~/conference

Games Connect Asia Pacific 2018

date:2018-10-23..2018-10-24
location:Melbourne, Australia
series:Games Connect Asia Pacific · one edition

studio founders and managers, producers and product managers, game developers, marketing and user acquisition managers, game artists, quality assurance engineers, backend and live-ops engineers

optimising graphics for mobile; procedural generation with Blender; Unity C# tooling and serialization; scaling web services for free-to-play; player segmentation and live ops; marketing funnels and demo testing; ux design for games; quality assurance for small teams; studio hiring and onboarding practices; studio culture and retention tactics; AR streaming

titleauthorlength
Your marketing GuideLauren Clinnick44m
Clear, actionable rules for outreach: test trailers and marketing assets before public release, build a demo/Kickstarter funnel that grew one horror game's 200…
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So you (or someone else decided) you're a producerAmy Dallas, Cass Gray, Meredith Hall, Lisy Kane, Jair McBain, Joe Park, Kamina Vincent51m
Six producers compare concrete tactics: use JIRA, Kanban and six‑week sprints, run demo days and weekly “awesomeness” reviews, keep a production Slack and…
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Finding Your AudienceGabriella Lowgren, Henry Fong, Matt Hall, Sophie Rossetti, Ken Wong43m
Panel lists concrete tactics: use Google Play player segments and demographic UA filters to target high-value users (example: male 30–55 targeting for a…
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Opening KeynoteLeighton Gray34m
Argues cultural shift to metamodernism: sincerity + irony and prescribes concrete marketing/design moves: use Unity/Blender/Twine, publish on Steam/itch.io…
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Transcending EntertainmentKathleen Yin, Matthew Lee, Attila Szantner46m
Panel describes embedding real science into commercial games by integrating microscope images and star light curves into EVE Online as gameplay and lore…
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Lessons in TechnomancyAnna Tito47m
Builds a data-driven core that generates C# and Java code from an XML schema + Geocell 4.1 pipeline, producing typed classes, serializers, factories, bindable…
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Your Studio boo and YouMeredith Hall45m
Frames studio culture as a relationship and gives concrete fixes: introduce monthly one-on-ones, tighten standups so each person gets uninterrupted time, keep…
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Porting Your ThoughtsJess Watson, Amos Wolfe45m
Outlines a usable model: four communication types (amiable/expressive/analytical/driver) and two knowledge habits (eagerness/willingness), plus tactics like…
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Too Clever isn't FunAndrew Rowse50m
Rival Stars uses a simplified 5v5 model with eight selectable plays and player-versus-match performance modifiers that can shift success chance by up to 30%…
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Hire IntelligencePhilip Mayes46m
Company growth from 4 to about 48 people drives hiring changes: always be recruiting, use referrals and university partnerships, and avoid recruiters for…
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In the Business of GamesLuke Henry50m
Review of 15 years of Australian indie revenue finds concrete shifts: early B2B dev‑for‑hire gives way to retail spikes, then DLC and freemium, then ads and…
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Mentorship Myths & MistakesAlly McLean51m
A year‑long mentorship program called Working Lunch pairs entry‑level women with core and guest mentors through workshops (context, freelancing, pitching…
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I Know kung-FuEmre Can Deniz55m
Claims that XR and off‑the‑shelf game tech make serious training cheap and scalable: a six‑person, object‑tracked lunar VR setup is built from store‑bought…
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BoomBox - Audio Workflows Inspired by ConstraintsJeff Van Dyke, Zander Hulme52m
Shows a concrete music brief that leads to a piano/string quartet demo for Submerged, a 20-minute improv workflow that yields tiny “gems,” and a Google Sheet…
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Dismembering 'The Forest'Michael Theiler, Trevor Dikes59m
Detailed post-mortem of The Forest explains concrete choices: audio pipeline uses FMOD + Unity, editing moves into Reaper to batch-render assets, and the…
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Drawing Heaps of Objects on Console, Fast, as an IndieJustin Whitfort41m
Projects use Graphics.DrawMeshInstancedIndirect plus GPU-side compute to cull and drive instance counts, moving transform data into GPU compute buffers and…
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You (CAN) Ask ThatCharlie Francis Cassidy, Fae Daunt, Snow McNally, Damon Reece58m
Panel answers practical how-tos: introduce your pronouns first or ask “what are your pronouns” (avoid “preferred”), correct slips quickly and move on, and…
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Creating Emotional Engagement Through Narrative and Game DesignMelanie Taylor53m
Uses Orwell and Hacknet as concrete case studies and gives measurable design moves: a five-episode structure with two deliberate mechanical breaks (a timed…
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Optimising Graphics for Mobile Devices in UnityBrian Akira Su49m
Crash of Cars (25M+ downloads) uses concrete tricks: splat map shaders with XZ/world-space UVs to cut texture samples, reusing a baked top‑down shadow map for…
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Games for the Military? Are you Serious?Ryan Stephenson45m
A game engine originally modded from Operation Flashpoint becomes a purpose-built training tool called VBS 3 that runs on enterprise licenses across 59…
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GCAP 2018: Charlie RedCharlie Red47m
Builds a Melbourne art collective called Charlie Red (launched March, first public event June) using a Discord prototype then Slack and Twitter promotion to…
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Delete VideogamesLouie Roots54m
DELETE Jam runs as a one-day jam at Bar SK (about eight hours) and exhibits games to the public, then delete everything: files erased or physical objects…
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Procedural Generation by Automating BlenderJon Manning42m
Generates rock/asteroid assets by scripting Blender’s UI with the Blender Python API, using metaballs to form base shapes, bmesh to convert to meshes, then…
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A Step by Step Guide to Ads for Your GameKatie Stegs50m
Soft launch ads focus on getting usable data not vague reach metrics, so run quick experiments with real tools: use Google Consumer Surveys to test icons and…
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Design of the SensesDavid Harris47m
Argues that theatre supplies concrete sensory tools games ignore: tactile haptics and blindfolded VR in Ilk’s "And the Birds Fell From the Sky" pair physical…
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The Bridge BetweenAlly McLean, Emre Can Deniz, Matthew Dyet, Jessica Gates, Carolyn Mee, Adrian Webb53m
Panelists describe concrete practices and results: using collaborative design workshop sessions to turn non‑gamers into designers, building a lifesaver mobile…
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Clone-nite UnknownMatt Lee51m
Covers concrete IP actions for games: how patents last 20 years (innovation patents 8) and what qualifies (technical solution, not game mechanics), why…
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Closing KeynoteMorgan Jaffit, Ken Wong, Ally McLean39m
Conference recap argues that the industry built protective “walls” in response to fear and that those walls now block talent and knowledge; mobile, Steam and…
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Opening Lightning TalksAnna Tito, Rob Davis, Saf Davidson, Nick Suttner, Jean Leggett, Keith Fuller, Kate Edwards, Tony Albrecht55m
Nine five-minute talks deliver specific calls and examples: industry veterans report 100-hour crunch claims at Rockstar, urge stop crunch and pay staff fairly…
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From There and Back Again! Porting from Mobile to Console and Back AgainHadleigh Barton-Ancliffe53m
Gems of War moves from console back to mobile by focusing on textures: over 3,000 textures are reprocessed, switching Unity compression formats per platform…
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Best-Practice Quality Assurance for Small TeamsJason Imms53m
Starts from the claim that small teams can adopt enterprise QA practices without big budgets and gives concrete steps: set up issue tracking early…
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User ReviewsDarcy Smith53m
Less than 5% of players write reviews (Android ~4%); median playtime before a positive Steam review is 15.5 hours and 6.6 for negative. Storefronts let teams…
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Sensitive Subjects in Serious GamesJean Leggett, Gabriella Lowgren55m
Shakespeare’s Landlord adapts Charlaine Harris into a 2D point‑and‑click mystery that deliberately avoids graphic depiction, uses diary entries, careful camera…
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Evidence-Based Mental HealthJennifer hazel56m
Presents the CheckPoint Analyze Accept Act model with concrete tools: CBT labeling of automatic negative thoughts (ANTS), DBT chain analyses and the…
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The Business of ArtKim Forrest, Philip Mayes50m
Argues that studios must be as good at running a business as at making art, and lays out concrete tactics: use Sensor Tower and PlaytestCloud to validate…
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Inflation - The Quest to Manage The Sims FreePlay's economyMavis Chan44m
Seven years of live ops for The Sims FreePlay expose early hyperinflation and later creeping wallet growth; the team measures earnings vs spend by player level…
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2D or not 2DTessa Monash34m
Creates 2D characters by importing a layered Photoshop file directly into Unreal, building a texture atlas, cutting that atlas into flat planes in Maya and…
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UXR Workshop - User Testing in Under an HourAnna Brandberg54m
Practical method for running one-on-one user interviews that fit an hour: use a single-page test plan and a pilot run, recruit 5–9 participants, record with…
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UX Design - The Glue That BindsAnna Brandberg49m
UX work focuses on concrete fixes: use wireframes and rapid prototypes to scope screens, then test on devices before art or code. Need for Speed teaches…
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An Asset Worth a Thousand WordsDamon Reece26m
Argues that modular narrative lets small teams scale reactive content by stitching small story “lots” together; shows working tools like ink and Yarn Spinner…
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Creativity Can CompeteEmily D’Elia45m
Argues that marketing must start in pre‑production by designing a value strategy that ties game design to promotion; recommends choosing one differentiation…
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Unity Tech for IndiesMarko Grgic46m
Shows concrete Unity tooling and results: a simple bundle manager plus asset bundle browser from GitHub, a sample project based on 3D Game Kit, and editor…
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Scaling Web Services for Free to PlayLuis Van Slageren54m
Shows a concrete stack and numbers: customer support runs on Lambda+API Gateway with bug reports auto-posted to Slack and metadata (version, level, receipts)…
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How to sell outMeredith Hall, Nicholas McDonell49m
Practical playbook: merchandising can be a real revenue stream if done with numbers and logistics in mind. Examples: Alto’s merch drives 60% of annual revenue…
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Delivering Their VisionDean Walshe53m
Shows how to turn a property into a playable product by extracting key pillars (what must stay) and building around them, not copying art. Preparation means…
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A Thousand Cuts Down to 5Kieron Lord47m
Case study of a GearVR Unity game that hits target 60 FPS by enforcing concrete limits (roughly 75k static tris, 8k dynamic tris, 25 draw calls per eye) and…
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So You're Trying to Support a Medium Sized Studio....Jack Knobel55m
Explains concrete automation wins: a Jenkins pipeline calls RunUAT to run Build Graph scripts that batch UBT/UE4 tasks, tag build artifacts and commit only…
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We Could let Silicon Valley Help Us Fix Game Dev. But Will We?Keith Fuller35m
Advocates adopting concrete people practices from Silicon Valley: schedule 30 minutes every two weeks (ideally one hour weekly) one-on-ones focused on rapport…
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AR StreamingAndrew Glover, Luke Ledwich42m
Delivers a streamed AR spectator for World of Tanks that renders the full PC visuals at 2k at 60fps to an iPad Pro using Unity, BC1 texture compression, a…
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Pixels and WordsAnna Tito, Blair Leggett59m
Built a WYSIWYG authoring pipeline (initial MVP in Silverlight with a Flash client, later moving to Unity) that lets non-programmers publish interactive…
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Tips from the TrenchesAmy Dallas56m
Lists concrete contract tactics and evidence: fixed bids often underprice games and break collaboration, while time and materials NTE deals preserve…
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Cards Against people MismanagementEmilie Poissenot50m
A deck of practical “cards” maps to concrete practices: start conversations with flags (eg. “producer hat on” or “these are ideas”), run regular one-on-one…
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Arrr-chitecting Games and Game TeamsParis Buttfield-Addison52m
Pirate crews codify governance: crews of ~150–200 elect an elected captain (battle authority) and a quartermaster (operational authority), sign written…
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Build Your WorkforceMike Blackney50m
Procedural pipelines that produce hand-quality content, not obvious randomness: a debris blueprint that seeds repeatable trash with a changeable random seed, a…
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Platforms are People tooNick Suttner39m
Claim: a game succeeds on platforms because one person inside cares enough to fight for it not because a storefront algorithm magically notices. Advice…
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Let the player be the performerRyan Roth41m
Shows concrete audio techniques: assign magic intervals (root, major third, perfect fourth, perfect fifth, octave) in a single key so any player input…
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Sherlock it UpSaf Davidson53m
Argues that deliberately built information gaps power game story engagement, showing a working method: a 12-item shoebox prototype of mementos and paper…
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To Serve (For) Human MindsMatt MacLean44m
A career-retrospective lays out five actionable rules: iron Butler theory (serve players first; creators last), know whom and what you are serving, map team…
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Overcoming your biases to be an effective allyJen MacLean50m
Workshop adapts the Ada Initiative IGDA Allies framework into concrete tactics: a behavioral model for when to coach, confront or escalate, language fixes…
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Don't Let Overwhelming Success Overwhelm YouBrendan Vanous01h 00m
PlayFab claims a production backend that already runs 2,000 live games and serves 100 million MAU, built on AWS (DynamoDB, Kinesis) with a PlayStream real‑time…
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Fortifying Your FutureKate Edwards51m
A practical playbook for industry advocacy: builds a simple website and a Google Form, collects 200+ nominations, sorts them in Excel to publish the 50 over 50…
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