Building great web games is all well and good, but how do you ensure gamers play your games on all their devices? And, how do you ensure this leads to a continued revenue stream that can also fuel new developments?
Here at Spil Games we know games need great experiences, not just technology. That's how we've reached over 130 million monthly players. At onGameStart we will share our success stories, lessons learned and best practices in designing, developing, distributing and monetizing games across multiple platforms.
We all love 2d browser games. But times are changing, and developers should also dig into 3D. This raises multiple problems with rendering, collisions etc. Kuba will take you into a journey showing one of the possible approaches, meaning octree structures.
We've been here before ya' know? Browser-based games without plugins aren't something entirely new and whizzy. Web games developers and, more specifically, the 'persistent' browser-based games (PBBG) development community have been crafting products of long-term player enjoyment for upwards of a decade, though the fruits of their labours are often near-completely unknown to all but the most forgiving of games players. So why is that? In this talk, I discuss the history of 'persistent' browser-based games, the PBBG development zeitgeist, and how HTML5 can be employed to both embellish and complement existing PBBGs and to significantly enhance the player experience of the new breed of Web-based indie games that are just around the corner. PBBGs aren't sexy... YET!
by Piotr Sadowski
Creating a highly portable game engine is like navigating uncharted waters -- from the very beginning you develop using bleeding-edge technologies, struggling to comply with unfinished standards' drafts and working around all supported platforms' quirks. We have experienced HTML5 teething troubles first-hand and know that most well-established solutions translate rather poorly to the realm of web technologies. In this talk Piotr will explain some of the biggest challenges we encountered on our road to Solpeo Gaming Platform.
by Łukasz Foks
During this session, we will show how Internet Explorer uses the potential of HTML5 and other modern webstandards. Will be shown examples from Polish market and some best practices from the entire world. Additionally, we will present how to promote your great work among Windows users. Attend this session and discover beauty of the web!
by Rob Evans
If you're graphics desiger, we'll show you what tools you should use to make the developer life easier. If you're developer, we'll show you how to optimize the graphics for better performance. There'll be also some nice bunch of insipration for everybody.
by Ryo Shimizu
Introduction to 9leap.net, the HTML5 mini game contest site that topped 100,000 users within just one month of launch. Introduction to enchant.js, the HTML5 game engine that made efficient game development possible for 9leap. Discussion of future prospects for HTML5 gaming technology.
by Martin Kool
When a new portable gaming emerges, it doesn't take long for it to get hacked. Soon after that, many ports of open source game engines and emulators come flooding in and have you playing Doom, Quake, Dosbox, ScummVM and early Nintendo console titles on the device. Just for fun, let's take a look at where we are with HTML5 then, shall we?
I usually find technologies that interest me, experiment with them, publish demos I do and eventually use them in a commercial project. With WebGL it was different - my first contact with this technology was through a client project. I had to learn WebGL on the go. It took me a few months to actually start apperciating it, but once the project was over and I thought I know everything about it, I decided to write my own engine that I baptized simply J3D. After a good start, I realized I didn't know that much about WebGL after all... Since then I spent many day & nights (mostly nights) learning and creating what I believe is a good tool for other developers to start creating 3D applications in the browser. In my presentation I talk about specific challenges when working WebGL projects and how J3D addresses them. I will also take you on a short walk-through of it's features and present some demos.
Brandon's intent is to compare the Quake and RAGE demos (including on-stage demos, of course!) and talk about which parts of the formats work well, which parts are difficult to use in a browser environment, and things to consider when constructing your own 3D resources for WebGL apps.
by Rob Hawkes
by Seth Ladd
Come learn about Box2D, the open source rigid body physics simulation library for games. This session will get you up and running with this powerful library while you learn the tools and techniques to use it in your next HTML5 game. Soon your games will be using Box2D just like Angry Birds!
22nd–23rd September 2011