This presentation was given September 6, 2011 at CEDEC, the game developer conference in Tokyo, Japan. It details game engine and middleware use in the West as per several game technology surveys I conducted, in 2009 and 2011.
FlameWorks presentation from NVIDIA GTC 2014.
Learn how to add volumetric effects to your game engine - smoke, fire and explosions that are interactive, more realistic, and can actually render faster than traditional sprite-based techniques. Volumetrics remain one of the last big differences between real-time and offline visual effects. In this talk we will show how volumetric effects are now practical on current GPU hardware. We will describe several new simulation and rendering techniques, including new solvers, combustion models, optimized ray marching and shadows, which together can make volumetric effects a practical alternative to particle-based methods for game effects.
FlameWorks presentation from NVIDIA GTC 2014.
Learn how to add volumetric effects to your game engine - smoke, fire and explosions that are interactive, more realistic, and can actually render faster than traditional sprite-based techniques. Volumetrics remain one of the last big differences between real-time and offline visual effects. In this talk we will show how volumetric effects are now practical on current GPU hardware. We will describe several new simulation and rendering techniques, including new solvers, combustion models, optimized ray marching and shadows, which together can make volumetric effects a practical alternative to particle-based methods for game effects.
Presentation by Joost Bollens (Academic researcher, HIVA - Research Institute for Work and Society, Catholic University of Leuven) on the occasion of the EESC LMO meeting on Labour market shortages in a period of unemployment of 16 November 2011.
Android apps promotion and ads optimization in Japan market01Booster
Android apps promotion and ads optimization in Japan. English version is also available.
* Promotion marketing strategy
* Ads optimization
* Other development tips
Enabling fast pages and furious development while supporting a billion usersViet Nt
Facebook is one of the top sites on the internet and supports more than 900 million users. It handles billions of messages, hundreds of millions of photos, and generates hundreds of terabytes of data - every day! This data is also becoming more complex and interconnected over time. Every page the site serves, requires processing large amounts of data and needs to be rendered in milliseconds. Business and practical constraints dictate that more users are served with less resources. In addition, product changes regularly occur in a rapid manner. These constraints dictate that the site requires an infrastructure that is scalable, fast, efficient and flexible beyond what has been built ever before. In this talk, we will share key learning from our experience in building an infrastructure that addresses the above challenges. In particular, we will discuss key components of the Facebook software architecture, instrumentation and data collection mechanisms that allow us to monitor the health of the site, and innovative tools that analyze vast amount of data to help us pre-empt site issues and help identify root causes when things go wrong. We describe how this infrastructure and tools allow the engineers to move fast and rapidly launch products as Facebook builds for a billion users and beyond.
RenRen (RENN) IPO & Company Analysis
Indepth report on the RenRen China Internet Social Network company & its IPO.
TABLE OF CONTENTS
Foreword 3
Executive Summary 4
IPO Details 5
Renren User Base & Internet Demographics in China 5
Financials 8
Sources of Revenue 10
Plans for Proceeds from IPO 11
Early Investors 11
Risk Factors 12
Management 13
Current Competition in China 14
Comparison to Facebook 22
Recent IPO Analysis 23
Investment Strategy for Renren 26
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
Presentation by Joost Bollens (Academic researcher, HIVA - Research Institute for Work and Society, Catholic University of Leuven) on the occasion of the EESC LMO meeting on Labour market shortages in a period of unemployment of 16 November 2011.
Android apps promotion and ads optimization in Japan market01Booster
Android apps promotion and ads optimization in Japan. English version is also available.
* Promotion marketing strategy
* Ads optimization
* Other development tips
Enabling fast pages and furious development while supporting a billion usersViet Nt
Facebook is one of the top sites on the internet and supports more than 900 million users. It handles billions of messages, hundreds of millions of photos, and generates hundreds of terabytes of data - every day! This data is also becoming more complex and interconnected over time. Every page the site serves, requires processing large amounts of data and needs to be rendered in milliseconds. Business and practical constraints dictate that more users are served with less resources. In addition, product changes regularly occur in a rapid manner. These constraints dictate that the site requires an infrastructure that is scalable, fast, efficient and flexible beyond what has been built ever before. In this talk, we will share key learning from our experience in building an infrastructure that addresses the above challenges. In particular, we will discuss key components of the Facebook software architecture, instrumentation and data collection mechanisms that allow us to monitor the health of the site, and innovative tools that analyze vast amount of data to help us pre-empt site issues and help identify root causes when things go wrong. We describe how this infrastructure and tools allow the engineers to move fast and rapidly launch products as Facebook builds for a billion users and beyond.
RenRen (RENN) IPO & Company Analysis
Indepth report on the RenRen China Internet Social Network company & its IPO.
TABLE OF CONTENTS
Foreword 3
Executive Summary 4
IPO Details 5
Renren User Base & Internet Demographics in China 5
Financials 8
Sources of Revenue 10
Plans for Proceeds from IPO 11
Early Investors 11
Risk Factors 12
Management 13
Current Competition in China 14
Comparison to Facebook 22
Recent IPO Analysis 23
Investment Strategy for Renren 26
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
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• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
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GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
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Speakers:
Bob Boule
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In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
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During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
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Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
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1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
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Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
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CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
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Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
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Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
2. Summary
• The U.S. game market
• Game engines
• Licensed middleware
• Future directions
Mark DeLoura September 6, 2011 – CEDEC 2011
3. Game technology surveys
• Data from 2009 and 2011 game technology leader surveys
– “Traditional” game developers
• Platforms they are working on:
PS3 75.7%
X360 73.9%
PC 66.1%
Wii 20.0%
Mac 14.8%
3DS 10.4%
Vita 7.0%
NDS 7.0%
PSP 6.1%
Linux 3.5%
Mark DeLoura September 6, 2011 – CEDEC 2011
4. Sectors
• Traditional
– Consoles and handhelds
– Sometimes called “Core” or “AAA”
• Mobile
– Smartphones and tablets
• Social
– Largely Facebook
– Sometimes called “casual”
• MMO & F2P
– World of Warcraft
– League of Legends
Mark DeLoura September 6, 2011 – CEDEC 2011
5. The U.S. game market
Mark DeLoura September 6, 2011 – CEDEC 2011
6. Game sales vs. economy
16000
14000
12000
10000
8000 U.S. GDP $B
6000 U.S. SW Sales $M
4000
2000
0
2005 2006 2007 2008 2009 2010
Source: NPD Group
Mark DeLoura September 6, 2011 – CEDEC 2011
7. The rise of digital
16000
14000
12000
10000
8000 U.S. GDP $B
6000 U.S. SW +Digital $M
4000
2000
0
2005 2006 2007 2008 2009 2010
2009: 20% 2010: 24%
Source: NPD Group
Mark DeLoura September 6, 2011 – CEDEC 2011
8. The rise of social
• Social/casual games not hugely popular pre-
Facebook
– Facebook platform launches May 2007
– Free games with micropayments
Source: appdata.com
Mark DeLoura September 6, 2011 – CEDEC 2011
9. The rise of mobile
• iPhone sparks mobile app revolution
– App Store launches July 2008
– 99c and freemium/micropayment models
80,000
70,000
60,000
50,000
40,000
30,000
20,000
10,000
0
2008-08
2009-04
2009-12
2010-08
2011-04
2008-06
2008-10
2008-12
2009-02
2009-06
2009-08
2009-10
2010-02
2010-04
2010-06
2010-10
2010-12
2011-02
2011-06
2011-08
Source: 148apps.biz
Mark DeLoura September 6, 2011 – CEDEC 2011
10. On MMOs
• Or, World of Warcraft
• Unsuccessful MMOs go F2P
Mark DeLoura September 6, 2011 – CEDEC 2011
11. On indy
• Independent game development
– Small teams, self-funded, self-published
• Sep 2003 – Valve’s Steam launches
• Dec 2006 – Xbox Live Indie Games (XNA)
– PSN, WiiWare, DSiWare
• Direct download (Minecraft)
Mark DeLoura September 6, 2011 – CEDEC 2011
12. Business models & distribution
• Traditional: Console/PC and Handheld
• Mobile: Smartphones and tablets
• Social: Facebook
• MMO & F2P
• Indy
Mark DeLoura September 6, 2011 – CEDEC 2011
14. Democratization...?
• Since my talk at CoFesta 2007...
• Games are more available
• Games are easier to distribute
• Games are less expensive to play
• Games are on more platforms than ever
• Good news / bad news
Mark DeLoura September 6, 2011 – CEDEC 2011
15. Traditional games cost more
• The rise of F2P and 99c games eats away $60
desire
Mark DeLoura September 6, 2011 – CEDEC 2011
16. Kids love iPhones
• The rise of 99c mobile games impacts
handhelds
• ... And kids games
Mark DeLoura September 6, 2011 – CEDEC 2011
17. Fewer, bigger AAA games
• Each advance in technology increases
development costs
– PS1: $2M - $5M
– PS2: $5M - $12M
– PS3: $10M - $25M
• With each new generation, must sell more
copies per game, or sell for a higher price
Mark DeLoura September 6, 2011 – CEDEC 2011
18. Minimizing risk
• Multi-platform, multi-region titles
• More outsourcing
• Less risk-taking
• License or reuse game engines
• Use more middleware
Mark DeLoura September 6, 2011 – CEDEC 2011
20. Use of licensed engines
• Percent using a licensed game engine on
current project
– Licensed: 58.7%
– Custom: 41.3%
• 2009: 55.0%
Licensed engine Custom engine
Mark DeLoura September 6, 2011 – CEDEC 2011
21. Do we have to?
• Preferred way to build game technology
– Use a suite of middleware: 38%
– Purchase a game engine: 22% (9% in 2009)
6%
22% 38%
MW Suite
Custom
Engine
34% Engine+MW
Mark DeLoura September 6, 2011 – CEDEC 2011
22. Engine market consolidating
• Fewer different engines being used. In 2009...
• High-fidelity
– idTech, Source, Unreal Engine, CryEngine, Digital
Extremes
• Mid-range multi-platform
– Infernal, Trinigy, BlitzTech, Vicious
Engine, Gamebryo
• Casual
– Unity, Torque, ShiVa
Mark DeLoura September 6, 2011 – CEDEC 2011
23. Most used game engines
• In 2011:
Unreal 27.8%
Trinigy 19.6%
Unity 11.4%
CryEngine 8.2%
Gamebryo 6.5%
Mark DeLoura September 6, 2011 – CEDEC 2011
25. Important engine practices
1. Provide source code
2. Live preview on target
3. Access to builds in development
4. Integrate with other middleware
5. Resource management easily overridden
Mark DeLoura September 6, 2011 – CEDEC 2011
27. Most used middleware
1. Autodesk’s Scaleform
2. RAD Game Tools’ Bink
3. Firelight’s FMOD
4. Nvidia’s PhysX
5. Audiokinetic’s Wwise
Mark DeLoura September 6, 2011 – CEDEC 2011
28. The middleware market
User Interface
Scaleform GFx
Video
RAD Game Tools' Bink
CRI Movie
Mark DeLoura September 6, 2011 – CEDEC 2011
29. The middleware market
Artificial Intelligence
Autodesk Kynapse
BabelFlux NavPower
PathEngine
Havok AI
Mark DeLoura September 6, 2011 – CEDEC 2011
30. The middleware market
Physics
Havok Physics
Nvidia PhysX
Bullet
ODE
Audio
Firelight FMOD
Audiokinetic Wwise
RAD Game Tools' Miles
Mark DeLoura September 6, 2011 – CEDEC 2011
31. The middleware market
• Animation
– Face: OC3 FaceFX, Annosoft LipSync
– Body: Havok Animation/Behavior, NaturalMotion
Morpheme, Rad Game Tools’ Granny
3D, Autodesk HumanIK
• Rendering/Lighting
– SpeedTree
– Autodesk Beast
– Geomerics Enlighten
Mark DeLoura September 6, 2011 – CEDEC 2011
32. The middleware market
• Networking
– Demonware, Quazal
– GameSpy
– RakNet
• Scripting
– Havok Script (Lua)
Mark DeLoura September 6, 2011 – CEDEC 2011
33. Niche middleware
• Networking: RakNet
• Occlusion culling: Umbra
• Global illumination: Geomerics Enlighten
• Special effects: FxStudio
• Particle systems: Fork Particle
• LOD Generator: Simplygon
• Patcher/launcher: Solid State Networks
Mark DeLoura September 6, 2011 – CEDEC 2011
34. 3D Art Tools
Maya 71.7%
Zbrush 54.3%
3dsmax 45.7%
Mudbox 23.9%
Blender 13.0%
SketchUp 10.9%
Mark DeLoura September 6, 2011 – CEDEC 2011
36. Language for tools
C# 71.7%
C++ 69.6%
Python 32.6%
Lua 10.9%
PHP 8.7%
Mark DeLoura September 6, 2011 – CEDEC 2011
37. Script languages
• 44.7% use Lua (51.3% in 2009)
• 31.9% use a visual script language
• 50% rated "live preview of scripting" a 5, or
most important
• “It’s a shame that almost no engine in the industry fully supports this yet.
Fast iteration time is the most important factor for any kind of tool
development we do in-house.”
Mark DeLoura September 6, 2011 – CEDEC 2011
38. Continuous integration
• Jenkins, CruiseControl, etc
• Casual: 12.4% use
32.6%
Use
67.4% No use
Mark DeLoura September 6, 2011 – CEDEC 2011
40. ON INDY GAME DEVELOPMENT
Mark DeLoura September 6, 2011 – CEDEC 2011
41. The impact of indy
• Increase in open source technologies
• Innovation in ease of use tools
Mark DeLoura September 6, 2011 – CEDEC 2011
42. Open source tech
4.3%
6.4%
17.0%
Tools & libraries
Tools only
72.3% None
Libraries only
Mark DeLoura September 6, 2011 – CEDEC 2011
43. Open source
• Engines: OGRE, Irrlicht
• Scripting: Lua, Python
• Audio/video tools: Audacity, Virtual Dub
• Libraries: Boost, zlib, SDL
Mark DeLoura September 6, 2011 – CEDEC 2011
44. Ease of use
• Engines: Unity, Torque, ShiVa, GameSalad
• Art tools: SketchUp, Blender, Gimp, Sculptris
• Services: Xtranormal, Mixamo, Evolver
Mark DeLoura September 6, 2011 – CEDEC 2011
45. FUTURE OF GAME TECH
Mark DeLoura September 6, 2011 – CEDEC 2011
46. U.S. games market future
• 24/7 services
• Digital distribution
• Free to play
• Social/mobile convergence
• Push/pull to social
• What is the future of console and handheld?
– Console versus cloud
– Dedicated handheld versus smartphone
Mark DeLoura September 6, 2011 – CEDEC 2011
47. Consolidation and divergence
• Technology channels
– Havok
– Autodesk
– Epic Unreal Engine 3
– Crytek CryEngine 3
– Unity 3D
• Rise of small middleware
Mark DeLoura September 6, 2011 – CEDEC 2011
48. In Mobile
• AAA engines moving down-market
• Increased power of tablets bringing
middleware
• Social/mobile crossover
Mark DeLoura September 6, 2011 – CEDEC 2011
49. In Social
• Flash Stage 3D (Molehill)
• HTML5 / JavaScript / WebGL
• Native Client
Mark DeLoura September 6, 2011 – CEDEC 2011
50. Conclusion
• Lots of tech available: licensed or free
• Waves of development and then consolidation
into larger players
• It’s a great time to be a game developer – if
you can decide what platform to develop for!
Mark DeLoura September 6, 2011 – CEDEC 2011
51. Thank you!
• Mark DeLoura, mdeloura@satori.org
– Twitter @markdeloura
Mark DeLoura September 6, 2011 – CEDEC 2011
Editor's Notes
In this talk I'll give you an idea of the state of the U.S. game market, the important game engines and technologies used and current middleware trends
Here is what we’re going to coverGive you insight into the state of the US games marketThe goal of the talk is to give you data so you can make decisions betterAnd perhaps introduce you to a few tools you haven’t seen before that you might use in your own development
2009 survey 1:1 traditional/casual2011 survey 1:3 traditional/casualThe information I pulled for this presentation is all for “traditional” developers
A chart here would be good – eating away at the traditional market
PS3/Xbox360/PC AAA title, North America + Europe (EFIGS)Development: $20MMarketing: $10MTitle MSRP $50, to retailers at $35Platform manufacturing and royalty: $10= $25/unit to publisher$30M outlay, $25/unit requires 1.2M unit sell-through
Console: Consolidation of primary middleware, slow boutique growth (lighting, occlusion, navmesh, LOD, etc) $$ here support all sorts of thingsEvolution of middleware market in generalDCC tools: Moving to higher-level toolsScriptingTools languageCross-plat, Multi-plat etc
Mobile: Massive 3D coming, engines gaining popularity, lots of monetization and viral middleware continues to grow. $ here encourage open source use and royalty-based models for engines.
Social: Early days, transitioning to 3D, Molehill, WebGL. $ here ... do what? Merging in with mobile