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40:03

Generation Minecraft - Kids Building Software

Posted by Seth Schroeder  on  Apr 09, 2014

Seth Schroeder discusses how adults can motivate kids to create stuff on a computer rather than just consuming it, and shares the approach that has worked in his family.

27:46

Learnfun and Playfun: A Nintendo Automation System

Posted by Tom Murphy VII  on  Jan 23, 2014 2

Tom Murphy explores the automation of Nintendo Entertainment System game playing, using the mathematically elegant and amusingly simple techniques of lexicographic ordering and time travel.

01:00:42

Games for Learning about Conflict

Posted by Ellen Grove  on  Jan 18, 2014

Ellen Grove presents a model for conflict recognition and resolution using practical games that teams can use to help clarify differing viewpoints and seek resolution.

39:46

Gamestorming the Retrospective

Posted by Astrid Claessen  on  Jan 12, 2014

Astrid Claessen discusses retrospectives: the Derby and Larsen models, how gamestorming helps, and techniques explained through example by involving the audience.

45:06

Functional Reactive Programming in Elm

Posted by Evan Czaplicki  on  Nov 05, 2013

Evan Czaplicki explains the key concepts of Functional Reactive Programming, showing how FRP can avoid the callback hell. He shows how to use FRP for games, demoing a Mario game.

39:19

History of MonoGame

Posted by Dominique Louis  on  Oct 18, 2013

Dominique Louis covers the history of MonoGame from its roots in XNA and how the team ported it to 8 platforms. He demoes taking a simple 3D XNA sample from Windows to Android and Windows Phone 8.

43:56

How Draw Something Scaled To 50 million New Users, in 50 Days, with Zero Downtime

Posted by Robin Johnson  on  Sep 08, 2013

Robin Johnson discusses using a data management model for games that can be scaled, and the bottlenecks and challenges met by OMGPOP scaling to millions of users.

01:00:20

The Game of Team Culture

Posted by Dan Mezick  on  Sep 04, 2013

Daniel Mezick explains how to deliver happiness through the intentional design and implementation of good-game mechanics inside your team. Work is BROKEN when it is not fun to play. In this session, we provide tools for playing an all-new game of engagement and team learning.

Gaming Happiness At Work

Posted by Dan Mezick  on  Oct 26, 2012 1

Dan Mezick introduces Gaming Happiness at Work, then discusses related goals, rules and scoring, the relationship between games and happiness, and how to bring it all together in work meetings.

Console Quality Lighting on Mobile Devices

Posted by Matt Wash  on  Sep 24, 2012

Matt Wash introduces the Geomerics Enlighten framework used by several popular games for generating dynamic lightning scenes and the challenges met porting it to iOS and Android.

Games for the Masses - How DevOps Affects Architecture Design

Posted by Jesper Richter-Reichhelm  on  May 16, 2012

Jesper Richter-Reichhelm presents the DevOps integration at Wooga, and how their system architecture has evolved over the years in order to cope with the increasing number of players.

1,000,000 Daily Users and No Cache

Posted by Jesper Richter-Reichhelm  on  Apr 05, 2012 1

Jesper Richter-Reichhelm shares the lessons learned while scaling their game platforms to handle millions of users, each game being built by small teams of two developers without dedicated ops.

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