~/talks

Tony Albrecht

what they talk about

all 5 in the filters

where they keep going back

  • GCAP5 editions2016–2024

on a stage with

all 17 in the filters

who talks about the same things

titleconferencedate
Closing Keynote: How'd You Get Here? A Veterans PanelGCAP 20242024-10-07
Claims experienced Australians offer concrete entry routes like QA entry route (no qualifications needed at one studio) and show a studio-level internal…
Panel on
Lessons from the Trenches: Live Ops Game Data ArchitectureGCAP 20222022-10-03
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…
Talk on
Optimising your game AFTER it shipsGCAP 2022: Ambition2022-10-03
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…
Talk on
Monitoring Performance on Massive Games.GCAP 20192019-10-07
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…
Talk on
Opening Lightning TalksGames Connect Asia Pacific 20182018-10-23
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…
Lightning on
Engines: The Past and FutureGCAP 20162016-11-01
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…
Talk on
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