About GCAP

Game Connect Asia Pacific (GCAP) is the leading Australian conference for the game development, interactive media and screen tech industries, with over 1,000 attendees and representatives from almost every Australian game development company in attendance.

GCAP features medium to advanced talks that are designed to upskill mid-career professionals and bring Australia and the Asia Pacific into contemporary, global discussions on innovation, creativity and management.

GCAP brings together some of the world’s top industry influencers and specialists to give developers the tools they need to stay on top of international trends in fields like programming, art, design, commercialisation and production.

The 2017 theme for GCAP, ‘The Ripple Effect,’ is all about influence. The effect one person can have on the industry, the influence of particular technologies or voices, the change even small decisions can affect over time. Understanding influence and learning to harness it is crucial for success.

GCAP 2017 will take place 24-25 October, 2017 at Melbourne Convention and Exhibition Center, and includes networking drinks on the Tuesday night and the Australian Game Developer Awards on the Wednesday night.

Buy tickets now!

Buy Early Bird tickets before September 15th to receive a discount of up to 20%!

GCAP 2017 Talks

What Were We Thinking!? - Design Hindsights from Long-Running Games (Emilie Poissenot, Burning Glass Creative)
Creating a World and Making it Stick (David Gaider, Beamdog)
Designing Ethical Interfaces: Mixing the web's accessibility with games' potential for inclusiveness (John Kane, Gritfish; Alayna Cole, Queerly Represent Me)
Idle By Design: UI/UX for Incremental Games (Lucy Morris, PikPok)
Developing and testing Safety Beach - a game for Surf Life Savers WA (Lisa Evans, Stirfire Studios)
TBA (Teddy Diefenbach, Rami Ismail)
“Multiplayer is Dead” Examining why people loved and hated Screencheat (Nicholas McDonnell, Samurai Punk)
Why Ladders are Awesome: A Game Design lesson in Spatial Design (Jennifer Scheurle, Opaque Space)
Creative License: Writing for Someone Else’s World (Anthony Sweet, Black Lab Games; Ellen Jurik, Blowfish Studios)

Decima Visibility in Horizon Zero Dawn (Will Vale, Second Intention)
The Best Time to be Over Budget is Never: Tools to Help Build Shippable Games (Jonathan Adamczewski, Insomniac Games)
Scaling Multiplayer Games with Open Source (Mark Mandel, Google)
Porting Console Games to iOS (Jon Manning, The Secret Lab)
Unity at 60FPS and Beyond! (Brendan Ragan, Stirfire Studios; Tim Dawson, Witch Beam)
Don't be THAT Programmer: Engineering for quality and maintainability (Anna Tito, Hipster Whale)
Procedural Generation in City of Brass (Andrew James, Uppercut; Ryan Lancaster, Uppercut)
The 12 Principles of Animation, For Programmers (Maya Kerr)
How To Be A Gameplay Programmer Designers Will Love (Matthew Rowland, League of Geeks)

Investment Models and Taking on the ASX (Vee Pendergrast, Stirfire Studios)
The Awakening: Brands <3 Mobile Games (Dan Laughlin, HyperMX)
Yonder: The Startup Chronicles (Cheryl Vance, Prideful Sloth)
Tackling the 'Fear': Entrepreneurship in Games (Emre Can Deniz, Opaque Space)
Succeeding at Scale: Why Bigger is Sometimes Better (Philip Mayes, Mighty Kingdom)

Creating Studio Culture: Dino Polo Club Year 1 (Navi Brouwer, Dinosaur Polo Club)
Gantt Stop, Won't Stop: Wins & Losses in Production & Culture (Ally McLean, Robot House; Liam Esler, GDAA)

Audio: The Invisible, Untouchable, Ultimate Creative Paradigm (Sally Kellaway, OSSIC)
Texture and Tempo: The unsung heroes of our ninja game (Kevin Penkin; Jack Knobel, Pine Fire Studios)
The creative collaboration between Game Developer and Game Music Composer (Jared Underwood aka BATTERIE; Ashley Ringrose, SMG Studios)
Masterclass in Advanced Audio Production (Stephan Schutze, Sound Librarian)

When Monetisation Breaks (Christina Chen, Second Sight)
The Customer IS Always Right: How To Make and Measure Your Free-to-Play Design Choices (Ella Macintyre, Mighty Kingdom)
UX, BI, and other acronyms: the virtuous cycle of understanding your players (John Kimmel, RevIQ)
TBD (Hipster Whale)

Extending gaming creative - Trailers and Narrative Marketing (Luke Bicevskis, The Sequence Group)
More than Luck: Strategies for Success on Steam (Lauren Clinnick, Lumi Consulting; Matt Trobbiani, Team Fractal Alligator)
Rise of the Tech Influencer - Small steps you can take to extend your reach (Michelle Sandford, Microsoft)
Sticks and Stones: Adventures in Community Conversations (Darcy Smith, League of Geeks)
Positioning (Chris Wright, Felix Kramer)

Why the most successful game companies embrace Lean and Agile (James Halprin, Sculptured Entertainment)
Data Science on an Indie Budget (Luke Dicken, Zynga)
Testing Early and Never Stopping – A Case study of QA at Media Molecule (Daniel Kidney, Media Molecule)
Up Sh!t Creek: Managing the Unmanageable Project (Amy Dallas, ClutchPlay Games)

First Pass Final Pass: making animation rock while on the indie clock (Tim Dawson, Witch Beam)
Let's get serious: the Wonderful World of Character Design (Leonie Yue, Mighty Games)
Make It Jiggle (Joshua Bradbury, The Voxel Agents)
3D Anime Visuals in Indie Games (Kevin Chen, Route 59 Games)
The UI Artist's Survival Kit (Wren Brier, Well Placed Cactus)
Force Multiply – The art and science of accelerating workflows in CG pipelines (Nils Gleissenberger, EA Firemonkeys)
Real Time Filters: The Art of Aesthetics (Izzy Gramp, Geeiz; Mike Blackney, Dead Static Drive)
Creating the Art of ‘A Thin Black Line’ (VR): Trying very hard to make realtime art not look like a videogame (Kalonica Quigley, VRTOV)
Advanced Unity Shaders (Edward Blanch, Considerable Content)