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