In the next 60 minutes•    Who we are (1)•    Challenges (5)•    Co+Pilot (10)•    Live demo (30)•    Q&A (15)
who we are
who we areMyron                                   David@myronm                                 @goldbuickPartner at Cymbal...
augernautAt augernaut we develop a suite of tools designed from theground up to empower Javascript game developers with an...
challenges
Original photo by: Navaneeth KNhttp://www.flickr.com/photos/navaneethkn/
Challenges•    Cross-Platform Development•    Collaboration•    Time to fun•    Flow
Challenge: Cross-Platform Development•  Challenging to make cross-platform games•  Asset creation for multiple platforms i...
Challenge: Cross-Platform Development   Construct, Stencyl and MMF2 all use visual coding that   gets very hard to debug a...
Challenge: Collaboration•  How do you capture a Game Jam?•  Different contributing roles are locked in silos•  The best tal...
Challenge: Time to fun•  Long time to market from prototype to production•  Difficult to know if/when a game is fun, and whe...
Challenge: Time to fun“Man a faster iteration time on touch screens           would be super great.”                      ...
Challenge: Time to fun•  Interruptions and dependencies that interrupt flow   and being in the “zone”•  Frustrating and tim...
Problem: Flow“Making games for me is all about just feeling      the FLOW on what to work on…”                            ...
co+pilot
Original photo by: Jeremy Seitzhttp://www.flickr.com/photos/somebox/
co+pilotAugernaut Co+Pilot is the application framework that allows usto magically solve these issues.
PubSubDub•  What: A real-time syncing publish and subscribe   database•  Why: It is the heart of Co+Pilot; enables and mak...
Javascript•  What: Uses Javascript and JQuery syntax•  Why: Allows developers to use a commonly known   and easy to learn ...
Cross-platform support•  What: Deploy to th most popular platforms   (currently – Mac/PC, iOS, Android; soon – HTML 5)•  W...
Asset Flexibility•  What: Scalable design to deal with multiple screen   shapes and resolution•  Why: Helps to future proo...
More people into the process, more               quickly•  What: Reduces dependencies and bottlenecks, and   allows more c...
Role-based tools•  What: Tools designed for different roles in the   game creation process (developers, producers,   design...
World/Room/Layer/Object•  What: Rather than mixing many different kinds of   things into the same container, you group obje...
…and all the game stuff•    Physics•    Sprites•    Animation•    Sound•    Interactions•    Tile maps•    GUI•    Multipl...
let’s play!
Q&A
Thank You!
Augernaut js
Augernaut js
Upcoming SlideShare
Loading in …5
×

Augernaut js

3,641 views

Published on

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

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
3,641
On SlideShare
0
From Embeds
0
Number of Embeds
3,170
Actions
Shares
0
Downloads
1
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Augernaut js

  1. 1. In the next 60 minutes•  Who we are (1)•  Challenges (5)•  Co+Pilot (10)•  Live demo (30)•  Q&A (15)
  2. 2. who we are
  3. 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. 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. 5. challenges
  6. 6. Original photo by: Navaneeth KNhttp://www.flickr.com/photos/navaneethkn/
  7. 7. Challenges•  Cross-Platform Development•  Collaboration•  Time to fun•  Flow
  8. 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. 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. 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. 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. 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. 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. 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. 15. co+pilot
  16. 16. Original photo by: Jeremy Seitzhttp://www.flickr.com/photos/somebox/
  17. 17. co+pilotAugernaut Co+Pilot is the application framework that allows usto magically solve these issues.
  18. 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. 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. 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. 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. 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. 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. 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. 25. …and all the game stuff•  Physics•  Sprites•  Animation•  Sound•  Interactions•  Tile maps•  GUI•  Multiplayer•  Hooks for monetization and other goodies
  26. 26. let’s play!
  27. 27. Q&A
  28. 28. Thank You!

×