Professional Documents
Culture Documents
GAMES
Cover image
Image courtesy of League of Geeks
This page
Image courtesy of PAX Australia 2016
Facing page
Image courtesy of League of Geeks
DISCLAIMER
2 DIGITAL GAMES
TALENTED AND
EXPERIENCED
VIDEO GAME
PROFESSIONALS
DIGITAL GAMES 3
INTRODUCTION The Australian game development industry has a long
INDUSTRY history of performing at a high level within a competitive
OVERVIEW global industry. Australian-made games have topped
sales charts, received major industry awards and
INDUSTRY
STRENGTHS enjoyed wide coverage in the international media.
The video game sector is bolstered by This report provides an overview of the
INDUSTRY strong capability in other complementary Australian video game industry’s key
ORGANISATIONS industries, including animation and visual
effects, film and television production, design
capabilities. It includes a selection of local
success stories and details some of the
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Image courtesy of Zero Latency
DIGITAL GAMES 5
INTRODUCTION With the emergence of new gaming
platforms such as mobile and virtual
Games in Australia are backed by
numerous government agencies and
reality (VR), the Australian games industry non-government organisations, such
INDUSTRY has entered a period of renewed growth as Film Victoria, Screen Queensland
OVERVIEW and energy. Approximately 60 per cent
of Australia’s share in the over US$80
and Creative Victoria. The industry has
an excellent track record of making efficient
ANNUAL EVENTS
local businesses operate. In the 1990s, cent of local studios expect to grow in the
the local industry was dominated by ‘work next 12 months.4
for hire’ contract projects for international
With the global games market expected
clients, often on licensed intellectual
to top US$100 million in annual sales by
properties. Today, Australia has shifted its
20205, Australia is well positioned to be
focus toward original properties. Of the
a key player.
225 companies actively creating games
in Australia, over 75 per cent identify
themselves as independent studios
working primarily on their own properties.2
Growth in the industry has paralleled
growth in the use of video games across a
wide range of applications. Nearly 70 per
cent of Australians play video games for
entertainment3, but games are also used
extensively in education, medicine, disability
services, mental health care and more.
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Image courtesy of Pax Australia 2016
DIGITAL GAMES
7
INTRODUCTION Video games are unique in that
their creation incorporates both art
(GDAA) and the Victorian government
and is now the permanent home of
connecting Australian businesses with
their contemporaries in the Asia-Pacific
and technology, a combination of over 20 studios, publishers and other region. With state government support,
INDUSTRY extremely diverse fields of expertise. organisations, as well as providing GCAP and several other events around
OVERVIEW Commercial success demands top-level
management, marketing, PR, distribution
temporary facilities and hot-desks for a
dozen more. The Arcade has grown so
the same time grew into a week-long
games festival, now known as Melbourne
INDUSTRY and information infrastructure. rapidly that it recently moved from its
original building to a newly renovated
International Games Week (MIGW).
8 DIGITAL GAMES
Video game development is an economy of
ideas and a diverse workforce is inherently
capable of producing a broader spectrum
of creative and technical inspiration. The
Australian population is one of the most
diverse and multicultural in the world and
the local games industry actively works
to increase its diversity via a number of
initiatives. For example, lower rates of
participation of women in games is being
challenged through Film Victoria’s Women in
Games Fellowship and Girl Geek Academy’s
Girls Make Games workshops.
The Australian games industry is well
connected to the international industry, which
enables a free flow of talent and expertise.
Many Australian developers have spent years
working in other countries’ games industries,
especially the US and the UK. With the
rapid growth of independent development
many have returned home, bringing world-
class skills and knowledge with them. One
notable example is Ken Wong, the acclaimed
designer of the hit game Monument Valley,
who has returned to Australia to found his
new studio, Mountains.
DIGITAL GAMES 9
INTRODUCTION A CREATIVE ENVIRONMENT media such as television and stage,
AWG now welcomes video game
A BUSINESS POWERHOUSE
Game development in Australia exists writers into its ranks. It is just one of Australia’s political stability, transparent
INDUSTRY within a broader cultural context. This many organisations forging ties with the regulatory system and sound
casts of actors having their voices and With its consistently growing economy,
INDUSTRY games more appealing, original and
artistically and culturally significant. movements captured and digitised and healthy private sector, high levels of
10 DIGITAL GAMES
marketing and public relations, business During the peak of Australia’s ‘big studio’
law and other skill sets that aid the game development era in the 1990s and
business side of game development. early 2000s, the most profitable work
This wealth of expertise ensures that frequently was not original properties, but
Australians not only make great games, licensed properties made for third parties.
but can also create sustainable and While this style of doing business is now
profitable businesses. less common, it is the core activity for
several of Australia’s oldest game studios.
The worldwide games industry is the
Tantalus Media was founded in 1994 and
largest entertainment business in the world,
has produced licensed games for Nintendo,
generating more income than either film
Dreamworks, Disney and Nickelodeon.
or music. Even a single hit video game is
Other successful studios operating in this
capable of generating massive international
space include Big Ant Studios and Wicked
sales. Australian-produced global hits
Witch Software.
including Fruit Ninja, Ski Safari, Jetpack
Joyride and Crossy Road have collectively
earned revenue in the hundreds of millions
of dollars.9–12
Video games themselves offer many
options for businesses, with multiple
business models proving to be potentially
lucrative. ‘Buy once’ or ‘premium’ games
offer all of their content for a single fixed
price. Popular Australian-made premium
titles include Framed, Hacknet, Train
Conductor and Hollow Knight. Other games
offer a complete experience either at low or
no cost, with ongoing revenue from ‘in-app
purchases’ — small in-game purchases
including cosmetic upgrades, in-game
currency and additional game content.
Successful Australian-made examples
of this business model include Ski Safari,
Gems of War, Real Racing 3
and many others.
DIGITAL GAMES 11
INTRODUCTION INNOVATION FOR Games technology is now being adapted
for industrial and scientific applications,
Even within the field of games for
entertainment, Australian companies
A BRIGHT FUTURE with many Australian companies at are pioneering new technologies and
INDUSTRY Australia is technology-rich, with local the forefront of this development. The approaches. Melbourne’s Zero Latency
OVERVIEW developers creating not only games, but University of Melbourne incorporates
VR surgery into its medical curriculum,
has used VR hardware and motion
tracking to create a dedicated-site
also advances in the technology that
INDUSTRY underlies them. Australian companies
are on the leading edge of new
allowing medical students to perform
virtual surgery on highly realistic digital
entertainment product: groups come
to the Zero Latency game space
STRENGTHS developments in software engineering, patients. Games technology can also where they engage in a single play
electronic hardware and emerging be used to visualise architectural plans session. Similarly, ‘escape rooms’ are a
INDUSTRY applications such as virtual reality (VR) before the foundations have even been
poured, allowing buyers to ‘walk through’
growing entertainment phenomenon,
challenging players to escape elaborate
ORGANISATIONS and augmented reality (AR).
their future homes. rooms by solving puzzles together.
The hardware and software developed Many of these incorporate video game
ANNUAL EVENTS for entertainment games has been While many companies focus on
elements, such as Pop Up Playground’s
successfully adapted to create games making games directly, other studios
Room Service experience.
and other experiences intended for also find great success developing
serious purposes, such as public safety, ‘middleware’ – software licensed by other
charitable fundraising and raising developers to create their games. These
awareness of social issues. ‘Serious can be large-scale products like entire
games’ has grown into a respected field, 3D engines, such as the Australian-
spawning multiple annual conferences made BigWorld Engine, used by the
and other events. A prominent example international hit game World of Tanks.
of the medium is the Virtual Dementia Smaller products can also be licensed to
Experience, developed by Opaque other studios, such as Opaque Media’s
Media Group for Alzheimer’s Australia interface for importing motion-control
Vic, which uses game technology to data into the Unreal Engine, or Sydney-
simulate the challenges of living with based Epiphany Games’ proprietary
Alzheimer’s disease. enhancements for the Gamebryo Engine.
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Image courtesy of Zero Latency
DIGITAL GAMES
13
League of Geeks: an Australian studio bringing
together global talent
Case study in an extended transmedia promotional
campaign that incorporated web
The studio behind the hit digital board
content, media engagement, conference
game Armello is one that could not
appearances, a successful crowdfunding
have existed a decade ago. While
campaign on Kickstarter.com and even
their core team is based in Melbourne,
the creation of a plush toy.
League of Geeks was founded as a
distributed studio that uses cutting-edge Initially created for PC, League of Geeks
collaboration tools to work with the best later partnered with Sony to bring Armello
people anywhere in the world. to PlayStation 4. This experience was
invaluable when the team helped Push Me
The contributors are paid through a
Pull You, another Australian-made game, to
proportional profit-share arrangement; the
be published on that platform.
better the game performs, the greater the
reward for everyone involved. This approach Since then they have continued to build on
also allows the company to maintain a Armello’s success, releasing an Xbox One
variable workforce according to available version and ongoing expansion packs of
funding and project needs. additional content for all platforms.
Armello first attracted public interest leagueofgeeks.com
with an eye-catching animated short
film that was produced with help from
Screen Australia. This was the first step
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Hipster Whale and Mighty Games: the dynamic
duo of accessible mobile games
Case study powerhouse. While Mighty Games
releases original games like Shooty
One of the Australian games industry’s
Skies, Charming Keep and Charming
biggest success stories happened
Runes, Hipster Whale has partnered with
over a remarkably short period. After
global brands Disney and Bandai Namco
meeting at a conference, two friends
to create Disney Crossy Road and
founded a studio together and created
Pac-Man 256. The instant accessibility
an instant mobile game classic. Under
of Crossy Road even allowed it to be
their new name of Hipster Whale, the
adapted into an arcade machine.
pair took just 12 weeks to create Crossy
Road, an international hit that has been Hipster Whale are now seeking other
downloaded over 150 million times. independent game producers who need a
publishing partner, while they and Mighty
Crossy Road established the design
Games continue to work on their own
philosophy that would shape all of their
original and licensed projects.
future projects. The three pillars of Hipster
Whale design are to attract the player with hipsterwhale.com
fun and colourful visuals, engage them with
mightygamesgroup.com
easy-to-grasp gameplay and then monetise
the experience through a non-intrusive free-
to-play model.
Based on these principles, Hipster
Whale joined with other veteran game
creators to found Mighty Games
Group. The two companies are
now a development and publishing
DIGITAL GAMES 15
Zero Latency: out of the computer and into the world
Case study After achieving great success at home
in Melbourne, Zero Latency is now
Virtual reality (VR) is an exciting new
expanding globally. Sites have been
technology and Melbourne’s Zero
launched in the US, Japan and Spain and
Latency has emerged as a world leader
this home-grown company is accelerating
in VR innovation.
their expansion into an international
A typical VR experience ties players to network of company-owned as well as
one spot, but Zero Latency has partnered licensed sites.
with global technology leaders to develop
A remarkably successful pre-investment
a revolutionary new VR platform that sets
campaign raised $7 million ahead of
players free. This proprietary solution
a upcoming IPO, so Zero Latency is
allows wireless, free-roaming multiplayers
on its way to becoming a worldwide
for a truly social experience.
entertainment phenomenon.
Within a specially converted warehouse
zerolatencyvr.com
space, each player wears a lightweight
backpack incorporating a powerful
computer and a VR headset. High-tech
cameras track the players through the
game area, allowing them to interact both
with each other and a shared digital world.
Groups of friends work together to fend
off hordes of bloodthirsty zombies, explore
futuristic outer space environments, or
solve puzzles in a surreal dreamscape.
Even more diverse experiences are in the
planning stages.
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Nnooo: the little studio that grew into a publisher
Case study began to lend this considerable expertise
to smaller studios. While they still make
When an independent studio is
their own games – most recently Blast
successful enough, it can sometimes
‘Em Bunnies – they published Cubemen
grow into a game publisher, repurposing
2 on Wii U resulting in the first Nintendo
its expertise to help other small
indie game to offer both a cross-platform
developers reach a bigger audience. Few
multiplayer experience and cross-platform
companies exemplify this transformation
user-generated content.
better than Nnooo.
Nnooo’s most recent published game
Located in Sydney, the small team
was The Legend of Kusakari on Nintendo
began work on the fast-paced Pop
3DS. The team are currently working on
for Wii, Apple devices and Nintendo
bringing Rogue Singularity, Anodyne and
DSi. Nnooo continued to work on the
Majestic Nights to a range of consoles.
handheld DSi platform, designing a
series of popular lifestyle apps for note- Recognising Nnooo’s proficiency on
taking and calendar management. PlayStation 4, Sony selected them as
a partner for PlayStation First, a unique
Next came their biggest success to date,
program giving game development
the frenetic, neon-bright action game
students a head start through
escapeVektor, which began life on the
experience developing games
Wii but later came to both Nintendo and
for PlayStation platforms.
Sony portable gaming devices. All three
versions were critical triumphs, picking up nnooo.com
several industry awards.
Having spent years amassing extensive
knowledge and experience in delivering
polished games to consoles, Nnooo
DIGITAL GAMES 17
Halfbrick Studios: creators of Australia’s
first billion-download app
Case study to come. Around its fifth birthday, Fruit
Ninja reached a billion downloads
The creators of the most downloaded
across mobile, home console and other
Australian-made game in history had
platforms. At its peak, it was installed on
humble beginnings.
one third of all iPhones in the USA.
Halfbrick began in 2001 with five
Next came Jetpack Joyride, another
friends in a Brisbane basement. As was
runaway hit downloaded tens of millions
common for Australian developers at
of times across platforms including
the time, the fledgling studio established
mobiles, home consoles and handheld
itself creating licensed properties for
gaming devices.
large international publishers.
Over a dozen games have followed
In 2009 they started making their own
on many platforms and Halfbrick has
games for the emerging mobile phone
become an international studio. While still
market, leading to the 2010 release
headquartered in Brisbane, it employs
of the game that would launch them
more than 100 staff in six offices across
internationally – Fruit Ninja.
four countries. They have forged strong
This revolutionary title was perfect for international partnerships, bringing Fruit
touch-screen gaming and its immediate Ninja to the Xbox Kinect with the help
accessibility, bite-sized fun factor and of Microsoft and achieved huge sales in
low price turned it into an instant hit. China through deals with local publishers.
Three months after its release it reached
halfbrick.com
a million downloads, but more were
18 DIGITAL GAMES
Opaque Media Group: using game technology
to change the world
Case study through authentic astronaut training,
culminating in a trip into orbit.
Melbourne’s Opaque Media is a digital
solutions company that illuminates real- Earthlight is the result of a close partnership
world issues using virtual reality (VR), with NASA; the team had the chance
augmented reality (AR), motion detection, to visit a training facility and use the
surround sound and other video game equipment. Actual space program trainees
elements. Their portfolio of clients and had the chance to play Earthlight in a
collaborators includes medical research simulated microgravity environment.
institutes, spaceflight agencies, local
Earthlight is being taken to market by
government, universities and charities.
Opaque Space, an Opaque Media Group
One of their most audacious projects company currently going through HTC’s
was created with Alzheimer’s Australia. highly competitive Vive X global VR
The Virtual Dementia Experience uses accelerator. Opaque Space sister company,
wall-sized screens, motion capture and Hollywood VR solution provider Opaque
immersive audio to simulate the challenges Studios, is another successful Vive X entrant.
faced by people living with dementia. The Opaque Media Group is unique in having
Virtual Dementia Experience has won two spin-offs go through the Vive X program.
multiple local and international awards for
In addition to these games and
its impact on the aged care industry.
experiences, Opaque Media Group also
Recently the company has attracted major make licensed software that others can use
press interest with Earthlight, an immersive for their own projects, including the Kinect
VR game that puts players into the role 4 Unreal software for accessible, high
of trainee astronauts. The painstakingly- performance, interactive motion capture.
researched experience takes the player
www.opaque.media
DIGITAL GAMES 19
INTRODUCTION The following are some of the
organisations involved in the Australian
Film Victoria is the State Government
agency that provides strategic leadership
International Game Developers
Association (IGDA) is a non-profit
games industry. Contact your local and assistance to the film, television and professional association built from a
INDUSTRY Austrade representative about connecting digital media sectors of Victoria. It aims global network of collaborative projects
OVERVIEW and partnering with this industry. to be a responsive advocate for the
local screen industry through funding
and communities from all fields of game
development, from programmers and
Australian Writers Guild (AWG) has
INDUSTRY been the peak body for writers for
content, arranging industry placements,
administering financial assistance and
producers to writers, artists, QA and
localisation. It brings together developers
STRENGTHS stage, screen and radio in Australia for
more than 50 years. Its vision is to see
more. It has several ongoing grants at key industry conferences and in
and assistance programmes to support special interest groups to improve their
performance writing and writers thrive as
INDUSTRY a dynamic and integral part of Australian
the games industry and supported 19
projects that went into production in
lives and their craft. IGDA has local
chapters in several Australian cities.
ORGANISATIONS storytelling, representing the Australian
cultural voice in all its diversity. AWG has
2015/16. film.vic.gov.au igda.org
ANNUAL EVENTS
founded a dedicated advisory committee Games Developers Association of Screen Queensland’s purpose is to
to foster and promote writers who work Australia (GDAA) is a non-profit, non- grow the screen industry and to be a
in digital and interactive media, including government membership organisation significant contributor to the economic
games. awg.com.au that aims to raise the profile of the and cultural wellbeing of Queensland.
Australian game development industry Aiming to foster creativity, courage
Creative Victoria is the state
domestically and internationally. and discipline within the diverse
government body dedicated to
It encourages participation and screen-based industries, it promotes
championing, growing and supporting
engagement from members to ensure a supportive culture, progressive
Victoria’s creative industries by investing
it is aware of industry needs, is able to ideas, innovation, collaboration within
in the ideas, talent, organisations, events
meaningfully support the sector and can the industry and strong professional
and projects that make Victoria a
continue to foster the Australian game leadership. screenqueensland.com.au
creative state. It encompasses disciplines
development community. gdaa.com.au
as diverse as games development,
graphic design, fashion and film-making, Interactive Games and Entertainment
from commercially-driven products to Association (iGEA) is an independent
community-based projects. industry association representing the
creative.vic.gov.au business and public policy interests of
Australian and New Zealand companies
in the computer and video game industry.
Its members publish, market, develop
and distribute games and related
hardware and it is administered by a
board of directors comprising senior
executives from interactive games and
entertainment companies. igea.net
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Image courtesy of PAX Australia 2016
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21
INTRODUCTION Global Game Jam (GGJ) – January
GGJ is listed by Guinness as the world’s
around the world as exhibitors. Organised
by retail chain EB Games, the expo
to promote the local industry and foster
professional connections. Curated by
largest game jam. In just 48 hours, tens moved to Sydney for several years before Creative Victoria, MIGW incorporates
INDUSTRY of thousands of creative individuals in returning to where it was founded on the a wide range of events for game
OVERVIEW almost 100 countries design, make and
deliver thousands of playable games
Gold Coast. ebexpo.com.au developers, game publishers, educational
institutions, other industries with an
PAX Australia – October
INDUSTRY based on a common theme. Australia
hosts some of the largest sites and
Penny Arcade Expo (PAX) is a multi-city
interest in games and the general game-
playing public. gamesweek.melbourne
STRENGTHS Australians are deeply involved in
event across the United States, with its
Seattle and Boston shows claiming the Game Connect Asia-Pacific (GCAP) –
making this huge event happen every
title of the two biggest gaming events November
INDUSTRY year. Australian jam sites have even
spawned several projects that became
in North America. PAX Australia was GCAP is Australia’s premier game
ORGANISATIONS commercially released games.
founded in Melbourne in 2013, the first
time PAX had expanded outside the
development conference, focusing
specifically on skills development,
globalgamejam.org
ANNUAL EVENTS
United States and has been a similarly addressing industry trends and forging
RTX Sydney – February huge success, bringing together tens of connections between international
RTX is the fan convention for Rooster thousands of game fans and hundreds of businesses. GCAP delivers thought-
Teeth, which began its life making exhibitors every year. aus.paxsite.com provoking, creative and innovative
short, funny YouTube videos, including sessions, covering programming, art,
Unite Melbourne – October
the popular video game comedy Red design, management and more, from
Unite Melbourne allows developers
Vs Blue. They leveraged the popularity leaders in the local and international
to connect with engineers behind the
of their videos into the creation of game development industry.
extremely popular Unity Engine, providing
an international media empire and gcap.com.au
an opportunity to learn how to get the
are now one of the leaders in digital
most out of this engine and network Freeplay – multiple events
entertainment. RTX was founded in the
with other professionals. This Australian Based in Melbourne, Freeplay is
United States and now has a sibling
branch of a global series of conferences Australia’s longest-running and largest
event held every year in Sydney. This
across Asia, Europe and the United independent games festival, bringing
consumer expo covers many fields of
States brings developers from around Australia’s independent game community
interest, with independent video games
the globe to learn, network and party in a together through its conference, public
a major component. rtxsydney.com
creative and energetic environment. events program, playable games arcade
EB Games Expo – October unite.unity.com and awards. The festival unites players,
Australia’s largest video game event makers, critics, artists, academics and
Melbourne International Games Week
is both an industry conference where students for a critical celebration of the
(MIGW) – October/November
publishers can preview their upcoming artistry of games and digital culture.
Melbourne is home to almost half of
games and a huge fan convention. It is freeplay.net.au
Australia’s game studios, making it the
an international event, attracting some
ideal setting for an entire week of events
of the biggest games companies from
22 DIGITAL GAMES
ABOUT AUSTRADE
The Australian Trade and Investment
Commission – Austrade – contributes
to Australia’s economic prosperity by
helping Australian businesses, education
institutions, tourism operators,
governments and citizens as they:
• develop international markets
• win productive foreign direct investment
• promote international education
• strengthen Australia’s tourism industry
• seek consular and passport services.
W www.austrade.gov.au
E info@austrade.gov.au
DIGITAL GAMES 23
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be Australia’s next ‘clean’ export. one Australian left Rockstar North to
1. A
ustralian Bureau of Statistics. 8679.0 – 21 December 2016. chase his indie dreams. Kotaku 20
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abs.gov.au/ausstats/abs@.nsf/mf/8679.0 to-chase-his-indie-dreams/
Accessed 29 March 2017 6. Knight SJ, Brand JE. History of Game
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Development in Australia. Australian
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Australia. Submission to the enquiry 2015.acmi.net.au/media/2457231/ developers made $10 million in 90
into the future of Australia’s video games_history_australia.pdf Accessed days. Cult of Mac 4 March 2015.
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3. Brand, J. E. & Todhunter, S. Digital Australia venturebeat.com/
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community/2013/01/20/how-jetpack-
igea.net/wp-content/uploads/2015/07/ 9. Masterson A. Fruit Ninja hits a billion joyride-applies-almost-a-decades-
Digital-Australia-2016-DA16-Final.pdf. downloads and still climbing as Australia worth-of-game-psychology-to-keep-
Accessed 29 March. 2017 punches above its weight. Sydney you-hooked/ Accessed 29 March 2017
4. Interactive Games & Entertainment Morning Herald 5 September 2015.
Association. Infographic: A snapshot of smh.com.au/digital-life/games/fruit-
the Australian video game development ninja-seo-here-20150831-gjbiuc.html
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igea.net/2016/12/infographic-a-
snapshot-of-the-australian-video-
game-development-industry/.
Accessed 29 March 2017
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Image courtesy of Opaque Media
DIGITAL GAMES
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Image courtesy of PAX Australia 2016
26 DIGITAL GAMES
DIGITAL GAMES 27
austrade.gov.au