~/conference

GCAP 2022: Ambition

date:2022-10-03..2022-10-05
location:Melbourne, Australia
series:GCAP · 10 editions

multiplayer engineers, live ops engineers, gameplay programmers, performance engineers, engine programmers, Unity developers, tools and pipeline engineers, technical leads

serverless team matchmaking; EOS and Steam lobby merges; PlayFab backed LiveOps playbook; high-rate gyro aiming techniques; Unity Mirror multiplayer stack; post-launch performance telemetry; Influx and Grafana telemetry; on-demand texture streaming; zero-allocation C# generics; per-frame performance scalar

titleauthorlength
Multiplayer Misadventures - Tales from making our first PvP multiplayer game in UnityGabriella Wilson, Will Bagley49m
Built a cross‑platform mobile real‑time PvP game in Unity and lands on a tech stack of Mirror, PlayFab and Firebase Cloud Functions, with Google Sheets driving…
Talk on
Implementing Team-Based Matchmaking without a Matchmaking ServerJune Rhodes43m
Claims a working Unreal Engine plugin that implements team-based matchmaking with no central server by using free EOS and Steam lobby APIs and iteratively…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
Optimising your game AFTER it shipsTony Albrecht52m
A live-game performance pipeline is built: clients send sampled subframe times to a global collector, data lands in Data Bricks/Tableau and triggers alerts…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
Engineering & Technical Highlight: Let's Do Some Crimes. The wonders of abusing C# generics.Kiera Lord49m
Generics are used to build zero-allocation utilities: a generic static class with a static constructor creates a precomputed enum info lookup table with safe…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
A Personal Philosophy of Excellent EngineeringAndrew Russell48m
Argues that programming languages are a method for communicating with humans first and backs it with the maintenance claim that roughly 80–90% of software cost…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
Let's Talk About LiveOpsMichelle Mei-Ling Sandford, George Coldham52m
Covers a practical LiveOps playbook: start-from-design intention, measure retention with telemetry, segment players, run limited live events, and test…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
Mouse-like Precision Without Aim Assist: Making Good Gyro ControlsJibb Smart49m
Gyro aiming can reach mouse-like precision by sampling at high rates, averaging multiple gyro samples per frame and disabling aim assist for gyro input…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
Optimising Games for a Complex WorldMatt Delbosc51m
Describes a pipeline that turns per-frame telemetry into dashboards and stats: client telemetry (aggregated every 15–30 seconds), stored in Influx and…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
On Demand Texture streaming - How we made all our Cod's fit on one PS4Chris Fowler49m
Overview of a CDN-backed texture system called On Demand Texture streaming that downloads high-res mips only when encountered, stores them in per-console x-pac…
Talk at Room 109, 1 Convention Centre Place South Wharf, Victoria 3006 on
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