Tony Albrecht
where else to find them
bluesky:tonyalbrecht.bsky.social
what they talk about
all 5 in the filters
where they keep going back
- GCAP5 editions2016–2024
on a stage with
- Anna Tito3×
- Amanda Schofieldonce
- Bernie Ockerseonce
all 17 in the filters
who talks about the same things
- Anna Tito5 talks
- Markus Kiukkonen2 talks
- Chris Morris3 talks
- Keith Fuller2 talks
- Jean Leggett2 talks
- Teemu Haila6 talks
| title | conference | date |
|---|---|---|
| Closing Keynote: How'd You Get Here? A Veterans Panel | GCAP 2024 | 2024-10-07 |
Claims experienced Australians offer concrete entry routes like QA entry route (no qualifications needed at one studio) and show a studio-level internal… | ||
| Lessons from the Trenches: Live Ops Game Data Architecture | GCAP 2022 | 2022-10-03 |
Panel covers concrete live Ops choices: mandate live Ops from day one, use 2 KB flag file feature toggles for emergency shutoffs, and expect Reddit to surface… | ||
| Optimising your game AFTER it ships | GCAP 2022: Ambition | 2022-10-03 |
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… | ||
| Monitoring Performance on Massive Games. | GCAP 2019 | 2019-10-07 |
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… | ||
| Opening Lightning Talks | Games Connect Asia Pacific 2018 | 2018-10-23 |
Nine five-minute talks deliver specific calls and examples: industry veterans report 100-hour crunch claims at Rockstar, urge stop crunch and pay staff fairly… | ||
| Engines: The Past and Future | GCAP 2016 | 2016-11-01 |
A brisk timeline traces engines from Spacewar on PDP-1 and the Magnavox Odyssey through Atari 2600 tricks and Pitfall’s 255 screens in 255 bytes to Doom’s rise… | ||
| nothing matches | ||