I will be doing a BYOL session at Adobe MAX 2009. It’s a lab where you learn how to build a platformer in Flash in 90 minutes, and it’s Wednesday at 4pm. It is titled “Build a Flash Based Platformer in 90 Minutes” in honor of its subject matter.
It is pretty cool stuff, and I’m excited to be sharing it! You get introduced to the PushButton Engine, get a preview copy of Clint Herron’s excellent Platformer Starter Kit, and (assuming things go smoothly), you end up building this platformer:
(Click image to play demo)
We’re excited about it. 🙂
If you are a Flash game dev and at MAX or in the LA area, I’d love to talk games with you. Shoot me an e-mail (ben dot garney at gmail dot com) or DM me at @bengarney and let’s make it happen!
Also, with luck, Monday there should be a cool update on that secret project I was working on. 🙂
We drove down Saturday. Our hotel was The Westin, right by the show – in fact, the closest I’ve ever stayed. In the past I’ve done GDC on the cheap by staying at a distant hotel and walking ten blocks past hobos and sex shops. IMHO, you’re better off staying close and being there fewer days if price is a concern. You save a lot of time and pain by being close.
Flash Gaming Summit was cool. It was great meeting most of the players in the Flash space under one roof. Major props to Mochi Media for putting it on – Ada Chen especially was great (she even got me in at the last minute – thanks Ada!). Unfortunately, the format and talks were a little limited, especially from my perspective as a Flash technology guy. Greg McClanahan from has a great post on some problems they ran into in terms of content. I hope next year has multiple tracks and a little more coverage of the hows of Flash game dev.
After FGS, we had a gap of several days before GDC really got swinging. I don’t buy GDC conference passes – it’s a lot of money for the two or three talks I really care about. What I said above about cutting costs by staying fewer days? Broke that rule. 😦 Tuesday ended up just being an expensive way to write code in downtown San Francisco.
Since PushButton Labs is a little tiny startup, we didn’t get a booth. My first few GDCs, I worked the show during the day by standing at a booth. You get great exposure here and if you can make the upfront investment of time and money, it can pay off pretty well. If you’re just one or a few guys, you work the show at night during the parties and at the suites. You also set up as many one-on-one meetings as you can. Go where the volume is low enough to communicate, and talk till your tongue dries out. Have a lot of business cards.
The most striking thing at GDC was seeing the job market totally packed, and the show floor with big empty spaces where they couldn’t fill in with booths. End of the world? No, but you could tell that people are doing business a little differently.
We left town Thursday morning. I would have liked to have stayed for Thursday night, but we had already spent enough time at the show – in fact this time was the longest I’ve ever been down for GDC. That’s not saying much, but Jeff has been going for twenty years and it was the longest he’d ever been down, too!
Spent most of Friday recuperating – GDC is hard work! But I’m glad we went, and I’m pumped to get back to work on the PushButton Engine. Did you know it’s in open beta now? Check it out – PBEngine is under the MIT license, and ready for you to download!
PBL is made up of a small group of awesome people – Jeff Tunnell, Rick Overman, Sean Sullivan, Tim Aste, and Adam Larson. Since I left GarageGames earlier this year, I’ve also been helping out. 🙂
What are we all about? I think Jeff puts it best: Make great products with people that we want to work with, and have fun doing it!
More concretely, our first product is OnePress Community, a theme for WordPress. The official PBL site, as well as this blog and the sites for most of my coworkers are all running it. We’ll be announcing more as it gets closer to launch.