Patrick Martin (Developer Relations Engineer, Google)
Location: Room 2001, West Hall
Date: Tuesday, March 21
Time: 10:50 am - 11:50 am
Pass Type:
All Access Pass, Summits Pass
Topic:
Programming
Format:
Lecture
Vault Recording: Video
Audience Level: All
Stop reinventing the wheel... literally. Whether building a new mobile game from scratch or bringing over an existing PC or console game, here's a quick overview of common mobile UI paradigms and how to implement them mathematically.
This session will cover everything common controls like virtual joysticks and wheels, flicking gestures, interacting with 3D elements using 2D gestures, and even how to tie into less often used hardware features like gyroscopes and accelerometers to make a unique experience that players will remember.
Takeaway
Attendees will come away with a grab bag of engine and device agnostic building blocks with which they can build up their next great mobile experience.
Intended Audience
This is for moderately technical and math-inclined implementers looking to bring a game to mobile. The content of this talk may be helpful to designers, but you should be familiar with linear algebra and trigonometry to get the full benefit of this talk.