I am a highly experienced Developer, Software Engineer, Systems Architect, and Technical Director, with a range of experience spanning mobile, desktop, server/cloud and console platforms. I started out with IBM back in the mid 1990's, then worked at the forefront of mobile gaming for the BAFTA award winning IOMO from the early 2000's. As technical director of mobile game developer FinBlade I managed teams and coded numerous smartphone and tablet titles for high profile publishers. Historically I have been the sole or lead programmer on over 30 published video games and apps. Now the technical director of DO games we focus on services to port game titles from PC to modern consoles, with Unreal Engine, Unity and other 3rd party (inc. proprietary) engines.
If you're wondering what it's like to take a game and port it to any of the current major consoles, this session will give you the low down. Using real examples drawn from the porting work undertaken by DO Games, Steve will dig into some practical takeaways to consider when designing and coding your indie game. Whatever the engine you're using it's never as simple as selecting a new build target and waiting for the ping! Obvious considerations include the primary differences between PC and console development environments, game control schemes and platform holder requirements. Not so obvious though are the myriad left field things that can catch you out, like engine limitations, online portal issues, plug-in compatibility or version management, to name a few.This session won't be a technical deep dive into console details, and let's face it, who wants to stare at lists of API calls. Some names may have been changed to protect the innocent, or comply with NDA guidelines. By using a set of examples to illustrate the processes and know-how that go into porting, Steve hopes you will gain a better understanding of the porting phase of a game life-cycle. You will be able to better prepare your own game for a smooth porting process, whether it's still in the design phase, or you already have a PC product and are looking to get it onto modern consoles.
Develop:Brighton brings together the game dev community to share ideas, learn and be inspired by each other. So if you have an idea for a conference session we'd love to hear it. Hurry - the deadline for submissions is 19 February!find out more
I absolutely love coming to Develop, it’s a brilliant, brilliant conference – you just know you’re guaranteed to meet everyone.
Jo Twist, OBE
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
There’s something creative about Brighton, so it’s the perfect place to have the conference.
I’ve felt a big passion here at Develop!
Building games is hard and it’s taxing physically, mentally and emotionally. So being around a community that understands that is great – there’s a comraderie here.
Develop:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
Develop is a very important place – it’s one of the few developer focussed conferences we have in Europe and that makes it very valuable.
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
There’s really something for everyone at Develop and the experience of being around like-minded people is really useful.
There are many ways you can be part of Develop:Brighton 2020 - including speaking in the conference, taking a booth in the Expo or becoming a sponsor.Find out more