Matt Rosenzweig – Midnight Oil Creative<br />GAMES<br />
What We’re Covering<br />HTML5 WTF?<br />A Brief History of Timewasters<br />HTML5 Games Today<br />Going Native<br />The ...
HTML5 WTF?<br />The next evolution of HTML; last major update was HTML4 in 1999<br />Lots of awesome new features<br /><vi...
A Brief History of Timewasters<br />Casual games: simple rules, no required long-term time commitment, low production & di...
A Brief History of Timewasters<br />Current Casual Gaming Trends<br />Hybrid: Geocaching, Alternate Reality<br />Advanced ...
HTML5 Games Today<br />Promising proof-of-concepts<br />HTML5 Game Libraries: Impact, Akihabara, Rocket Engine, LimeJS<br ...
HTML5 Games Today<br />Pros<br />Cross Platform: Any device with an HTML5-enabled browser (including about 160 million iOS...
HTML5 Games Today<br />Cons<br />3D (via WebGL) is only in an experimental state<br />Cross-browser complications due to d...
Going Native<br />Generally speaking, native game solutions are kicking HTML5’s ass<br />iOS: 3D, monetization via purchas...
The Future<br />3D support coming via WebGL (soon-ish)<br />IE9 brings HTML5 support (but IE6 – IE8 are still out there an...
The Future<br />The Takeaway:<br />In the next several years, HTML5 will probably have all the technology required to make...
Examples<br />Roundball<br />Biolab Disaster<br />ZType<br />
Q&A<br />Questions? Ask away!<br />If we run out of time, you can contact me here:<br />Matt Rosenzweig<br />Sr. Front End...
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HTML5 Games - An Introduction

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A brief presentation given on Friday February 18th, 2011 at Midnight Oil Creative in Burbank, CA. Presented by Matt Rosenzweig, Senior Front End Developer at Midnight Oil Creative.

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HTML5 Games - An Introduction

  1. 1. Matt Rosenzweig – Midnight Oil Creative<br />GAMES<br />
  2. 2. What We’re Covering<br />HTML5 WTF?<br />A Brief History of Timewasters<br />HTML5 Games Today<br />Going Native<br />The Future<br />Examples<br />Q&A<br />
  3. 3. HTML5 WTF?<br />The next evolution of HTML; last major update was HTML4 in 1999<br />Lots of awesome new features<br /><video>, <audio>, <canvas> and other new multimedia goodness<br />Richer semantics via <header>, <footer>, <article>, etc<br />Offline storage, web workers, geolocation, forms<br />Not officially part of HTML5, but CSS3 brings a wealth of new features to enable greater styling of HTML content<br />HTML5 = HTML5 + CSS3 + JavaScript<br />Support: Safari, Chrome, Firefox, Opera, IE9 (sort of)<br />
  4. 4. A Brief History of Timewasters<br />Casual games: simple rules, no required long-term time commitment, low production & distribution costs (Boyes 2008)<br />Analog: Checkers, Solitaire, Beer Pong<br />Early Digital: Pac Man, Duck Hunt, Tetris<br />Early Online: Bejeweled, Kongregate, Y! Games<br />Early Mobile: Snake, N-Gage<br />
  5. 5. A Brief History of Timewasters<br />Current Casual Gaming Trends<br />Hybrid: Geocaching, Alternate Reality<br />Advanced Mobile: Angry Birds, Doodle Jump, Cut The Rope<br />Social: Farmville, Mafia Wars<br />Console: Wii Classics, LittleBigPlanet<br />
  6. 6. HTML5 Games Today<br />Promising proof-of-concepts<br />HTML5 Game Libraries: Impact, Akihabara, Rocket Engine, LimeJS<br />They help with the heavy lifting: Asset management, animation, physics, keyboard / mouse input, processing of sounds and graphics<br />Hybrid model: Open Source with commercial licensing = free to use / experiment with, cheap to commercialize<br />
  7. 7. HTML5 Games Today<br />Pros<br />Cross Platform: Any device with an HTML5-enabled browser (including about 160 million iOS devices)<br />More CPU-efficient than Flash<br />Frictionless distribution: Put it online and the entire world can play it<br />Client-Server / Network functionality: Just like building any other online application<br />
  8. 8. HTML5 Games Today<br />Cons<br />3D (via WebGL) is only in an experimental state<br />Cross-browser complications due to differences in HTML5 implementations<br />Discovery: No central repository store for HTML5 games<br />Game development is hard, and we gotta put food on the table (monetization)<br />Hampered by committee-driven standards formulation (the W3C), proprietary solutions have already solved most of these cons (iOS / App Store is the best example)<br />
  9. 9. Going Native<br />Generally speaking, native game solutions are kicking HTML5’s ass<br />iOS: 3D, monetization via purchase, ad-supported, in-app purchases, licked the discovery problem too<br />Android: Large install base, ad-supported games generate upwards of five-figure monthly incomes for developers<br />Console / Desktop: Far more advanced graphics capabilities, support for hardware controllers, decades-old industry ecosystem to support future advancement (retail / dev / marketing / consumers)<br />
  10. 10. The Future<br />3D support coming via WebGL (soon-ish)<br />IE9 brings HTML5 support (but IE6 – IE8 are still out there and hard to upgrade)<br />Advancements in hardware acceleration (better graphics faster)<br />
  11. 11. The Future<br />The Takeaway:<br />In the next several years, HTML5 will probably have all the technology required to make great contemporary games. The problems that still need to be solved are largely business-related: Distribution, discovery, and monetization. HTML5 developers should embrace what makes the platform unique and create games based on those qualities, but it will probably require a fundamental shift in how we think about both creating and playing games for that to happen.<br />
  12. 12. Examples<br />Roundball<br />Biolab Disaster<br />ZType<br />
  13. 13. Q&A<br />Questions? Ask away!<br />If we run out of time, you can contact me here:<br />Matt Rosenzweig<br />Sr. Front End Developer<br />Midnight Oil Creative<br />mrosenzweig@midnightoilcreative.com<br />
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