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WELCOME TO GCAP

Games Connect Asia Pacific (GCAP) is Australia’s premier professional development and networking event for the game development industry, focused on up-skilling and connecting the Australian sector via education, knowledge sharing and the provision of extended personal and business networks. GCAP caters to a range of disciplines and has grown and attracted an engaged audience and esteemed speakers from around the world.

The Focus For GCAP 2022 Is Ambition.

Australian game developers have found their voice in the world and that voice is ambitious. GCAP 2022 will challenge attendees to chase their ambitions and create world class products, experiences, studios, and businesses for an ever-expanding global games audience. GCAP 2022 will provide avenues for personal and professional ambitions to be realised and success to be achieved.

GCAP 2022 will run from Monday the 3rd of October, to Wednesday the 5th of October 2022.
Room 106 [clear filter]
Monday, October 3
 

11:00am AEDT

Storytelling Beyond Words
Narrative Design is the art of telling stories using all of the tools available. In this Q&A, we’ll look at some under-utilised aspects of bringing game worlds and characters to life, and discuss how to maintain a coherent creative vision throughout the course of your game from beginning to end.

Speakers
avatar for Leanne Taylor-Giles

Leanne Taylor-Giles

Drop Bear Bytes
Leanne Taylor-Giles has been working in video games and related academic fields since 2006. She has experience on AAA titles, mid-tier games, and established intellectual properties, and has written several academic chapters and a Masters on storytelling systems in games. Her love... Read More →
avatar for Wren Brier

Wren Brier

Witch Beam Games
Wren Brier is the Creative Director of award-winning indie game Unpacking. She's been working in the games industry for 9 years, starting at Halfbrick and later working as a freelance artist before joining Witch Beam Games. In addition to her game development roles, she is on the... Read More →
avatar for Simon Boxer

Simon Boxer

Twice Different
Simon’s a concept artist turned indie developer, and founder of Melbourne studio Twice Different. His most recent release is the genre-blending card crawler, Ring of Pain, which delivers a cryptic narrative through bite-sized poems. Current projects include the comedy adventure... Read More →
avatar for Marigold Bartlett

Marigold Bartlett

Ghost Pattern
Goldie is the art director for local studio ghost pattern, making Wayward Strand - a heartfelt story told in a curious way, set on board a flying hospital airship in 1970's rural Victoria. She also teaches art for videogames at RMIT university, and is the visual art lead for Freeplay... Read More →


Monday October 3, 2022 11:00am - 11:50am AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

12:00pm AEDT

Nurturing neurodiversity: making game dev accessible to everyone
Listen and discuss with Gamelofters Catherine Booth, Bradley Hennessey, and Cass McDonnell; as they share their knowledge and understandings in the industry as neurodivergent game devs. Combining this with some takeaway culture and workflow tips, we hope to further conversations around building inclusive, accessible and productive game studios with neurodiversity in mind. This panellist will share their experience with Gameloft Brisbane's Studio Manager Dylan Miklashek.

Speakers
avatar for Dylan Miklashek

Dylan Miklashek

Studio Manager, Gameloft
Dylan has been in the video game industry for over 25 years. He has worked for EA Canada, THQ USA and Pandemic Australia. He has worked on multiple major licensed IPs including FIFA, NHL, MLB, WWE and Batman. In 2014 Dylan joined Gameloft as Studio Manager of Gameloft Brisbane and... Read More →
avatar for Cass McDonnell

Cass McDonnell

Game Community Manager, Gameloft
As the Game Community Manager at Gameloft Brisbane, Cass (She/Her) is responsible for leading the community for Gameloft’s award-winning title The Oregon Trail. She has over 10 years of experience in digital marketing and throughout the years she has supported multiple games across... Read More →
avatar for Catherine Booth

Catherine Booth

Gameloft
Catherine Booth (she/her) is an Australian game designer with 4 years of experience across marketing and community, QA and design. A passionate storyteller and experience creator, Catherine is now part of the Gameloft Brisbane design team after entering the games industry with Toast... Read More →
avatar for Bradley Hennessey

Bradley Hennessey

Gameloft
Bradley Hennessey has been a Solo Game Developer for over 8 years, developing numerous titles in that time. As a recent graduate of Game Design at QUT, in 2021 he achieved an internship with Gameloft Brisbane through Screen QLDs Internship program. Now a Junior Designer at the Studio... Read More →


Monday October 3, 2022 12:00pm - 12:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

2:00pm AEDT

Lessons from the Trenches: Live Ops Game Data Architecture
There are so many complex challenges in games engineering, this panel brings together an incredible group of games engineers who collectively have decades of experience. Drawing on their experiences in the trenches they will discuss a range of advanced engineering topics like data architecture, live service tools and more.

Speakers
avatar for Anna Tito

Anna Tito

Anna is a passionate promoter of code quality and good supportable software architecture. She has worked professionally across the full stack of mobile game development, as both a senior server and client engineer. She has worked on a wide range of titles including KIXEYE's VEGA Conflict... Read More →
avatar for Josh Caratelli

Josh Caratelli

Gravity Well
Josh Caratelli is a Senior Engineer at Gravity Well. He grew up in Melbourne's game development industry and alongside excellent co-workers and friends has been fortunate enough to ship ten titles. The first being Rugby League Live 2 (360/PS3) as a teenager on his summer holidays... Read More →
avatar for Tony Albrecht

Tony Albrecht

Riot Games
It started over 30 years ago with a C64 BASIC program which bounced a balloon around the screen and the question “How many more balloons can I animate?” That simple question has led to a lifetime of programming, specialising in squeezing as much power out of the hardware as possible.Tony... Read More →


Monday October 3, 2022 2:00pm - 2:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

3:00pm AEDT

FMOD to Unity Live: Audio Implementation
We’ll be generating and integrating sounds based on audience requests using FMOD to a Unity project live.
The goal is to cover how to rapidly prototype, integrate and iterate sounds within both FMOD and Unity, as well as demonstrating a workflow for rapid audio generation.

Speakers
avatar for Aaron Edwards

Aaron Edwards

FMOD
Aaron has been working in the International media scene for over 15 years. Starting his career as a composer for film, he quickly expanded into audio for games, television & trailers. Over the years, his skill set increased to include Music Editing & Mixing / Mastering. Aaron has... Read More →


Monday October 3, 2022 3:00pm - 4:30pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006
 
Tuesday, October 4
 

10:00am AEDT

Data Driven Narrative and Narrative Analytics
This talk provides an overview of the analytics we need when measuring story in narrative games. This is the accumulation of what we have learned through trial and error over many years.

As part of this talk we will explain the processes we designed and use to generate data from multiple media platforms. This data is what we use to inform narrative beats and themes, as well as turn the information into usable formats for designers and writers. This talk will include a tutorial on the process of handling the data in excel as well as how to present it in a reader friendly format.

After a brief introduction to the relevance of transmedia in games, we will explain the convergence of narrative structure and beats of existing IP across media to game formats. Expanding on this we will discuss creative solutions in data analysis for optimization, retention and monetization. We will also cover how to derive narrative metrics from existing data in games that don't measure narrative analytics.

Speakers
avatar for Emma Losin

Emma Losin

Mighty Kingdom
Emma is a game designer with product management responsibilities. She holds Bachelors in Psychological Sciences and Game Design as well as qualifications in Interactive Digital Media and Visual Art. Nominated and received a special mention for Ingames 2019, was a Different Games Ambassador... Read More →
avatar for Rebekah Little

Rebekah Little

Mighty Kingdom
Rebekah is a Game Designer at Mighty Kingdom, Australia’s largest game development studio, and a Women in Games Ambassador with a passion for environmental narrative design and serious games. Her qualifications include an Advanced Diploma of Digital Development (Game Design), First... Read More →


Tuesday October 4, 2022 10:00am - 10:50am AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

11:00am AEDT

We deserve better subtitles!
More than 80% of gamers use subtitles. But how do we make sure subtitles are great?

This session will explore what greats subtitles mean in 2022 and beyond.

From our regular professional use of and research into text-presentation in games, we’ll present how and why people use subtitles when gaming, how developers can improve both the user experience and accessibility of subtitles, and why you should bother.

Specifically, together, we’ll look at:

- what subtitles are, how they work, and how people use them
- how to tune your subtitles for the ways in which people use them
- designing good subtitles, from font, to colour, to contrast
- subtitles for accessibility, and subtitles for preference and convenience
- great subtitles vs. mediocre subtitles (“Control” is the gold standard, but we can do even better)
- subtitles in games vs. subtitles in linear media, what we can learn from other other
- closed captions or subtitles? What’s the difference?
- subtitling sound effects, not just dialogue

By the end of the session, attendees will better understand the world of subtitles, and be equipped with concrete recommendations they can take away to implement in their own games and projects, whether they’re just starting a project, or need to retrofit the subtitles in their existing games.

This session will be more design- and accessibility-focused than technical, but we’ll be discussing some technical possibilities when it comes to developing good subtitles, even though it’s not the focus.

Speakers
avatar for Paris Buttfield-Addison

Paris Buttfield-Addison

Secret Lab
Dr Paris Buttfield-Addison is the co-founder of independent game development studio Secret Lab. He serves as producer, and helps to maintain the popular open source interactive dialogue system, Yarn Spinner (https://yarnspinner.dev/). Secret Lab is best known for Night in the Woods... Read More →


Tuesday October 4, 2022 11:00am - 11:50am AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

2:00pm AEDT

Algorithms and Emojis: Puzzle Design for Nekograms
This session is a deep dive into how we: designed an intuitive sliding-puzzle game based on nonograms (a popular logic puzzle); generated and curated levels for the game; and created an Endless Mode which creates levels on the fly.

We talk about the difficulties and gotchas of using level generation, and some of the processes we undertook to tests, rate, traige, and curate generated levels. We touch upon some of the features (eg. level sharing) left behind, and conclude with how the puzzle design for our next title has been influenced by what we've learnt.

Speakers
avatar for Nick Lowe

Nick Lowe

Hungry Sky
Nick Lowe is a Founder and Director of Perth-based interactive design studio Hungry Sky, and the Designer and Director of the studio's first self-published game, Nekograms.Nick has worked in interactive media for over 15 years, with clients including: the WA Museum, BitSummit Games... Read More →


Tuesday October 4, 2022 2:00pm - 2:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

3:00pm AEDT

Using Automated Story Planners for Augmented Narrative
Writers! Has this ever happened to you? *greyscale footage of a writer at their computer being frustrated at having to either plan out hundreds of possible plot threads to get a player-controlled story from one state to another, and then looking to camera with an exaggerated annoyed expression*

Or, players! Has this ever happened to you? *greyscale footage of a player frustrated that their game’s story can’t be very reactive to the actions they take due to the enormous amount of writing that would be needed, and then looking to camera with an exaggerated annoyed expression*

Why not try automated story planning tools, a cool new experimental technique to let computers do some of the work involved in building a story that’s both narratively plausible while also under the control of the narrative designer! *colour footage of players and writers looking happy and giving an exaggerated thumbs-up*

In this talk, we’ll look at automated story planners, which are tools that help writers produce story steps, and can help NPCs take plausible actions to get the story towards a target game state. It won’t write your story for you, but it can help make your story richer!

Speakers
avatar for Jon Manning

Jon Manning

Secret Lab
Jon Manning is the co-founder of Secret Lab, an independent game development studio best known for their work on the BAFTA- and IGF-winning Night in the Woods, and on the hugely popular narrative tool Yarn Spinner. Jon is also the co-author of a number of books on Unity, Swift, and... Read More →


Tuesday October 4, 2022 3:00pm - 3:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

4:00pm AEDT

ABC Design - Approaching Game Design through Daisy Chains
If you can’t see the whole puzzle, how do you know when a piece is missing? Game Design is often about creating something from nothing and filling a void to solve a problem, but finding the missing piece isn’t always easy. Brainstorming game ideas can feel futile and frustrating, gameplay loops elusive, concepts abandoned half-baked, or something just straight up feels missing. How do we get to the bottom of these problems? How do we figure out what’s missing from a loop? This talk is about using the idea of daisy chains and our ABC’s as a method of approaching, understanding, creating, and troubleshooting game design. This is all in order to reach a practical and actionable outcome, improve design thinking, and making filling in the missing piece of the puzzle as easy as ABC.

Speakers
avatar for Penelope Davison

Penelope Davison

EA Firemonkeys
Penelope is a game designer at EA Firemonkeys, working on the mobile title ‘The Sims Freeplay’. She studied game design at RMIT University before interning with free-roam VR company Zero Latency, briefly working on their first PvP title ’Sol Raiders’. Penelope then graduated... Read More →


Tuesday October 4, 2022 4:00pm - 4:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006
 
Wednesday, October 5
 

10:00am AEDT

No Hero Is An Island: How Diverse Ensemble Casts Create Living Worlds
Video game stories can suffer when they fall back on stock characters in the service of creating a familiar experience for the player. In this session, I will talk about how the narrative team at Studio Drydock developed an authentic, diverse ensemble cast that powered our witchy farming sim past genre clichés to create a world that feels alive.

Speakers
avatar for Desiree Cifre

Desiree Cifre

Studio Drydock
Desiree Cifre is a writer and narrative designer, most recently on Wylde Flowers, out now on Apple Arcade (Steam and Switch later in 2022).  I am passionate about authentic representation in game stories, and I believe that games can respectfully address serious themes through p... Read More →


Wednesday October 5, 2022 10:00am - 10:50am AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

11:00am AEDT

Accessibility As A First Principle
We all might disagree on how much challenge is the perfect amount, but even fans of masochistically difficult games will agree: losing because you made the wrong decision has the potential to be fun, but losing because you could not win a tactile struggle with the controller is the stuff of rage quitting. Players with impaired vision, limited motor control, dyslexia, or any number of other challenges might find simple parts of your game to be frustratingly complex. The odds of such players enjoying your game are vanishingly small… unless you develop your game around their needs in the first place!

Thinking about players with hands, eyes, minds, schedules, and distractions different than your own is neither free, nor easy, but it can open up your games to a wider audience of potential enthusiasts.

This talk will cover ideas on how to use accessibility as a baseline of success and chief design constraint, as well as best practices for making sure usability is an ongoing component of development and not a last-minute addition. We’ll look at some games that stand out as being playable by a wide range of players due to ease-of-use, inclusive controls, or other nods to accessibility, as well as lessons and reflections on the speaker’s efforts to create a game with accessibility as a core goal.

Speakers
avatar for Matt MacLean

Matt MacLean

Generic Lake Monster
Matt MacLean is a game designer with eighteen years of professional experience and is currently a designer, programmer, and CEO of Generic Lake Monster, a studio aiming to launch their first game in late 2022.Before founding Generic Lake Monster, MacLean spent over twelve years at... Read More →


Wednesday October 5, 2022 11:00am - 11:50am AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

12:00pm AEDT

Understanding your players better through user research (even on an indie budget)
The success of games depends on their Player Experience and building the best Player Experience relies on understanding your players. Games User Research is integral to understanding players and how to build the best product for them. Research is more than just testing prototypes at the end of the development cycle, it should be embedded throughout the game development cycle.
Come along to learn some tips and tricks on getting started, choosing the right methods and tools for all types of teams.

Speakers
avatar for Megan Pusey

Megan Pusey

Murdoch University
Megan has just finished a PhD in Games User Research. She investigated how puzzle video games can help improve resilience. As a teacher Megan used video games such as Minecraft, Universe Sandbox and Portal 2 to teach science. She enjoys playing video games and cosplays in her spare... Read More →


Wednesday October 5, 2022 12:00pm - 12:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

2:00pm AEDT

The other writing for games: 6 writing principles towards better technical support docs
Game companies need solid technical writing, just like any other software and customer-oriented business. It's crucial for the team and for the players.
We helped a large mobile game company with millions of players to apply a standardised technical writing method to their knowledge articles. The results? Higher player retention with clear in-play community content, accurate FAQ's and fast technical solutions. They have an efficient and scalable team support solution with well-structured, plain language content that allows them to find answers fast.

Speakers
avatar for Miranda Verswijvelen

Miranda Verswijvelen

Learningworld design
Digital learning experience designer and technical writer with a passion for gamelike design for elearning and plain language in documentation. Over 15 years of incredibly diverse projects in the digital learning space, both corporate and academic. Currently combining freelance work... Read More →


Wednesday October 5, 2022 2:00pm - 2:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006

3:00pm AEDT

Cultivating Playful Culture
In a culture that is driven by efficiency and performance, we often devalue actions and characteristics that contradict those notions. This internalised-culture will often make us feel guilty to linger, self conscious to play or anxious to try new things. It can limit how we engage and narrow our perception.

In this talk Duncan highlights one of these undervalued and under recognised characteristics, playfulness.
He believes playfulness is a powerful concept that promotes creativity, open-mindedness and confidence. He's exploring what it means to be playful, how we inspire playfulness in others and how we can help cultivate a culture that promotes and celebrates playfulness.

Duncan defines playfulness as acting volitionally to make the most of a situation. Doing what you are wanting to do while at the same time pushing the boundaries and exploring new opportunities. With a focus on games, Duncan considers how we might inspire this type of engagement in our players and how that influences how our players engage outside the game too. To engage players in a way that frees them of guilt, fear and anxiety to ultimately cultivate a culture that is less judgemental, less anxious and more autonomous.

Speakers
avatar for Duncan Corrigan

Duncan Corrigan

Duncan Corrigan
Duncan is a game designer with an interest in creating expressive games that inspire playfulness. Frequent games jammer and playful arts festival goer, Duncan spends a lot of his time thinking about how cool games are. He’s currently studying a Masters in Animation, Games and Interactivity... Read More →


Wednesday October 5, 2022 3:00pm - 3:50pm AEDT
Room 106 1 Convention Centre Place South Wharf, Victoria 3006
 
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