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Augernaut presentation from Game Development JS Meetup. 09/26/2012

Augernaut presentation from Game Development JS Meetup. 09/26/2012

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  • 1. In the next 60 minutes•  Who we are (1)•  Challenges (5)•  Co+Pilot (10)•  Live demo (30)•  Q&A (15)
  • 2. who we are
  • 3. who we areMyron David@myronm @goldbuickPartner at Cymbal Interactive Lead UX at Promethean, Inc.•  Designed, produced, and •  GDC Austin Speaker contributed to 40+ mobile titles •  Creator of Reflexion (iOS) across 3 major mobile platforms •  World of Goo (iOS port consultant) (iOS, Android, and Hiptop) •  Snapshot (OSX Port)
  • 4. augernautAt augernaut we develop a suite of tools designed from theground up to empower Javascript game developers with aneasier way to collaborate, continuously create, and distributefun cross-platform games more quickly.Augernaut Co+Pilot is the application framework that allows thismagic to happen.
  • 5. challenges
  • 6. Original photo by: Navaneeth KN
  • 7. Challenges•  Cross-Platform Development•  Collaboration•  Time to fun•  Flow
  • 8. Challenge: Cross-Platform Development•  Challenging to make cross-platform games•  Asset creation for multiple platforms is time-consuming and costly•  Programming languages and frameworks are generally not optimized specifically for game development
  • 9. Challenge: Cross-Platform Development Construct, Stencyl and MMF2 all use visual coding that gets very hard to debug and read as the project grows. And using Unity to make a 2D game is like trimming a bonsai tree with a chainsaw. Tom Grochowiak: Cinders, Magi, Co-Op
  • 10. Challenge: Collaboration•  How do you capture a Game Jam?•  Different contributing roles are locked in silos•  The best talent may not be local –  But working with remote people is difficult
  • 11. Challenge: Time to fun•  Long time to market from prototype to production•  Difficult to know if/when a game is fun, and when to cut investment
  • 12. Challenge: Time to fun“Man a faster iteration time on touch screens would be super great.” Adam “Atomic” Saltsman Canabalt, Wurdle,Gravity Hook
  • 13. Challenge: Time to fun•  Interruptions and dependencies that interrupt flow and being in the “zone”•  Frustrating and time-consuming Change, Compile, Deploy, Run, Test, Repeat… cycle
  • 14. Problem: Flow“Making games for me is all about just feeling the FLOW on what to work on…” Kyle Pulver Offspring Fling, Snapshot, Bonesaw, Verge
  • 15. co+pilot
  • 16. Original photo by: Jeremy Seitz
  • 17. co+pilotAugernaut Co+Pilot is the application framework that allows usto magically solve these issues.
  • 18. PubSubDub•  What: A real-time syncing publish and subscribe database•  Why: It is the heart of Co+Pilot; enables and makes it easy to write real-time multi-user applications•  How: It manages the network connectivity, manages messaging in the data structure
  • 19. Javascript•  What: Uses Javascript and JQuery syntax•  Why: Allows developers to use a commonly known and easy to learn language and programming paradigm regardless of target platform or game type•  How: Native game engine has hooks from Javascript to native device calls
  • 20. Cross-platform support•  What: Deploy to th most popular platforms (currently – Mac/PC, iOS, Android; soon – HTML 5)•  Why: Fragmented market and app stores require developers to create for multi-platforms in order to reach most users•  How: Co+Pilot engine is written in portable C++
  • 21. Asset Flexibility•  What: Scalable design to deal with multiple screen shapes and resolution•  Why: Helps to future proof games, extend targets, and reduce redesign and asset optimization time and special device edge-case code•  How: Use of global world units/smart asset resizing and optimization/typography management/ responsive design paradigms/ and tools to create multi-resolution assets
  • 22. More people into the process, more quickly•  What: Reduces dependencies and bottlenecks, and allows more creators into the process more quickly•  Why: Development has artificial gates and dependencies; –  it is very linear and require tasks to be complete before handoff. –  This limits collaboration and increases down time for creators in different roles
  • 23. Role-based tools•  What: Tools designed for different roles in the game creation process (developers, producers, designers, artists, testers, musicians, level editors, animators, etc.)•  Why: It is easy to target for people to work in small targeted tools .•  Allows for simplicity and elegance•  How: Allow users to focus on talents and tasks while still collaborating
  • 24. World/Room/Layer/Object•  What: Rather than mixing many different kinds of things into the same container, you group objects of like functionality into common layers•  Why: To streamline the process, and to abstract out common game tasks to specialized layers
  • 25. …and all the game stuff•  Physics•  Sprites•  Animation•  Sound•  Interactions•  Tile maps•  GUI•  Multiplayer•  Hooks for monetization and other goodies
  • 26. let’s play!
  • 27. Q&A
  • 28. Thank You!