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GCAP 2017
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GCAP 2017
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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
, October 24
Melbourne Convention and Exhibition Center
9:40am •
Opening Keynote
11:00am •
Decima Visibility in Horizon Zero Dawn
11:00am •
Extending gaming creative - Trailers and Narrative Marketing
11:00am •
Investment Models and Taking on the ASX
11:00am •
First Pass Final Pass: making animation rock while on the indie clock
11:00am •
Programming Productivity
11:00am •
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
12:00pm •
Build the multiplatform games of your dreams with UWP
12:00pm •
Creating a World and Making it Stick
12:00pm •
More than Luck: Strategies for Success on Steam
12:00pm •
The Awakening: Brands Love Mobile Games
12:00pm •
Let's get serious: the Wonderful World of Character Design
12:00pm •
Planes, games and automobiles - interactivity beyond games
12:00pm •
Publishing your PC Game in China: The Good, The Bad, and the Extremely Frustrating…
12:00pm •
The Best Time to be Over Budget is Never: Tools to Help Build Shippable Games
2:00pm •
Scaling Multiplayer Games with Open Source
2:00pm •
Rise of the Tech Influencer - Small steps you can take to extend your reach
2:00pm •
Designing Ethical Interfaces: Mixing the web's accessibility with games' potential for inclusiveness
2:00pm •
Yonder: The Startup Chronicles
2:00pm •
Real Time Filters: The Art of Aesthetics
2:00pm •
Optimizing and Overheads
2:00pm •
Successfully Navigating the Regulatory Landscape in China’s $25 Billion Gaming Market
2:00pm •
No Such Thing as Free Money: How to Win the Funding Game
3:00pm •
Small Towns, Small Screens: Porting “Night in the Woods” to iOS
3:00pm •
Sticks and Stones: Adventures in Community Conversations
3:00pm •
Idle By Design: UI/UX for Incremental Games
3:00pm •
Tackling the 'Fear': Entrepreneurship in Games
3:00pm •
3D Anime Visuals in Indie Games
3:00pm •
From Student to Startup: Taking Your Game To The Next Level
3:00pm •
Community First: Empowering and Influencing Your Mobile Game Community
3:00pm •
So You've Been Called Out
4:30pm •
Unity at 60FPS and Beyond!
4:30pm •
Positioning - how to discover and amplify what is remarkable about your game
4:30pm •
Succeeding at Scale: Why Bigger is Sometimes Better
4:30pm •
The UI Artist's Survival Kit
4:30pm •
Developing and testing Safety Beach - a game for Surf Life Saving WA
4:30pm •
Unreal Engine: Developing Success
4:30pm •
How to Europe - Tips for promoting your game on the old continent
Wednesday
, October 25
Melbourne Convention and Exhibition Center
9:40am •
Second Keynote
11:00am •
Don't be THAT Programmer: Engineering for quality and maintainability
11:00am •
Efficiency is everything - Managing the development pipeline of an MMORTS
11:00am •
Get closer to 100M users
11:00am •
Audio: The Invisible, Untouchable, Ultimate Creative Paradigm
11:00am •
When Monetisation Breaks
11:00am •
Force Multiply – The art and science of accelerating workflows in CG pipelines
11:00am •
Rami Ismail vs Teddy Dief: PowerPoint Face Off
11:00am •
HoloLens + Unity = Amazing
12:00pm •
Procedural Generation in City of Brass
12:00pm •
Data Science on an Indie Budget
12:00pm •
We need to talk cashflow: Tips & tricks to modelling a (financially) sustainable studio
12:00pm •
Texture and Tempo. The unsung heroes of our ninja game.
12:00pm •
The Customer IS Always Right: How To Make and Measure Your Free-to-Play Design Choices
12:00pm •
Make It Jiggle
12:00pm •
Azure Game Services – Make the cloud work for you
12:00pm •
“Multiplayer is Dead” Examining why people loved and hated Screencheat
2:00pm •
The 12 Principles of Animation, For Programmers
2:00pm •
Testing Early and Never Stopping – A Case study of QA at Media Molecule
2:00pm •
Creating Studio Culture: Dino Polo Club Year 1
2:00pm •
The creative collaboration between Game Developer and Game Music Composer
2:00pm •
(CANCELLED) UX, BI, and other acronyms: the virtuous cycle of understanding your players
2:00pm •
Creating the Art of ‘A Thin Black Line’ (VR): Trying very hard to make realtime art not look like a videogame
2:00pm •
Do’s and Don’ts for Independent Devs from ID@Xbox
2:00pm •
Producing 'Machines' for Horizon Zero Dawn
2:00pm •
Why Ladders are Awesome: A Game Design lesson in Spatial Design
3:00pm •
How To Be A Gameplay Programmer Designers Will Love
3:00pm •
Up Sh!t Creek: Managing the Unmanageable Project
3:00pm •
Gantt Stop, Won't Stop: Wins & Losses in Production & Culture
3:00pm •
Masterclass in Advanced Audio Production
3:00pm •
Advanced Unity Shaders
3:00pm •
Blockchain and Gaming
3:00pm •
Creative License: Writing for Someone Else’s World
4:30pm •
Closing Keynote
Timezone
GCAP 2017
Australia/Melbourne
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GCAP 2017
Oct 24
-
25, 2017
Tuesday
, October 24
Wednesday
, October 25
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Melbourne Convention and Exhibition Center
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Melbourne Convention and Exhibition Center
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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
, October 24
Wednesday
, October 25
Venue
Melbourne Convention and Exhibition Center
Session Type
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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