In this solutions track talk, sponsored by KAAZING, Peter Moskovits demonstrates how to create immersive and engaging experiences with WebGL and how to control WebGL apps remotely with a smartphone.
Dmytro Mindra discusses the tools and practices used for a game engine: Unit Testing and Test automation, Unity Runtime Test Framework, Continuous Integration, Game Test Framework, Performance Tests.
David Galeano discusses what type of games are possible in the browser today, and what language features and APIs are needed to create the next generation of games.
Bodil Stokke demos building a complete video game from nothing in the span of a conference talk using functional reactive programming.
Wesley Reisz explores the hype and reality around gamification and dives into code to see if he can realize some of the promises of gamification.
Justin Sheets introduces Corona SDK, a framework for cross-platform mobile development done in Lua. Targeted especially at game development.
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.