Who Killed Video Games?: Tim Rogers Knows
In his latest, and possibly greatest piece of writing, Tim Rogers explores the mystery of "Who Killed Video Games:A Ghost Story". It's an awesome read, even if you already know how it turns out in the end. It's hard to take just one quote, but here is a good one:
""An ex-drug-dealer (now a video game industry powerbrain) once told me that he doesn’t understand why people buy heroin. The heroin peddler isn’t even doing heroin. Like him or not, when you hear Cliff Bleszinski talk about Gears of War, he sounds — in a good way — like a weed dealer. He sounds like he endorses what he is selling. When you’re in a room with social games guys, the “I never touch the stuff” attitude is so thick you’ll need a box cutter to breathe properly."
The whole thing is a great read.
The Top-10 Worst Real-Life Products For Classic Video Gamers
The back pages and new products sections of Electronic Games magazine in 1982 and 1983 were filled with all sorts of products, services and offers that were dubious at best, and possibly, criminal at worst. It appears that in the very early years of video games all sorts of people jumped at the chance to try to sell all manner of items to the newly minted audience of "arcaders" and "joystickers" (the terms Electronic Games editors used to refer to "gamers" in the early days). Below are some the most useless/interesting and bizarre products that we could dig up in those pages:

Asteroids Halloween Costume
Vinyl Halloween costumes emblazoned with brand-names of major products and characters were one of the very first ways kids were subjected to product placement advertising in 70's and 80's. At the time, parents willingly let their kids become walking billboards for major corporations, and paid good money for the privilege. While Halloween is an even bigger party in 2011, at least the costumes have become a subtler mix of licensed characters and zombie fantasies with a bit less over-the-top advertising.
However, in 1982, Asteroids made a terrible costume. Atari never created many proper characters that could be licensed for costumes (the Adventure dragon perhaps?), and trying to make a "space rock" into a viable Halloween monster was not a good choice. In fact, in 2008, Topless Robot named this costume the #1 on the list of the Greatest/Most Pathetic Old School Halloween Costumes. Why? Here are their words: "A clever bully could—and would—also use it as an excuse to play Asteroids by repeatedly punching you in the face" Need we say more? Even if you badly wanted this for Halloween, it was still an awful, miserable choice.
Video Maniac Sports Accessories

Believe it or not, while video games were popular in the 80's, I don't recall video game t-shirts and other related clothing to be popular at all, at least not among my friends...the super nerds who played tons of video games. In fact, I didn't own any kind of video game related t-shirt until a friend of mine found a Dig-Dug shirt at the thrift store in early 90's and gave it to me. T-shirts in general were not a big fashion item at the time, as most of us were wearing O.P. shorts and shirts.
However, this did not stop multiple companies from advertising all manner of t-shirts they hoped would appeal to the "arcaders" of the golden age. Video Maniac was one of the most enduring, with ads that ran through nearly every issue of Electronic Games. (By the way Ugo.com once named Video Maniac one of the "scrubbiest" video game advertisers of all time). The ad featured here (from 1983) is my personal favorite because the photo looks like it was taken directly from back pages of my 9th grade year-book.
These products must have been selling, but to whom? A t-shirt sold for $11.95, which was not cheap back then. Almost 30 years later,(thanks to you: systematic corporate globalization, out-sourcing, off-shoring, and world-wide labor exploitation) I can get an Atari t-shirt at Target for only $9.99 . Furthermore, who , in the totally serious, non-ironic 80's, would have worn a shirt with the words "Video Maniac" on it without the same bullies to played Asteroids on your face, using your new Video Maniac t-shirt to hang you from top of the ball cage in the boy's locker room?

The Gobbler Is Gonna Get You!
Before I leave the video game clothing aisle and more onto accessories, I would be remiss to not mention The Gobbler, a product that is wrong in so many ways, it's hard to get the point across without a good picture. Oh good, we have one. Take a look, then come back over here after your eyes have properly adjusted to the horror they have witnessed.
What. Is. THAT? Is that supposed to be a cheap Pac-Man rip-off? But, but, is that some kind of mustache...or...? I imagine that this thing had some kind of string that hung down, when pulled, made the mouth open and close to pretend to Gobble? I would then guess the idea would be to go to the arcade and chase one of the girls from the Video Maniac ad around while pulling the string and saying "The Gobbler Is gonna Get You!" Ooops, I guess you forgot that her boyfriend is one of the guys who kicked your ass for wearing an Asteroids costume over your Video Manic Muscle-T. Time to run home as fast as possible to put on your...

Bat Mitt
You know, to "improve your scores". For $2.50 plus $.50 shipping and handling you could buy... something. Thank god Koal sales in Torrance, CA registered that trademark, Whew! They saved themselves a lot of legal headaches trying to stop the massive hoards of other companies rushing into the same space and taking away their business using similar names. Oh look, they have a left hand version too. Isn't that just the same as the right-handed one, but turned over to the back-side? By the way, have you noticed that your Asteroids costume has short sleeves and no hands? You better buy a pair of Bat Mitts to make up for it.

Stick Station
So let's suppose that you are a tired Video Manic "arcader" who has had enough of masquerading as an Asteroid, while playing with your Gobbler and wearing a pair of Bat Mitts, and you just want to challenge your friends to a few games of Combat! in the privacy of your own house? Was there some kind of product that would help you play better? Of Course there was! You could have your "Arcade Action At Home" with the Stick Station, a $15 (or so) piece of...wood! Yes, this amazing piece of wood could do what only your left hand could do, and that's hold the base of your joystick. How did that help you? Well, you could yell "No Hand Cramps Biatches!" at your friends, while blasting their bi-planes out of the sky as they rubbed their sore mandibles and wondered just how you got so good so quickly. What was your secret? It couldn't have been the giant block of walnut finished wood in your lap, could it?
The Grand Stand

Not to be outdone, after being embarrassed by your block of wood, one of your buddies pulled the perfect gift, a " Grand Stand Joystick Stabilizer And Score Enhancer" out of his duffel bag, and the pendulum of awesome started swinging in his direction. It was a battle to the walnut finish as you struggled to fight off his Combat! jets, hand cramp-less for sure, yet still playing with your joystick in your lap with nothing for your left hand to do except hold onto its' Bat Mitt and pray for success.
You see your friend didn't need a lap any longer. The Grand Stand sat between his legs, supported by his feet, allowing him to sit comfortably and fight off your attacks with ease. Even your attempt to thwart him by making him use an oddy sized (yet superior) Wico joystick didn't help since The Grand Stand "Adapts To All Popular Joysticks", unlike your block of wood.
Back in 1982-1983, there were scores of these types of "enhancer" products designed to take your $34.95 + $2.50 shipping and handling in the hopes that they would improve your ability to play home video games. I, like others, have always wondered just how many of these types of products were sold back-in-the-day. However, what if there was a product that made all of these products moot, one that went full circle, and really brought the "arcade to your home?"
Family Arcade Enclosure
A real arcade cabinet in your house! This was the dream of many kids at the time. An arcade machine with multiple games of your own that you could play without quarters.

Of course, we already had that with our game consoles, but it didn't "feel" the same while sitting on the couch with a Grand Stand between our legs and a Stick Station in our laps... and that's because we were not standing!
You see, apparently, the most comfortable way to play (mostly) 2-player, single screen, video games for hours at home was not sitting comfortably on the couch 6 feet (at least) from your radiation spewing, electron gun equipped tube TV, it was crammed together, right next to it, trying to control your side with a joystick clamped to hunk of wobbily plywood your dad hastily constructed from $50 worth of products (oh, and $1500 worth of power tools) from Builder's Emporium specified in a set of $9.95 instructions sent from Beltsville, Maryland.
A Video Games Club
OK, so now that you have an amazing arcade at home, it's time to get some games...for free! You could do that by joining a video game club.

Since you spent all the game money you saved up to help buy the parts for (and more parts to repair) your Family Arcade At Home, there was not much left over to buy any new games. Near the end of 1982 and into 1983, most of the best Atari 2600 games were released (Pitfall!, River Raid, Vanguard, Raiders Of The Lost Ark, Demon Attack ,etc.) and you needed a quick way to get the best games for your console.
A video game club where you could get free games, and discounts, plus trade games would seem like a great choice, right? Almost a dozen of these clubs appeared in the back pages of Electronic Games magazine during the first year of publication, and after reading the fine print, nearly all of them appeared to not quite be the amazing "deal" as they might have appeared at first. Video Fun and Games Inc. offered you a "free" game plus the very tangible benefits of "coupons, contests, and newsletters" all for the cheap price of $35 (and 4-6 weeks for delivery). At the time, many games cost about $24.99 $29.99 each, and shipping from mail order catalogs was $2.00-$4.00, so in essence you got a game for a bit more than it cost to buy one at the store (with tax) or mail order with shipping. Actually, this club was one of the better deals going. Others cost $20 and you got a t-shirt and coupons, but no game, and still others were a bit less with the offer of membership cards and little else.
A Job Working For The Ultimate Wiz
So after you had spent the rest of your money on that video game club, if you really wanted new games it was time to get a job. The good news was, the pages of Electronic Games magazine, while not "over-flowing" with job listings, did offer some very interesting employment opportunities. There were job listings to work at Atari, Fisher-Price, 20th Century Fox, and even offers to teach you how to repair arcade games. However the most interesting opportunity was none of those. It was a one-time advertisement offering the amazing opportunity to work with The Ultimate Wiz as an executive assistant. Apparently The Ultimate Wiz promised to be "The Master Of All Technology" and was going to create his own (uh oh!) "Club for computer WizKids." We've searched high and low to find some reference to the Ultimate Wiz other than this advertisement, but we have not found anything. Who was the Ultimate Wiz, or did his Club For Computer WizKids ever came to fruition? We just don't know. However, if the Ultimate Wiz was the Master Of All Technology, one wonders if it was he (or she) who came up with the final item on our list...
Space Willy
Space Willy was less a product, and more an idea or a licensing play. Aimed, by their own admission, at "Young Adults" Space Willy just might be the worst idea ever conceived.
At at time when the average age of subscribers to Electronic Games magazine was 21 years old, and even most kids who played video games (at least in my experience) played them with a ferocity and vigor as if they were striving to be adults at the same time, creating an uber nerd that looked like he could be beat-up by a 4 year old girl was not a good idea.
Space Willy looks like he just removed his Asteroids mask and was getting ready to put on his Gobbler for some "action"...and are those "Bat Mitts" he has on each hand? It appears that Space Willy was destined for a life as a major character in arcades and restaurants, but surprisingly, it never happened. Why? Because, again, it may have been the worst idea ever conceived.
In a way, Space Willy is the perfect "product" to end this list as it sums up everything about the golden age video games and how they were created, marketed, and sold. For the most part, video games became popular, not because they were marketed well, or because someone came-up with a great pitch or slogan that caught-on and swept the masses. Video games caught on because, at their core, they were a revolutionary and enjoyable way to spend time alone or with your friends. In fact, the best years of the golden age of video games were almost over when the first mass market advertising appeared in on a regular basis in Electronic Games magazine (March 1982).
Space Willy in fact, who appeared in late 1983, proves (to me anyway) why golden age video games failed in the early 80's: the business world still did not "get" what games and gamers were all about. The whole business world was not ready for the rise of video games, nor were they prepared to alter or change plans based on on the idea that they were an ever changing entertainment medium, instead of a fad to milk until kid's pockets were dry. Most video game companies did not really know what games to make, retailers didn't know which games were good, or how much of each one to buy, and marketers had no idea what or how to sell to the masses of hardcore video game fans. Thus ideas like Space Willy, video game clubs, Asteroids Halloween costumes, Batt Mitt, and the Ultimate Wiz, filled the void instead of real, solid ideas on how to move the medium of video games forward. Instead, it took a massive crash, shake-out, and financial melt-down for everyone to wise-up, get serious, and start creating the right products for the right audience.
-8bitsteve
Unity -> Flash Stage 3D Looks Impressive

Yesterday at the free "Flash Day" at the Unity Unite conference, the Unity team showed off their new Unity -> Flash Stage 3D converter. The product exactly what it sounds like it does: it converts 3D games built in Unity to "Molehill" compatible Stage 3D of the type supported by Adobe Flash CS5.5
The Unity team demo'd a game built in Unity that was converted, fairly quickly to a .swf. that played, pretty much the same game as that could be targeted to any of the current Unity platforms. As well as a .swf, a .swc is produced that provides an API so the Flash can communicate with the Unity produced code, and vice versa. As well, the Unity team suggested that they could provided full source (.fla, .as) of the exported game.
There were a few things missing right now (i.e Unity networking support), but for the most part, the product looked quite impressive.
What Video Game Journalists In 2011 Could Learn From Electronic Games Magazine in 1983: Standards
I was looking through my old copies of Electronic Games, and I happened upon an editorial by Arnie Katz from the March 1983 issue. It lists the "standards" that the publication had decided to employ to make sure that they were creating the best magazine for their audience. IMHO, I believe these became the defacto standards for game journalism up until the turn of the 21st century, when the web made everyone "a game journalist". (By the way, for this exercise, the first three items, while interesting, are not as important as the last three).
By the was, we here at 8bitrocket.com are going to try to live by these standards from now on as well.
A Tribute to the Child-Oriented Consumer Goods Company "New Media" Department Golden Era (2001 – 2006)
Note: This is a true story that depicts real events from the perspective of the author. Most real names of the people and the places involved have been changed or left out on purpose. Everyone involved will recognize the company and the events and might even have their own spin to add. We had a great ride and for those 5 years we certainly kicked some ass together.
Before the birth of 8bitrocket.com, 8bitsteve and I worked for a Global Child-Oriented Consumer Goods Company (GCOCGC for not so short). From 2001 until 2006, this job fulfilled almost every working and personal need and aspiration either of us had when it came to exercising our creative and technical abilities. In 2006 it all fell apart. This site (8bitrocket.com) site slowly rose from the ashes of what had once been a literal nirvana of creative energy, fun, and technical wizardry. It became the outlet we personally needed as our day jobs changed so drastically.
During our run at GCOCGC, we worked with some of the most talented people we will ever come in contact with and sadly the team slowly broke apart. While some of the best people stayed on with GCOCGC, most of the best left for larger corporations who valued the skills and knowledge that they acquired while working at GCOCGC.
Just recently I have started to work on some projects with some of the stars from that golden GCOCGC era and I felt it was time to pay tribute to one of the best internal interactive teams ever assembled (at least in my mind).
I worked for a large consumer goods company that targeted children for 14 years on the web development technical team. I wore many hats on this team but spent the bulk of my time as what I would call the Manager of Web Applications Development. During the "Golden Years (2001-2006)" this was a very hand-ons "lets get this sh*t done and kick some ass" style position. I loved every minute of it.
"New Media" was a term used to describe many Web and Internet departments in the mid-2000's. It was used especially by older companies who both feared and relished what these new frontiers could offer them. I always considered it a little bit of a derisive term, but it was the name that our Web Team was given in 2001 and we kept it until 2006. During that time, the we worked for a large consumer goods company that targeted children as the main audience for its products. We'll call this company as GCOCGC.
The GCOCGC New Media' team amassed a world-wide audience of 100 Million monthly visitors (MAU if you will) to sites that offered mostly education and entertainment for children aged 3-12. There was a long period within these years when GCOCGC was our CDN's largest customer by far.
There certainly was a GCOCGC web team before January of 2001 and there was one after July of 2006, but those teams were a shadow of the "Golden Years" Web team. The pre-2001 team did some awesome work (for example, first two customizable child-focused products sold via the internet) . The later, post-Golden Era team also did some amazing things (MMO and Game Portal web sites) all in the midst of turmoil that would take an entire book to describe.
This, though is the my personal story of working with the absolute best internal web development team ever assembled in a single location - The GCOCGC team (2001- 2006). When the team started in 2001, the ghttpoal was to get 60 Million visitors for the entire year (5 Million a month). After 6 months we were at 20 million a month and growing. At its peak, some 100 million visitors a month were entertained and even buying some adult targeted collectible style products from the sites. Many attempts were made to further monetize this traffic through ad banners and more direct selling, but the rules (and rightfully so) of Coppa and Caru made this impossible for a mostly under 13 audience.
What we did create was a set of branded web sites that provided games and entertainment for kids 3-12. But we did more than that: We created cross-site scavenger hunts, re-skinnable game engines, multiplayer games, leader boards, points systems, badges, single-sign-on, and more all before it became vogue to do so. The creative teams put a huge emphasis on what kids wanted to do and play patterns that actually worked on-line rather than just copying what other sites were doing. In fact, there really were very few (if any) other sites doing these things yet, so we had to innovate as a team. What we had in those golden years can only be described (by me at least) like the freedom that the early Atari people had to just make great content and get it out to the masses...and it WORKED! (For the most part, as we will see in a second).
Now, let's go back to those pre-golden years
I started at GCOCGC in June of 1997 with a bare knowledge of HTML and ActiveServer Pages, but a deep knowledge of SQL, Unix C and Perl. The web team was a single unit consisting of a 4 programmers 3 designers, a producer, a manager, and an IT director. As was the case in those days, the web team was started by the IT department because (if you can believe it) most IT departments in the 1990's had large, experienced development teams with very few, if any, contractors and consultants. The term "Business Analyst" was a few years from vogue, but there certainly were a number of both tech and business experienced people that helped facilitate the development process. They were called Technical Producers or Systems Analysts in that time
The first web sites we created were rudimentary, but as we started to combine SQLServer and Flash into the mix, we eventually were creating some very cool web experiences. We created some of the first Java and Shockwave games targeted at kids and one of the very first on-demand e-commerce customizible product systems well before the turn of the 2000. In the late 1990's, after a series of acquisitions (some failed, some not), the web team (now more than 20 people) found themselves out of the IT department, reporting to a newly acquired media company. This the acquisition turned out to be a disaster and GCOCGC as a whole went through some very tough times. The web team was dissolved with the developers sent back to the not-welcoming arms of the IT department and the "creative team "merged back into the two main warring brand groups, reporting to new, and not particularly web-savvy management. The web creative team was sent off to a new building in early 2001 where they merged with they remnants of an existing CD-ROM team. The tech dev team was left to sit and wait in limbo for a few months (early 2001) to see how their fate would be decided as the entire IT team went through what would be the beginning of a set of yearly re-organizations).
These technical developers were sent back to the IT department that was in a new state of flux. The entire 1990's old regime that valued internal knowledge and development was quickly being replaced with the new breed of "process and governance" nerds to replace the "code cowboys" and "computer nerds" from before. The "Jack Welch" style of management made fun of so well in Dilbert, Office Space and now on "30 Rock" was the tune of the day. These new IT leaders didn't (or wouldn't) understand that the web developers were more product engineers than IT drones and for the next 11 years I managed the web development team trying to bridge the gap between this new process-centered IT world and the creative world necessary to produce great web work.
The Golden years begin
Luckily, even though the new IT regime didn't understand our web developers, they had bigger fish to fry. They sent the whole team out to support, sit with, and work with the creative team that had been split off and moved to a new building months before. The web developers moved from the " GCOCGC HQ" building, now filled with corporate IT process drones, lawyers, marketing, and other non-creative staff to an off-site building just for the web team.
On the tech side, one good thing that happened at this time was that Steve (8bitsteve, my twin brother) was able to move from an internal IT web development position to work on the New Media Web Team with me. The old regime in IT had considered Steve a wizard and a superstar. He was able to do things with an HTML page and a web connector to the AS400 that made the client server people drool. Steve had spent his first 4 years at GCOCGC creating intranet sites on his own for internal IT and teaching the huddled masses new skillz in Java and HTML. When the old IT regime was unceremoniously forced out, Steve's skills were no longer appreciated ("who needs developers in IT?", and "isn't this web thing a fad?"). My team took him on as the web systems architect. He couldn't report to me, so he became his own sort of tech department.
We realized that this was not a nod to how important the entire web team was, but in actuality we were the red-headed (apologizes to all of my beautiful red-headed friends, especially you, Gretchen and my son Justin) step children, thrown out to fend for ourselves as we were not a profit center. No matter, we kicked some ass anyway. In spite of all the turmoil, the January 2001 - June of 2006 the GCOCGC New Media Web Team flourished. The team grew to over 100 people (producers, creative, developers, etc). We created 100's of games and sites for all GCOCGC brands, racking up so many visits a month that the original Web Trends software could not keep up with the demand and nearly set fire to limited set of internal servers created to track web traffic. All of this put the GCOCGC sites and near top rankings on all of the Media Metrics kids charts for 5 years straight. The web team moved to new digs a couple times, but were always separate from the overly business-centric GCOCGC World Wide HQ Tower Building.
From 2001 - 2006 the GCOCGC Media Web Team was left virtually alone, and in that time it was one of the most successful in-house web development / publishing teams targeting kids. The motive for the team was to create fun for kids and NOT try to sell them anything. We were able to amass a monthly child audience that rivaled the largest TV conglomerates spread across a series of kid-focused web sites. The media charts always had multiple GCOCGC sites in the top 10. The only real competition GCOCGC had was from properties with larger Movie and TV Outlets (Disney and Nick for example). By focusing on fun and education for kids and not direct selling of any product (although the games and activities we created were many times micro versions of toys or games for sale on store shelves), we established a very tight-knit relationship with a huge audience of kids and parents who were not being served by many other sites at the time.
In early 2006, things started to change. The team (mangement, engineering, design, production, creative, analytics, QA. media, and more) had all spent the better part of the last 5 years housed together working independently of the larger corporate powers, winning awards and creating a massive audience for GCOCGC related web content. Aside from the relatively small profits being made from the some collectors clubs, and specialty items there was no actual cash being generated on these web sites. The GCOCGC team of roughly 100 people was competing with no real budget on even footing with giant media companies that employed entire buildings worth of staff. Even this type of success relative to the tiny budgets being spent was not enough to convince the GCOCGC "powers that be" that the New Media team was a success in their eyes.
We did all of this with the help of an incredible, internal, hosting team that kept our relatively few .net servers firing 24/7 365 to serve up this massive amount of content. We brought Akamai in to help with caching and Webtrends to help prove that we were a success. We were "killing it" as a later company I worked for would call it for "5 years". The only problem was that success on the web means cost. Cost translates into real $$ that have to be spent and justifying those $$ was not always an easy task.
By the middle of 2006 though, the corportate part of GCOCGC (and maybe rightly so) decided that they were spending A LOT of money on giving out free entertainment to kids but were not seeing any tangible profit in return. Many arguments were made about the the worth of interacting with brands rather than simply watching commercials, but in truth, we had no way of backing up those ideas with tangible e-commerce data. We could only show formulas based on perceived time spend with a brand and how those positive effects could affect the overall sales and perception of the products being sold.
Even the GCOCGC New Media team could see the writing on the wall and decided to attempt to create our own unique style of monetization. We brought in classic game designers with names such as Rob Fulop, Bill Kunkel, and Chris Crawford to help teach the team the finer points of game design. Our idea was to create a single, internal game portal and monetize it with pre-roll, Eyeblaster, page interstitial, and page takeover ads. We were absolutely firing on all cylinders and really keeping the branded sites content constantly updated and fresh and moving toward what we hoped would be a HUGE kid-oriented game portal the likes of which had not yet been seen on the web (but would soon completely dominate web games for kids). The problem was, this was OUR idea, and the ideas of this relatively remote, not directly brand-related web team were not always the same as the ideas of the individual marketing departments. Our attempts to get anyone with power to give us the budget to create such a site fell on deaf and bickering ears as very few had any vision that these brands should be on the same site together, let alone sharing space on a games page together. No one would agree with selling ads, and most thought (and maybe correctly so) that we would be cannibalizing our own brands with ads for other children's products). Internally, games and toys were talked about as product and brands are discussed in manners that no kid would ever understand. A free games portal that mixed hallowed brands together and possibly let Disney show an ad for Mulan was a complete affront to the tradition of GCOCGC. We tried to breach those boundaries and we paid dearly for it.
In those tough economic times and the tough times about to hit, is was decided that the New Media team was put under strict new management. The team WOULD focus on "monetization" of those 100 Million visitors. The monetization would NOT be our game portal strategy (although 3 years later it would be tried, and of course be 3 years too late), but the team would focus on e-commerce and MMO games. The New Media team was ripped apart and thrown back to to corporate structure. Many of the best and brightest producers and strategy leaders left for greener pastures while the engineering teams were thrown back into the IT department. The creative team was thrown onto a floor with the ad buying team and treated as if they were 2nd or 3rd class citizens.
Previously, not being a "profit center" had helped the GCOCGC New Media team turn out some amazing, creative work that was not always hampered by the "next new product" or what the marketing department felt would be the next new trend. It had allowed the team to flex their creative muscles and even have fun doing it. But, there was some envy from other company departments, and especially the IT department that saw our team as complete rogues that could not be controlled by their new "gates" and "processes".
We were a creative and engineering team that was tasked with two opposing goals and it was beginning to tear us apart at the seams. The funding money was coming from the brands to ensure the each new product was given its share of web space and promotion, while the the creative minds behind that promotion (the New Media Team) were not directly controlled by the branded marketing departments. It wasn't just the IT department that saw the engineers as rogues, but the marketing departments started to exert muscle on the creative teams and influence content decisions and creativity. The success of the team started to falter as the these creative decisions were beginning to be made by a committees that thought they knew the web because they had just completed their MBA with a bunch of classes that had "E-" proceeding the title.
The post golden era
To say things changed in late 2006 would be an understatement. That "not a profit center" tag came back to bite the GCOCGC New Media in the ass. The "Corporate Power" was sick of spending precious marketing dollars (no matter how minuscule) on the web team with no real financial gain being realized, and one which they thought had gone rogue. Even though more kids were visiting than ever and the numbers were through the roof on the media charts, decisions were made to break up the "rogues". They didn't care about page views or visits, or time spent. They didn't want to or could not understand how these "new media" metrics, as overwhelmingly positive as they were, translated into the old world of plastic consumer goods, marketing, logistics, and manufacturing. Unfortunately, we didn't have an answer that they wanted to hear. We must have explained and re-explained how the few million dollars (a drop in the bucket compared to television advertising spent during the same time frame) they spend on web was targeting marketing to active eyeballs. Now-a-days there a books written on the subject, but just a few short years ago, if it didn't translate directly to a dollar figure there was no way to measure the impact. Remember, we were tasked with advertising the brands, not with making a profit of any kind. Our profit making ideas were "shooed" away, and in turn turmoil ensued.
I think as management teams changed inside GCOCGC, they wondered where this money to the "off-site", "out of mind", "rogue" web team, was going. Even though 100's of reports and internal marketing messaging were prepared to explain the process and how it favorably compared to a television viewing audience, no one listened. During a process of upheaval from January 2006 - December of 2006, the web team was decimated. Many people left on their own, and more were laid off. What remained of the team was sent back to the "GCOCGC Corporate Tower" in June of 2006 and split between 3 separate floors, never to fully regain the synergy it once had. The new focus we were told was that we needed more e-somethings with MMO (+G, or W, or what ever) in the title and that we needed to sell every product on-line right away.
The Personal Part of the post Golden Era (2007 - 2010)
I had worked in the ever-changing world of brand marketing web development since 1997. Let's just say that I have never been one for the "waterfall" style of project management imposed by most IT departments. In fact, I have an actual degree in IT, so while I fully understand the process, I have never been a huge fan of it for the relatively small projects we worked on. We made games, web sites, and other assorted small to medium-sized web applications for the ever changing needs of the branded web sites at GCOCGC. Unfortunately, the web development department was never a fully unified, autonomous unit (outside of IT) and this required both the need to be flexible (as marketing needs change sometimes almost hourly) and the need to report to the IT department on how we were spending our time. Change control and well defined requirements were strong points with the GCOCGC New Media web team in the early years (1997-2006), but in the later, frustrating, years all bets were off when it came to satisfying the needs of the brand marketing departments. I'm a pretty flexible dude when it comes to application changes, it got seriously out of hand before I left GCOCGC. The IT team had become a nightmare cross between the worst of both Office Space and Dilbert, and the branding buisness team controlling the web sites had grown very large, very fast and had out grown the relatively simple processes that governed application changed control. In essence the web developer team was stuck in two worlds, both just as crazy as the other. They reported to the "new world order" style IT management who had no idea what it took to create a fun, branded, web presence for a child oriented consumer goods company. On the other-hand, the day to day work was for a team of freshly minted MBA and web professionals, who while skilled in many areas, just did not have the same experience that the Golden Era management team possessed. The had not fought the battles. They had not experienced the history, so they were destined to repeat it at no fault of their own.
In 2007, my job was turned from what had been a completely engineering related technical manager and architecture position into what IT liked to call a "Business Analyst". Basically over the next 4 years, the New Media team was re-branded many times, with profit being their main motive. The whole time, my IT job title stayed the same, but my IT tasks morphed from technical guru to sometimes highly paid desktop support engineer. As IT consolidated and outsourced the "skill" positions, the Business Analyst job started to take on many mundane tasks that a development engineer just can't stand to do for very long.
In those final 4 years I worked with some amazing people and we had some strong leadership , but it just just not the same. The morale was low across most of the creative and technical departments and even though we had some nice successes, and valiant attempts were made to create another, single, unified team, the magic was just not there any more.
Creativity was still important, but profit was the main purpose for the group. In the final incarnation, before I left in 2010 web traffic less than 25% of what it once was during the golden years.
And that's why it all had to end...
In late July 2010, I had to leave my GCOCGC corporate web development job that I had held for 14 years prior. I had stayed more than 4 years past the job's expiration date, but was holding on in hopes that it would once again become the glory days of old.
I left a lot of friends there, but because of Facebook and Linked in, most of us have kept in contact. For the ones who have also left, especially for some of the Golden Era Folks, we have found ways to work together through our respective individual agencies. Maybe someday we will have that Golden Era Team back again. To those who are still there, have left, or were never part of any of these teams, I raise a glass to you in hope that you find our own Golden Era or possibly are even in the midst of one right now. For those who are still at GCOCGC, there is a seat at a large table at the Mongolian BBQ waiting for you whenever you want to meet me there for lunch.
Why Information Technology Director Is The Most Hated Job In America (An Anecdotal Account)
CNBC ran a story on Friday about the 10 Most Hated Jobs In America. I was pleasantly surprised to see that job I left in corporate America after 15 years was represented generously on the list. In fact, technical jobs in generally made-up almost 1/2 the entries. However, today I'd like to focus on the #1 most hated job in America: Information Technology Director, since I have some very intimate knowledge of why this jobs sucks on so many levels.
Sure, I was only a "Manager" of information technology, but I still understand what they are getting at with this job and why it made the list. The details here are generalities, and while this doesn't describe every corporate I.T. department exactly, it's my experience and I think it is representative of what is happening on large scale at companies similar to the one I left.
Let's say you got your start in I.T. leadership 10 years ago. If you are director in I.T. let's hope you have at least 10 years of experience. Let's hope you were not granted the job right of MBA school, or rose up really fast after a few years at a major consulting company and think you can be a successful Manager or Director in a Fortune 500 I.T. department right away. Back ten years ago, you probably had a good sized team of technical people working for you. These could be any level of technical profession: from desktop support, all the way up to systems and software architecture. In fact, it was probably multiple teams, each responsible for creating solutions for existing problems. The work was difficult, but it was also very rewarding. You solved problems on a daily basis, while working with a group of very interesting people. On good days work could actually be fun, or at the very least, it was not boring.
However, in the past 10 years, times have changed. First, the company started moving from internally developed applications, to off-the-shelf software packages. This probably occurred after the huge staff-up and lead-up for the year 2000 Millennium Bug. The finance department was tired of hearing about how much support your internal apps needed and wanted someone else to pay for it: software vendors. However, enterprise-scale software packages are not cheap. Little by little, your budget for internal development was siphoned off to pay for the yearly license and maintenance fees for said software packages. While you were promised training to your technical staff to support and augment those off-the-shelf packages, your training budget was instead used for getting you team up-to-speed on things like ISO-9000 and ITIL.
Next, the company you work for decided that they had too large of a development staff, especially since they were bringing in so many off-the-shelf applications. Since your team still could not support those apps (where did that training budget go again?) a good portion of them are laid-off and are replaced...first with on-site contractors, and then as the projects entered a support mode, an offsite or offshore team. Still though, you kept your "lifeboat" employees around, because the "good" work was just around the corner. You see, that first round of outsourcing and off-shoring was not indicative of anything...at least that's what your higher-ups told you. Instead, it was done to help "free up your staff" for "higher value" work.
However, that "high value" work only trickled in. Instead, more rounds of outsourcing occurred. First the desktop support and the help desk went. Your business customers then begged you for help with these issues because the turn around from the offsite/offshore team is too slow with the support tickets. Little by little, your team was thrust into those support roles because no one else is around to help. Next, the infrastructure team was outsourced, and then most of the rest of the development staff. You are left with a few systems analysts. Instead of technical people, a new breed of "Business Analyst" invaded your ranks. They are like people you have never met in I.T. before. Not only are they not technical, but they don't want to be technical. They see technical people as a breed that is not needed any longer on the internal I.T. team.
And here you are today. No longer are you responsible for a team (or teams) of technical people who are serving customers on a daily basis. Instead, for the most part, you are in charge of non-technical (or almost) non-technical analysts who rely on outside contractors for technical work (either offshore or on-site consultants), and large integration/consulting companies for technical leadership. By de-emphasizing "individual contributors" and "subject matter experts" (read: terms used to marginalize technical people), the I.T. department tried to remove themselves from the functions that were seen by Finance as ripe for being sent offsite and offshore. Instead of becoming a technical powerhouse, corporate I.T. reinvented itself as a "business partner" that wanted its' employees to be business people first, and technical people second (or third, or tenth, or never).
The only problem with that plan was that the "business" already had "business" people for their business functions, and they expected I.T. to actually add technical value. However, with no technical people (because who needs "subject matter experts" and "individual contributors, right?) I.T. must now find those resources outside at sourcing and consulting firms. With so many outsiders providing technical work, I.T. had to staff-up on analysts and project managers, and build-out their capabilities in security, governance. time-tracking and managing service level agreements. None of this leaves much space for actual technology. I.T. can't just go advertising that they don't think they are a "technical function" any longer, because they forgot tell the rest of the company about this big change. (Well, let's be honest, they couldn't tell anyone, because who would want to admit that the Information Technology Department was no longer interested in technology? That would sound silly, right?) At the same time, I.T.'s internal business customers still expect technical leadership (at least until they are burned) from the I.T. department and still believe I.T. is a technical function. However, since I.T. has tried to reinvent itself as a "business function" they lack the capability to provide technical leadership in the course of day-to-day activities.
If you are an I.T. Director (or Manager), and you have been around since the time I.T. actually DID things, this can be a terrible situation, especially if you once pleased your business customers with technical innovations and achievements. Your business customers still expect the kind of high-value work you once provided, but the I.T. department no longer thinks it has any value (internally anyway). You find yourself in completely ludicrous situation of pleasing your customers while getting in trouble with management, or pleasing your management while your customers look elsewhere for technical expertise. Soon, the business (who now need to get their work done in-spite of I.T. instead of with I.T.'s help) hire their own specialized technical people with their own product budgets. Even though those business customers still want to work with (what's left of anyway) of their loyal (but confused, depressed, and shattered ) internal I.T. development staff (read: those same individual contributors and subject matter experts) they have to squeeze those people out of their projects because I.T. red tape has made successful projects a near impossibility.
With no real projects left to do, your technical staff is depressed and unmotivated as they see the best work and projects disappearing to outside agencies. Even though these people were once told that their jobs would be to "lead" the big projects, the customers no longer trust those big projects with I.T. because the I.T. leadership has proven (finally) that their are not technical any longer, and need to call an outside consultant every time a technical issue arises. Your best employees are no longer be able to sit by and watch others get to do the work they once were very successful completing (when they had the support of I.T.). As an I.T. Manager or Director, your best, most technical employees are leaving the company. The upper management I.T. will makes no effort to keep those people around, because their exit appears to help solve a "problem" that will allow them to hire more analysts and project managers. This situation snowballs the issue as these are the "real" people the business customers trust in I.T. and without them around, the business customers have stopped trusting I.T. judgement. You are stuck between a rock and hard place, with all the people you once relied on for for technical work and day-to-day camaraderie, leaving the company to go elsewhere.
However, there is some good news. You will get to work with your technical staff again, some of them anyway. Months or years down the road, they will appear again, employed by (or more likely, having started their own) small technology and consulting firms working directly for your customers, doing some of the same work they used to do for you, but without the I.T. department getting in the way. Which means you really won't get to do any part of it, and even if you do, it will feel unsatisfying. In the back of your mind you know, the glory days of I.T. as a game changer in corporate America are far behind, left in distance, and much smaller than they appear in the rear-view mirror.
And that's why it sucks to be a manager or director in I.T. in 2011. At least, that was my experience.
Unboxing the iCup Atari Drinking Glasses From The Target Clearance Sale : A Photo Essay
Today I purchased the iCup set of four classic Atari drinking glasses that were on clearance at Target. Instead of telling you this story, and I'm going to show it to you with a web-only exclusive photo-essay of this exciting and monumental event. Click the images for a larger picture.

iCup Boxed set of Classic Atari Glasses. In Box. Notice the $13.98 price tag. They were $20.00. I am such a good shopper.

The back of the iCup box. Notice the very accurate and informative message about "Atari Interactive". Way to license yourself a history current owners of the Atari trademark! Also, "party like it's 1972"? The first game depicted here came out in 1979. Did iCup even know what they were getting with this set?
HUGE New 8bitrocket Inter-Web Mashup for Sept 18, 2011
We have been sent and have come across quite a few news items in the last weeks or so that need to be at least touched on.
Our HTML5 Canvas Book is going to be on Special Until September 28th
As part of the:
"Free to Choose* - Save 50% on ALL Ebooks and Videos." Promotion.
If you are looking for the definitive story behind the Canvas, look no further than our Book.
Here is the link: http://shop.oreilly.com/category/deals/b2s-special.do
The Special Code is: B2SDEAL
You should be playing the Misfortune Casual RPG NOW!!
Michael Omer of LoadingGames has created a new RPG that Steve and I have both played and love what we seen so far. Here is a description in Micheal's words:
A little about the game: “Misfortune” is a steampunk RPG browser game. In
the game you follow the protagonist, as he finds himself marooned on an
unfamiliar island, in a strange and violent town called Rodnia.
The game is intended to be a “casual” RPG, to be played for 20-30 minutes
at a time. However, unlike many other casual RPG games, the main emphasis
of Misfortune is the plot. As the game progresses, a complex story
unfolds, including multiple plot-lines that intertwine together.
The entire game is hand drawn by a children's book illustrator, which
gives it a unique appearance.
http://www.loadingames.com
Flash Game Distribution and Mochi are going Strong!
While I don't get the chance to review games as much as I used to, that doesn't mean there are not 100's of new Flash game titles being released every month across Mochi, Flash Game License, and the various portals that have thrown their support behind the medium over the last 5 years.
Check out Flash Game License and Mochi for the latest ZarJaz. These are the guys who startedd it all and they deserve more than all of our 100% support.
The bHive is a lightweight <canvas> framework that looks awesome (so far)
James Becker is throwing his considerable skills behind a game creation framework for the HTML5 Canvas. There are some nice demos up now with some documentation. We hope to use it for a demo project soon and report back the results..
The HUB KICKS ASSSSSSSS!!!
Straight from "Ace" cub reporter, Ace the Super Villain!
Big news! John DeLancie (Q from Star Trek) is the voice of the new
badguy for My Little Pony's 2part Season 2 debut! No joke, wikipedia and imdb both have him credited for the episodes. (I neglected to actually read the ending credits because I thought it was just someone pretending to be Q) The character, Discord or as some are saying, DisQord, even behaves a lot like Q, playing creepy games and invading personal space and such.
http://bronies.memebase.com/2011/09/17/my-little-pony-friendship-is-magic-brony-hes-standing-on-your-head/
The cool thing is that Steve and I know some of the higher ups at Hasbro. They were AWESOME people from Mattel who just could not get their ideas listened to while shackled by the Pink Monster. It's great to see them being do creative and kicking ass as Hasbro.
New Star Soccer 5 Has been updated to version 1.4
Like Simon said, this game is an ever-evolving Masterpiece (I said the mastepiece part) .
Here is a list of the fixes and improvements in Version 1.04
- Fixed African WC qualifying dates causing crash at start of Year 3
- Added language option
- -Includes English, Portuguese-Brazil, Polish, Italian, Dutch
- Updated network code
- Fixed Web Profile from being case sensitive
- Fixed F1 starting a replay in training
- Player must confirm if he wants to skip match
- Added option for a gamepad assigned to 2nd port
- Fixed friends horse racing not counting as spending time with friends
- Fixed horse prize money not updating
- Fixed fans being disappointed with your performance if you were the Star Man
- Fixed post-match interviews occurring after skipping a match
Match
- Player can move during goal kicks/keeper kicks
- Fixed COM shooting from free kicks when too far out
- Fixed goal kicks dropping short
- Advanced control scheme does not rotate arrow during setpiece if using analogue control stick
- Cursor rotation from corners fixed
- Fixed crash when viewing formation after a sending off
- Fixed player being able to request position change after being sent off
- Fixed not coming on as a sub when watching match
- Fixed player getting stuck near corner flag and stopping an opponents corner kick
- Improved keeper AI
- Fixed frequency of bizarre hair colours for com players
- Free kick awarded if set piece taker passes ball to himself
- Fixed very short passes not counting in stats
- Reduced rain volume
- Fixed adoring fans cheering you at away games
Data
- Updated Afghan, Andorran, French, Honduran, Spanish & USA (thanks Toni Sagués Bosch)
- Updated Polish clubs (thanks Damianii)
- Updated Skonto stadium location
If you would like to report a bug or request a feature then head over to the forum.
The IndieCade Finalists have been announced (alot of cool news here)
Thirty-six independent games have been selected as finalists for the 2011 IndieCade Festival, where they will be exhibited from Oct. 8 – 9, 2011 in downtown Culver City, Calif.
Developers of the finalists are invited to a Red Carpet Awards ceremony where 10 awards will be presented.
LOS ANGELES – Sept. 15, 2011 – Thirty-six indie games, from more than a dozen different countries, have been selected as finalists for the 2011 IndieCade Festival. Chosen from 446 submissions by a global jury, the games will be exhibited at IndieCade Saturday – Sunday, Oct. 8 – 9, 2011. All finalist games will be playable for attendees, with the games’ creators and many other industry luminaries in attendance to demonstrate the games and discuss the future of independent games.
IndieCade 2011 will feature games of almost every genre and platform by independent game makers from Australia, Canada, Denmark, Finland, Germany, Hong Kong, Ireland, Korea, Singapore, South Africa, Spain, Ukraine, the U.K. and the United States. The festival is an action-packed weekend full of gameplay, previews, big games, a dynamic conference and networking.
“In recognition of our finalists, we’re having an invitation-only Red Carpet Awards ceremony presented by LG Mobile on Thursday, October 6, at the historic Santa Monica Bay Women’s Club. The finalists were chosen by a pool of more than 100 jurors,” Stephanie Barish, CEO, IndieCade, said. “Each year, we present 10 awards that honor excellence of teams and individuals across the wide range of creative disciplines required to create games, as well as the prestigious Jury Award, selected for its overall excellence and potential for impact in the game industry. But all the finalists stand out, and with previous years as a guide; they’re all going places.”
The games and developers selected this year are:
-
Antichamber—Demruth
-
Application Crunch—Collegeology Games, The Game Innovation Lab
-
At a Distance—Terry Cavanagh
-
BasketBelle—Michael Molinari
-
Bistro Boulevard—Fugazo Inc.
-
BIT.TRIP FLUX—Gaijin Games
-
Black Bottom Parade—SCAD
-
Deepak Fights Robots—Tom Sennett
-
Desktop Dungeons—QCF Design
-
FEZ—Polytron Corp.
-
Gamestar Mechanic—E-Line Media
-
Geobook—levitylab
-
Halcyon—stfj
-
Hero Generations—Heart Shaped Games
-
Hohokum—Honeyslug and Richard Hogg
-
Improviso—GAMBIT
-
Johann Sebastian Joust—Douglas Wilson and Friends
-
Kiss Controller—Georgia Tech
-
Loop Raccord—Nicolai Troshinsky
-
Ordnungswissenschaft—Till Wittwer, Marek Plichta and Jakob Penca
-
Papa Sangre—Somethin’ Else
-
PewPewPewPewPewPewPewPewPew—Incredible Ape
-
Play Kalei—Load Complete
-
Proteus—Ed Key
-
Sissy's Magical Ponycorn Adventure—Untold Entertainment
-
Skulls of the Shogun—Haunted Temple Studios
-
Solar 2—Murudai
-
StarDrone—Beatshapers, TastyPlay
-
Super Hypercube—Polytron and Kokoromi
-
Superbrothers: Sword & Sworcery EP—Superbrothers, Capybara Games, Jim Guthrie
-
The Bridge—Case Western
-
The Depths to Which I Sink—Bigpants
-
The Dream Machine—Cockroach Inc.
-
The Swapper—Facepalm Games
-
The Witch—Elizabeth Swensen
-
Way—Coco & Co (Carnegie Mellon)
The games will be exhibited on Festival Gamewalk. Attendees can stop at the registration booth at the IndieCade Village on the corner of Main Street and Culver Boulevard to pick up wristbands that will provide access to the game galleries, the Gamewalk/Festival Arcade and the live-action Big Games, all of which are free-of-charge.
Expanded festival access is $12 in advance, $10 for students at Brown Paper Tickets or $15 on-site. The expanded access pass includes all festival sessions, exclusive deals from area businesses, gift bags, Night Games and the closing party, at which IndieCade will announce the audience as well as the developers’ choice awards.
Professional Conference badges, which include all festival activities listed above as well as four days of industry activities including: a keynote, educational sessions, networking, social events, parties in addition to access to the creators’ lounge, is $195 in advance or $250 at the door. Conference space is limited, and has sold out in past years. http://www.brownpapertickets.com/event/181191
IndieCade registration is found at http://www.indiecade.com/index.php/2011/tickets/.
For more information, visit www.indiecade.com.
Contact:
Teri Weisbaum
The Bohle Company for IndieCade
(310) 785-0515 ext. 218
Microsoft Hot On HTML5+Canvas For Windows 8, Freezes Out Flash
Apparently, Microsoft has decided that their "Metro" Presentation layer (included in Windows 8 for PC and designed for tablets and smart phones) will not allow any kind of plug-ins to run (read: Flash). Instead, "Metro" has been optimized for HTML5 and JavaScript. This means that, for all intents and purposes, to make bit-mapped games in Metro, you will use the HTML5 Canvas. Obviously, you can also use CSS 3,0, and other HTML features, but to us, the Canvas is the juiciest and best part, and it looks like Microsoft agrees. In the past couple days We've had two separate Microsoft employees privately confirm this for us, one in tech sales and one in development.
What does this mean for Adobe? Well, the regular Windows 8 OS will run Flash in the web browser, so for the time being, it means nothing. However, if/when Metro-based tablets get popular (and cheap), we will probably see a huge move towards Metro being the OS of choice for "light" computing. This means there is an opening for Adobe to create a Flash-like tool for the HTML5 Canvas. As for Flash, it's still a great tool and will always be one, but it's days of complete dominance may be coming to an end.
A small case study in a Flash to iPad HTML5 Conversion
The Project
A few weeks ago, John and I over here at Producto Studios were asked to create an interactive, single-page, Power-Point style application for a small company (in Flash). The app was to contain multiple drop-down box syle animations that revealed bullet points and a screen filled with "touch" style buttons that played animations. Some animations triggered more animations, some played continuously, and some turned off all other animations once touched and played.
We always start with Flash
There is no better tool tan Flash for rapid prototyping an app like this. Plus, we never thought we would have to get this working on the iPad. Even if we did though, Flash provides the right tools on the design and export side to get this accomplished pretty quickly.
After designing the initial Flash version for a larger screen (1920 x 1080), so it could scale an look nice on a larger projector, we were then told that the client wanted to use his iPad to show the presentation. I am pretty familiar with the HTML5 Canvas (having just recently co-authored a book on the subject), so John and I decided to export the Flash assets and re-assemble them in Javascript to target the Safari browser.
Exporting From Flash to Use on the Canvas
John was able to use the Flash --->Export Movie --> PNG Sequence to create sets of individual PNG key frames right inside the Flash CS5 IDE. Once I had those, I jumped over into Javascript and created a simple HTML5 pages with the 1920 x 1080 Canvas element on it.
Pre-loading all of Those Exported Images into Javascript
The actual loading of image sets into Javascript was pretty easy using the the "tempImage.onload = loadedImage;" context. I simply had each image load (there were roughly 270 individual key image frames to load) call the same function and kept a count of how many where loaded before moving on with the application.
Showing a Flash-Like Pre-loader
To make the pre-load a little more Flash-like, I added a Canvas text string that simply said "Loading..." while these load operations were occurring.
Mimicking Flash-Like Interactive Objects
Once the images were loaded, I created a set of generic objects to hold the properties of each type of interactive object and arrays to store them in. For example, all animation that can be clicked were placed in one array (along with x,y, width, and height) attributes. Other types of elements such as static images were placed in a separate array because they would not need to click interactions.
Detecting User Interaction On The Canvas
Detecting clicks on individual elements drawn on the Canvas is not as easy as adding an event listener (as in Flash) , so I created a function to loop through all of the interactive elements when every the Canvas was clicked and then use the x,y,width and height properties previous stored for each to check to see which was clicked.
Dirty Rect Re-Draws
I wanted to make sure that the entire canvas was not re-drawn on each animation frame, so I used that same x,y,width, and height attributes to do a "dirty-rect" back-ground replace (like a Flash screen invalidation) and re-draw. This seemed to improve the frame rate slightly and was more fun to code then simply re-drawing the entire Canvas on each update. Since some of the elements' bounding boxes "bled" into one-another, I did need to keep a list for each element of other "dirty rects" that needed to be updated.
How long it took
The entire translation from Flash interactive demo to image export to HTML5 working demo took about 4 hours of time. There were a bunch of elements to move around and the x-y coordinates from the Flash Info Panel didn't seem to line up directly with the Canvas pixel locations, so clean-up, bug fixing, and adding in the bulk of the specialized user functionality too up roughly another 4 hours.
Speed of Application Execution
The Interaction speed difference between Flash and the new HTML5 Canvas version was completely unnoticeable. They were virtually identical.
Going Mobile
Then I posted it out our test site and tried it out on the iPad. While it did load pretty fast, the frame rate was about 1/2 that of the Safari Mac version. I upped the frame rate from 10 to 20 and this did seem to help a lot (luckily I had that option because we started in Flash at such a slow Frame Rate).
The biggest problem was the size. The 1920 width would not auto-scale to the iPad (landscape) screen so we were forced to scroll left and right to get the entire app in view and usable. I did some Safari Mobile searches and found some Meta Tags that seemed to help and some that did absolutely nothing to help at all.
The one that seemed to help the best was setting the initial scale to 50% (the iPad width is 960).
<meta name="viewport" content="width=device-width, initial-scale=0.5"/>
While this worked great size-wise, it slowed down the iteration even more. Luckuly I was still only at 20 FPS, so I upped my animation frame interval to 30 FPS and everything seemed to work ok.
The client was happy, but I was a little disappointed in how technically challenging it was to get the Safari Mobile browser to perform and scale to my liking.
What I will try for the next, similar app:
1. Design from 960 width from the beginning
2. Attempt to use CSS3 and either transforms or multiple Canvas elements to see if the speed is any better.
If you have any other ideas that might help out on a project like this in the future, please let me know. I am very interested in trying CSS3 an d multiple Canvas elements.


