
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!
Justin Lambros is currently a General Manager at Kabam, leading the development of massively multiplayer games. Previous to that he was Senior Producer on Dante's Inferno at EA's Visceral games Studio. Before that, he was Vice President, Interactive, at Marvel Studios, running their video game division. Justin has also served as a Producer for both Capcom and Sega of America on such titles as Super Street Fighter II Turbo HD Remix, Sonic the Hedgehog, Chromehounds, Yakuza, Alien Syndrome, and Super Monkey Ball Banana Blitz. Justin started his career in game development at LucasArts, working in the production department on numerous Star Wars projects, such as the Episode III video game, Empire at War, Knights of the Old Republic, the Jedi Knight series, and Galaxies, among others, as well as some other non-Star Wars titles, like Gladius and Indiana Jones and the Emperor's Tomb. And before that Justin was in the gaming press, as an editor for GamePro Magazine.
[Email Justin]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.
A recent transplant to Eugene, Oregon… Nate Beck has been playing around and working with Flash since 2001 and has consulted for an extensive list of clients including Adobe, Boeing and T-Mobile USA. Nate recently co-founded The Engine Company, the company behind the Loom Game Engine. When Nate isn't pushing paper around or moderating forums… he can usually be found playing Diablo 3.
[Email Nate]
Since founding Leedo Studios early 2011, Jeremy has proven himself to be an excellent frontend engineer and architect for such clients as Adobe, Playdom/Disney, and Pushbutton Labs.
Jeremy is an active member in the community, and speaks at conferences about modular architectures, games, tooling, and application skinning/UX. He continually masters new technologies for the fun of it, and always uses the best tool for the job.
[Email Jeremy]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 Brimelow is a Platform Evangelist with Adobe. He has previously worked for McDonald's, Papa Ginos, Namco Pool Supply, Grand Targhee Ski Resort, Mack Dawg Productions, Barton Security, fatbrain.com, AOL, Netscape, eBay, Stanford University, and frog design. Lee is currently interested in mobile web development, Flash video, and everything Android. Lee loves MMA, BJJ, tennis, lifting, eating, beer, TV, Ethan, and Giovanna.
[Email Lee]
After a few years working for different French agencies as a Flash developer, Thibault Imbert became an Adobe Certified Instructor in Paris where he taught ActionScript in an Adobe training center. In 2008 Thibault released a free and open-source AS3 book called 'Pratique d'ActionScript 3' which was recently rewritten for Flash Player 10 and released by Pearson in 2009. More recently Thibault released a whitepaper about performance optimizations for the Flash Platform. Thibault is working today as a Flash Player Product Manager focused on graphics and rendering. During his spare time he's working on different open source projects like WiiFlash or AlivePDF for the Flash Platform community. Most of his experiments are available on his blog, www.bytearray.org. Where there is still some time left, Thibault gives conferences about ActionScript and likes listening to funky music and cooking macaroons.
[Email Thibault]Lee and Thibault are going to take a deep dive into the Starling framework, and will show off some cool demos.
Ryan Henson Creighton is the President and founder of Untold Entertainment Inc., a boutique studio in downtown Toronto specializing in games and apps for kids, teens, tweens and preschoolers. Untold’s original properties include Putty Crime (a game modeled entirely in clay), Spellirium, and Sissy’s Magical Ponycorn Adventure, which became a worldwide viral hit after Ryan co-authored it with his five-year-old daughter Cassandra. Ryan is the author of the Unity 3.x Game Development by Example Beginner’s Guide from Packt Publishing.
[Email Ryan]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.
Juan heads the production at Joju Games. Joju produces online, social and multiplayer games for clients such as Atari, Addicting Games, Mindjolt/SGN, MTV Networks, Comedy Central, and Mochimedia. Juan has more than 13 years of experience developing online games. Previously, and as one of the first members of the Yahoo! Games team, Juan was the lead producer for the downloadable games area and community manager of multi player games. In the last year of his tenure at Yahoo!, Juan was the head of Yahoo! Games Studios.
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