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.
Joel Webber explains what it took for Google to port Angry Birds to Chrome/HTML5, the challenges and technical solutions used.
Lars Kroll Kristensen shares the lessons learned from the rise and fall of Runestone, lessons applied in another game development company, Unity Studios.
Scott Delap and Randy Stafford explain the architectural decisions made in order to scale, monitor and operate 24/7 the game League of Legends, bringing insight on how they use Oracle Coherence for that.