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Matt Rosenzweig – Midnight Oil CreativeGAMES
What We’re CoveringHTML5 WTF?A Brief History of TimewastersHTML5 Games TodayGoing NativeThe FutureExamplesQ&A
HTML5 WTF?The next evolution of HTML; last major update was HTML4 in 1999Lots of awesome new features<video>, <audio>, <canvas> and other new multimedia goodnessRicher semantics via <header>, <footer>, <article>, etcOffline storage, web workers, geolocation, formsNot officially part of HTML5, but CSS3 brings a wealth of new features to enable greater styling of HTML contentHTML5 = HTML5 + CSS3 + JavaScriptSupport: Safari, Chrome, Firefox, Opera, IE9 (sort of)
A Brief History of TimewastersCasual games: simple rules, no required long-term time commitment, low production & distribution costs (Boyes 2008)Analog: Checkers, Solitaire, Beer PongEarly Digital: Pac Man, Duck Hunt, TetrisEarly Online: Bejeweled, Kongregate, Y! GamesEarly Mobile: Snake, N-Gage
A Brief History of TimewastersCurrent Casual Gaming TrendsHybrid: Geocaching, Alternate RealityAdvanced Mobile: Angry Birds, Doodle Jump, Cut The RopeSocial: Farmville, Mafia WarsConsole: Wii Classics, LittleBigPlanet
HTML5 Games TodayPromising proof-of-conceptsHTML5 Game Libraries: Impact, Akihabara, Rocket Engine, LimeJSThey help with the heavy lifting: Asset management, animation, physics, keyboard / mouse input, processing of sounds and graphicsHybrid model: Open Source with commercial licensing = free to use / experiment with, cheap to commercialize
HTML5 Games TodayProsCross Platform: Any device with an HTML5-enabled browser (including about 160 million iOS devices)More CPU-efficient than FlashFrictionless distribution: Put it online and the entire world can play itClient-Server / Network functionality: Just like building any other online application
HTML5 Games TodayCons3D (via WebGL) is only in an experimental stateCross-browser complications due to differences in HTML5 implementationsDiscovery: No central repository store for HTML5 gamesGame development is hard, and we gotta put food on the table (monetization)Hampered by committee-driven standards formulation (the W3C), proprietary solutions have already solved most of these cons (iOS / App Store is the best example)
Going NativeGenerally speaking, native game solutions are kicking HTML5’s assiOS: 3D, monetization via purchase, ad-supported, in-app purchases, licked the discovery problem tooAndroid: Large install base, ad-supported games generate upwards of five-figure monthly incomes for developersConsole / Desktop: Far more advanced graphics capabilities, support for hardware controllers, decades-old industry ecosystem to support future advancement (retail / dev / marketing / consumers)
The Future3D support coming via WebGL (soon-ish)IE9 brings HTML5 support (but IE6 – IE8 are still out there and hard to upgrade)Advancements in hardware acceleration (better graphics faster)
The FutureThe Takeaway:In the next several years, HTML5 will probably have all the technology required to make great contemporary games. The problems that still need to be solved are largely business-related: Distribution, discovery, and  monetization. HTML5 developers should embrace what makes the platform unique and create games based on those qualities, but it will probably require a fundamental shift in how we think about both creating and playing games for that to happen.
ExamplesRoundballBiolab DisasterZType
Q&AQuestions? Ask away!If we run out of time, you can contact me here:Matt RosenzweigSr. Front End DeveloperMidnight Oil Creativemrosenzweig@midnightoilcreative.com

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HTML5 Games - An Introduction

  • 1. Matt Rosenzweig – Midnight Oil CreativeGAMES
  • 2. What We’re CoveringHTML5 WTF?A Brief History of TimewastersHTML5 Games TodayGoing NativeThe FutureExamplesQ&A
  • 3. HTML5 WTF?The next evolution of HTML; last major update was HTML4 in 1999Lots of awesome new features<video>, <audio>, <canvas> and other new multimedia goodnessRicher semantics via <header>, <footer>, <article>, etcOffline storage, web workers, geolocation, formsNot officially part of HTML5, but CSS3 brings a wealth of new features to enable greater styling of HTML contentHTML5 = HTML5 + CSS3 + JavaScriptSupport: Safari, Chrome, Firefox, Opera, IE9 (sort of)
  • 4. A Brief History of TimewastersCasual games: simple rules, no required long-term time commitment, low production & distribution costs (Boyes 2008)Analog: Checkers, Solitaire, Beer PongEarly Digital: Pac Man, Duck Hunt, TetrisEarly Online: Bejeweled, Kongregate, Y! GamesEarly Mobile: Snake, N-Gage
  • 5. A Brief History of TimewastersCurrent Casual Gaming TrendsHybrid: Geocaching, Alternate RealityAdvanced Mobile: Angry Birds, Doodle Jump, Cut The RopeSocial: Farmville, Mafia WarsConsole: Wii Classics, LittleBigPlanet
  • 6. HTML5 Games TodayPromising proof-of-conceptsHTML5 Game Libraries: Impact, Akihabara, Rocket Engine, LimeJSThey help with the heavy lifting: Asset management, animation, physics, keyboard / mouse input, processing of sounds and graphicsHybrid model: Open Source with commercial licensing = free to use / experiment with, cheap to commercialize
  • 7. HTML5 Games TodayProsCross Platform: Any device with an HTML5-enabled browser (including about 160 million iOS devices)More CPU-efficient than FlashFrictionless distribution: Put it online and the entire world can play itClient-Server / Network functionality: Just like building any other online application
  • 8. HTML5 Games TodayCons3D (via WebGL) is only in an experimental stateCross-browser complications due to differences in HTML5 implementationsDiscovery: No central repository store for HTML5 gamesGame development is hard, and we gotta put food on the table (monetization)Hampered by committee-driven standards formulation (the W3C), proprietary solutions have already solved most of these cons (iOS / App Store is the best example)
  • 9. Going NativeGenerally speaking, native game solutions are kicking HTML5’s assiOS: 3D, monetization via purchase, ad-supported, in-app purchases, licked the discovery problem tooAndroid: Large install base, ad-supported games generate upwards of five-figure monthly incomes for developersConsole / Desktop: Far more advanced graphics capabilities, support for hardware controllers, decades-old industry ecosystem to support future advancement (retail / dev / marketing / consumers)
  • 10. The Future3D support coming via WebGL (soon-ish)IE9 brings HTML5 support (but IE6 – IE8 are still out there and hard to upgrade)Advancements in hardware acceleration (better graphics faster)
  • 11. The FutureThe Takeaway:In the next several years, HTML5 will probably have all the technology required to make great contemporary games. The problems that still need to be solved are largely business-related: Distribution, discovery, and monetization. HTML5 developers should embrace what makes the platform unique and create games based on those qualities, but it will probably require a fundamental shift in how we think about both creating and playing games for that to happen.
  • 13. Q&AQuestions? Ask away!If we run out of time, you can contact me here:Matt RosenzweigSr. Front End DeveloperMidnight Oil Creativemrosenzweig@midnightoilcreative.com