Room 107
Room 109
Room 110
Room 111
Room 112