We’ve been trying different approaches for the documentation for PushButton Engine. We have reference docs, API docs, and tutorials. There are comments at the class, function, and body levels. There are example applications of varying size and complexity. There’s still a lot more to document, but what is covered seems to be making sense to people.
Lately, I’ve been doing short – 5 or 10 minute – Keynote presentations, recording them, exporting them with the iPod video export option, and putting them up on YouTube. They’re a nice workout for presentation skills; I spend an hour or so building a slide deck, then run through it a few times before recording and uploading. They also seem to be a good way to explain high-level concepts about PBE.
I’ve done them on Resources in PBE, on the PBE profiler, on why components are a smart idea, and how your UI and PBE related. Nearly 500 views across the four of them in the last month, which I think is pretty good for what is dry technical content at best. 😉
Speaking of presentations, I will be talking about Developing in the Cloud at Austin GDC this Friday, 4pm. Talking to game developers, I have noticed there is not a lot of awareness of how cloud computing can help cut budgets, shorten development time, and increase features. We’ve been using cloud resources heavily at PushButton Labs, so the talk will cover the risks, rewards, and tradeoffs related to things like EC2, S3, Google’s services, SVN hosting and so forth in terms of letting you focus on your game. I’ll also talk about how you can directly integrate things like Google Spreadsheet and Analytics directly into your game, and why it is a good idea to do so.
I’ll be at Austin GDC Wed-Fri. If you want to meet up and talk cloud computing, Flash game dev, or PBE, shoot me an e-mail, tweet, or comment and let’s make it happen!