Flash Gaming Summit in Seattle!
Join us on July 23rd, the day before Casual Connect begins, for a one-day summit focused specifically on the Flash games industry! FGS will highlight some of the leaders in the Flash games space who will share industry insights and strategies on successful game design, development, and monetization. Sessions will cover topics such as: multi-platform development, Stage3D, mobile development, and more!
As next generation consoles loom on the horizon, what lessons can Flash game developers learn from blockbuster console game makers? What are best practices in art, design and player engagement that should make the leap to Flash, F2P and Social Games? What features and mechanics will help deepen engagement and monetization - and which are just noise? In this lecture, Kabam General Manager Justin Lambros will look at both sides of the coin, drawing on his experience creating massively multiplayer Flash games as well as a decade of experience at traditional gaming companies like EA, Marvel, Sega and Lucas Arts.
Nate and Jeremy will share their experiences building an arcade-style driving game for a major automotive manufacturer's booth at the Detroit Auto Show using Adobe AIR and Stage3D. Learn how their team integrated Stage3D and hardware, and then converted the Adobe AIR game for web play.
Lee and Thibault are going to take a deep dive into the Starling framework, and will show off some cool demos.
Porting your AS3/AIR project to run as a native app on Apple's iOS isn't the most straightforward process. Adobe makes it less painful with CS5.5, but did you know you can also develop AS3 iOS apps using free tools? Ryan Henson Creighton of Untold Entertainment, the company behind Sissy's Magical Ponycorn Adventure, spills the beans in this informative session.
Aliens are decimating Earth, as humans scramble to survive the onslaught. Resistance scientists need more time to finish their ultimate defense weapon! Your mission is to defend the human resistance bases. Use your powerful Automech and turrets to fight off the hordes of aliens and protect the scientists!
In this presentation, Juan Gril, Studio Manager of Joju Games, traces the evolution of Automech Tower Defense from concept through implementation.
· Conceptualization of action & strategy game design elements that work well together
· Successfully combining action (robot to car transformation, combat) with strategy (placement of turrets, management of finances to buy & repair turrets)
· Game flow management: How both play styles can complement and positively influence each other
· Game design risk/reward: Balancing the matches so the player makes gains while still being challenged, maintaining player engagement