Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, 15 May 2013
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Introducing Google Play game services

Author PhotoBy Greg Hartrell, Lead Product Manager

We love to talk about games at Google. Especially the old ones, like Pac-man, Pitfall and Frogger. Since those classics, games have changed a lot. They’ve moved from that clunky box in your living room to the screen that you carry with you in your pocket wherever you go. They’re mobile, they’re social, and they’re an important part of Google Play.

Today, we’re launching Google Play game services, a core part of building a gaming platform for the next generation of games. These services help you make your games more social, with achievements, leaderboards, and multiplayer, as well as more powerful, storing game saves and settings in the cloud. They are available on Android, and many on iOS or any other connected device. By building on Google’s strengths in mobile and cloud services, you can focus on what you’re good at as game developers: creating great gaming experiences for your users.

With game services, you can incorporate:
  • Achievements that increase engagement and promote different styles of play.
  • Social and public leaderboards that seamlessly use Google+ circles to track high scores across friends and across the world.
  • Cloud saves that provide a simple and streamlined storage API to store game saves and settings. Now players never have to replay Level 1 again.
  • Real-time multiplayer for easy addition of cooperative or competitive game play on Android devices. Using Google+ Circles, a game can have up to 4 simultaneous friends or auto-matched players in a game session together with support for additional players coming soon.



Several great Android games are already using these new game services, including World of Goo, Super Stickman Golf 2, Beach Buggy Blitz, Kingdom Rush, Eternity Warriors 2, and Osmos.

And many more titles launch today as well:



Google Play game services are available today through an SDK for Android, and a native iOS SDK for iPhone and iPad games. Web and other platform developers will also find corresponding REST APIs, with libraries for JavaScript, Java, Python, Go, Dart, PHP, and more.

We’re excited to see what games will do with these new services and experiences, and this is only the beginning. Wait until you get to the boss battle... er.. Check out our developer site to get started: https://developers.google.com/games/.


Greg Hartrell is Lead Product Manager on Google Play game services, devoted to helping developers make incredible games through Google Play. In his spare time, he enjoys jumping from platform to platform, boss battles and matching objects in threes.

Posted by Scott Knaster, Editor

Monday, 11 February 2013
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Udacity HTML5 Game Development course now live

Author Photo
By Peter Lubbers, Program Manager, Google Chrome Developer Relations

We just launched our new Udacity HTML5 Game Development course (CS255). This course focuses on building a game in JavaScript and is taught by Colt McAnlis (Developer Advocate, Chrome Developer Relations), Peter Lubbers (Program Manager, Chrome Developer Relations), and Sean Bennett (Architect, Udacity). Yep, these guys:

instructors

This Thursday, February 14th at 10:30 a.m. PST we are hosting an introductory Google Developers Live session with special guest Sebastian Thrun (Udacity's CEO). In this session we will tell you all about the content of the course and and we will answer your questions live. Make sure you add this live event to your calendar and tune in on Thursday: http://goo.gl/ffs8s (you can ask and vote for your questions there, too).

We have a series of exciting initiatives that we are organizing in parallel. First, we’ll be running a study group for the first several weeks of the course. The study group will be hosted at Google’s San Francisco office, and Colt, Peter, and Sean will be there to answer any questions you might have and to help you out with the course material. If you don’t live around San Francisco, or can’t make it for whatever reason, don’t worry, because we’ll be livestreaming and recording these study groups.

cars with Udacity and HTML5 license plates

In addition to the study group, Udacity is also organizing an exciting contest focused around the course. The goal of this contest is to build your own game using the knowledge and skills you've gained from the course. You can sign up for the course here and tune into GDL on Thursday to find out more about it.


Peter Lubbers is a Program Manager on the Chrome Developer Relations Team, spreading HTML5 and Open Web goodness. He is the founder of the San Francisco HTML5 User Group--the world's first and largest HTML5 meetup with over 6,000 members. Peter is the author of "Pro HTML5 Programming" (Apress) and, yes, his car's license plate is HTML5!

Posted by Scott Knaster, Editor

Monday, 5 March 2012
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1-up for web games

Author Photo
By David Glazer, Engineering Director, Google+

Hundreds of millions of users are already having fun playing games on the web. With GDC going on this week (#googlegdc), we wanted to give you an update on our efforts to improve the web ecosystem for game developers.

New technology capabilities

With HTML5, WebGL, and WebRTC, the browser has evolved into a feature-rich gaming platform. We are working closely with all browser vendors to further improve the web’s capabilities with new HTML5 APIs such as Gamepad, Mouse Lock, and Fullscreen.

Native Client (NaCl), a technology that enables console quality games in the browser, is also gaining traction. Starting today, the BlitzTech Gaming engine and the Havok Physics Engine have announced NaCl support, complementing a rich ecosystem of game middleware. Some of the latest games that take advantage of NaCl’s capabilities are Zombie Track Meat, Eets Munchies, Go Home Dinosaurs, Dark Legends, Air Mech, and Ubisoft’s From Dust. You can see an early preview of them at our GDC booth.


Improved distribution and monetization

Using social information in game play allows users to connect in more meaningful ways and developers to build even more compelling games. Google+ games continues to grow and attract exciting new games, including the exclusive launch of the epic fantasy title Kingdom Age last week. To help social game developers reach more users globally, all Google+ games will soon be available in the Chrome Web Store, providing an audience of hundreds of millions of users.

In addition, our In-App Payments solution recently added support for more currencies and optimized the payment flow to enable higher conversions.

Visit us at GDC and on the web

To get started working with us, you can now access a new site, developers.google.com/games, that pulls together all our technologies to help you build, distribute, promote, and monetize your games. And for those of you attending GDC this week, stop by our developer day and our booth. We are looking forward to continuing our collaboration with the gaming community and bringing the best games to hundreds of millions of Internet gamers.


David Glazer, Engineering Director for Google+ .

Posted by Scott Knaster, Editor

Thursday, 1 March 2012
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Making it even easier to monetize your games

By Peng Ying, Developer Advocate

(Cross-posted on the Google Commerce Blog)

As any merchant knows, the easier the path to purchase, the more likely the sale. That’s why the In-App Payments team is dedicated to developing a simple, yet intuitive API that makes the in-app purchase experience effortless for your customers -- leading to a higher conversion rate for you. Over the last few weeks, we’ve made some improvements to the API that we wanted to share:

Additional Currencies Accepted
With the recent international expansion of In-App Payments, we’ve expanded the types of currencies accepted so you can sell your goods in your customer’s native currency. If you’ve set up shop in the United Kingdom but your customer base is mostly in Japan, you can specify prices for your good in Japanese Yen and Google automatically handles currency conversion for you.

As of today, the supported currencies for In-App Payments are:


To use a different buyer currency, just specify the currency code in the JWT request:

   "request" => {
      "name" => "Piece of Cake",
      "description" => "Virtual chocolate cake to fill your virtual tummy",
      "price" => "1000",
      "currencyCode" => "JPY",
      "sellerData" => "user_id:1224245,offer_code:3098576987,affiliate:aksdfbovu9j"
   }



Card Details Minimized
In order to purchase through In-App Payments customers must first create a Google Wallet account, but entering payment information can be cumbersome. So, we’ve cut the amount of information that your customer has to enter when adding a new credit card to their Google Wallet. Now customers in many countries only need to specify their postal code instead of a full address, making the experience of creating or updating a Google Wallet quick and painless.


Terms of Service in Context
We’ve incorporated the Terms of Service into the purchase confirmation page to reduce the number of pages a new Google Wallet user sees before completing a purchase. This means that your new customers can easily review the Terms of Service and get to enjoying their items faster.






If you have any questions about Google In-App Payments, please reach out to us in the forum. We’ll also be hosting a regularly scheduled Google+ Hangout the first and third Thursday of every month at 9 a.m. PST to answer any technical questions about implementation of the API or about these new updates.

Stay tuned as we have plenty of new features to be released in 2012. Happy monetizing!


Posted by Scott Knaster, Editor

Wednesday, 31 August 2011
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Google @ GDC Online Oct. 10th-12th


By Amy Walgenbach, Developer Marketing

This year at the Game Developers Conference (GDC) Online we have organized a Developer Day on Oct. 10th full of Google information for game developers. It will feature hardcore technical information on Google products and platforms delivered by Google engineers and developer advocates. We’ll discuss the latest projects we’re working on and how our online technologies can help you better create, distribute, and monetize games that reach a larger audience than ever before. We’ll present everything from how developers can build hardware accelerated 3D games for the browser with WebGL to the game framework used to bring Angry Birds to the Web.

In addition to the Developer Day, we will also have a booth on the Expo floor on Oct. 11th-12th where we’ll have representatives from the Chrome Web Store, Native Client, WebGL, App Engine, Google+, In-App Payments, Google TV, and AdSense/AdMob demoing technologies and platforms for game developers. Come by booth 503 to try out Google products and ask questions, or hang out in our Google TV lounge.

For more information on our presence at GDC Online, including session and speaker details, please visit http://www.google.com/events/gdc/2011. Hope to see you in Austin!

Not able to attend GDC? Check out Google Game Developer Central to get an overview of Google products and services that are particularly relevant to game developers.

Amy Walgenbach is the Product Marketing lead for the Google+ platform and leads developer marketing for games at Google.

Posted by Scott Knaster, Editor

Thursday, 25 August 2011
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Register now for New Game, the conference for HTML5 game developers


By Seth Ladd, Chrome Team

This post almost wasn’t written.

I’ve been a bit too busy playing and testing new browser-based games such as Monster Dash, Angry Birds, and the newly released SONAR. Bigger and better games are coming to the browser rapidly (and just wait until Native Client with 3D lands in Chrome), and it’s hard to keep up with the technology and scene. So what better way to bring everyone together to share stories and keep up to date than to hold a conference dedicated to HTML5 game development?

New Game, the first North American conference for HTML5 game developers, is now open for registration. You are invited to join hundreds of HTML5 game developers for two days of technical sessions and case studies from developers and publishers who brought their games to the open web platform. The event will take place November 1-2, 2011 at the beautiful Yerba Buena Center for the Arts in San Francisco, CA.

This year, New Game looks at what is possible in the browser today. Sessions will focus on the technologies that have elevated the browser-based gaming experience, such as WebGL, Canvas, and JavaScript performance techniques. In addition, the conference will feature sessions exploring and analyzing lessons-learned from recent HTML5 game launches.

New Game is honored to have Rich Hilleman, EA’s Chief Creative Officer, keynote the event. The schedule also includes sessions from Mozilla, Spil, Opera, Google, Bocoup, GameSalad, Moblyng, and others. After the first day, we’ll network with our colleagues and share high scores at the New Game party, open to all registered attendees.

For more information on New Game, including session and speaker details, please visit www.newgameconf.com and follow @newgameconf for the latest news. Google, the premier sponsor, and conference director Bocoup invite you to take advantage of early bird registration pricing, available for a limited time.

The future of gaming is in your browser, so I’ll see you at New Game! Now if you’ll excuse me, it’s time to get back to my SONAR tab.

Seth Ladd is a Developer Advocate with the Chrome Team. Seth focuses on browser-based games as a sneaky way to play games at work. He realizes his manager might be reading this, in which case he focuses on cyber-synergizing e-paradigms.

Posted by Scott Knaster, Editor

Monday, 9 May 2011
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Travel Game: Google Earth is your gameboard


By John Taylor, Lead Game Designer, Travel Game

This post is part of Who's at Google I/O, a series of guest blog posts written by developers who are appearing in the Developer Sandbox at Google I/O.


Travel Game is the first online social game powered by Google Earth, and the first game of its kind to provide players with real, free travel rewards. Currently in beta testing, Travel Game is being unveiled for the first time at Google I/O 2011. Travel Game was conceived by Jeff Katz, a technology and travel industry veteran, and founding CEO of Orbitz, Inc.

Touristo and Skydiver, our first two titles, provide players with the experience of sky diving over the Earth and navigating a Touristo vehicle through exotic locales via Google Earth’s virtual 3D globe. To take advantage of the awesome imagery, terrain, and 3D models available in Google Earth, we built a custom framework that ties into several Google APIs, including Google Earth, Google Maps, and even Google’s currency converter API.


We wanted to give users the best possible experience – with high-quality game play, animations, and sound – so we based our framework on a blend of Javascript, Flash, and a custom back-end, all tied into the Google Earth APIs. We designed an XML structure that lets our game designers add new game packs easily and – some day – we may give users tools to do the same.

For example, part of our framework lets game designers add “targets” inside Google Earth using XML like this:
<target action="addTarget">
<itemPath>assets/images/blank.png</itemPath>
<longitude>-157.8459651634087</longitude>
<latitude>21.31249095467307</latitude>
<imageRadius>.0000018</imageRadius>
<targetRadius>20</targetRadius>
</target>
We created a Javascript architecture to interpret the XML and make several calls to the Google Earth API to set up the scene and add 3D models as markers for the target. We then track the user’s position relative to the target using Google Earth’s ground overlays. This involves a lot of background processing, but we were surprised at how well it performs.

Based on the social trends we know are emerging in real travel, we’re also tying features into Facebook, like posting places visited in Travel Game to your wall, sending gifts to friends, and eventually inviting friends to play along for group prizes. We’re even injecting the user’s Facebook photos into Google Earth.


The current beta version of Travel Game has been developed and nurtured by a team of travel and gaming industry experts. We’re extremely excited about creating online exploration that translates into real-world experiences. At this point, we’re just scratching the surface and see great potential for creating more great games and social communities as an overlay to Google Earth.


Come see Travel Game in the Developer Sandbox at Google I/O on May 10-11.

John Taylor has been designing and developing software for 20 years for companies like Electronic Arts, Lucas Learning, and the Disney Channel. Before that, he circled the globe a few times and worked as a writer and film editor.

Posted by Scott Knaster, Editor

Creating 2D Games with JavaScript & HTML5


By Dominic Szablewski, creator of the Impact Game Engine

This post is part of Who's at Google I/O, a series of guest blog posts written by developers who are appearing in the Developer Sandbox at Google I/O.


Impact is a JavaScript game engine that uses the HTML5 Canvas and Audio elements for graphics and sound, instead of relying on any browser plugins. Impact's main focus is on classic 2D games. Examples include the Biolab Disaster Jump'n'Run game and the Z-Type Space Shooter. These games, like many other 2D games, draw sprites in front of multiple background layers.


Each background layer is drawn from a tileset, an image containing all the individual building blocks, and a tilemap, a 2D array that tells the renderer where to draw each of these tiles. Similarly, sprites are drawn from an animation sheet, an image with all the animation's frames.

This technique has proven so efficient and flexible that it was enforced in hardware on early game consoles: the Super Nintendo could not do anything other than draw tiled background maps and sprites. There was no way to directly access single pixels on the screen.

The HTML5 Canvas element is perfectly equipped for these kinds of games. Most importantly, the Canvas API's drawImage() method allows us to draw only a certain part of a tileset or animation sheet to the screen. In Impact, however, you don't have to deal with any of the Canvas API methods directly. Instead, you specify your tilemaps and animation sheets and let the engine handle the details.

This is how you'd create an animation from an animation sheet:


// Each animation frame is 16x16 pixels
var sheet = new ig.AnimationSheet( 'player.png', 16, 16 );

// This creates the "run" animation: it has 6 frames (the 2nd row
// in the image), with each one being shown for 0.07 seconds
var run = new ig.Animation( sheet, 0.07, [6,7,8,9,10,11] );
Similarly, here's the code needed to create and draw a background layer:
// Create a 2D tilemap
var map = [
[5, 3, 4],
[2, 7, 1],
[6, 0, 3]
];

// Specify a layer with a tilesize of 16px and our tilemap
var layer = new ig.BackgroundMap( 16, map, 'tileset.png' );
layer.draw();
You don't have to create these tilemaps by hand. Impact comes with a powerful level editor called Weltmeister, which makes it easy to draw background layers and position your entities (non-static objects in the game world) in your levels.


When drawing on a Canvas, the performance is mostly bounded by the number of draw calls. It is far more efficient to draw one or two very large images than to draw several hundred small ones. This means that drawing background layers tile by tile can be quite slow, especially on mobile devices.

The Impact engine therefore has a special "pre-render" mode that you can enable on background layers. This mode will first draw the tilemap into large chunks of 512x512 pixels when loading a level, and then use these chunks to fill the screen instead of drawing the layer tile by tile. With this technique, you can get good frame rates even for fast-paced games on Android and iOS devices.

Impact also handles sound, input, timing, and much more for you. It's by no means a game engine that can do everything – and it doesn't try to be one – but it's very good at the things it can do.


Come see Impact in the Developer Sandbox at Google I/O on May 10-11.

Dominic Szablewski is the creator of the Impact Game Engine. He recently finished his Bachelor Thesis about HTML5 Gaming and now lives the dream by selling Impact and making games.

Posted by Scott Knaster, Editor

Wednesday, 2 March 2011
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Press Start: launching Google Game Developer Central

Today, the annual Game Developers Conference (GDC) officially kicks off in San Francisco. From browser technologies to cloud storage solutions, Google has many products and services that can be useful to game developers. Until now, it was hard for developers to track down information on how Google can help them build, distribute and monetize their games. This is why we are excited to release Google Game Developer Central.


Google Game Developer Central provides an overview of Google products and services that are particularly relevant to game developers. You’ll be able to explore different platforms like Chrome, learn about technologies such as GWT, WebGL and HTML5, and check out monetization options like AdMob.

This is just the first iteration of Google Game Developer Central. In the next few months, we plan to add additional content to make this an even better resource for all game developers. If you’d like to give us feedback on how to improve the site, please join our developer forum or for those of you at GDC, stop by our booth on the expo floor. We look forward to meeting you in person!



Wednesday, 9 February 2011
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Join Google at the Game Developers Conference

In the next few weeks, thousands of programmers, designers and publishers will head to San Francisco for the annual Game Developers Conference (GDC). Google will be there in full force, showcasing technologies, distribution platforms and monetization solutions that help game developers create amazing games and reach an audience of hundreds of millions.

We’ve planned two developer days with several exciting talks. On February 28th, we’ll discuss web technologies such as HTML5, WebGL and Native Client, as well as Google’s cloud solutions and YouTube APIs. On March 1st, we’ll switch our focus to Android, with tech talks on audio, graphics, compatibility, the new NDK and the use of App Engine to securely serve application data.

Several Googlers are also speaking at the GDC summits and main conference, presenting topics ranging from mobile monetization to games on smart TVs. For a full list of our talks you can visit www.google.com/events/gdc.

Want even more Google? Visit our booth on the expo floor, where you can meet Google experts, check out the latest Android devices, or just relax in our Google TV lounge. If you stop by, you might even be able to score a pass to Google’s first invitation-only GDC party. We look forward to meeting you in person!


Tuesday, 30 November 2010
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HTML5 Games, Jammed

(Updated 10 Dec 2010 -- corrected link to 3rd Place Hilversum developer Kornel Lesinski's Twitter page.)

Last month, more than 50 developers assembled in Hilversum, Netherlands, and San Francisco, California for an HTML5 game jam.

The idea of HTML5 gaming may seem unusual, but if the results from this event are anything to go by, there will be plenty more HTML5 games in the future. In just over 24 hours of coding, attendees were able to produce the seeds of great games, powered by standard web technologies. The games we saw were novel, visually appealing, and in many cases, already very playable.

HTML5 is making it easy to develop games for standard web browsers, and it also provides a way for developers to reach mobiles and tablets with a single code base. Watch for other initiatives, like Mozilla's current HTML5 gaming competition, to take HTML5 gaming to the next level.

Here’s a look at the winners from both venues. You can see a detailed list of all the entries here.

First Place, San Francisco: Ninja Leap

A novel 8-bit style game where you “leap” over the bad guys. A good demo of the Canvas element and a complete game with levels and scoring. Congratulations David Ganzhorn and Mike Rotondo on winning the HTML5 Game Jam in the USA.


First Place, Hilversum: Monkey Fortress

A puzzle game where you build a fortress to protect the monkey, demonstrating a physics engine in Canvas. Congratulations Tom Hastjarjanto on winning the HTML5 Game Jam in Europe.


Second Place, San Francisco: Shell Shock

A platform shooter involving turtle-like creatures on wheels, using Canvas. By Wolff Dobson, Charles Lee, Nicolas Coderre, Dan Fessler, Sara Asher. (No online demo at present.)


Second Place, Hilversum: Snakes

A refresh on the classic “Snake” game, demonstrating multiplayer powered by NodeJS and WebSocket, and 3D transforms of the canvas element. By David Durman & Ales Sturala. (No online demo at present, but code repository available.)


Third Place, San Francisco: Fruit Link

A casual puzzle game by Bruno Garcia, where you link up adjacent matching fruit.


Third Place, Hilversum: Enterprise

A stunning 3D game inspired by the classic Syndicate series showcasing just how far we’ve come with Canvas-based graphics. Observe the collision detection and be sure to hit the “Flying Carpet” button as well as the space bar to fire! This game was also shown in the “Web or Native for Mobile Development?” session at the recent Google Developer Days conferences in Europe. Created by Kornel Lesinski, Peter van der Zee, and Edwin Martin.


A few other readily playable games you might enjoy are:

We were also honoured to have keynotes by two pioneers of web-based gaming. In Hilversum, the speaker was Tino Zijdel, creator of DHTML Lemmings back in 2004. Tino, coincidentally a Hilversum local, explained the tricks he used to make the game playable on the browsers of the day. He has subsequently written his account of the Game Jam. It’s in Dutch, so here’s an English translation. There were additional presentations from from Yu Jianrong, who covered ten tips for HTML5 Game Development and Paul Irish on HTML5.


The San Francisco keynote was given by Marcin Wichary, who gave a keynote on games and HTML5. Marcin is the creator of the Pac-Man doodle and also the first version of the popular HTML5Rocks slides. Marcin talked about his experiences in recreating Pac-Man and the timeless aspects of videogaming in modern age, shared some behind-the-scenes trivia, and shared the technology used to write the doodle and debug it.

We thank SPIL Games for hosting and co-organising the Netherlands event, and we also thank Samsung for contributing a Galaxy Tab for the Game Jam at that venue. Developers working on touch apps were able to use the Tab for testing, and we later gave the device away as a prize. Congratulations all who took part!

You can find more details about the event, including links to code repositories and further demos, at HTML5GameJam.com.

Monday, 13 September 2010
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Get your HTML5 game on

This has been an exciting year for web developers, with all the new features being made possible by HTML5 and browsers getting faster by the day. One of the big surprises has been the rise of HTML5 gaming, with the open technology stack of HTML, CSS, and Javascript becoming a viable platform for games on the web. That’s why, next month, SPIL Games and Google will be running an HTML5 Game Jam event on both sides of the Atlantic, and you’re invited!

In the Netherlands, we’ll be hosting a sleepover event at the Hilversum headquarters of SPIL Games. SPIL recently converted their 47 mobile portals to work on mobile HTML5, and is running a $50,000 HTML5 games contest. Hilversum is a quick train journey from Amsterdam and the spacious premises are the perfect setting for hardcore games hacking, which means we’ll be coding HTML5 games all weekend. Participants will be able to sleep over on-site. In which case, please bring a sleeping bag, change of clothes, and don’t forget your toothbrush! We’ll also mail out a list of hotels in the Hilversum area for those who’d rather book a room instead (at your own cost).

Meanwhile, we’ll be running a parallel event at Google’s office in downtown San Francisco. We won’t quite be pulling an all-nighter like our friends in the Netherlands, but we will keep our doors open till midnight.

This will primarily be a hands-on hackathon in both locations, which runs from Saturday October 9th, 10am to Sunday October 10th, 6pm. We’ll kick off with short talks on the technology, followed by pitches from anyone with ideas on a great game. Then it will be hacking all day. We’ll pick up again on Sunday at 10am, and wrap up at 6pm with presentations and judging. There will also be chillout areas with games and diversions, and food and drinks to fuel your frenetic hacking.

The event is free of charge and places are limited. Sign Up here, and we’ll mail back with confirmations soon. We’re looking forward to see what games you can build using HTML5!