For my session at FITC Amsterdam 2012 I’ll be talking about making games for kids.
More and more, mobile devices are allowing people to visit our websites away from the desktop. The sites that I work on chiefly consist of games (Flash) and video content (delivered via Flash). This means that mobile devices without Flash will only be able to gain access to a very small amount of content. To improve this situation we are looking at broadening our game content to include HTML5 builds.
HTML5 has a great deal of promise, and in the future we will be able to achieve amazing things within the browser. But what about now? What can be achieved on the current crop of those mobiles and tablets that are available to children?
To explore the development of HTML5 games, I set myself the task of building whole game prototypes with NO libraries. Here, I felt the best way for me to discover and analyse the issues was to code raw.
With a target of mobile and tablet devices I figured that I’d need to hand-roll my own highly performant physics systems, and I wanted this to be fairly sophisticated. I will describe my methods with code and visual examples.
Throughout the session I’ll detail my discoveries. What are the most optimal ways to achieve cross (mobile) browser game builds? How do you achieve high performance on low spec devices? How do you optimise assets? What tools are good to use?
I’ll look at what we can and can’t do with HTML5 – some of the exciting possibilities and some of the game related (currently)missing features.
Also, what next for the mobile technology and gaming? HTML%, Apps or the cloud?
I’ll be posting the session content – game prototypes and performance tests – here on the GameLab before my FITC Amsterdam session.