Loom at FITC Screens 2013 and Samsung Developer Conference

I will be speaking about Loom, Flash, and other interactive media topics at FITC SCREENS 2013! With glorious downtown Toronto as my backdrop, I’ll be discussing the Flash/AIR landscape, why we built Loom, and demoing how it’s a great open source platform on which for you to build apps AND games.  If you need to build cross platform interactive apps with native features, Loom is worth your time.

More about Screens:

SCREENS is dedicated to covering development for mobile devices and operating systems. Through two days of presentations, demonstrations and panel discussions, as well as an optional day of workshops, SCREENS will give you the know-how to address client needs (and demands!) as we move forward into the mobile future. Visit fitc.ca/screens for more information.

Screen Shot 2013-09-26 at 3.23.34 PM

I am also speaking at the Samsung Developer Conference Oct 27-29 in San Francisco. My session is a little bit up in the air but it will focus on mobile cross platform development, how to build neat tech stacks that leverage the native platform, and lessons learned in building mobile games on the platform.

More about Samsung Developer Conference:

Join us for the first annual Samsung Developers Conference to connect with industry visionaries, Samsung executives and technical leaders, and fellow developers. Get an exclusive first look at the latest tools, SDKs, and emerging platforms for Samsung devices to create what’s next.

That’s it for my October speaking plans. See you in Toronto and SF!

Flash Gaming Summit 2012 Slides

My FGS 2012 talk on the future of Flash and what developers can do about it is available to watch and read online!

I wanted to touch on a couple things based on feedback from different people. First, and this should be pretty obvious, everything in it is my own opinion. I tried to find sources where I could, of course. Second, Flash is obviously not dead and not going to disappear in the immediate term. However, there is a real risk that it could face a long term decline, due to various reasons I explore in the talk. Like I say on slide 12, “declining asset” is a label used to make decisions not a business reality.

Finally, although I’m building some native tech right now, it supports Alchemy as a primary platform – so Flash is still a big part of my business plan. So my money is (literally) where my mouth is in saying that Flash is still a good platform.

View recording of “It’s the end of the world as we know it (and I feel fine)” online now!

View the slides for “It’s the end of the world as we know it (and I feel fine)” now on SlideShare!

Please feel free to post any questions about the talk here. Thanks for reading!

My talk led to some strong reactions!

“Ben Garney is a very engaging speaker… This was my favorite talk of the day!” — Summary post from Autodesk’s community.

Select quotes from the chat log in the video of the talk:

ClutterMedia: he doesn’t know what he is taking about
ClutterMedia: does he own a flash site or build a game
ClutterMedia: if not go fuck him self
PaulGene 2: this guy is depressing me
terrypaton1: Talking about excellent topics Ben
Dragonsnare: gets you depressed and shows you a drink lol
Hamed: what the helll
Hamed: why does he think adobe will ditch the future

(Iain later walked out of my talk in protest.)

Speaking At Flash Gaming Summit, Attending GDC 2012

Click here for slides and video.

I will be presenting “It’s The End of The World As We Know It (And I Feel Fine)” at the Flash Gaming Summit 2012. My session is at 3pm – be sure to come! I’ll be talking about the future of the Flash platform, how to future-proof yourself against upcoming technology sea changes, and sharing some steps I’ve personally taken in that direction.

GDC2012 is on my itinerary, too. I am getting some new, native, mobile-oriented game technology ready for launch. I’ll be doing some private showings at GDC, so if you want to get the skinny, track me down on Twitter or mail me at ben dot garney at gmail.

Have a great pre-GDC crunch! 😉

Game Articles Online

I wrote some game reviews/articles a while ago in collaboration with Blockland creator Eric Hartman.

All 12 are now online again, thanks to Eric. I’m especially proud of the history of every MAME-supported baseball game from 1976-1985, the article we did for GameDev.net titled Learning from the 3000 Classics, and our review of the 90s arcade version of Aliens.

Check ’em out!

Building the Best Gameplay @ Adobe MAX 2011

UPDATE: The talk is now available on Adobe TV! The slides are available, too.

You can find the code for the talk at https://github.com/PushButtonLabs/PushButtonEngine/tree/PBE2. They are fully explained via dokko, a literate code documentation tool. You can read the docs online at http://pushbuttonlabs.github.com/PushButtonEngine/v2/docs/PBEDemos.html.

A big thank you to everyone who came, and to Adobe for inviting me to speak! It was a real pleasure. MAX was great, and I’m already excited about attending next year.

I’m doing a session, Building the Best Gameplay, on Tuesday, October 4, 1-2pm at Adobe MAX in Los Angeles:

Take a dive deep into the techniques required to build the best games. Building games is fun, but building them well takes skill and experience. Ben Garney, core Flash architect at Push Button Engine and one of the most well-known names in the Adobe Flash gaming industry, will put some powerful tools into your game development toolkit: finite state machines, numerical simulation, components, data-driven definitions, and more. Build better, more interesting games faster and with less risk.

If you’re a Flash game developer and/or PushButton Engine user and you’ll be in the LA area around that time, I’d love to meet you. Tweet me at @bengarney or drop me a line via other means.

Real-time Rendering Reviews "Video Game Optimization"

One of my favorite graphics technology blogs, Real-Time Rendering, reviewed Eric Preisz and I’s book, Video Game Optimization! Here’s the executive summary:

It’s a worthwhile book for just about anyone interested in optimization. These guys are veteran experts in this field, and the book gives specific advice and practical tips in many areas. A huge range of topics are covered, the authors like to run various experiments and show where problems can occur (sometimes the cases are a bit pathological, but still interesting), and there are lots of bits of information to mull over. Long and short, recommended if you want to know about this subject.

You can read the rest of the review here or even (if you wanted to) buy your own copy of Video Game Optimization from Amazon.

Composition vs. Inheritance

Steffen Iterheim over at learn cocos2d posted a good article discussing the benefits of composition in games, and he linked the “Understanding Components” QuickTalk I did for PushButton Engine:

Which reminded me I had never linked it here on my blog! So if you’re curious about why components are a great fit for games, I encourage you to watch my 5 minute video above, and check out the resources linked in Steffen’s post.