Randy Shoup shares war stories from eBay and Google about performance, consistency, iterative development, and autoscaling, connecting them with experiences building KIXEYE's gaming platform.
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.
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.
Jesper Richter-Reichhelm shares lessons learned from failures while scaling Wooga games to millions of daily users.
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.
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.
This session describes how Lean Production and Kanban has been applied to game development. Lean principles and Kanban tools have been used by a number of developers, including the presenter, to slash production costs by over 50%. As a complement, or replacement, to Scrum, Lean/Kanban provides predictability, transparency and optimization for complex game production.
This presentation discusses the functional programing paradigms used to build Buy a Feature , (a multi-user, web-based, real-time, serious game) including Actors, event streams,and immutable data structures. Both Scala and the lift web framework are briefly covered. Also covered: application defects, adding new features, and using functional paradigms for a real-world web application.