May 26, 2015
In the next 60 minutes
• Who we are (1) • Challenges (5)
• Co+Pilot (10)
• Live demo (30)
• Q&A (15)
who we are
Myron @myronm Partner at Cymbal Interactive • Designed, produced, and
contributed to 40+ mobile titles across 3 major mobile platforms (iOS, Android, and Hiptop)
David @goldbuick
Lead UX at Promethean, Inc. • GDC Austin Speaker • Creator of Reflexion (iOS) • World of Goo (iOS port consultant) • Snapshot (OSX Port)
augernaut
At augernaut we develop a suite of tools designed from the ground up to empower Javascript game developers with an easier way to collaborate, continuously create, and distribute fun cross-platform games more quickly. Augernaut Co+Pilot is the application framework that allows this magic to happen.
Challenge: Cross-Platform Development
• Challenging to make cross-platform games • Asset creation for multiple platforms is
time-consuming and costly • Programming languages and frameworks are
generally not optimized specifically for game development
Challenge: Cross-Platform Development
Construct, Stencyl and MMF2 all use visual coding that gets very hard to debug and read as the project grows.
And using Unity to make a 2D game is like trimming a bonsai tree with a chainsaw.
Tom Grochowiak:
Cinders, Magi, Co-Op
Challenge: Collaboration
• How do you capture a Game Jam? • Different contributing roles are locked in silos • The best talent may not be local
– But working with remote people is difficult
Challenge: Time to fun
• Long time to market from prototype to production • Difficult to know if/when a game is fun, and when
to cut investment
Challenge: Time to fun
“Man a faster iteration time on touch screens would be super great.”
Adam “Atomic” Saltsman
Canabalt, Wurdle,Gravity Hook
Challenge: Time to fun
• Interruptions and dependencies that interrupt flow and being in the “zone”
• Frustrating and time-consuming Change, Compile, Deploy, Run, Test, Repeat… cycle
Problem: Flow
“Making games for me is all about just feeling the FLOW on what to work on…”
Kyle Pulver
Offspring Fling, Snapshot, Bonesaw, Verge
co+pilot
Augernaut Co+Pilot is the application framework that allows us to magically solve these issues.
PubSubDub
• What: A real-time syncing publish and subscribe database
• Why: It is the heart of Co+Pilot; enables and makes it easy to write real-time multi-user applications
• How: It manages the network connectivity, manages messaging in the data structure
Javascript
• What: Uses Javascript and JQuery syntax • Why: Allows developers to use a commonly known
and easy to learn language and programming paradigm regardless of target platform or game type
• How: Native game engine has hooks from Javascript to native device calls
Cross-platform support
• What: Deploy to th most popular platforms (currently – Mac/PC, iOS, Android; soon – HTML 5)
• Why: Fragmented market and app stores require developers to create for multi-platforms in order to reach most users
• How: Co+Pilot engine is written in portable C++
Asset Flexibility
• What: Scalable design to deal with multiple screen shapes and resolution
• Why: Helps to future proof games, extend targets, and reduce redesign and asset optimization time and special device edge-case code
• How: Use of global world units/smart asset resizing and optimization/typography management/ responsive design paradigms/ and tools to create multi-resolution assets
More people into the process, more quickly
• What: Reduces dependencies and bottlenecks, and allows more creators into the process more quickly
• Why: Development has artificial gates and dependencies; – it is very linear and require tasks to be complete before
handoff. – This limits collaboration and increases down time for
creators in different roles
Role-based tools
• What: Tools designed for different roles in the game creation process (developers, producers, designers, artists, testers, musicians, level editors, animators, etc.)
• Why: It is easy to target for people to work in small targeted tools .
• Allows for simplicity and elegance • How: Allow users to focus on talents and tasks
while still collaborating
World/Room/Layer/Object
• What: Rather than mixing many different kinds of things into the same container, you group objects of like functionality into common layers
• Why: To streamline the process, and to abstract out common game tasks to specialized layers
…and all the game stuff
• Physics • Sprites • Animation • Sound • Interactions • Tile maps • GUI • Multiplayer • Hooks for monetization and other goodies