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GCAP 2017
Schedule
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Art (room 211)
Audio (room 208)
Business (room 207)
Design (room 203)
F2P (room 209)
International (Melbourne room)
Marketing (room 210)
Microsoft (room 205)
Production (room 210)
Studio (room 207)
Tech (room 204)
Unreal (room 208)
Yodo1 (room 209)
Popular
Popular Events
#1
Opening Keynote
#2
Second Keynote
#3
Closing Keynote
#4
Rami Ismail vs Teddy Dief: PowerPoint Face Off
#5
Creating a World and Making it Stick
#6
Positioning - how to discover and amplify what is remarkable about your game
#7
Idle By Design: UI/UX for Incremental Games
#8
Extending gaming creative - Trailers and Narrative Marketing
#9
Real Time Filters: The Art of Aesthetics
#10
Gantt Stop, Won't Stop: Wins & Losses in Production & Culture
#11
Why Ladders are Awesome: A Game Design lesson in Spatial Design
#12
What Were We Thinking!? - Design Hindsights from Long-Running Games
#13
Procedural Generation in City of Brass
#14
Designing Ethical Interfaces: Mixing the web's accessibility with games' potential for inclusiveness
#15
More than Luck: Strategies for Success on Steam
#16
The UI Artist's Survival Kit
#17
Tackling the 'Fear': Entrepreneurship in Games
#18
Producing 'Machines' for Horizon Zero Dawn
#19
Let's get serious: the Wonderful World of Character Design
#20
Make It Jiggle
#21
The Best Time to be Over Budget is Never: Tools to Help Build Shippable Games
#22
How To Be A Gameplay Programmer Designers Will Love
#23
Don't be THAT Programmer: Engineering for quality and maintainability
#24
Succeeding at Scale: Why Bigger is Sometimes Better
#25
The 12 Principles of Animation, For Programmers
#26
Creative License: Writing for Someone Else’s World
#27
No Such Thing as Free Money: How to Win the Funding Game
#28
Unity at 60FPS and Beyond!
#29
Decima Visibility in Horizon Zero Dawn
#30
From Student to Startup: Taking Your Game To The Next Level
#31
Up Sh!t Creek: Managing the Unmanageable Project
#32
First Pass Final Pass: making animation rock while on the indie clock
#33
Rise of the Tech Influencer - Small steps you can take to extend your reach
#34
The Customer IS Always Right: How To Make and Measure Your Free-to-Play Design Choices
#35
We need to talk cashflow: Tips & tricks to modelling a (financially) sustainable studio
#36
From Aussie Indie to 100M users (again!) - A Deep Dive Into Strategies Behind Growing Your Games and Conquering the Largest Mobile Games Markets in the World
#37
Optimizing and Overheads
#38
Yonder: The Startup Chronicles
#39
“Multiplayer is Dead” Examining why people loved and hated Screencheat
#40
Testing Early and Never Stopping – A Case study of QA at Media Molecule
#41
Force Multiply – The art and science of accelerating workflows in CG pipelines
#42
Data Science on an Indie Budget
#43
Advanced Unity Shaders
#44
Audio: The Invisible, Untouchable, Ultimate Creative Paradigm
#45
So You've Been Called Out
#46
When Monetisation Breaks
#47
Creating the Art of ‘A Thin Black Line’ (VR): Trying very hard to make realtime art not look like a videogame
#48
Masterclass in Advanced Audio Production
#49
3D Anime Visuals in Indie Games
#50
Investment Models and Taking on the ASX
Popular by Type
All Types
Art (room 211)
Audio (room 208)
Business (room 207)
Design (room 203)
F2P (room 209)
International (Melbourne room)
Marketing (room 210)
Microsoft (room 205)
Production (room 210)
Studio (room 207)
Tech (room 204)
Unreal (room 208)
Yodo1 (room 209)
Popular by Day
All days
Tuesday, Oct 24
Wednesday, Oct 25
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