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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)
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Popular Events on Tuesday, October 24
#1
Opening Keynote
#2
Creating a World and Making it Stick
#3
Positioning - how to discover and amplify what is remarkable about your game
#4
Idle By Design: UI/UX for Incremental Games
#5
Extending gaming creative - Trailers and Narrative Marketing
#6
Real Time Filters: The Art of Aesthetics
#7
What Were We Thinking!? - Design Hindsights from Long-Running Games
#8
Designing Ethical Interfaces: Mixing the web's accessibility with games' potential for inclusiveness
#9
More than Luck: Strategies for Success on Steam
#10
The UI Artist's Survival Kit
#11
Tackling the 'Fear': Entrepreneurship in Games
#12
Let's get serious: the Wonderful World of Character Design
#13
The Best Time to be Over Budget is Never: Tools to Help Build Shippable Games
#14
Succeeding at Scale: Why Bigger is Sometimes Better
#15
No Such Thing as Free Money: How to Win the Funding Game
#16
Unity at 60FPS and Beyond!
#17
Decima Visibility in Horizon Zero Dawn
#18
From Student to Startup: Taking Your Game To The Next Level
#19
First Pass Final Pass: making animation rock while on the indie clock
#20
Rise of the Tech Influencer - Small steps you can take to extend your reach
#21
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
#22
Optimizing and Overheads
#23
Yonder: The Startup Chronicles
#24
So You've Been Called Out
#25
3D Anime Visuals in Indie Games
#26
Investment Models and Taking on the ASX
#27
Unreal Engine: Developing Success
#28
Small Towns, Small Screens: Porting “Night in the Woods” to iOS
#29
Sticks and Stones: Adventures in Community Conversations
#30
Programming Productivity
#31
Planes, games and automobiles - interactivity beyond games
#32
Scaling Multiplayer Games with Open Source
#33
How to Europe - Tips for promoting your game on the old continent
#34
The Awakening: Brands Love Mobile Games
#35
Publishing your PC Game in China: The Good, The Bad, and the Extremely Frustrating…
#36
Community First: Empowering and Influencing Your Mobile Game Community
#37
Developing and testing Safety Beach - a game for Surf Life Saving WA
#38
Successfully Navigating the Regulatory Landscape in China’s $25 Billion Gaming Market
#39
Build the multiplatform games of your dreams with UWP
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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)
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Tuesday, Oct 24
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