~/conference

GCAP 2025

date:2025-10-06..2025-10-08
location:Melbourne, Australia
series:GCAP · 10 editions

indie developers, producers, studio founders, contractors and freelancers, localisation specialists, marketing and community managers

crowdfunding and Kickstarter strategy; cross-country team collaboration; GameMaker and Blender pipeline; Japanese market localisation; mod support and mod.io integration; post-launch monetisation strategies; managing up and stakeholder mapping; crunch and burnout mitigation; clustered spatial audio; worldbuilding for marketing; character design that players love

titleauthorlength
There and Back Again: One Weird Game Dev TripJosh Sawyer45m
26 years of game dev experience maps to concrete shifts: teams that were 15–40 people then become multi‑studio behemoths (Rockstar cites 6,000 devs on GTA)…
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Multinational Monster: Collaboration Across CountriesJay Armstrong, Julian Wilton, James Pearmain, Meredith Hall47m
Studio story of building Cult of the Lamb: an international team across Singapore, UK and Melbourne cobbles together work via Slack, monthly show-and-tell and…
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We Don’t Know, Until We Know: Embracing Niche Passions and Specific Stories in GamesJenny Windom46m
Built a niche showcase and publisher that proves specificity sells: a first Wholesome Direct hits ~122K views, the program has showcased 375 titles and driven…
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Unsaved Progress Will Be Lost: Why the Game Industry Forgot How to Make Games, and How to Fix ItLis Moberly59m
Argues the industry is failing because collective institutional memory erodes through restructures, layoffs, tool migrations and NDAs, producing bloated teams…
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CONSCRIPT: 7 Years Solo in the TrenchesJordan Mochi53m
CONSCRIPT is a WWI survival horror developed over seven years solo using GameMaker + Blender + Photoshop with a pre-rendered sprite pipeline, raises AU$40,000…
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Breaking into Japan, A Practical Playbook for Australian Game CreatorsMasahiko Murakami46m
Japan is a ~A$26bn market where players average ~A$400/year and short, streamable games (5–15 minute hits) priced under A$10–15 often break through; require…
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The Long Haul: A Fireside ChatJohn Passfield, Luke Muscat51m
Two veterans share concrete career moments: a first game shipped on cassette tape Chili Willy via Honeysoft, a Game Boy Advance title squeezed into 4 MB with a…
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What to do once you start making money?Callum Underwood50m
Post-launch options get ranked by concrete impact: add mod support (via Steam Workshop or Mod.io) and expect 23% uplift from modding on successful indies…
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Is UGC the new DLC?Joshua Astbury, Scott Reismanis51m
Company ModDB evolved into mod.io that now hosts mods for 300 titles and reports 5 million monthly users and about 5 million hosted mods, with fewer than…
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Managing UpElizabeth Blythe50m
Managing up is framed as a set of concrete tools not vague advice: map critical stakeholders with who's who in the zoo, run a why analysis to link their KPIs…
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The Rise and Fall of The Flame in Marvel’s Spider-Man 2Donald Barrett49m
A four‑mission optional arc is pitched as a 47‑slide pitch and takes three years to ship, adding a new cult enemy faction, an ally NPC Wraith with custom…
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Dev psychology: your own brain is your worst enemyManea Castet54m
Claim: tools don't finish games, people do, and developers' minds regularly derail projects. Cited specifics: a shipped title hits 1 million players in nine…
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Stupid but Charming: Characters that Players LoveAnna Zou51m
A clear rule of thumb: make characters alive, absurd, not annoying. Practical tools: give a real name, drop them into a specific painted scene, use art to…
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Two sides of the same coin: Contracting the right wayJay Fernandes44m
16 years in development and roughly 100 games of experience ground practical rules for hiring and being hired: set up shared access, pick a single bug…
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Colours on Time: stronger schemes, fewer headachesJennifer Reuter45m
Shows a concrete pipeline that cuts concept and asset color time by “several hours” on a 28‑card flat‑shade project (Fox and Shadow): build palettes grouped by…
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Lessons from two decades of writing bad codeJames Mitchell40m
Shows concrete fixes and experiments: reads docs and switches from naive exit to std::abort to get a crash dump; uses Compiler Explorer and assembly reading…
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Worldbuilding: From Development to MarketingMegan Webber49m
Argues that worldbuilding must sit in brand strategy and gives concrete tactics: use the four V's (values, vision, voice, visuals), write a brand essence…
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Every tree in the forest. Clustered spatial audio.Kiera Lord50m
Claims a runnable system that turns per-object sounds into dynamic clusters using FOD and middleware like fode or y's. Implements world space clustering for…
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We Are All Wrong: Mythbusting Game 'Failures'Emre Can Deniz46m
Analyzes a coded dataset of 24 PvP shooters (2021–24), tracking every patch, review and forum post to link features to player trends; finds statistically…
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