GCAP 2020
2020-10-05..2020-10-07
-- online --
GCAP ·
[GCAP 2016, GCAP 2017, GCAP 2019, GCAP 2020, GCAP 2021, GCAP 2022, GCAP 2022: Ambition, GCAP 2023: Empower, GCAP 2024, GCAP 2025]
as the organisers put it
Thank you for taking the time to check out the call for submissions for GCAP 2020. GCAP 2020 will be
who it's for
game designers, narrative designers, product managers, ux designers, audio designers, augmented reality developers, indie producers
topics
player persona development; motivation clustering (Quantic Foundry); Unity2D tilemap workflows; mobile and Apple Arcade constraints; city-scale AR encounters; spatial audio and audio-led narrative; AR portals and movement-driven templates; voiced versus written dialogue tradeoffs; subtitles and closed captions practices; environmental clue-based narrative; four component model for moral design; branching mechanics and secret endings
| title | author | length |
|---|---|---|
| Games ≠ Subjective: How to craft engaging experiences by knowing your players | Ashley van Wyngaard | 34m |
A practical method for building player personas that ties motivations to concrete design choices and testing steps using surveys, workshops, interviews and… | ||
| Lessons Learned Shipping Mini Motorways: A bumpy road to success | Tana Tanoi | 44m |
Eighteen months from prototype to launch: 9 months prototyping then 9 months production. Iterations move from Freeways-like sketches to the final tile-based… | ||
| 64 Ways of Being: Making a city-wide AR game about Melbourne | Troy Innocent | 47m |
A free-to-play AR app turns Melbourne into 64 AR encounters mapped across laneways, parks and plazas; it combines live art, public art and game design with… | ||
| Spoken vs written dialogue: finding the best voice for your characters | Jedidjah Julia Noomen | 44m |
Chooses between voiced and written dialogue by listing concrete tradeoffs: budget and platform habits, pacing controlled by actors versus players, and… | ||
| Messy characters and breadcrumb trails: Designing player investment | Toiya Kristen Finley | 49m |
Argues that making flaws persistent messy characters and planting discoverable clues by design turns players into investigators. Recommends concrete tools… | ||
| Four lenses for designing morally engaging games: Lessons from moral psychology | Malcolm Ryan, Paul Formosa, Dan Staines | 51m |
A 10-year project extracts four lenses (moral sensitivity, judgment, focus, action) from the Four Component Model and applies them to concrete prototypes… | ||
| nothing matches | ||