~/conference

GCAP 2019

titleauthorlength
Finding The Right Voice Actors For GameAimee Smith46m
Explains a practical, tiered casting path: free/game‑jam work or unpaid hobbyists, indie commercial rates around $0.20–$0.35 per word with ~$50 minimum, and…
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Mobile Pre-Launch OptimisationChristina Chen49m
Critter Clash hits over 600K pre‑registrations and ~400K downloads in two months after an 8‑month pipeline; soft launch spends ~AUD40K and targets 500…
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Co-operative Game DevelopmentMaize Wallin, Jason Bakker47m
Ghost Pattern is converting to a co-operative and describes a one-member/one-vote structure, customizable profit splits tied to hours worked, and a written…
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Being A Multi-Disciplinary Artist: Games, Film and BeyondHannah Crosby51m
Covers moving from 3D game art into practical film fabrication and back, showing concrete outcomes: creates CNC-milled polystyrene masters from Maya and ZBrush…
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Who Are You Helping And How?Shane Trewartha52m
Mana Tea starts a 12-month studio at the Arcade, pays modest rent, assembles a team of 14 part-time graduates and sets a concrete goal: ship one game within a…
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Prototyping into Production - Technical and Creative ConvergenceDean Finnigan54m
Prototyping answers specific questions — not “is it fun” but “does this camera work with this mechanic” — by building quick playable experiments in unreal…
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Composing the music for Florence and NecrobaristaKevin Penkin43m
Compares two soundtracks that use the same method — translate game DNA into music — and shows it works: Florence recorded in Perth with a five‑person ensemble…
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Colour Anti-TheoryIzzy Gramp42m
Uses quick mood board collage to pick five-purpose palettes, then converts those palettes into Photoshop adjustment layers and lookup tables that port directly…
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Storm Boy: The Game Game Director PostmortemEllen Jurik01h 06m
Nine months from first IP meeting to launch (about six months part‑time, effectively three to four months full time) drives every scope and production choice…
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Monitoring Performance on Massive Games.Tony Albrecht01h 03m
Live game telemetry moves from average FPS to ms per frame and per-frame breakdowns; each client writes an RPD-style subframe log that compresses from ~1–2 MB…
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Designing Ambiguous Navigable WorldsAlexander Muscat51m
WORLD4 is a layered first‑person exploration prototype that runs four simultaneous views so players triangulate a fragmented environment with no objectives…
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Anime and the Illusion of Visual SimplicityNgoc Vu56m
Examines how an anime look is built for a game like Necrobarista, claiming the style requires disciplined choices not vague “anime” labels. Details a five-part…
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Ensuring the Quality of your Quality AssuranceCallum Harrington42m
QA is framed as reporting actual results against expectations and surveys show testers spend about 51% of their time testing; most teams are 1–5 testers so…
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Making Games More Interactive on TwitchRichard Deveraux48m
Explains how Twitch Extensions actually hook a web layer into games to let viewers affect live matches, showing Borderlands 3 features: red chest polls that…
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Championing Others Starts With Championing YourselfPritika Sachdev47m
Research from University of Illinois (2011) shows brief diversions restore focus, so Pomodoro-style breaks and walks replace “power through” thinking…
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Indigenous Culture in Video GamesPhoebe Watson29m
Claims that embedding Indigenous culture in games preserves language, creates jobs and closes cultural gaps, and shows how to do it: community consultations…
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The Life of a Japanese ComposerManami Matsumae, Alexander Aniel51m
A Japanese game composer explains moving from traditional piano-and-score composition to PSG and FM synthesis at Capcom, learning computers to handle…
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A Simultaneous Release Crash CourseSamuel McCully55m
Simultaneous release planning covers six concrete failure modes: missing localisations a week before launch, metadata rejections that add ~6 weeks…
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Pitching Games to PublishersCheryl Vance53m
Focuses on concrete deliverables: a two‑page sell sheet, tailored pitch decks (about 30 versions made), and a company deck plus a working prototype — first…
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What to Expect When You’re Expecting (A Producer)Lisy Kane48m
Practical guide to hiring and onboarding producers at a growing indie studio: how production at League of Geeks structures roles for a 30‑person team scaling…
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More Cards Against People MismanagementEmilie Poissenot01h 02m
Practical toolkit for leading game teams: a repeatable deck of techniques including DISC-style communication to adapt your wording, Four Tendencies to match…
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Can I Have That in a Spreadsheet Please?Cherie Davidson50m
Talk: Can I Have That in a Spreadsheet Please? Speaker: Cherie Davidson Collecting, tracking and communicating complex relational data is the everyday work of…
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Subverting Genres: I Think I Rogue-Like YouLucy Morris45m
Argues that breaking specific genre affordances produces memorable mechanics and marketing: demonstrates with Starcolt’s Best Friend Forever, a…
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Keeping Teams Aligned Through Minimal DocumentationAlex Carlyle49m
A 155-page, 36,000-word GDD proves too slow to read and hard to update during a seven-year, 300-person distributed build, so the response is to replace…
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Creating a game without fail states or scoresWren Brier49m
Unpacking is a chill PC/Mac puzzle about removing items from boxes and placing them in rooms, built by hand-packing every box so order and orientation shape…
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Engineering Live Ops on Call of Duty: WWIIJosh Caratelli51m
Post-launch system design centers on remotely controllable settings and tiny hotfixes: mutable console variables are exposed as net overrides so movars can be…
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Critter Clash Paid User Acquisition PostmortemKatie Stegs51m
Debrief of Lumi Interactive’s Critter Clash UA: 600k+ Android installs, 72k paid installs, and 600k pre-registrations that convert ~20.7% (~124k converts)…
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Strategies for Quality Content™Emily D’Elia51m
Practical roadmap for turning game assets into discoverable marketing: monthly and weekly content calendars, a production checklist for launch stages, and…
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Shipping, Ports, and Other Naval-based Parts of Game DevelopmentNeil Forbes-Richardson41m
Ports move World of Tanks from DX9/fixed-function to a DX11 multithreaded renderer and World of Warships to PS4, with concrete fixes: a custom WG effects…
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Survival, Support and Growth of our IndustryStephan Schutze56m
Argues that staying in the industry requires more than paychecks and AAA credits: longevity comes from survival ≠ paycheck, building community, and honest…
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How to Mitigate Abuse and Cultivate CommunitiesGabriella Lowgren51m
Live game developers implement a honor system plus a rebuilt chat and an in-game report button that lets players flag abuse; five honor points reset every 24…
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Opening Remarks & Keynote (Day 1)Rae Johnson, The Hon. Martin Foley, Melissa Lancuba, Ann Lemay01h 21m
Victoria hosts over 100 games companies employing about 1,200 people and generating 55% of Australia’s games industry income, while GCAP’s theme Lighting the…
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Machine Learning for Boardgame AI in Race for the GalaxyTheresa Duringer48m
Race for the Galaxy uses a temporal difference neural network that trains itself by playing ~30,000 games but gains over a million turn-level training events…
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Designing from the HeartOsama Dorias41m
Argues that inserting personal identity into games yields more meaningful design and gives concrete examples: a Dungeon Hunter 4 narrative arc reframes the…
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Claude De-goosey: On turning classical piano into videogame serendipityDan Golding48m
Talk: Claude De-goosey: On turning classical piano into videogame serendipity Speaker: Dr Dan Golding How do you take two sets of piano preludes from the…
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