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 are

Myron                                   David
@myronm                                 @goldbuick
Partner 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)
augernaut

At augernaut we develop a suite of tools designed from the
ground up to empower Javascript game developers with an
easier way to collaborate, continuously create, and distribute
fun cross-platform games more quickly.

Augernaut Co+Pilot is the application framework that allows this
magic to happen.
challenges
Original photo by: Navaneeth KN
http://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 is
   time-consuming and costly
•  Programming languages and frameworks are
   generally not optimized specifically for game
   development
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
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
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
Challenge: Time to fun



“Man a faster iteration time on touch screens
           would be super great.”

                       Adam “Atomic” Saltsman
                          Canabalt, Wurdle,Gravity Hook
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
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
co+pilot
Original photo by: Jeremy Seitz
http://www.flickr.com/photos/somebox/
co+pilot

Augernaut Co+Pilot is the application framework that allows us
to magically solve these issues.
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
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
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++
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
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
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
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
…and all the game stuff

•    Physics
•    Sprites
•    Animation
•    Sound
•    Interactions
•    Tile maps
•    GUI
•    Multiplayer
•    Hooks for monetization and other goodies
let’s play!
Q&A
Thank You!

Augernaut js

  • 2.
    In the next60 minutes •  Who we are (1) •  Challenges (5) •  Co+Pilot (10) •  Live demo (30) •  Q&A (15)
  • 3.
  • 5.
    who we are Myron David @myronm @goldbuick Partner 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)
  • 6.
    augernaut At augernaut wedevelop a suite of tools designed from the ground up to empower Javascript game developers with an easier way to collaborate, continuously create, and distribute fun cross-platform games more quickly. Augernaut Co+Pilot is the application framework that allows this magic to happen.
  • 7.
  • 8.
    Original photo by:Navaneeth KN http://www.flickr.com/photos/navaneethkn/
  • 9.
    Challenges •  Cross-Platform Development •  Collaboration •  Time to fun •  Flow
  • 10.
    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
  • 11.
    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
  • 12.
    Challenge: Collaboration •  Howdo 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
  • 13.
    Challenge: Time tofun •  Long time to market from prototype to production •  Difficult to know if/when a game is fun, and when to cut investment
  • 14.
    Challenge: Time tofun “Man a faster iteration time on touch screens would be super great.” Adam “Atomic” Saltsman Canabalt, Wurdle,Gravity Hook
  • 15.
    Challenge: Time tofun •  Interruptions and dependencies that interrupt flow and being in the “zone” •  Frustrating and time-consuming Change, Compile, Deploy, Run, Test, Repeat… cycle
  • 16.
    Problem: Flow “Making gamesfor me is all about just feeling the FLOW on what to work on…” Kyle Pulver Offspring Fling, Snapshot, Bonesaw, Verge
  • 17.
  • 18.
    Original photo by:Jeremy Seitz http://www.flickr.com/photos/somebox/
  • 19.
    co+pilot Augernaut Co+Pilot isthe application framework that allows us to magically solve these issues.
  • 20.
    PubSubDub •  What: Areal-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
  • 21.
    Javascript •  What: UsesJavascript 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
  • 22.
    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++
  • 23.
    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
  • 24.
    More people intothe 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
  • 25.
    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
  • 26.
    World/Room/Layer/Object •  What: Ratherthan 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
  • 27.
    …and all thegame stuff •  Physics •  Sprites •  Animation •  Sound •  Interactions •  Tile maps •  GUI •  Multiplayer •  Hooks for monetization and other goodies
  • 28.
  • 29.
  • 30.