GCAP 2022: Ambition
2022-10-03..2022-10-05
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]
who it's for
multiplayer engineers, live ops engineers, gameplay programmers, performance engineers, engine programmers, Unity developers, tools and pipeline engineers, technical leads
topics
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
| title | author | length |
|---|---|---|
| Multiplayer Misadventures - Tales from making our first PvP multiplayer game in Unity | Gabriella Wilson, Will Bagley | 49m |
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… | ||
| Implementing Team-Based Matchmaking without a Matchmaking Server | June Rhodes | 43m |
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… | ||
| Optimising your game AFTER it ships | Tony Albrecht | 52m |
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… | ||
| Engineering & Technical Highlight: Let's Do Some Crimes. The wonders of abusing C# generics. | Kiera Lord | 49m |
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… | ||
| A Personal Philosophy of Excellent Engineering | Andrew Russell | 48m |
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… | ||
| Let's Talk About LiveOps | Michelle Mei-Ling Sandford, George Coldham | 52m |
Covers a practical LiveOps playbook: start-from-design intention, measure retention with telemetry, segment players, run limited live events, and test… | ||
| Mouse-like Precision Without Aim Assist: Making Good Gyro Controls | Jibb Smart | 49m |
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… | ||
| Optimising Games for a Complex World | Matt Delbosc | 51m |
Describes a pipeline that turns per-frame telemetry into dashboards and stats: client telemetry (aggregated every 15–30 seconds), stored in Influx and… | ||
| On Demand Texture streaming - How we made all our Cod's fit on one PS4 | Chris Fowler | 49m |
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… | ||
| nothing matches | ||