GCAP 2019
2019-10-07..2019-10-09
Melbourne, Australia
GCAP ·
[GCAP 2016, GCAP 2017, GCAP 2019, GCAP 2020, GCAP 2021, GCAP 2022, GCAP 2022: Ambition, GCAP 2023: Empower, GCAP 2024, GCAP 2025]
| title | author | length |
|---|---|---|
| Finding The Right Voice Actors For Game | Aimee Smith | 46m |
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… | ||
| Mobile Pre-Launch Optimisation | Christina Chen | 49m |
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… | ||
| Co-operative Game Development | Maize Wallin, Jason Bakker | 47m |
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… | ||
| Being A Multi-Disciplinary Artist: Games, Film and Beyond | Hannah Crosby | 51m |
Covers moving from 3D game art into practical film fabrication and back, showing concrete outcomes: creates CNC-milled polystyrene masters from Maya and ZBrush… | ||
| Who Are You Helping And How? | Shane Trewartha | 52m |
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… | ||
| Prototyping into Production - Technical and Creative Convergence | Dean Finnigan | 54m |
Prototyping answers specific questions — not “is it fun” but “does this camera work with this mechanic” — by building quick playable experiments in unreal… | ||
| Composing the music for Florence and Necrobarista | Kevin Penkin | 43m |
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… | ||
| Colour Anti-Theory | Izzy Gramp | 42m |
Uses quick mood board collage to pick five-purpose palettes, then converts those palettes into Photoshop adjustment layers and lookup tables that port directly… | ||
| Storm Boy: The Game Game Director Postmortem | Ellen Jurik | 01h 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… | ||
| Monitoring Performance on Massive Games. | Tony Albrecht | 01h 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… | ||
| Designing Ambiguous Navigable Worlds | Alexander Muscat | 51m |
WORLD4 is a layered first‑person exploration prototype that runs four simultaneous views so players triangulate a fragmented environment with no objectives… | ||
| Anime and the Illusion of Visual Simplicity | Ngoc Vu | 56m |
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… | ||
| Ensuring the Quality of your Quality Assurance | Callum Harrington | 42m |
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… | ||
| Making Games More Interactive on Twitch | Richard Deveraux | 48m |
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… | ||
| Championing Others Starts With Championing Yourself | Pritika Sachdev | 47m |
Research from University of Illinois (2011) shows brief diversions restore focus, so Pomodoro-style breaks and walks replace “power through” thinking… | ||
| Indigenous Culture in Video Games | Phoebe Watson | 29m |
Claims that embedding Indigenous culture in games preserves language, creates jobs and closes cultural gaps, and shows how to do it: community consultations… | ||
| The Life of a Japanese Composer | Manami Matsumae, Alexander Aniel | 51m |
A Japanese game composer explains moving from traditional piano-and-score composition to PSG and FM synthesis at Capcom, learning computers to handle… | ||
| A Simultaneous Release Crash Course | Samuel McCully | 55m |
Simultaneous release planning covers six concrete failure modes: missing localisations a week before launch, metadata rejections that add ~6 weeks… | ||
| Pitching Games to Publishers | Cheryl Vance | 53m |
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… | ||
| What to Expect When You’re Expecting (A Producer) | Lisy Kane | 48m |
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… | ||
| More Cards Against People Mismanagement | Emilie Poissenot | 01h 02m |
Practical toolkit for leading game teams: a repeatable deck of techniques including DISC-style communication to adapt your wording, Four Tendencies to match… | ||
| Can I Have That in a Spreadsheet Please? | Cherie Davidson | 50m |
Talk: Can I Have That in a Spreadsheet Please?
Speaker: Cherie Davidson
Collecting, tracking and communicating complex relational data is the everyday work of… | ||
| Subverting Genres: I Think I Rogue-Like You | Lucy Morris | 45m |
Argues that breaking specific genre affordances produces memorable mechanics and marketing: demonstrates with Starcolt’s Best Friend Forever, a… | ||
| Keeping Teams Aligned Through Minimal Documentation | Alex Carlyle | 49m |
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… | ||
| Creating a game without fail states or scores | Wren Brier | 49m |
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… | ||
| Engineering Live Ops on Call of Duty: WWII | Josh Caratelli | 51m |
Post-launch system design centers on remotely controllable settings and tiny hotfixes: mutable console variables are exposed as net overrides so movars can be… | ||
| Critter Clash Paid User Acquisition Postmortem | Katie Stegs | 51m |
Debrief of Lumi Interactive’s Critter Clash UA: 600k+ Android installs, 72k paid installs, and 600k pre-registrations that convert ~20.7% (~124k converts)… | ||
| Strategies for Quality Content™ | Emily D’Elia | 51m |
Practical roadmap for turning game assets into discoverable marketing: monthly and weekly content calendars, a production checklist for launch stages, and… | ||
| Shipping, Ports, and Other Naval-based Parts of Game Development | Neil Forbes-Richardson | 41m |
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… | ||
| Survival, Support and Growth of our Industry | Stephan Schutze | 56m |
Argues that staying in the industry requires more than paychecks and AAA credits: longevity comes from survival ≠ paycheck, building community, and honest… | ||
| How to Mitigate Abuse and Cultivate Communities | Gabriella Lowgren | 51m |
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… | ||
| Opening Remarks & Keynote (Day 1) | Rae Johnson, The Hon. Martin Foley, Melissa Lancuba, Ann Lemay | 01h 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… | ||
| Machine Learning for Boardgame AI in Race for the Galaxy | Theresa Duringer | 48m |
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… | ||
| Designing from the Heart | Osama Dorias | 41m |
Argues that inserting personal identity into games yields more meaningful design and gives concrete examples: a Dungeon Hunter 4 narrative arc reframes the… | ||
| Claude De-goosey: On turning classical piano into videogame serendipity | Dan Golding | 48m |
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… | ||
| nothing matches | ||