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Tuesday, October 23
 

8:00am

Registration and Morning Tea
Ticket collection is avalible in the Foyer of the Melbourne Convention Centre.

Tuesday October 23, 2018 8:00am - 9:00am
Main Foyer

9:00am

Opening Keynote
Join us in opening GCAP 2018 with a special presentation from Leighton Gray

Speakers
avatar for Leighton Gray

Leighton Gray

ART DIRECTOR, FULLBRIGHT
Leighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and game developer based out of Los Angeles, California.She was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating Simulator, part of the 2017 Forbes 30 Under 30 list in Games... Read More →


Tuesday October 23, 2018 9:00am - 10:15am
PLENARY 2 - GROUND FLOOR

10:30am

Finding Your Audience
Moderators
avatar for Gabriella Lowgren

Gabriella Lowgren

COMMUNICATIONS MANAGER, INFINITY PLUS TWO
Gabriella is a passionate Communications Manager who works at Infinity+2.She believes in building strong, safe communities and giving players the best experience possible in and out of game. On the side she likes to create indie games that promote empathy and understanding for mental... Read More →

Speakers
avatar for Henry Fong

Henry Fong

CEO, Yodo1
Founder and CEO of Yodo1, Henry is a veteran technologist and international business strategist who’s lived and worked around the world; he has over 20 years of industry experience, including executive roles at Microsoft and Brocade Communications. As a serial entrepreneur, Henry... Read More →
avatar for Sophie Rossetti

Sophie Rossetti

PRODUCER, EA FIREMONKEYS
Sophie Rossetti is a Producer at EA Firemonkeys in Melbourne, working on Real Racing.With nearly 7 years’ experience in games production across development and publishing in the UK and Australia, Sophie is always looking to contribute her knowledge to the development of the industry.She... Read More →
avatar for Ken Wong

Ken Wong

CREATIVE DIRECTOR & FOUNDER, MOUNTAINS
Ken Wong has worked in the games industry for over 15 years. He is the creative director and founder of Mountains, developers of Apple Design Award winning mobile game Florence.Ken is also known for his work as lead designer on Monument Valley for ustwo.After making games in Hong... Read More →

Sponsors

Tuesday October 23, 2018 10:30am - 11:20am
Discussion Room (203)

10:30am

Creativity Can Compete: Marrying Commercial Value and Artistic Vision
We’re often told marketing needs to be done from the start, but what does that entail? This talk gives an overview of marketing’s role in pre-production, specifically through a discussion of value-building and positioning strategies aimed at helping developers create and maintain a competitive edge. It will ask the questions: How do we position our games as successful products but support individual developer creativity? How can we use this process to innovate as an industry?

Through the lens of value strategy and analysis, this talk’s goal is to begin tearing down the wall between art and business. Specifically, to suggest strategies through which developers can add value to a project to make it commercially viable, while keeping their creative vision intact. It will ask developers to consider how their consumers interpret their games, and how they can integrate commercial product development into the design process. Using examples, it will cover practical steps for building value, differentiation, and identifying resources and business activities that could be performing better.

Speakers
avatar for Emily D'Elia

Emily D'Elia

STUDIO & MARKETING MANAGER, SPREE ENTERTAINMENT
Before pursuing a career in games, Emily traversed marketing roles in corporate engineering, journalism and NFP communications.Emily started her career in games as a marketing intern at Spree Entertainment while completing her Masters of Marketing Communications. Emily is now the... Read More →


Tuesday October 23, 2018 10:30am - 11:20am
ROOM 209

10:30am

Implementing Best-Practice Quality Assurance for Small Teams
GCAP is specifically asking for advanced-level topics this year, but that's a tricky request for a quality assurance professional. Why? Well, there simply aren't many games studios in Australia employing anything close to advanced-level QA practices.

So, join The Machine QA's Jason Imms as he walks the tightrope between introducing new ideas to some of his audience, while simultaneously definitely talking at an advanced level about how small teams can implement best-practice QA practices without breaking the bank.

Look forward to frank and rugged discussion of:
- How and why everyone on the team is responsible for QA
- Making the best use of limited QA budgets
- What you can learn and realistically implement from large-scale QA practices
- The 7 fundamental principles of QA, and why you should commit them to memory
- How most issue tracking software sucks, and what you can do about it
- The difference between testing and QA
- How to build and maintain experience and expertise in your QA team
- How a good QA pipeline can completely change your relationship with work-for-hire clients
- And more!

Speakers
avatar for Jason Imms

Jason Imms

HOST, Game Hugs
Jason Imms used to be the managing director of Australia’s first games-focused quality assurance consultancy The Machine QA, that is until it was shut down a few weeks after his GCAP talk was submitted.He is now the senior quality assurance manager at LiveTiles, host of the Game... Read More →


Tuesday October 23, 2018 10:30am - 11:20am
ROOM 211

10:30am

Lessons in Technomancy: Using code generation in a dynamic data system to build flexible and stable games fast.
Having a stable foundation is critical to being able to build a quality product, but in the “build the parachute as you fall” world of game development this can be difficult. This session is aimed at talking you through the toolbox that I have built that allows me to build the core infrastructure of a game relatively fast while still maintaining as much stability and flexibility as possible. Currently the toolbox is built to work with Unity C# and Java (for tools), however the approach and the code generation framework can be used to generate out any language.

Speakers
avatar for Anna Tito

Anna Tito

TECHNICAL PROJECT LEAD, HIPSTER WHALE
Anna Tito is a 30 under 30 regular listed in both Develop Magazine’s and Forbes 30 Under 30 list for games (2014 and 2015 respectively).Anna was nominated for the GDC Women in Games Rising Star in 2013 and 2014 and listed as one of MCV Pacific’s Women in games for 2018.Anna has... Read More →


Tuesday October 23, 2018 10:30am - 11:20am
ROOM 204

10:30am

Leveraging your Unity skills beyond the gaming industry: an open field of opportunities
Speakers
avatar for Joyce Law

Joyce Law

REGIONAL HEAD OF BUSINESS DEVELOPMENT, ANZ/SEA, UNITY TECHNOLOGIES
Joyce, is the Regional Head of Business Development, ANZ/SEA at Unity Technologies, the world’s leading game developer platform. Her 12-year career in the games industry has seen her managing business partnerships from Asia Pacific to the middle eastern countries.

Sponsors

Tuesday October 23, 2018 10:30am - 11:20am
THOUGHT LEADERSHIP ROOM (205)

10:30am

One Game at a Time: The First 5 Years of an Indie Studio
Speakers
avatar for Jean Leggett

Jean Leggett

CO-FOUNDER & CEO, ONE MORE STORY GAMES
Jean Leggett is the co-founder and CEO of One More Story Games.In addition to publishing seven serious games since 2014, One More Story Games has developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market diverse narrative-based... Read More →
avatar for Blair Leggett

Blair Leggett

CO-FOUNDER & CTO, ONE MORE STORY GAMES
Blair is the co-founder and CTO of One More Story Games.After 10+ years at EA and Zynga, he decided it was time for a new approach to games. Together with his wife Jean Leggett, they’ve developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market narrative-based video games. Blair is the hacker to Jean’s hustler.One More Story Games works with writers as young as 10 – teaching them the basics of... Read More →


Tuesday October 23, 2018 10:30am - 11:20am
ROOM 207

11:30am

Your Marketing Guide: Targeting press, players and content creators
Gamedev folks know that targeting and communicating with players, press and content creators is vital for success.

But how should they start?

When should they reach out?

Exactly how many emails can I send before I get too annoying??

This talk will walk you through the differences between these groups, as well as the how, when (and how often) you should be getting in touch with them. We'll show examples of awesome press emails, example rad promo tweets from developers, and the Do's and Don't's of working with YouTubers and streamers to give your game the best change of success before, during and after launch.

Moderators
avatar for Lauren Clinnick

Lauren Clinnick

FOUNDER, LUMI CONSULTING
Lauren and her Lumi team are passionate about communication, marketing and PR in the games industry.A regular speaker in Australia and overseas, Lauren assists games across every platform find success. She is known for her extreme love of cute things, as well as her advocacy mentorship... Read More →

Tuesday October 23, 2018 11:30am - 12:20pm
Discussion Room (203)

11:30am

An Asset Worth a Thousand Words: Building Dynamic and Reusable Content
Who's ready to play with fire? In this talk, Damon Reece presents best practices for utilizing procedural generation and modular design to build gameplay content that’s (almost) endlessly reusable, without breaking the bank, boring your players, or making your producer cry.

Speakers
avatar for Damon Reece

Damon Reece

NARRATIVE DESIGNER, ROUTE 59 GAMES
Damon is an award-winning narrative designer and queer advocate from Adelaide, Australia, specialising in constructing narratives for large worlds and building bad Twitter joke bots to annoy their friends.


Tuesday October 23, 2018 11:30am - 12:20pm
ROOM 209

11:30am

11:30am

Hire Intelligence: Successful Strategies to Grow Your Company
“How do you hire people?”

This is the question that I get asked the most whenever I give talks. While it seems like a simple question, when digging further I often find that there is a lot of anxiety and worry when it comes to hiring the wrong people at the wrong time for the wrong reasons.

A lot of that anxiety is focused on the cost of hiring, particularly when it goes wrong, as opposed to the benefits of when you get it right.

In this talk I will take you through the many iterations of Mighty Kingdom’s hiring process as we grew from 4 to 45, highlighting the things that we got right and wrong, and how we are evolving the process as we look to the future.

I will take you through our method for evaluating potential and how that overcomes the “talent gap” when you are trying to build a diverse workplace.

I will also talk about what happens after you hire; how you onboard new employees and how to create an environment that allows them to thrive.

Whether you are a small team looking to expand for the first time, or an established team looking to increase diversity, there are lessons we can all learn.

Speakers
avatar for Philip Mayes

Philip Mayes

FOUNDER & CEO, MIGHTY KINGDOM
Philip started working in the games industry in an age before smartphones and Game Developer Barbies.After cutting his teeth at Ratbag Games and Krome Studios in Adelaide, he broke out to form Mighty Kingdom in 2010. Since then he has seen it grow from a team of 2 working out of their... Read More →


Tuesday October 23, 2018 11:30am - 12:20pm
THOUGHT LEADERSHIP ROOM (205)

11:30am

I Know Kung Fu - The State of Serious Games and Emerging Technology
Immersive experiences and games have been a part of how we educate, train and even assess people in a variety of different environments and industries, but what does the future look like for game developers - especially in emerging technology platforms?

Using case-studies in game development on a variety of different technology platforms, Opaque Space's founder Emre Deniz will discuss how games are impacting industries ranging from civil construction to defense, and how cutting edge technologies, such as Machine Learning and Virtual Reality, are changing the field of Serious Games.

This talk is geared for audience members that are interested in finding out what the future holds for Serious Games, as well as upcoming technology platforms, design philosophies and interesting findings from test programs derived from a range of real-life applications - from the United States Airforce VR pilot training, to how astronauts are being prepared for missions on the Moon.

Speakers
ED

Emre Deniz

STUDIO DIRECTOR, OPAQUE SPACE
Emre Deniz is a multi-award winning Game and Studio Director based in Australia, having founded the internationally acclaimed Earthlight franchise as well as one of Australia’s leading VR/MR/AR technology studios, Opaque Space.He is internationally recognised for his work in Virtual... Read More →


Tuesday October 23, 2018 11:30am - 12:20pm
ROOM 207

11:30am

Project Scalability with Unreal Engine 4
Deploying to multiple platforms can seem as developmentally intimidating as it is potentially lucrative. This talk delves into the many tools, techniques and features created to accommodate scalability for PC, console, mobile, AR and VR development from a single, unified Unreal Engine build. As an overview of recent platform developments, insights into the future, and a better understanding of the licensing and support models offered by Epic, this talk is for both new developers interested in discovering what the technology has to offer in addition to veteran Unreal developers looking for solutions to scalability and multi-platform hurdles.

Speakers
avatar for Chris Murphy

Chris Murphy

EVANGELIST, EPIC GAMES
Chris is an Evangelist for Epic Games with game development credits across PC, Vive, Oculus, PS4, iOS and Android.Chris has over 11 years of experience with Unreal Engine, a Bachelor of Computer Science and a Bachelor of Multimedia, culminating in a broad skillset across a range of... Read More →
avatar for David Stelzer

David Stelzer

BUSINESS DEVELOPMENT & ENGINE LICENSING, EPIC GAMES
David began his career in the music industry at KROQ in Los Angeles. After attending law school and working as a litigator, he became the Director of Business Affairs for House of Blues Entertainment and went on to become the General Counsel for Sega of America and Southpeak Games.David... Read More →

Sponsors

Tuesday October 23, 2018 11:30am - 12:20pm
ROOM 210

11:30am

What's Going on in the (Game) World According to Steam?
Take a deep dive with members of the Steam team on trends we are seeing, success and failures in various markets, understanding and drawing conclusions from the data we give to you and some things not to over index on. Peek behind the curtain and get real answers to help your game development studio grow.

Speakers
avatar for Sean Jenkin

Sean Jenkin

Valve | Steam
Sean spent his youth on the beaches of Wollongong, Australia before the lure of Microsoft sent him to Seattle.After 12 years working at Microsoft Game Studios, Xbox Live Indie Games and MSDN, Sean joined Disney as an engineering manager for Disney Interactive.In 2014, Sean moved to... Read More →
avatar for Kristian Miller

Kristian Miller

, VALVE | STEAM
Kristian studied Economics and Finance at Montana State University before arriving at Valve in 2012. He started on Team Fortress 2, where he worked to better understand player interactions with crates, name tags, and Hats of Undeniable Wealth and Respect.Kristian currently works... Read More →


Tuesday October 23, 2018 11:30am - 12:20pm
ROOM 211

11:30am

Your Studio Boo & You: An Introduction To Studio Culture Through The Lens Of A Dating Show
You probably have some idea what you want out of a relationship, right? Hand holding, pina coladas, getting caught in the rain... (did you know that song is about cheating? He cheats on his wife, with his wife. It's a whole thing.) But what about your studio culture? Suddenly not so sure? Maybe you're a manager, producer, or team leader and you're unsure where to start building (or restoring) your culture. Maybe you're a member of a team that feels less like friends and more like foes. What if instead of having to think about this nebulous, nefarious studio culture, you could think of your studio as... a person? A person that you take a journey with, perhaps for a year, or ten? Welcome to Your Studio Boo & You! The dating show where we break down the concept of "studio culture" and instead examine the relationship between individual, team and studio. This talk will help individuals recognise the helpful and harmful behaviours studios can find themselves engaging in, how to create and foster positive culture, and warning signs that maybe that particular boo is not the one boo, for you.

Speakers
avatar for Meredith Hall

Meredith Hall

PRODUCER, ULTIMERSE
Meredith is a multi-disciplined Producer, Marketer & Business Developer.Meredith attempts to raise awareness and promote discussion around peripheral game development roles such as Production, Quality Assurance, Marketing, Public Relations and more that can impact games.Meredith is... Read More →


Tuesday October 23, 2018 11:30am - 12:20pm
ROOM 204

12:30pm

Lunch
Tuesday October 23, 2018 12:30pm - 1:30pm
TBA

1:30pm

So You (Or Someone Else) Decided You're A Producer
The first question you get after "Did you make [Insert AAA Game Here]?!" when you tell people you work in game development is usually "So what do you do?"

If the answer is Producer, often you're met with blank stares and confused nods.
Because, after all - what does a Producer do?

We've pulled together six producers from multiple different projects, project and team sizes, development platforms and more to discuss their experience with the role. From the challenges of being a producer, how the role changes, what people don't tell you about being a producer, where to find help and general survival hints, with such a nuanced role, we expect there’ll be plenty of discussion (and potentially disagreement!)

We’ll break down misconceptions, tell you all the scrum secrets and how to keep a team enthused and excited while shielding them from difficult business decisions, end of cycle burnout, and more. Whether you are a producer, want to hire one, have one on your team, or want to become one - our six panelists will take you on a journey to understand this integral role in game development.

Moderators
avatar for Amy Dallas

Amy Dallas

CEO, CLUTCHPLAY GAMES
Amy is the one of the four founding partners of ClutchPlay Games, a small but scrappy game studio in Portland, Oregon.Founded in 2012, the ClutchPlay team has worked on several indie and work-for-hire titles for larger companies such as KIXEYE, Inc., Telltale Games, Glu Mobile, and... Read More →

Speakers
avatar for Cass Gray

Cass Gray

ASSISTANT PRODUCER, WETA GAMESHOP
Cass is the Assistant Producer at Wellington studio Weta Gameshop, having moved into production after being hired as studio coordinator during her second year of study.In addition to Production, Cass’ background is in Quality Assurance, Event Management, and Community Management... Read More →
avatar for Meredith Hall

Meredith Hall

PRODUCER, ULTIMERSE
Meredith is a multi-disciplined Producer, Marketer & Business Developer.Meredith attempts to raise awareness and promote discussion around peripheral game development roles such as Production, Quality Assurance, Marketing, Public Relations and more that can impact games.Meredith is... Read More →
avatar for Lisy Kane

Lisy Kane

PRODUCER, LEAGUE OF GEEKS
Lisy Kane is a videogames producer currently making waves in the industry. In 2017, Lisy was recognised by Forbes in its prestigious top 30 list: Forbes 30 Under 30 2017: Games. Ranked alongside the world’s best game makers, Lisy was the only Australian to make the who’s who of... Read More →
avatar for Jair McBain

Jair McBain

DIRECTOR, PRODUCER AND DESIGNER, MOTH LIKELY AND 2GINGE
Jair is the Director, Producer and Designer at Melbourne based studios Moth Likely and 2Ginge. Jair has a background in UX and UI design for mobile, VR and custom hardware games, working with companies like Sony, Nexon, Disney and GREE.Jair is currently busy crafting a debut mobile... Read More →
avatar for Joe Park

Joe Park

CHIEF OPERATIONS OFFICER, CO-FOUNDER AND DIRECTOR, HARMONIOUS GAMES
Joe is a Chief Operations Officer, co-founder and Director of Harmonious Productions, a studio whose goal is to transform gamers into better people and bring more people into games.As part of his role of COO at Harmonious Productions, Joe is responsible for: Production, Business Development... Read More →
avatar for Kamina Vincent

Kamina Vincent

PRODUCER, MOUNTAINS
Kamina is Producer at Mountains, a craft games company based in Melbourne. In early 2018, Mountains released Florence, an interactive story on love and life.Kamina previously worked at Tin Man Games, starting as QA and gathering several hats that included: Kickstarter Campaign Manager... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
Discussion Room (203)

1:30pm

Game Hugs Podcast: Leighton Gray talks to Jason Imms
Moderators
avatar for Jason Imms

Jason Imms

HOST, Game Hugs
Jason Imms used to be the managing director of Australia’s first games-focused quality assurance consultancy The Machine QA, that is until it was shut down a few weeks after his GCAP talk was submitted.He is now the senior quality assurance manager at LiveTiles, host of the Game... Read More →

Speakers
avatar for Leighton Gray

Leighton Gray

ART DIRECTOR, FULLBRIGHT
Leighton Gray is a writer, illustrator, metamodernism enthusiast, story consultant, and game developer based out of Los Angeles, California.She was the co-creator, co-writer, and art director of Dream Daddy: A Dad Dating Simulator, part of the 2017 Forbes 30 Under 30 list in Games... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
Fireside Room 208

1:30pm

In the Business of Games: Finding the Revenue Model of Tomorrow
In this talk we'll explore the last 15 years of revenue sources for Australian indie studios. From this we can gain a better understanding of how revenue models have succeeded, been discarded and returned over time. We'll establish that the industry is in a constant state of flux and even those who experience wild success must strive to evolve their business to meet the new platforms, technologies, demographics and business sources of tomorrow.

Speakers
avatar for Luke Henry

Luke Henry

PARTNER, LDB ACCOUNTANTS AND ADVISORS
Luke is a partner at LDB Accountants and Advisors, who have a long association with the Game Development scene.Over twenty years ago LDB started working with a small group of university students when they founded Blue Tongue Entertainment. Now LDB represents over forty studios across... Read More →

Sponsors

Tuesday October 23, 2018 1:30pm - 2:20pm
THOUGHT LEADERSHIP ROOM (205)

1:30pm

Let the Player be the Performer
Intricate puzzle games like Starseed Pilgrim, Sokobond, or A Good Snowman Is Hard To Build utilize a method of musical performance, but synchronize it directly to gameplay. There are a few simple ways to create meaningful player sonic performance that will keep them engaged while learning gameplay mechanics. This session will dive into the creative ways to give the player a performing voice while they are simply just playing the game. There will be examples from games like Guacamelee 2, Shoot Shoot Mega Pack, Soundself, and The Beginner’s Guide, to name a few.

Speakers
avatar for Ryan Roth

Ryan Roth

SOUND DESIGNER & COMPOSER, DUALRYAN
Ryan is a composer and sound designer from Toronto.Ryan has been making games since the late 90’s in RPG maker and Gamemaker.After receiving an undergraduate degree in music composition, his focus has been music and sound for games. Ryan focuses heavily on the implementation and... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
ROOM 204

1:30pm

Scaling Web Services for Free-to-Play
In this talk I'll share with you some solutions developed at Mighty Games Group and at Hipster Whale to improve player experience and server performance on a range or very different scales. From niche audiences, through to the epic player base of Crossy Road.

Using both customer support and leaderboards as a case studies, we'll look at options for designing cost effective and reliable RESTful web service, with hints and tips that can help any on cloud provider, with examples directly applying to AWS.

Speakers
avatar for Luis Van Slageren

Luis Van Slageren

PROGRAMMER, MIGHTY GAMES GROUP
Luis works as a programmer at Mighty Games Group.He completed his Bachelor Information Technology at Deakin University. While studying, Luis also ran the Deakin Games Development Group and worked as a web development contractor.Currently, Luis works on web services for games. He loves... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
ROOM 207

1:30pm

This Business of Art: Strategies for Long Term Success
Great games always don’t always lead to great businesses, but great businesses help us make great games.

In her 5 years in the games industry Ella has seen Mighty Kingdom grow from hiring employee number 5 (herself) to a 45+ person studio turning over millions of dollars in revenue and shipping over 20 games to millions of users around the globe. She’s been privileged to contribute strategy and execution to this explosive growth and had a front row seat to the highs and many, (many) lows of this journey.

Throughout that time one uncomfortable truth has stood out above all: Your business is just as important as your game.

Ella will share insights from lessons learned and present a framework for tackling this uncomfortable truth at all stages of your game development journey to and plot out a path towards helping you support your great games with smart business decisions that will allow you to build games well into the future.
She’ll discuss strategies for making market driven decisions to inform what game to make next, the importance of designing your game’s monetisation from the start, and how to tear down the walls between you and the audience earlier and earlier in your development lifecycle.

This talk will be truly transparent, so be prepared to learn from the failures too!

Speakers
avatar for Kim Forrest

Kim Forrest

Designer and Product Manager, MIGHTY KINGDOM
Kim has been working in the industry since 2000 and is currently leading several projects at Mighty Kingdom.With 20+ titles under his belt as a designer and product manager, Kim brings a depth of experience from console, pc and mobile development and is passionate about a variety... Read More →
avatar for Philip Mayes

Philip Mayes

FOUNDER & CEO, MIGHTY KINGDOM
Philip started working in the games industry in an age before smartphones and Game Developer Barbies.After cutting his teeth at Ratbag Games and Krome Studios in Adelaide, he broke out to form Mighty Kingdom in 2010. Since then he has seen it grow from a team of 2 working out of their... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
ROOM 210

1:30pm

User Reviews: Who, Why and OH GOD WHAT'S HAPPENING?!
0/10 - “Worst game I have literally ever played.”

11/10 - “I love this game, what a delicious treat that shines uponst me in all it’s glory. I would die for this game, for I simply could not live without it.” - 11/10

5/10 - “It was fine”

It’s 2018 and user reviews play a major part in the perception of your game. The tidal wave of feedback is coming and you best understand how it’s going to crash over you and your beloved creations. Who knows, maybe we can build you a raft.

This talk will cover user reviews, what combine to be your game’s “score”. On iOS that’s 1-5 stars and on Steam that’s a review percentage. Why do people write reviews? What impact can they have on your game’s success? What can you do to sway the odds in your favour? How do you crack their hard shell and harvest their sweet, sweet nectar of wisdom?

Darcy is here to help you understand all things user-reviews across iOS, Android, Steam, Xbox One and PS4, referencing delicious anecdotes, scrumptious data and delectable statistics. Oh and he can also help with the creation of obscure analogies too, if that’s up your alley.

Speakers
avatar for Darcy Smith

Darcy Smith

COMMUNITY MANAGER, LEAGUE OF GEEKS
Darcy Smith is a Community Manager at the game development collective League of Geeks, most known for their unique digital board game, Armello.Darcy is a Game Design and Production graduate, equipped with a history in stage comedy, corporate dispute resolution and a complete disregard... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
ROOM 211

1:30pm

UX Design: The Glue That Binds (Lessons learnt from The Sims FreePlay & Need For Speed: NL)
Why are some games easier to navigate than others? How do some games present huge amounts of information without overwhelming the player, all the while creating enjoyable, seamless game experiences... and yet others we uninstall within minutes? And why are good UX Design processes so crucial to every role within game development? Good UX Design manifests itself in two different ways - player facing and developer facing. So how can we use it to solve problems for our players and create clear, intuitive game UI as a result? Once you’ve identified your target audience and their key needs, how do you help your team help your players? As a developer, understanding and working with UX Design means making your team’s processes faster and more efficient, by wireframing, prototyping, and iterating on your core game mechanics. It is a way of aligning your entire team with a unified vision as you work to create your final product. Join me as I go through the differences between UX Research, UX Design and UI Art, and how to implement these into your processes to make your team as efficient as possible... all the while delivering satisfying, engaging and enjoyable gameplay experiences for your players!

Speakers
avatar for Anna Brandberg

Anna Brandberg

UI/UX DESIGNER, EA FIREMONKEYS
Anna Brandberg is a UI/UX Designer at EA Firemonkeys in Melbourne. She currently works on Need For Speed: No Limits, and previously worked on The Sims FreePlay.Anna was selected as a 2018 Next Gen Leader by the International Games Developers Association (IGDA), winning her a 2-year... Read More →


Tuesday October 23, 2018 1:30pm - 2:20pm
ROOM 209

2:30pm

Indies Don't Starve
Ever since the withdrawal en masse of international studios from Australia more than a decade ago, the landscape of the Australian game industry has been primarily focused on indie devs. This shift in financial focus has not only negatively affected experienced veterans, but students, who have been forced to reconsider their future as creatives and professionals. Consequently, apart from teaching technical skills and the principles of design, educational institutions have increasingly found themselves placed in a position where they must provide students with guidance regarding small business management, marketing, and PR – skills that were not traditionally the domain of game schools.

And yet, even armed with all this, indie development is still a risky road that often relies more on luck than skill, with game students either leaving Australia for the USA, where AAA jobs are more common, or seeking out non-game jobs to make ends meet, leaving their passion for good.

But there are other paths that are overlooked, options beyond the trifecta of “Go Indie, get out of Australia, or get out of games.” One such is serious games. Serious games, defined as games that contain purposes beyond entertainment, have been used widely in a range of professional fields such as defence, education, health, research, brand building, and advertisement. These games provide training, pass along information, or utilise psychological strategies to alter attitudes and modify behaviour. But to make them, clients in other industries all need the help of game developers, meaning that working on serious games can provide a steady stream of income to indies – while helping developers hone their skills.

In this panel, Jack Gillespie and Nico King, two game professionals who have worked on a range of different serious game projects, share their experience regarding the field of serious games. Hosted by Kathleen Yin, founder of Serious Games Australia New Zealand, an organisation that seeks to bring together serious game developers, researchers, and clients/stakeholders in the ANZ region, this panel will discuss a multitude of topics related to working on serious games in Australia.

These include the range of different serious games clients in Australia, how one gets started in the serious games industry, how developing serious games is different than developing entertainment games, and some of the highlights and pitfalls in our panellists’ journey of serious games development.

Moderators
avatar for Kathleen Yin

Kathleen Yin

RESEARCHER, SERIOUS GAMES AUSTRALIA NEW ZEALAND
Kathleen Yin is a serious games advocate and researcher, and the founder of Serious Games Australia New Zealand, the only association that brings together professionals working in the serious games field in the region.Internationally, she is a member of the Steering Committee for... Read More →

Speakers
avatar for Jack Gillespie

Jack Gillespie

DIRECTOR OF EMERGING TECHNOLOGY, DELOITTE DIGITAL
Jack Gillespie is the Director of Emerging Technology at Deloitte Digital. Jack has spent the last year riding each successive wave of technology to deliver high impact software for clients and brands across a range of industries and sectors.What set’s Jack apart from his peers... Read More →
avatar for Nico King

Nico King

DIGITAL CREATOR AND CO-FOUNDER, CHAOS THEORY GAMES
Nico is a digital creator and co-founder of the Sydney-based games development studio, Chaos Theory Games.Nico has spent the past 4 years of his professional career creating games, VR, and AR products for brands such as eBay, Telstra, and the ABC. He becomes fixated by practical problems... Read More →


Tuesday October 23, 2018 2:30pm - 3:20pm
Discussion Room (203)

2:30pm

BoomBox - Audio Workflows Inspired by Constraints
Join two game audio designers as they demonstrate their practical workflows and pick apart the effects of art style, creative direction, player expectations, and technical limitations on their respective writing and production approaches. See how working with, rather than against these constraints shaped the sound and music for Hand of Fate II, Forts, Steppy Pants and more.

Speakers
avatar for Jeff Van Dyke

Jeff Van Dyke

COMPOSER & AUDIO DIRECTOR, JEFF VAN DYCK
Jeff is a two-time BAFTA award winning Composer and Audio Director, known for his emotive scores and immersive audio design in video games over the last two decades.Jeff was awarded a BAFTA in 2001 for the soundtrack Shogun: Total War Warlord Edition, was nominated in 2005 for the... Read More →
avatar for Zander Hulme

Zander Hulme

AUDIO DESIGNER, ZANDER HULME
Zander Hulme is a freelance game audio designer and co-founder Game Audio Brisbane.Specialising in interactive music systems and mobile games, he is best known for his work on Steppy Pants.His work in animated films has also won awards and screened at renowned international festivals... Read More →


Tuesday October 23, 2018 2:30pm - 3:20pm
ROOM 207

2:30pm

Exploring God of War's Level Design
God of War is a massive project with a huge development schedule and many complex pieces. However, behind all of this is a core set of design rules that can be applied to designs of all shapes and sizes.
Step through the level design of Thalmur's Frozen Corpse and explore the core design techniques that are used in God of War's pacing, layouts and puzzles.

Speakers
avatar for Rob Davis

Rob Davis

LEAD LEVEL DESIGNER, SONY SANTA MONICA
Rob is an Australian designer living and working in Los Angeles.He got his start at Krome Studios and Pandemic Brisbane before moving overseas to explore game development at Microsoft Games and Sony Santa Monica.Most recently he was the Lead Level Designer on God of War for PS4... Read More →

Sponsors

Tuesday October 23, 2018 2:30pm - 3:20pm
ROOM 210

2:30pm

From There and Back Again! Porting from Mobile to Console, and Back Again
Porting a game from Mobile to Console can be difficult, but after working in two different engines for the same game, it was time to unite the two versions into one. This talk is a retrospective on porting Gems of War's PlayStation 4 and Xbox One versions back to PC, Android and iOS. This talk will take a deeper look into the challenges of supporting an expanding variety of platforms, and the unexpected road blocks that can hamper development.

Gems of War is a Free-to-Play Match 3 Puzzle Game which is releasing new content and cards on a weekly basis. After over 3 years on the market, the game has expanded to have thousands of textures, sound and data files, all which need to be managed for high-end PCs and Consoles, all the way down to low end Android and iOS devices.



Speakers
avatar for Hadleigh Barton-Ancliffe

Hadleigh Barton-Ancliffe

SOFTWARE ENGINEER, INFINITY PLUS TWO


Tuesday October 23, 2018 2:30pm - 3:20pm
ROOM 211

2:30pm

Mentorship: Myths & Mistakes
Effective and ongoing mentorship serves as a valuable tool for underrepresented people to break through barriers to their success, but mentorship programs are the perfect storm for impostor syndrome and self-doubt. "Have I achieved enough to be a mentor?" "Do I deserve to be mentored?" Ally McLean, Director of the Working Lunch mentorship program for entry level women in games and recipient of the 2018 NSW Young Creative mentorship grant shares a retrospective of a year of mistakes, valuable lessons learned and strategies developed for the future of mentoring for under represented groups.

Speakers
avatar for Ally McLean

Ally McLean

PRODUCT DIRECTOR, 3RD SENSE
Ally is a writer, producer and technology advocate based in Sydney, Australia.Currently, Ally is the Product Director of North Sydney studio 3RD Sense, making games and digital products for health, education, business and more.Previously, Ally was the Gamerunner of independent studio... Read More →


Tuesday October 23, 2018 2:30pm - 3:20pm
THOUGHT LEADERSHIP ROOM (205)

2:30pm

Porting your Thoughts: A Guide to Breaking down Communication Barriers
It’s no secret that there are communication differences between artists and programmers, let alone the numerous other integral roles that make up a games studio. Yet we are not always aware of the way our own thought processes and communication styles contribute to creating such barriers. The more familiar we are with the intentions, needs and expectations of ourselves and our colleagues, the less likely we are to bang our heads against a wall after a heated argument where everyone was actually in agreement.

Jess and Amos sit on opposite sides of the game dev spectrum, and have vastly different communication styles (even in the way they are approaching this presentation). Despite this, they have successfully worked together on a wide range of studio titles and hobby projects by having open conversations about issues and experiences. In this talk they will share insight into some of these differences, with anecdotes and practical tips to help smooth the lines of communication in your team.

Stay tuned for answers to all your favorite muttered-under-the-breath rhetorical questions, including:
- Why does the Designer keep asking me to add new features that aren’t important?
- Why is the Artist annoyed when I give them advice on their Work in Progress?
- Why does the Programmer explain things to me in unnecessary detail constantly? and,
- Why won't QA stop interrupting me when I am in the middle of something?

Speakers
avatar for Jess Watson

Jess Watson

GAME DESIGNER & MOTION CAPTURE TECHNICIAN, STIRFIRE STUDIOS
Jess is a game developer and motion capture technician from Western Australia, who works across a wide range of roles and projects.Her experience includes Game Design at Hungry Sky, Level Design at Black Lab Games, QA Management at Stirfire Studios, and Motion Capture at Edith Cowan... Read More →
avatar for Amos Wolfe

Amos Wolfe

PROGRAMMER, BLACK LAB GAMES
Amos is a programmer who in his 5 years in the games industry has played a key role in a number of award-winning titles.Following his studies, Amos worked on research-focussed apps and serious games with Edith Cowan University, as well as the VR puzzler Symphony of the Machine with... Read More →


Tuesday October 23, 2018 2:30pm - 3:20pm
ROOM 204

2:30pm

UXR Workshop - User testing in under an hour
In this User Experience Research workshop we will focus on an important User Testing method that can be implemented in studios of any size: 1-on-1 User Interviews. User Interviews are one of the most valuable and commonly used research tools for gathering qualitative information about your players, and often reveal crucial usability issues, content issues, and users’ mental models. User Interviews are also an incredibly useful method of testing because they can be used iteratively throughout every stage of your game’s development, from the early prototyping phase to the final stages of polish. Join me as I guide you through a practical hands-on workshop where you will learn the process for conducting great User Interviews, along with a few key techniques to put into practice when running your own future studies… and come away with tangible material specific to your own game, ready to implement when it’s time to start your own user tests. Bring a pen, a notepad – and your game in mind!

Speakers
avatar for Anna Brandberg

Anna Brandberg

UI/UX DESIGNER, EA FIREMONKEYS
Anna Brandberg is a UI/UX Designer at EA Firemonkeys in Melbourne. She currently works on Need For Speed: No Limits, and previously worked on The Sims FreePlay.Anna was selected as a 2018 Next Gen Leader by the International Games Developers Association (IGDA), winning her a 2-year... Read More →

Sponsors

Tuesday October 23, 2018 2:30pm - 3:20pm
ROOM 209

3:30pm

Afternoon Tea
Tuesday October 23, 2018 3:30pm - 4:00pm
TBA

4:00pm

Understanding Asia
Speakers
avatar for Henry Fong

Henry Fong

CEO, Yodo1
Founder and CEO of Yodo1, Henry is a veteran technologist and international business strategist who’s lived and worked around the world; he has over 20 years of industry experience, including executive roles at Microsoft and Brocade Communications. As a serial entrepreneur, Henry... Read More →
avatar for Sean Jenkin

Sean Jenkin

Valve | Steam
Sean spent his youth on the beaches of Wollongong, Australia before the lure of Microsoft sent him to Seattle.After 12 years working at Microsoft Game Studios, Xbox Live Indie Games and MSDN, Sean joined Disney as an engineering manager for Disney Interactive.In 2014, Sean moved to... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
Discussion Room (203)

4:00pm

2D or not 2D - Creating 2D Characters in a 3D World
Join me on a wondrous journey to see how the beautifully painted 2D characters of the Artful Escape are created using Maya and Unreal Engine.
Starting with setting up an atlas and ending with animating for state machines, I will walk through my entire workflow, showing you how I approach modelling, rigging, and animating 2D assets in a 3D world. Gain an insight into the tips and tricks I rely on, the challenges and limitations I have worked through, and what skills I have learnt on the side to improve my processes. In particular, I will go in-depth on how to approach constructing rigs so they are easy to manage, easy to animate, and easy to update.
Big methodologies are jumbled up with specific technical tips and tricks in this talk that is basically an excuse for me to ramble on about what I’m passionate about most - rigging!

Speakers
avatar for Tessa Monash

Tessa Monash

SENIOR ARTIST, BEETHOVEN & DINOSAUR
Tess is a full-time game developer with a passion for rigging, animation, problem-solving, and capybaras. She is currently working as Lead Technical Animator on The Artful Escape in Melbourne.Previously, she worked in New Zealand as a Senior Artist at PikPok, and as a freelance animator... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
ROOM 209

4:00pm

Accessible Player Experience (APX): A new approach to game accessibility
Fourteen years ago The AbleGamers Charity was the vanguard of game accessibility. In 2011 it published its award-winning Includification in 2011, the first guide for making games accessible. Now, major game companies bought into the need for accessibility, and have created and remixed guidelines regarding what developers must include in their games to reach players with disabilities. We have come a long way, but guidelines, including our own, do something we never intended... they can stifle creativity, and impede out-of-the-box thinking, by focusing only on the features rather than the experiences they deliver. For the last two years, AbleGamers and the University of York have gathered data from players with disabilities from around the world, listened to developers about what they find hard about accessible design, and consolidated knowledge from across our existing guidelines. The result is a new way of doing design thinking about the inclusion of people with disabilities in games. APX is a new approach that gives developers the tools they need to make accessible player experiences while allowing for creativity and out-of-the-box thinking. This talk will introduce the ideas of APX, and how it will change the way you design games to include players with disabilities.

Speakers
avatar for MARK BARLET

MARK BARLET

EXECUTIVE DIRECTOR AND FOUNDER, ABLE GAMERS
Mark Barlet has 25 years of hands-on experience in the technology and assistive technology field. Widely regarded as one of the leaders in making software accessible for people with disabilities. Mark has worked for the US Department of Defense, Homeland Security, and other top-secret... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
ROOM 210

4:00pm

Building for Live Service: What to do if you’re planning to run a marathon (AKA finding a sustainable core loop)
Live service has converted launch dates from finish lines into starting lines and with games like The Sims FreePlay running successfully for 7 years from launch, it’s a marathon, not a sprint.

Even 7 years after launch, some of the decisions we make in development can still limit our choices and impact exactly how fast and hard we need to run in live service or even create impenetrable barriers we must live with. In this session, we will look at design, team make-up, tools and content implications to think about while building a game to help run a healthy live service and dev team for years to come.

Speakers
avatar for Amanda Schofield

Amanda Schofield

SENIOR PRODUCER, EA FIREMONKEYS
Amanda Schofield is a Senior Producer at EA Firemonkeys in Melbourne, Australia. She has a 10-year background in game development in the fields of production, software engineering and mathematics/design.Amanda has worked at Imaginary Numbers, IronMonkey Studios and EA Firemonkeys... Read More →

Sponsors

Tuesday October 23, 2018 4:00pm - 4:50pm
ROOM 204

4:00pm

Fireside: Nick Suttner talks to Tim Best
Speakers
avatar for Nick Suttner

Nick Suttner

WRITER, DESIGNER, CONSULTANT, NICK SUTTNER
Nick has spent 10+ years championing the best independent videogames, first in the press at EGM/1UP.com, and then in senior account/biz dev roles at PlayStation and Oculus, signing titles such as The Witness, Firewatch, and Thumper.Nick has also written multiple books on the work... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
Fireside Room 208

4:00pm

Overcoming Your Biases to Be an Effective Ally
Based on the Allies Workshop developed by the Ada Initiative and the IGDA Allies Special Interest Group, this talk helps people understand how being an ally can create meaningful change that is important for everyone. The session includes an overview of a behavioral framework that can be used for intervention in different circumstances as well as a discussion of common scenarios in game development where acting as an ally can lead to stronger and more inclusive teams and better products.

Speakers
avatar for Jen MacLean

Jen MacLean

EXECUTIVE DIRECTOR, IGDA
Jen MacLean is the Executive Director of the IGDA, the largest professional association for game developers in the world, and the IGDA Foundation, which supports a more diverse and inclusive game development community.From the start of her career in 1992 as a playtester at Microprose... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
THOUGHT LEADERSHIP ROOM (205)

4:00pm

To Serve (For) Human Minds
How I might describe the talk in a blurb: Unless you’re making a game that only you will play, every game you will ever work on will make more sense to you than it will to the end user. A little copy of you will not ship along with the game to navigate the player around a bug, your players will invariably wish you had created more content no matter how much you produce, and your specific sense of fun is probably applicable to a smaller percentage of the world than you realize. This talk aims to explore how to let criticism and impossible demands fuel your designs, as taught by years of computer roleplaying game development. While most relevant to game designers (as the talk will primarily explore various hits and misses of game design), the talk is intended to be philosophically applicable to developers of any discipline. Even rougher draft that’s intended purely for this application process: This talk is a sort of career-retrospective with a focus on my evolving sense of what my job actually is (vs. what I think it should be/ought to be). Having gone from a junior designer with stupidly out-of-scope ideas to a project director with the power to pulverize hopes and dreams, I’ve come to firmly believe that even if you’re not making ‘games as a service,’ you are a servant to the player. You have your job because your judgment and tastes are maybe a little better than that of the average gamer, but to think your imagination is superior (or to consider yourself immune to feedback) is how forgettable games are made. I mostly envision this talk as heavy on RPG systems/narrative design, with the binding theme being lessons of temperament that held true across multiple projects, teams, and roles. I’d go through post-mortems tidbits of various titles I’ve worked on in the last decade or so, with a focus on times where our ability to deliver a fun experience came by way of balancing that which we personally like and that which is best for game and the player.

Speakers
avatar for Matt MacLean

Matt MacLean

DESIGNER, INDEPENDENT
Matt MacLean is a game designer with over fourteen years of professional experience.Most recently, Matt spent over twelve years at Obsidian Entertainment focusing on story-driven RPGs for PC and consoles.His credits includes writing and narrative design (Tyranny, Pillars of Eternity, Neverwinter... Read More →

Sponsors

Tuesday October 23, 2018 4:00pm - 4:50pm
ROOM 211

4:00pm

Unity Tech for Indies: Less Bugs, More Gameplay
When all you have at your disposal is a small team of developers; making certain styles of games (such as RPGs) can take a toll on your budget, time and sanity. How do you push gameplay quality without cratering your project scope or riddling your game with bugs?

Marko will share lessons learned from creating RPG games in Unity; how leveraging data validation, tools and other technology helped speed up iteration times on gameplay and design. Specific examples and usage that improved quality and reduced testing load will be shown; from the currently in development Adventure RPG 'Ravencall'. This talk will also touch upon gameplay programming tips borne from the multidisciplinary mixture of programming and game design.

Though these techniques come from the experiences of working in small teams they still apply to developers working in larger teams. Never again should a spelling error in your configuration data cripple your gameplay, nor should a data heavy game style seem out of your reach; simply because of your team size.

Speakers
avatar for Marko Grgic

Marko Grgic

FOUNDER, SUPER FUN GAMES
Marko Grgic is an indie game developer at Super Fun Games. Previously he worked at Defiant Development on Hand of Fate 2 (AGDA GOTY 2017) as a programmer.Marko is currently working on Ravencall; a fantasy adventure RPG currently in development.His 12 year career in the games industry... Read More →


Tuesday October 23, 2018 4:00pm - 4:50pm
ROOM 207

5:00pm

Transcending entertainment: combining commercial games with serious goals
"For the last 30 years, entertainment has understood to be the core value of our industry and the interactive experiences we create, fuelling the growth of videogames as a medium from a niche hobby into one of the most celebrated and impactful to exist. Yet, while it is the central – and most visible – of the values we hold, it has never been the only one.

Others have included authenticity – which one can see from the painstaking research that goes into any major game based on history or the modern world, connection – as seen through the varied strategies employed by companies to help players develop a passion not only for characters in the games they play but in the greater worlds those games are set within, community, with games as a medium to help people build relationships with one another, and edification – that the stories and mechanics we so painstakingly craft can change minds and hearts, with an impact that goes beyond any one play session.

Yet these other values and their potential for spurring the next wave of growth for games are rarely discussed, leaving the question of whether game companies can successfully engage in academic and educational endeavours in any way beyond a surface-level treatment a mystery to many.

This panel seeks to address this knowledge gap, with practitioners from around the world who have made a career of looking beyond entertainment discussing projects they have worked on, the lessons they’ve learned, and the ways they see values beyond entertainment shaping the future of games. Projects to be discussed include Project Discovery in EVE Online, which takes citizen science and integrates it into the lore and mechanics of a working MMO, and Never Alone, through the medium of a game, let players immerse themselves in the ancestral worlds and lore of the indigenous peoples of Alaska.

In particular, the panel will discuss some of the best practices for working with communities of interest outside the industry (or in fields not traditionally considered part of game development), how the work they do has been (and can be) marketed to best effect, and how smaller developers (and outside stakeholders, like universities), lacking the resources of AAA studios, may benefit from exploring the possibilities of values beyond entertainment."

Moderators
avatar for Kathleen Yin

Kathleen Yin

RESEARCHER, SERIOUS GAMES AUSTRALIA NEW ZEALAND
Kathleen Yin is a serious games advocate and researcher, and the founder of Serious Games Australia New Zealand, the only association that brings together professionals working in the serious games field in the region.Internationally, she is a member of the Steering Committee for... Read More →

Speakers
avatar for Matthew Lee

Matthew Lee

CONSULTANT
As one of the pioneers of network culture research and an early, early explorer of Virtual Reality, Matthew Lee is passionate about using the power of games to change the world and improve people’s lives.Under his leadership, the IGDA Serious Games SIG works to promote inter-disciplinary... Read More →
avatar for Attila Szantner

Attila Szantner

CO-FOUNDER & CEO, MASSIVELY MULTIPLAYER ONLINE SCIENCE
Attila Szantner is the CEO and co-founder of Massively Multiplayer Online Science (aka MMOS): a Swiss company specialized in connecting citizen science and games.MMOS founders received the prestigious Lovie Award and the IGDA Serious Games SIG Community Leadership Award for their... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
Discussion Room (203)

5:00pm

Don’t let overwhelming success overwhelm you: Scaling to millions with PlayFab
With PlayFab, Microsoft provides a complete, platform agnostic backend service for games – and applications more broadly – that currently powers over 2,000 live games, with over 100 million monthly active users (MAU). And with a huge emphasis on realtime events and live game operations, PlayFab closes the gap for developers of all sizes. This means it’s possible for teams of all sizes to have a world-class online service layer that allows them to do rich user segmentation and provide highly customized experiences based upon user behaviors – quite simply, to maximize their potential.

Speakers
avatar for Brendan Vanous

Brendan Vanous

HEAD OF DEVELOPER SUCCESS, ADVANCED TECHNOLOGY GROUP & PLAYFAB
Brendan fled the world of embedded systems to join the venerable Sierra On-Line as a game developer in the mid-90s, and after 20 years in the industry he’s still loving it.He is extremely passionate about helping developers bring their games to life using Microsoft’s services... Read More →

Sponsors

Tuesday October 23, 2018 5:00pm - 5:50pm
ROOM 211

5:00pm

Evidence-Based Mental Health: Build Your Inner Walls
To honour the theme of "the walls we have built", this talk will help the audience to analyse their own psychological health structure, and teach evidence-based techniques for optimising it to their ongoing goals. Every day, we function within a series of complex walls in our lives - those between us and others, between us and our feelings, and even between what we want and what we think we want. Together, we'll learn how to navigate this complex maze and be the best self we can. This talk coincides with the CheckPoint AAA model of mental health, and is designed to act alongside it as a standalone talk, or to cement and contribute to previous talks.

Speakers
avatar for Dr. Jennifer Hazel

Dr. Jennifer Hazel

FOUNDER, CHECKPOINT
Jennifer is a fully qualified medical doctor who has practised in the UK, Australia and New Zealand. She spent several years in the Emergency Department and made the move to Mental Health in 2015.Jennifer is a passionate advocate for the use of game technology in the therapeutic setting... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
ROOM 210

5:00pm

Game Hugs Podcast: Ally McLean talks to Jason Imms
Moderators
avatar for Jason Imms

Jason Imms

HOST, Game Hugs
Jason Imms used to be the managing director of Australia’s first games-focused quality assurance consultancy The Machine QA, that is until it was shut down a few weeks after his GCAP talk was submitted.He is now the senior quality assurance manager at LiveTiles, host of the Game... Read More →

Speakers
avatar for Ally McLean

Ally McLean

PRODUCT DIRECTOR, 3RD SENSE
Ally is a writer, producer and technology advocate based in Sydney, Australia.Currently, Ally is the Product Director of North Sydney studio 3RD Sense, making games and digital products for health, education, business and more.Previously, Ally was the Gamerunner of independent studio... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
Fireside Room 208

5:00pm

How to Sell Out: An Indie's Guide to MerchandiseHow to Sell Out: An Indie's Guide to Merchandise
We’ve all seen the stock standard merchandise stand - a plushie, some stickers, a keyring, a t-shirt. Without careful consideration and planning, you can spend a lot on merch and end up with empty pockets and full shelves. We’re here to teach you about how to make merchandising an integral part of your business, why you should already be doing it, the many different approaches you can take, common mistakes, and how to set yourself up for success in sales.

Speakers
avatar for Meredith Hall

Meredith Hall

PRODUCER, ULTIMERSE
Meredith is a multi-disciplined Producer, Marketer & Business Developer.Meredith attempts to raise awareness and promote discussion around peripheral game development roles such as Production, Quality Assurance, Marketing, Public Relations and more that can impact games.Meredith is... Read More →
avatar for Nicholas McDonnell

Nicholas McDonnell

MANAGING DIRECTOR, SAMURAI PUNK
After founding Samurai Punk in early 2014 with his co-founder Winston Tang, Nicholas led the Art and Design on Samurai Punk’s early projects including Hazumino, Feather and the award winning Screencheat.Nicholas now leads the studio as Managing Director and Artist with a focus... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
THOUGHT LEADERSHIP ROOM (205)

5:00pm

Inflation - The Quest to Manage The Sims FreePlay's Economy
Game economies are a closed system where we manage all the currencies that players earn and the ease at which they get to spend them. They are fundamental to the success and longevity of large F2P games but are still never easy to get right.

Through The Sims FreePlay's long history, we will take a peek behind the curtain to share how the components of our economy have evolved from inception to our current state, 7 years in. From our rocky beginnings with hyperinflation, to the creeping inflation of player wallet balances, we will step through the basics of building an economy...and what to avoid.

Then we explore the analytics essential to deriving insights from the economy and how we have used it to tune and retune multiple variables. Finally, we will look at the variety of strategies and tactics that we have used to manage and evolve The Sims FreePlay's economy.

Speakers
avatar for Mavis Chan

Mavis Chan

LEAD PRODUCT MANAGER, EA FIREMONKEYS
Mavis is the Lead Product Manager at EA Firemonkeys, a F2P mobile studio in Melbourne.With a background in Analytics and Business, she is always formulating new ways to grow games as businesses.Mavis previously worked on Ghost Recon Phantoms, a PC F2P Shooter, in Ubisoft Singapore... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
ROOM 209

5:00pm

5:00pm

Too Clever Isn't Fun - Creating Believable and Satisfying AI Adversaries
For many games, especially games that involve physics and/or probability, it can be relatively trivial to make a clever AI that can beat a human player. The real challenge is designing an AI that feels challenging but can be beaten, creating an experience for the player where they feel that their skill and adaptability has triumphed over a worthy enemy. This non-technical talk covers ways to approach the challenge of designing good AIs in both action titles and sports games – not just how to make them seem clever, but knowing when to stop making them cleverer!

Speakers
avatar for Andrew Rowse

Andrew Rowse

LEAD PROGRAMMER, PIKPOK
Andrew got distracted from his neuroscience degree by a hacked-together PS1 devkit, and entered the game industry as a junior programmer at Sidhe Interactive (NZ) in 2005, working on Rugby League 2.He spent 2 years in Norway making Flash advergames, before moving to London and working... Read More →


Tuesday October 23, 2018 5:00pm - 5:50pm
ROOM 204
 
Wednesday, October 24
 

8:30am

Registration and Morning Tea
Wednesday October 24, 2018 8:30am - 9:30am
TBA

9:30am

Developer Lightning Talks
Moderators
avatar for Tony Albrecht

Tony Albrecht

SENIOR ENGINEER, RIOT GAMES
Tony Albrecht is a Senior Engineer at Riot Games, where he is currently working deep within the bowels of the League of Legends code base. His almost 20 years of professional game development experience has seen him working with studios large and small across the globe on platforms... Read More →

Speakers
avatar for Saf Davidson

Saf Davidson

NARRATIVE DESIGNER, EDITOR, PODCASTER, FREELANCE
Saf Davidson is a narrative designer, editor, and podcaster with a passion for storytelling and community.She is the Chair of IGDA New Zealand and the director of the Not Saf For Work podcast network... Read More →
avatar for Rob Davis

Rob Davis

LEAD LEVEL DESIGNER, SONY SANTA MONICA
Rob is an Australian designer living and working in Los Angeles.He got his start at Krome Studios and Pandemic Brisbane before moving overseas to explore game development at Microsoft Games and Sony Santa Monica.Most recently he was the Lead Level Designer on God of War for PS4... Read More →
avatar for Kate Edwards

Kate Edwards

CEO, GEOGRIFY
Kate Edwards is the CEO and principal consultant of Geogrify, a consultancy for content culturalization, a Board Member of Take This, and is the former Executive Director of the International Game Developers Association (IGDA) from 2012 to 2017.In addition to being an outspoken advocate... Read More →
avatar for Keith Fuller

Keith Fuller

LEADERSHIP CONSULTANT, FULLER GAME PRODUCTION
Keith is a leadership consultant with 20 years of industry experience as a developer.Keith has shipped 12 AAA titles as a programmer, design manager, and producer before starting his own company, Fuller Game Production.A certified PMP and Scrum master, Keith now helps studios of all... Read More →
avatar for Jean Leggett

Jean Leggett

CO-FOUNDER & CEO, ONE MORE STORY GAMES
Jean Leggett is the co-founder and CEO of One More Story Games.In addition to publishing seven serious games since 2014, One More Story Games has developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market diverse narrative-based... Read More →
avatar for Nick Suttner

Nick Suttner

WRITER, DESIGNER, CONSULTANT, NICK SUTTNER
Nick has spent 10+ years championing the best independent videogames, first in the press at EGM/1UP.com, and then in senior account/biz dev roles at PlayStation and Oculus, signing titles such as The Witness, Firewatch, and Thumper.Nick has also written multiple books on the work... Read More →
avatar for Anna Tito

Anna Tito

TECHNICAL PROJECT LEAD, HIPSTER WHALE
Anna Tito is a 30 under 30 regular listed in both Develop Magazine’s and Forbes 30 Under 30 list for games (2014 and 2015 respectively).Anna was nominated for the GDC Women in Games Rising Star in 2013 and 2014 and listed as one of MCV Pacific’s Women in games for 2018.Anna has... Read More →


Wednesday October 24, 2018 9:30am - 10:15am
Planary

10:30am

The Future of Game Distribution & the Impact to Indies
Moderators
avatar for Jen MacLean

Jen MacLean

EXECUTIVE DIRECTOR, IGDA
Jen MacLean is the Executive Director of the IGDA, the largest professional association for game developers in the world, and the IGDA Foundation, which supports a more diverse and inclusive game development community.From the start of her career in 1992 as a playtester at Microprose... Read More →

Speakers
avatar for Henry Fong

Henry Fong

CEO, Yodo1
Founder and CEO of Yodo1, Henry is a veteran technologist and international business strategist who’s lived and worked around the world; he has over 20 years of industry experience, including executive roles at Microsoft and Brocade Communications. As a serial entrepreneur, Henry... Read More →
avatar for Sean Jenkin

Sean Jenkin

Valve | Steam
Sean spent his youth on the beaches of Wollongong, Australia before the lure of Microsoft sent him to Seattle.After 12 years working at Microsoft Game Studios, Xbox Live Indie Games and MSDN, Sean joined Disney as an engineering manager for Disney Interactive.In 2014, Sean moved to... Read More →
avatar for Chris Wright

Chris Wright

Managing Director, Surprise Attack
Chris Wright is a 20 year veteran of the games industry and the founder and Managing Director of Surprise Attack, which incorporates indie games label, Fellow Traveller, games marketing agency, Double Jump Communications, and indie games investment vehicle The Treasure Hunters FanClub.Fellow... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
Discussion Room (203)

10:30am

Cards Against People Mismanagement
Working as a team is full of challenges, but using the right techniques can keep us from inadvertently building walls between team members and can even defuse existing tensions. If you’d like more tools to navigate conflicts with your peers, focus a team and/or manage upward, this talk is for you.

Over my years of leading creative teams, I’ve collected a deck of people management cards. Each card can help solve or avoid problems in communication, motivation, leadership and morale. I’ll share my favourite ones so you can build up your own deck and use it to craft a safe space where everyone on your team can deliver their best work (yourself included!)

You’ll walk away with powerful tools and techniques that you can use to improve your team interactions as soon as you’re back in the office.

Speakers
avatar for Emilie Poissenot

Emilie Poissenot

Game Director, FREELANCE
Over the past 10+ years, Emilie has developed games in a wide variety of genres, platforms, scopes and business models across three continents. She led the design team of Drakensang Online at Bigpoint GmbH and The Sims FreePlay at EA Melbourne before becoming Game Director at Buy... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
ROOM 210

10:30am

Clone-nite Unknown: Intellectual Property in Games
Clones - the dirty word of the video game industry. When it takes so much to create an original game, it can be devastating to have essentially the same game released under a different guise. But intellectual property (IP) affects games in many more ways than just cloned games. Hear about some of the legal tools you have to protect your work, how to avoid situations where you step on someone else’s work, and how you can make IP work for you, not against you.

Speakers
avatar for Matt Lee

Matt Lee

Senior Communication Officer, IP Australia
Matt leads a double life.By day he is an intellectual property (IP) subject matter expert who works with the Start-up and Small Business Engagement team at IP Australia, the Australian Government agency that administers IP.At night Matt is the founder and designer of The Enigma Room... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
THOUGHT LEADERSHIP ROOM (205)

10:30am

Design of Senses: What Game Design Can Learn From Theatre
As designers we often look to our own medium for inspiration, but perhaps we can look else where for diverse and clever problem solving from other practices. What can VR learn from Spanish theatre makers in Barcelona? Could the problems of design, way finding and narrative structures be tackled with ideas from immersive works of art? What responsibility do we have as designers of agency and how might Boal’s theories of audience engagement help? What do Shakespeare’s cod pieces have to do with character design? In this session we will be looking at how theatre’s long history of immersion, engagement and indeed design might aid the development of the games we love to make. By analysing and researching the hundreds of years of practice we can hope to learn from theatre’s mistakes and pitfalls. Going from ancient Greek to recent immersive developments in Europe and the U.S, we will look at what has made experiences for theatre goers transforming and how we can translate it to a digital medium. Finally the discussion will end on where the boundaries are between the two medium, and see how blurry it can get. What are the avenues that we as creators can hybrid our works to keep experimenting and pushing our medium to new and exciting directions? Let’s find out.

Speakers
avatar for David Harris

David Harris

GAME DESIGNER & IMMERSIVE THEATRE MAKER, SWINBURNE UNIVERSITY OF TECHNOLOGY
David is a Game Designer and Immersive Theatre Maker who tries to create and operate on the fringes of both formats.David graduated from the Victorian College of the Arts finishing his honours in investigating how interactive theatre and game design can explore personal ethics and... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
ROOM 204

10:30am

Drawing Heaps of Objects on Console, Fast, as an Indie
This talk will use multiple Samurai Punk projects as case studies in how to optimise for large numbers of dynamic objects on consoles and in VR. The nature of these projects required may custom solutions that departed dramatically from the typical Unity render pipeline.

Using code examples, performance benchmarks and GPU traces from the project the talk will walk through modern graphics pipelines, shader/lighting optimisation and performance bottlenecks. We’ll look at multiple projects to show the different ways the Unity pipeline can be constrained to show where it performs well and where alternate solutions may be needed.

We’ll be looking at identifying bottlenecks, bypassing most of Unity’s rendering system via Graphics calls, GPU culling via Compute, and more.

Many of these solutions will still apply strongly outside the Unity environment.

Speakers
avatar for Justin Whitfort

Justin Whitfort

PROGRAMMER, SAMURAI PUNK
Justin is a programmer and co-founder at Samurai Punk, and has worked on titles including Screencheat, The American Dream, Table of Tales, Feather and previously worked on Armello.He specialises in systems, with a keen interest in tools, over-engineered rendering pipelines and... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
ROOM 209

10:30am

Games for Military? Are you Serious?
In the mid-2000's a small group of Operation Flashpoint modders in a small NSW regional town had a crazy idea to take their favourite game and create a business from it by turning it into a serious military training tool. Fast forward 15 or so years and that crazy idea has turned into a multi-national business with 260+ employees across seven offices. A business that created an entirely new military training paradigm with a game-based product that is used by military organisations in 59 countries to train hundreds of thousands of soldiers every year. Bohemia Interactive Simulations (BISim) is probably the biggest Australian gaming success story you've never heard of! Come and hear how an Australian business smashed down the walls between games for entertainment and games for training. Ryan Stephenson, Managing Director for BISim's Australian Operations, will tell the BISim story and detail the technical and commercial challenges faced in taking mass market gaming technology and selling it to the military.

Speakers
avatar for Ryan Stephenson

Ryan Stephenson

MANAGING DIRECTOR, BOHEMIA INTERACTIVE SIMULATIONS
Ryan is Group General Counsel for the Bohemia Interactive Simulations group and Managing Director of Bohemia Interactive’s Australian-based operations.He has extensive experience as a commercial lawyer in IP-focused environments and spent the early part of his legal career working... Read More →


Wednesday October 24, 2018 10:30am - 11:20am
ROOM 207

10:30am

We Could Let Silicon Valley Help Us Fix Game Dev. But Will We?
The tech industry in general is pretty jacked up. But even they have come to the realization that people operations are broken in a lot of ways. And Silicon Valley for all its faults has come up with some approaches that improve many of the avenues by which a company interacts with team members. Performance reviews are critical for professional development but they don’t have to be a monolithic annual process. They don’t even have to suck! Managers can actually be supportive, and we can teach the empathy and skills they need. Remote-first environments can totally work. Recruiting doesn’t have to be guesswork (or straight up nepotism, or fairy tale “meritocracy”). These are examples we can take from the tech industry of how to improve our game studios and promote more positive cultures by leading people well. This session is for company leaders who want to do just that. It will target three main areas for improvement, listing concrete steps that can be taken by a team of any size. Game development is fraught with peril. It’s almost impossible to keep a studio from suffering layoffs, funding shortfalls, and all the other ways we typically lose team members and entire companies. But there are definitely steps we can take to make our teams and our individual developers happier, more resilient, and more productive. Let’s not be trapped by The Way We’ve Always Done It. We’ve got three main points to focus on but we’ll dedicate a chunk of time to answering your questions about any area of people operations. Bring your courage and speak up so we can work on your challenges together!

Speakers
avatar for Keith Fuller

Keith Fuller

LEADERSHIP CONSULTANT, FULLER GAME PRODUCTION
Keith is a leadership consultant with 20 years of industry experience as a developer.Keith has shipped 12 AAA titles as a programmer, design manager, and producer before starting his own company, Fuller Game Production.A certified PMP and Scrum master, Keith now helps studios of all... Read More →

Sponsors

Wednesday October 24, 2018 10:30am - 11:20am
ROOM 211

11:30am

Sensitive Subjects in Serious Games
Mature themes such as Post-Traumatic Stress Disorder, Sexual Trauma, Disordered Eating and Mental Illness are rarely explored in game narratives.

This talk aims to educate the audience on the importance of creating serious games, and how to handle games that explore sensitive subject matter.

To do this, Jean Leggett and Gabriella Lowgren will be speaking about the games they have worked on that deal in mature themes. Jean Leggett will cover the design of Charlaine Harris’ "Shakespeare's Landlord," a novel-to-game adaptation and how the development team designed narrative choices, events and characters to mindfully explore trauma, PTSD and character progression within the construct of a 2D mystery adventure game. While Gabriella Lowgren will be discussing Shrinking Pains, a free semi-autobiographical visual novel, and how the game was designed to foster further empathy and understanding for sufferers of anxiety and eating disorders.

Speakers
avatar for Jean Leggett

Jean Leggett

CO-FOUNDER & CEO, ONE MORE STORY GAMES
Jean Leggett is the co-founder and CEO of One More Story Games.In addition to publishing seven serious games since 2014, One More Story Games has developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market diverse narrative-based... Read More →
avatar for Gabriella Lowgren

Gabriella Lowgren

COMMUNICATIONS MANAGER, INFINITY PLUS TWO
Gabriella is a passionate Communications Manager who works at Infinity+2.She believes in building strong, safe communities and giving players the best experience possible in and out of game. On the side she likes to create indie games that promote empathy and understanding for mental... Read More →

Sponsors

Wednesday October 24, 2018 11:30am - 12:20pm
Discussion Room (203)

11:30am

A Step by Step Guide to Ads for your Game: Facebook, Instagram, Twitter and Beyond!
Developers have heard many whispers about Facebook advertising and the like. But how should they start? What black magic could be involved? How should they decide their budget across various platforms?

In this talk Katie will share her insights from the past year becoming a UA Manager. Katie will discuss the mistakes she made, the successes she's had and share key takeaways for those who want to run their own ads on a shoestring budget. What can you achieve and how can you do it?

The session includes how to make decisions across various social platforms for ad spend, setting a budget, how to follow an experimental process to get good data, and when + how paid vs. free tools should be used, and when to execute ad campaigns for different purposes.

The session will also include how to use Google Surveys to decide key asset designs such as banners, trailers etc. before jumping into expensive ad campaigns, and how to evaluate your ad performance.

As Lumi aren’t from an ad network of social platform, we’re sharing unbiased takeaways from experience with ad campaigns for iOS and Android.

Speakers
avatar for Katie Stegs

Katie Stegs

co-founder, Lumi Consulting
Katie Gall is the co-founder of Lumi, as well as a founding member of the Blushbox Collective and the Heartbeat Symposium and game jam.Katie is an experienced speaker on marketing, PR, target audience development and more, with significant domestic experience as well as events in... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 204

11:30am

Delete Videogames
DELETE Jam has run twice at Bar SK in Melbourne, and each time it's received great feedback from attendees and confused backlash from online articles. With the simple twist of deleting games at the end of a jam, DELETE has asked questions about digital preservation, designing for experiences, the worth of short term projects and how we approach game jams as an industry and a culture.
This talk will highlight some of the commonly held beliefs that can hold back our industry, such as our belief that developers must suffer to make a game in a short period, or that the worthwhile result of a game jam is a piece of software, or that everyone has a right to play the game you've created.

Speakers
avatar for Louie Roots

Louie Roots

BAR SK
Louis Roots is a curator and game developer from Perth, Western Australia, who moved to Melbourne in 2016 to open Bar SK, the first gallery space dedicated to interactive art in Australia.Louis has previously curated and run events in South Africa, England, the USA and all around... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
THOUGHT LEADERSHIP ROOM (205)

11:30am

Dismembering 'The Forest'
Presented by Michael Theiler and Trevor Dikes of Kpow Audio.

Dismembering 'The Forest' is an in-depth audio post-mortem discussing the design, implementation, and technical approaches taken to create the dynamic and meaningful soundscape for the highly acclaimed, open world multiplayer survival horror game.

Aimed at a medium to advanced level, the session will cover: Foley recording; asset design; the use of audio middle-ware; and the implementation methods taken to create a rich, and suspenseful in-game experience. While based primarily around the use of audio in The Forest, developers from all disciplines will benefit from project-based examples that can assist in the setting-up or improvement of their audio production pipeline.

Speakers
avatar for Trevor Dikes

Trevor Dikes

TECHNICAL AUDIO DESIGNER, KPOW AUDIO
Trevor is a Technical Audio Designer for Kpow Audio and is based in Melbourne, Australia.Trevor has worked on games such as The Banner Saga 2 & 3, The Forest, Armello, Paperbark and L.A. Noire: The VR Case Files.Trevor has been nominated for multiple G.A.N.G (Game Audio Network... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 209

11:30am

Fortifying your Future: Building the Fortification for Advocy
Speakers
avatar for Kate Edwards

Kate Edwards

CEO, GEOGRIFY
Kate Edwards is the CEO and principal consultant of Geogrify, a consultancy for content culturalization, a Board Member of Take This, and is the former Executive Director of the International Game Developers Association (IGDA) from 2012 to 2017.In addition to being an outspoken advocate... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 211

11:30am

Optimising Graphics for Mobile Devices in Unity
This session is aimed for mid to advanced developers who want to get more into creating custom shaders for mobile, have more control over graphics, have a GPU bound mobile app or want to learn more about Unity and shaders in general.

I will present the tricks and techniques we used in Crash of Cars to optimise for mobile GPU devices running on OpenGLES 2 or higher.

This includes best practices for writing custom shaders, creating fallback graphic options for slower devices, shader tricks, profiling on real devices and working with artists to create a good pipeline.

Specifically I will cover splat map shaders, using world space UVs, creative uses of render textures, profiling and testing shaders, general optimisations tips for vertex and pixel shaders and art pipeline tips.

I will dive into sample shader code, run through some profiling tools and give visual break downs of shaders and how they can be adapted to your games.

Speakers
avatar for Brian Akira Su

Brian Akira Su

NOT DOPPLER
Brian has been developing console, PC and mobile games for more than 10 years. He started building his first games when he was in high school and hasn’t stopped. Brian has worked and lived in the United States, Tokyo and Australia.Brian is currently a mobile games developer at Not... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 207

11:30am

Tips From the Trenches: How Make Contracting More Profitable and Less Painful
It’s an indie dilemma as old as time. You have the right team. You want to stay together and make a decent living doing the thing you love, which is, of course, making games. But that isn’t always easy to do, especially when you’re solely reliant on income derived from your own IP. For most of us, the solution is obvious. Take on some contact work and everything will be fine, right? And yet, being successful as a contract team isn’t as easy as it sounds. In fact, it can be downright treacherous. And without the right protections in place, you can find yourself stuck on project that sucks both time and money out of your company. But there is a way to get past all that.

In this talk, we’ll start with some of the basics of contract negotiation and then we’ll deep dive into some of the more interesting nuances of striking the right deal that’s good for both your team and your client.

Speakers
avatar for Amy Dallas

Amy Dallas

CEO, CLUTCHPLAY GAMES
Amy is the one of the four founding partners of ClutchPlay Games, a small but scrappy game studio in Portland, Oregon.Founded in 2012, the ClutchPlay team has worked on several indie and work-for-hire titles for larger companies such as KIXEYE, Inc., Telltale Games, Glu Mobile, and... Read More →


Wednesday October 24, 2018 11:30am - 12:20pm
ROOM 210

12:30pm

Lunch
Wednesday October 24, 2018 12:30pm - 1:30pm
TBA

1:30pm

The Bridge Between: Serious Games Industry Panel
The Bridge Between is an industry panel presenting how Australia's leading Serious Games professionals have utilized their experiences in game development to branch into new sectors and find success through innovation, collaboration and leadership.

The panel will discuss how these experts have found opportunities in working with different industries and stakeholders, as well as their approaches to creating a diverse range of products that help overcome challenges in healthcare, defense and education.

Moderators
avatar for Adrian Webb

Adrian Webb

MANAGER OF VIRTUAL WORLDS, AUSTRALIAN DEFENCE SIMULATION AND TRAINING CENTRE (ADSTC)
G’day, I’m the Manager of Virtual Worlds at the Australian Defence Simulation and Training Centre (ADSTC). My role is looking at how Defence can better utilise technologies and capabilities from all walks of life to create a more engaged and prepared future workforce. It can be... Read More →

Speakers
ED

Emre Deniz

STUDIO DIRECTOR, OPAQUE SPACE
Emre Deniz is a multi-award winning Game and Studio Director based in Australia, having founded the internationally acclaimed Earthlight franchise as well as one of Australia’s leading VR/MR/AR technology studios, Opaque Space.He is internationally recognised for his work in Virtual... Read More →
avatar for Matthew Dyet

Matthew Dyet

PRODUCER, STIRFIRE STUDIOS
Matt has been doing Production in Western Australia for the last 5 years, with a chunk of his time even spent doing design, programming or art for a variety of games projects. In addition to his work for Stirfire Studios on their commercial games titles, he has also worked on many... Read More →
avatar for Jessica Gates

Jessica Gates

Independent
Jess Gates is an award-winning game designer, an accessibility consultant, and a Serious Games student. She enjoys creating games about ethical and social issues, and enabling creators of games, things, and spaces to actively and intentionally include all kinds of people.  
avatar for Ally McLean

Ally McLean

PRODUCT DIRECTOR, 3RD SENSE
Ally is a writer, producer and technology advocate based in Sydney, Australia.Currently, Ally is the Product Director of North Sydney studio 3RD Sense, making games and digital products for health, education, business and more.Previously, Ally was the Gamerunner of independent studio... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm
Discussion Room (203)

1:30pm

Arrr-chitecting Games and Game Teams: What We Can Learn From Actual Pirates
"... ward us from the dangers of an instable element, and the fatal consequences of anarchy..." -- famous pirate speech [1]

Legendary pirates, such as Blackbeard, Jack Rackam, and more, spearheaded many practices which, today, we'd recognise as core components of a productive working society: tolerance, equality, workers' compensation, and a deep understanding of economic forces. This session unpacks the world of pirates, and applies the lessons to a modern career in game development and game development leadership. Learn about pirates. For work.

To start with, we'll explore how pirates -- long before the broader software industry -- realised that teams needed to have some form of structure, but also be relatively self-organising, but also knew that someone needed to, at least occasionally, hold the reins. Why did pirates realise this? Find out with us.

We'll follow up with a discussion of why and how a game developer, or similar person in the field, can borrow the approach of genuine actual pirates from the 1600s and 1700s when dealing with such diverse issues as workplace inclusion, dissemination of a vision, choosing an engine or stack and approach, or designing game mechanics.

The pirate flag -- the Jolly Roger -- was an an early emoji, used to signal the negatives of engaging with the competition. Pirates were ruthless, successful, and ingenious... and profitable.

You'll learn to be likewise, via actual, concrete, applicable skills in team management and production, and you'll find out why pirates attitudes lead to skilful problem solving, team building, crisis management, inclusion, and top-down vision that can be applied to a variety of disciplines in game development today. We should all be a little more piratical!

This session is by an historian (history degree and everything) who also has a PhD in Computer Science. In it, you'll find out why pirates can help you be a better leader in the industry.[2]

[1]: https://books.google.com.au/books?id=DnY0AQAAMAAJ&pg=PA1&lpg=PA1&dq=%22fatal+consequences+of+anarchy%22&source=bl&ots=ZuPBy3F6Fa&sig=xCKXhx1VIvEM-d694VvD3qYrzOw&hl=en&sa=X&ved=2ahUKEwjU1ZDMyLfcAhXFfbwKHenJCtMQ6AEwBHoECAEQAQ#v=onepage&q=%22fatal%20consequences%20of%20anarchy%22&f=false

[2]: If you can think of a way to include a "ship" (pirate ship, right?) pun around "leadership", we're all ears. Also taking submissions on jokes regarding buccaneers. ❤️

Speakers
avatar for Paris Buttfield-Addison

Paris Buttfield-Addison

CO-FOUNDER & PRODUCER, SECRET LAB
Paris is the co-founder and producer at Secret Lab, Tasmanian’s oldest game development studio (10 years this year!)At Secret Lab, he works on projects as diverse as the AIMIA- and iAward-winning kids games, ABC Play School Play Time, ABC Play School Art Maker, the Qantas Joey Playbox... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm
ROOM 210

1:30pm

Bringing Fortnite Battle Royale to Android and iOS
This session will explain the existing features of Unreal Engine we used, and the enhancements we made to Unreal Engine in order to bring the full Fortnite Battle Royale game experience to both iOS and Android. It will discuss the challenges we faced bringing the full PC and console game experience to mobile platforms and how we used and enhanced Unreal Engine's scalability systems to address these issues. It will also focus on the unique challenges posed by the Android ecosystem such as a diverse set of system software and graphics driver versions, and a wide range of memory capacity and performance capabilities across popular mobile devices, and the engineering solutions we used to overcome these limitations.

Speakers
avatar for Jack Porter

Jack Porter

Unreal Engine Mobile Team Lead, Epic Games
Jack Porter has been an Unreal Engine developer for 20 years, beginning as part of the team that shipped the original Unreal Tournament in 1999.Since then he has been involved in developing features in many different areas of Unreal Engine from version 1 to version 4. He has help... Read More →

Sponsors

Wednesday October 24, 2018 1:30pm - 2:20pm
ROOM 204

1:30pm

Build Your Workforce: Procedural Pipelines for Small Teams
Mike has been making Dead Static Drive alone for quite a long time, but even though it feels like it's been forever, he's been able to make a hand-crafted game that's much larger than many one-man teams can make. This talk will cover how he's used procedural tools and pipelines to ease the burden of building stuff.

Speakers
avatar for Mike Blackney

Mike Blackney

FOUNDER, TEAM FANCLUB
Mike is the creator of Dead Static Drive, an indie horror game that’s in development. He worked a little on Demruth’s amazing Antichamber and prior to that worked as a coder and tech artist on a bunch of sports games and flight sims.Mike is a bigger fan of Kurt Russell than... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm
ROOM 211

1:30pm

Delivering Their Vision
How do you translate another's vision into a game?
When working with established properties or a clearly defined art bible we can build ourselves into a corner as we try to work out how we can translate these things into functional production art for a game.

Dean's talk will look at this process and how to identify what is essential from the source material while not being distracted by just reproducing the art, how does it fit your project and can you find ways to showcase what is special about it while understanding the natural constraints of your project.
Examine successful examples, deconstruct Dean’s own personal experiences along with challenges faced on past projects.

This talk will also discuss ways to better communicate or translate your own vision to a production team while understanding these constraints.
These solutions can be technical and creative sometimes requiring a full team's perspective.

Just being faithful to the original design isn't enough if it doesn't fit with the needs of your game.

Speakers
avatar for Dean Walshe

Dean Walshe

DIGITAL ARTIST, BLUE MANCHU
Dean is a digital artist currently working with Blue Manchu on a new unannounced title, for this project he is handling a variety of art related responsibilities.Dean has worked on a variety of franchises over the years from Star Wars through to more recently his work as environment... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm
ROOM 209

1:30pm

Fireside Chat: Rhianna Pratchett talks to Morgan Jaffit
What happens when two industry legends get into a room together?

Moderators
avatar for Morgan Jaffit

Morgan Jaffit

GAMERUNNER AND CO-FOUNDER, DEFIANT DEVELOPMENT, DEFIANT DEVELOPMENT
Morgan Jaffit is an 18 year veteran of the global games industry creating games for PC, consoles, mobile, and alternate gaming platforms including virtual and augmented reality.Morgan is the Gamerunner and co-founder of independent game studio Defiant Development, Brisbane Australia... Read More →

Speakers
avatar for Rhianna Pratchett

Rhianna Pratchett

WRITER
As well as being a cat-loving, tea-drinking Brit, Rhianna Pratchett is an award-winning, twenty-year veteran of the games industry.Her long-term love affair with games started when she was six and played Mazogs on the Sinclair ZX81. It later evolved through her work as a journalist... Read More →


Wednesday October 24, 2018 1:30pm - 2:20pm
Fireside Room 208

1:30pm

Sherlock It Up: Building The Gaps In Your Story
Our brains can’t help but construct stories from their experiences. But how big can the gaps between pieces of information be for someone to fail to make an unconscious connection? These information gaps are integral to constructing a well-refined story, but are particularly important for game storytelling. Knowing how to utilize the gaps in information is vital for understanding how to set up an environmental story with the fewest assets, the amount of exposition to provide at the start of a game, or how much needs to be said during an expensive cutscene. Saf will break down how players interact with given information and how to use information gaps within the context of game storytelling. This talk will navigate the spaces between narrative data points, exploring how little information a game can give before the narrative falls apart and how developers can stretch the gaps between information to encourage deeper interaction with their players.

Speakers
avatar for Saf Davidson

Saf Davidson

NARRATIVE DESIGNER, EDITOR, PODCASTER, FREELANCE
Saf Davidson is a narrative designer, editor, and podcaster with a passion for storytelling and community.She is the Chair of IGDA New Zealand and the director of the Not Saf For Work podcast network... Read More →

Sponsors

Wednesday October 24, 2018 1:30pm - 2:20pm
ROOM 207

1:30pm

You (Can) Ask That: Transgender Games Edition
There's a lot of fear and mystery around asking the wrong questions. Especially when it comes to transgender issues, both in video games, and in real life.

How do you ask for someones pronouns? What's the difference between a non-binary person, and a genderqueer person? How do I write transgender characters into my game, without being disrespectful? How can I make my workplace more transgender inclusive?

Sav Ferguson, Charlie Cassidy, Snow McNally, Fae Daunt and Damon Reece assemble as a panel of gender diverse games developers, programmers, and writers to answer the questions you've always wanted to ask, but weren't sure how to phrase.

Come sit down, and have a chat with us.

Submit your questions here:

Moderators
avatar for Sav Ferguson

Sav Ferguson

DEVELOPER AND PRODUCER, FREELANCE
Sav Ferguson is a Melbourne based games developer, with a flair for LGBTQIA+ work. A queer transgender man, his work is both deeply emotional and very grounded in reality.  He primarily does writing and design, but also does Journalism for Checkpointgaming.net and will program if... Read More →

Speakers
avatar for Charlie Francis Cassidy

Charlie Francis Cassidy

PROGRAMMER, MIGHTY GAMES
A self proclaimed queer (cyber)punk with ever changing hair and 30 piercings, Charlie Francis Cassidy is a queer non-binary trans masc programmer and game developer with bipolar.Charlie currently works for Mighty Games in Melbourne across a number of super cute titles.They also spend... Read More →
avatar for Fae Daunt

Fae Daunt

DESIGNER AND PROGRAMMER, SAE MELBOURNE
Fae is a lecturer in game design and programming at SAE Melbourne during the day, sleep deprived game developer by night.Fae spent 5 years working as an application developer, building project for large firms around Australia, specialising in UX and was more than surprised to see... Read More →
avatar for Snow McNally

Snow McNally

NARRATIVE DESIGNER, FREELANCE
Snow is a freelance writer, independent narrative designer and occasional educator with a passion for queer narratives.Their award-winning project Little Witch Story is in the process of being rebuilt into something shiny and new, and in the meantime they’ve run a variety of workshops... Read More →
avatar for Damon Reece

Damon Reece

NARRATIVE DESIGNER, ROUTE 59 GAMES
Damon is an award-winning narrative designer and queer advocate from Adelaide, Australia, specialising in constructing narratives for large worlds and building bad Twitter joke bots to annoy their friends.


Wednesday October 24, 2018 1:30pm - 2:20pm
THOUGHT LEADERSHIP ROOM (205)

2:30pm

Mechanical Royalties: Pay Day
This discussion is for game developers as much as it is for composers. Mechanical royalties are the backbone of a songwriter's financial growth. They're generated and owed to the songwriter every time a product embodying their musical work is reproduced. For instance: sold digitally, pressed into a vinyl record, or printed on a CD. Nearly all territories which sell music products are required to pay these mechanical royalties to the songwriter, except games. Until now. This panel will discuss with the audience the importance and gravity of mechanical royalties entering the game space, and how it will affect all game devs in the future. Featuring some of the music industry's key figureheads in game audio, publishing, record labels, artist management, and rights management.

Moderators
avatar for Fabian Malabello

Fabian Malabello

AGENT, ACCOUNT MANAGER, MUSIC SUPERVISOR, DIRECTOR, BOSS BATTLE RECORDS / THE OTHERWORLD AGENCY
Fabian Malabello is an agent, account manager, award-winning music supervisor, and director of two companies: The Otherworld Agency, and Boss Battle Records.Fabian, via The Otherworld Agency (founded 2015), represents over 40 composers and sound designers across the globe, and has... Read More →

Speakers
avatar for Greg Morrow

Greg Morrow

MANAGER OF FILM, TV AND CLAIMS, APRA AMCOS
Greg Morrow is the Manager of Film, TV and Claims at APRA AMCOS. Originally a performer, Greg has worked at the business for almost nine years and is an authority of performing and mechanical copyright, music publishing and licensing.He has a Bachelor’s degree from Macquarie University... Read More →
avatar for Mark Richardson

Mark Richardson

OUTPOST MANAGEMENT
Mark has been in the music industry for 35 years. Working in Promotions with Worldwide Talent Agency and Marketing at Virgin Records. He was the Head of Marketing at SBK Records, Marketing Director/General Manager at CBS Records (later Sony Music) and Managing Director at Independiente... Read More →
avatar for Kathryn Stirling

Kathryn Stirling

ACCOUNTS AND ROYALTIES MANAGER, UNIFIED MUSIC GROUP
Kathryn Stirling is the Finance General Manager at Unified Music Group, an Australian based music company that provides a varied range of services that include Artist Management, Recorded Music, Publishing, Merchandise Services, Touring and Events.Starting her career as a royalties... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
Discussion Room (203)

2:30pm

A Thousand Cuts Down to 5 (How to Keep Unity's Drawcalls and Other Bottlenecks in Check)
Unity games have an ill-deserved repuatation for suffering performance wise on mobile, VR and consoles (most notably the Nintendo Switch) from a number of factors such as CPU, drawcalls, shaders & fillrate. These problems are usually caused by developers building for pc and not tracking performance considerations for other platforms.

Worse, these issues are often only addressed to late in development when porting to a new platform, and can only be resolved in time by cutting features & content.

Using the case study of a GearVR title this talk will both detail how to build tools for your game to manage asset & level optimization, as well as how to interpret profiler and debug information to know how you need to rebalance optimization and where.

The examples and approaches outlined will focus heavily on ensuring that assets don't need to be reworked by hand and that optimization tweaks can be iterated as quickly as possible.

Speakers
avatar for Kieron Lord

Kieron Lord

FOUNDER, CRATESMITH GAME ASSEMBLY
Kieran is a developer who’s done a bit of everything, working as a programmer and designer in VR, AR, AI, mobile, tools development, education, both in games and broader applications. Over the years he’s worked in AAA studios, indie teams, industry education and non-games startups.In... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
ROOM 209

2:30pm

Charlie Red - Founding An Art Collective
Thousands of talented developers shape Melbourne's games industry today. Many of these are artists, animators and visual designers.

Upon moving to Melbourne in 2016 Ruth learned that those artists weren't as connected as producers, game writers or community managers seemed to be. It felt like a community for artists didn't exist yet, so Ruth made one.

Hear her talk about the many challenges and lessons learned when dedicating herself to logo and identity design, website creation and community and event management while working her full-time job and having had no prior experience in being an art collective mama. Ruth describes ways of effective communication within teams and to an outside audience. She explains how well she handled her initial workload and what she should’ve done to be a more efficient founder. Ruth speaks about humility, delegating the work you cannot accomplish and the importance of defining your project values and believing in your idea from start to finish.

This talk is a story about the active and continuous effort of breaking down the walls between Melbourne’s artists and creatives through building a safe space for a collective filled with both professional advice and personal growth.

Speakers
avatar for Ruth Bosch

Ruth Bosch

ARTIST & ILLUSTRATOR, LEAGUE OF GEEKS
Ruth is an artist and illustrator currently working for League of Geeks, creators of the digital board game Armello. At League of Geeks, Ruth develops 2D in-game content and creates update branding as well as UI, social media and store content for the game.After kicking off her career... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
THOUGHT LEADERSHIP ROOM (205)

2:30pm

Creating Emotional Engagement Through Narrative and Game Design
The key to creating meaningful player interaction is getting the player emotionally invested in your game and keeping them engaged throughout the playing experience. This talk is about how to induce this engagement by using known UX lessons, dramatic composition in narrative design and variation in the core mechanics of your game, making them deep rather than complex.

Learn how to cleverly focus on strengths of the limitations within your core game mechanics, creating immersion from the moment the player opens the game, designing an easily accessible tutorial, establishing and breaking core mechanics, utilizing the structure of your narrative design and supporting it through your level design as well as using engaging writing and powerful sound design to create memorable gaming moments for your players.

Using the award-winning privacy invasion thriller Orwell as a case study, Mel Taylor talks about game design lessons from working on the development of one of the most successful text-based indie games of the last years. Orwell explores contemporary themes of security, privacy, and our interpretation of online information. It has received critical acclaim from players and media worldwide.

Speakers
avatar for Melanie Taylor

Melanie Taylor

MELANIE TAYLOR
Mel co-founded German indie game studio Osmotic Studios in 2014 and worked on the award-winning and critically acclaimed privacy invasion thriller Orwell as lead artist and supporting writer. The first part, Orwell – Keeping an Eye on You was released as an episodic series from... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
ROOM 207

2:30pm

Fireside Chat: Matt MaClean Talks to Darcy Smith
Moderators
avatar for Darcy Smith

Darcy Smith

COMMUNITY MANAGER, LEAGUE OF GEEKS
Darcy Smith is a Community Manager at the game development collective League of Geeks, most known for their unique digital board game, Armello.Darcy is a Game Design and Production graduate, equipped with a history in stage comedy, corporate dispute resolution and a complete disregard... Read More →

Speakers
avatar for Matt MacLean

Matt MacLean

DESIGNER, INDEPENDENT
Matt MacLean is a game designer with over fourteen years of professional experience.Most recently, Matt spent over twelve years at Obsidian Entertainment focusing on story-driven RPGs for PC and consoles.His credits includes writing and narrative design (Tyranny, Pillars of Eternity, Neverwinter... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
Fireside Room 208

2:30pm

Pixels and Words: Lessons in Building Interactive Narrative Systems
More and more games are pushing for meaningful narrative content, but what does that actually mean and what sort of systems do you need to build to support it? Blair Leggett (One More Story Games) and Anna Tito (Hipster Whale) talk through the processes of developing the technology to support narrative games. They will introduce you to the conceptual frameworks they have used, as well as dig deeply into some of the critical systems that underpin them such as localization, approaches to episodic content and testing. Coming from two very different development focuses Blair and Anna will compare and contrast their different approaches while sharing the good, the bad, the ugly and the gotchas behind building a narrative system. The talk will conclude with a brief discussion about possible future narrative creation technologies.

Speakers
avatar for Blair Leggett

Blair Leggett

CO-FOUNDER & CTO, ONE MORE STORY GAMES
Blair is the co-founder and CTO of One More Story Games.After 10+ years at EA and Zynga, he decided it was time for a new approach to games. Together with his wife Jean Leggett, they’ve developed StoryStylus, a simplified authoring platform for amateur and professional writers to create, publish and market narrative-based video games. Blair is the hacker to Jean’s hustler.One More Story Games works with writers as young as 10 – teaching them the basics of... Read More →
avatar for Anna Tito

Anna Tito

TECHNICAL PROJECT LEAD, HIPSTER WHALE
Anna Tito is a 30 under 30 regular listed in both Develop Magazine’s and Forbes 30 Under 30 list for games (2014 and 2015 respectively).Anna was nominated for the GDC Women in Games Rising Star in 2013 and 2014 and listed as one of MCV Pacific’s Women in games for 2018.Anna has... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
ROOM 210

2:30pm

Platforms Are People Too: The Importance of Finding Your Champion
Sustainable game development isn’t just about making a great game - it’s about making the RIGHT game, and finding your champion to help share it with the world. With 10+ years of experience fighting for independent games, Suttner shares insights and anecdotes of how to think about and approach the individuals behind the big platforms - as well as press, publishers, and any potential partner - and why it’s critical to the success of your game.

Speakers
avatar for Nick Suttner

Nick Suttner

WRITER, DESIGNER, CONSULTANT, NICK SUTTNER
Nick has spent 10+ years championing the best independent videogames, first in the press at EGM/1UP.com, and then in senior account/biz dev roles at PlayStation and Oculus, signing titles such as The Witness, Firewatch, and Thumper.Nick has also written multiple books on the work... Read More →

Sponsors

Wednesday October 24, 2018 2:30pm - 3:20pm
ROOM 211

2:30pm

Procedural Generation by Automating Blender
"Blender is best known as a 3D modelling and animation package, but one of its less well known features is that every part of the app is scriptable in Python: any button you can click or action you perform can also be done by running a script. This means that you can build scripts that generate an entire model for you in a single click, which opens the door to huge amounts of opportunities for procedural generation. Additionally, by doing your procedural generation in the asset production phase rather than doing it at run-time, you keep the complexity of your game down. The best part? You won’t even have to know how to use Blender to produce more assets.

In this talk, we’ll discuss how to script Blender to procedurally generate a variety of objects, and talk about how to integrate this into your production pipeline. We’ll take a close look at Blender’s Python API, and how to create, test and debug your own add-ons that generate assets entirely from code."

Speakers
avatar for Jon Manning

Jon Manning

CO-FOUNDER, SECRET LAB
Jon is the co-founder of Secret Lab, an independent game development studio.Jon’s written a whole bunch of books for O’Reilly Media about iOS development and game development, and has a doctorate about jerks on the internet.Jon’s currently working on Button Squid, a top-down... Read More →


Wednesday October 24, 2018 2:30pm - 3:20pm
ROOM 204

3:30pm

Afternoon Tea
Wednesday October 24, 2018 3:30pm - 4:00pm
TBA

4:00pm

Government Use Games Too
The panel will be talking about their usage of games based technology to create interactive learning and awareness experiences with the general public. As pioneers within this area for today's government, they will share about how they got their respective projects off the ground, the difference and similarities with getting something approved through government departments, working with SME's, utilising technologies that are not always well known within their areas and how they benefited from the end results and collaboration aspects.

Moderators
avatar for Adrian Webb

Adrian Webb

MANAGER OF VIRTUAL WORLDS, AUSTRALIAN DEFENCE SIMULATION AND TRAINING CENTRE (ADSTC)
G’day, I’m the Manager of Virtual Worlds at the Australian Defence Simulation and Training Centre (ADSTC). My role is looking at how Defence can better utilise technologies and capabilities from all walks of life to create a more engaged and prepared future workforce. It can be... Read More →

Speakers
avatar for Michael Kuiper

Michael Kuiper

COMPUTATIONAL BIOMOLECULAR MODELLER, DATA61
Michael is a computational biomolecular modeller currently working in the Molecular MaterialsModelling Group at Data61 of CSIRO, specializing in molecular simulations. By visualizing andmodelling the molecules of life through computer simulations, researchers gain deeper insights... Read More →
avatar for Marko Matosevic

Marko Matosevic

3D and VR Developer, Australian Federal Department of Human Services
Marko Matosevic originally started his work career as a Mechanical Engineer, solving industrial design issues. He has been since using Blender for over 6 years as a hobbyist, focusing on animation and hard surface modelling.  Currently he focuses on the Unreal Engine and Blender... Read More →
avatar for Lynette Reeves

Lynette Reeves

EXECUTIVE PRODUCER, THE PROJECT FACTORY
Lynette is an Executive Producer with The Project Factory, the digital development arm of Way to Blue. She has 12+ years in the digital space, with a specialisation in gamification and behaviour change in health and social impact. She has worked with various federal and state government... Read More →
avatar for Melissa Stubbings

Melissa Stubbings

Lead, Digital Experience Development Team, Australian War Memorial
Mel Stubbings is an award winning Full-Stack developer with over 10 years’ experience in website and interactive digital content development. She currently leads the Digital Experience Development Team at the Australian War Memorial, delivering online solutions for a diverse audience... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm
Discussion Room (203)

4:00pm

AR Streaming: Spectating of the Future
Augmented Reality provides a new and interactive way to play and watch games. There is something special about the blending of a fantastical virtual scene within the real world that brings the experience to life. However as AR capable devices lack the performance to keep up with cutting edge graphics, this creates both technical and creative hurdles for developers. Should you port your engine to support mobile devices? What sacrifices will you need to make to your content? How do you ground your virtual objects in the real world? This talk introduces the techniques of AR streaming, a new twist on streaming technology which is teetering on the edge of being viable. It covers why AR streaming is compelling for developers and the technical consideration for integrating with any game engine. Additionally we will share our experiences with creating compelling content, the consequences of unnatural camera movements and observations of how users interact with an AR experience. The session will follow our journey from proving the technique, surviving the complication of a tradeshow floor and all the tricks required to pull it all together to do something well outside the bounds of current AR.

Speakers
avatar for Andrew Glover

Andrew Glover

SENIOR SOFTWARE ENGINEER, WARGAMING SYDNEY
Andrew has spent 11 years as a software engineer in the Australian games industry, developing everything from low-level engine tech to player facing gameplay features. Having worked on several multi-platform console titles in Melbourne, he currently works atWargaming Sydney, supporting... Read More →
avatar for Luke Ledwich

Luke Ledwich

SENIOR SOFTWARE ENGINEER, WARGAMING SYDNEY
Luke has worked for 10 years behind the scenes of the industry building tech to help games run smoothly and look amazing. He has a background in robotics and computer vision and has shipped several titles from the Halo and Destiny series.  Currently working atWargaming Sydney, he... Read More →

Sponsors

Wednesday October 24, 2018 4:00pm - 4:50pm
ROOM 210

4:00pm

Game Development Architecture Roundtable
Games can be very forward thinking when it comes to the functionality of the games we build, however in terms of technical infrastructure and approaches to technology we use it can be incredibly stagnant. Developing games is a high pressure process with minimal room for error, because of this adoption of new technologies and approaches can be incredibly mixed. New approaches are often only used on an as needed or platform required basis. In an effort to improve this situation in the local developer community we are looking at establishing a regular bi-monthly meet up for engineers to learn and share information about new technologies and their specific relevance to games. The idea would be to craft the sessions specifically to target the needs within the local industry looking at best practices and talking through the pros, cons, risks and costs of what is available. To do this however we we need to first ask the industry about what their needs are, about their knowledge gaps as well as those areas that would most help them be successful.

Speakers
avatar for Luis Van Slageren

Luis Van Slageren

PROGRAMMER, MIGHTY GAMES GROUP
Luis works as a programmer at Mighty Games Group.He completed his Bachelor Information Technology at Deakin University. While studying, Luis also ran the Deakin Games Development Group and worked as a web development contractor.Currently, Luis works on web services for games. He loves... Read More →
avatar for Anna Tito

Anna Tito

TECHNICAL PROJECT LEAD, HIPSTER WHALE
Anna Tito is a 30 under 30 regular listed in both Develop Magazine’s and Forbes 30 Under 30 list for games (2014 and 2015 respectively).Anna was nominated for the GDC Women in Games Rising Star in 2013 and 2014 and listed as one of MCV Pacific’s Women in games for 2018.Anna has... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm
THOUGHT LEADERSHIP ROOM (205)

4:00pm

Game Hugs Podcast: Louie Roots talks to Jason Imms
Moderators
avatar for Jason Imms

Jason Imms

HOST, Game Hugs
Jason Imms used to be the managing director of Australia’s first games-focused quality assurance consultancy The Machine QA, that is until it was shut down a few weeks after his GCAP talk was submitted.He is now the senior quality assurance manager at LiveTiles, host of the Game... Read More →

Speakers
avatar for Louie Roots

Louie Roots

BAR SK
Louis Roots is a curator and game developer from Perth, Western Australia, who moved to Melbourne in 2016 to open Bar SK, the first gallery space dedicated to interactive art in Australia.Louis has previously curated and run events in South Africa, England, the USA and all around... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm
Fireside Room 208

4:00pm

Serious Can Be Fun: Exoplanets in EVE
Players of EVE Online submitted more than 100 million analyses of lightcurves of distant stars to help finding new exoplanets, making Project Discovery one of the most successful citizen science projects ever. Come and hear about how game developers and designers can participate in advancing science, and what are the specific challenges that we face when embracing real life content in our games.

Speakers
avatar for Attila Szantner

Attila Szantner

CO-FOUNDER & CEO, MASSIVELY MULTIPLAYER ONLINE SCIENCE
Attila Szantner is the CEO and co-founder of Massively Multiplayer Online Science (aka MMOS): a Swiss company specialized in connecting citizen science and games.MMOS founders received the prestigious Lovie Award and the IGDA Serious Games SIG Community Leadership Award for their... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm
ROOM 207

4:00pm

So you're trying to support a medium sized studio...
Building a game takes work but building a game that's optimized takes understanding.

In this talk I will be diving into the biggest causes of long load times in Bards Tale 4 and how you can prevent them from happening in your project.

How you can streamline your build pipeline with Jenkins
- Gain a better understanding of UE4's Build Tools
- Learn to make the most out of UE4's multiplatform development tools and API's
- and learn about DDC, UGS and many other acronyms...


Speakers
avatar for Jack Knobel

Jack Knobel

GAMEPLAY PROGRAMMER, PUNY HUMAN
Jack Knobel is a Gameplay Programmer at Puny Human working on Bards Tale 4 for inXile Entertainment.Previously he lived the life of an indie dev as the Lead Programmer at Pine Fire Studios. There his time was spent working on a first person multiplayer ninja game called Kieru and... Read More →


Wednesday October 24, 2018 4:00pm - 4:50pm
ROOM 209

5:15pm

Closing Keynote
Moderators
avatar for Morgan Jaffit

Morgan Jaffit

GAMERUNNER AND CO-FOUNDER, DEFIANT DEVELOPMENT, DEFIANT DEVELOPMENT
Morgan Jaffit is an 18 year veteran of the global games industry creating games for PC, consoles, mobile, and alternate gaming platforms including virtual and augmented reality.Morgan is the Gamerunner and co-founder of independent game studio Defiant Development, Brisbane Australia... Read More →

Speakers
avatar for Ally McLean

Ally McLean

PRODUCT DIRECTOR, 3RD SENSE
Ally is a writer, producer and technology advocate based in Sydney, Australia.Currently, Ally is the Product Director of North Sydney studio 3RD Sense, making games and digital products for health, education, business and more.Previously, Ally was the Gamerunner of independent studio... Read More →
avatar for Ken Wong

Ken Wong

CREATIVE DIRECTOR & FOUNDER, MOUNTAINS
Ken Wong has worked in the games industry for over 15 years. He is the creative director and founder of Mountains, developers of Apple Design Award winning mobile game Florence.Ken is also known for his work as lead designer on Monument Valley for ustwo.After making games in Hong... Read More →


Wednesday October 24, 2018 5:15pm - 6:15pm
Planary