Welcome to my Topic Proposals

Here are proposals for presentation topics and class/course topics I may explore in the future. If they interest you, please leave a comment, question, or invite me to speak at your conference or event via email info [at] RivelloMultimediaConsulting [dot] com. There is no date for these presentations yet. If you would like to view my past presentations, check out the ‘Current and Past Events’ section.

Developing Adobe Flash Games: Introduction

DURATION: 60 Minutes (Overview) or 4 Hours (Comprehensive)

AGENDA: The only thing better than playing videogames is creating them. In this session you’ll learn the basic theory of videogame development and see applied examples. Explore pre-built game engines and create your own ideas from scratch!

AUDIENCE: This session is for developers and game designers with intermediate AS3 knowledge and an interest in making games for fun and profit.

TAKE-AWAY: Attendees learn Flash Game Development; from initial game design, through development to deployment. Lecture and review of specific code samples will showcase the strengths (and weaknesses) of the Flash Platform. All source code and documentation will be available to attendees.

SECTIONS:

  • SECTION 1
    • Video Game History
    • Video Game Theory
    • Advergaming: From Concept Pitch to Project Launch
  • SECTION 2
    • Flash Development Overview (Best Practices)
    • Flash Game Development (handling inputs, visuals, sounds, etc…)
  • SECTION 3
    • Explanation and inspection of the APPLIED design &
      development techniques. We will review and inspect a gaming system and 2-3 complete game engines.
    • See how to develop real-time arcade-style games with collision-detection, trigonometry, artificial intelligence, and more!
    • Attendees each choose one of the game engines and propose modifications. The proposals are discussed and approved for ROI and feasibility for completion with the time limit. Attendees work to complete the project as I creatively and technically advise them.
    • Attendees critique the final projects and vote a ‘best of show’ project in an informal contest.
    • The source code for my ActionScript samples, the complete game system, and the complete games we review are YOURS TO KEEP and build upon. *Come away with completed games to reskin, extend, and use as you wish!*

DATE:

  • Not yet confirmed for any event.
  • Leave a comment to request I speak at your event.

Adobe Flex Application Development: Introduction

Full-Cycle Flex Application Development

TARGET FORMAT (Duration): [LaFlash Presentation (0.5 Hour),Adobe eSeminar (1 Hour), Conference Presentation (1 Hour), RMI Nanocamp Session (4 Hours) x 2 , RMI 2-Day Workshop (16 Hours), University-level Course (30 Hours)]

AGENDA: We will explore all phases of Full-Cycle Application Development w/ Adobe Flex 3. Each phase will be defined and its value and process made clear, as we follow along the development of a Flex 3 application for browser deployment. While specific to that scope, this session is equally relevant for application developers of other technologies including Adobe Flash CS5 and Adobe Flex 4 for Adobe AIR desktop deployment.AUDIENCE: Intermediate to advanced Adobe Flash CS5 and Adobe Flex 4 developers with equivalent ActionScript 3.0 knowledge.

LAPTOP REQUIREMENT FOR ATTENDEES: [Optional / Recommended / Required] for [Note taking / Code-as-we-go / Assigned Work]

TAKE-AWAY: Attendees will gain a deeper understanding of the software development life-cycle within the specific context of Adobe Flex 3. All source code and documentation will be available to attendees.

SECTIONS:

  • SECTION 1: Overview of the Software Development Life-cycle (15% of Course)
  1. Project planning, feasibility study: Define the scope and create the project charter.
  2. Systems analysis, requirements definition: Define project activities, work-breakdown structure, and technical aspects of the project.
  3. Systems design: Describes desired features and operations in detail, including screen layouts, business rules, process diagrams, pseudo code, and other documentation.
  4. Implementation: The real code is written during this phase.
  5. Integration and testing: Brings all the pieces together into a special testing environment. The production is QA tested.
  6. Acceptance, installation, deployment: The final stage of development, where the completed product is ready for production use.
  7. Maintenance: What happens during the rest of the software’s life: changes, correction, additions, moving to a different computing platform, and more
  • SECTION 2: Software Development Life-Cycle in Action! (75% of Course)
    • Progress through the seven steps of the life-cycle to complete a specific application.
    • Review each phase will include specific examples of the deliverables required; documentation, diagrams, wireframes, and of course fully functional Flex 3 application source code.
  • SECTION 3: Active Lab (10% of Course)
    • Attendees are invited to bring the idea for one or more of their own applications to the session.
    • He or she will follow an instructor-led lab to evaluate the idea through the 7 phases of application development outlining any specific obstacles and challenges.
    • Attendees will leave with clear next steps for the design and development of their application.

 

 

DATE

  • Not yet confirmed for any event.
  • Leave a comment to request I speak at your event.
  • Available as early as Q1 2010

RMC Vacation-Based Training

Training In The Tropics: August, 2010:
Cartagena, Colombia


Apartments

Colonial Center

Islas Rosario

A Truly Original Blend of Technical Training, Inspiration, & Relaxation @ Cartagena, Colombia.

This trip is designed for independent Flash Platform professionals looking for education, inspiration, travel, and rejuvenation.

WORKSHOP TOPICS: (4 – 8 Hours Each) – Led By Samuel Asher Rivello and attendees too.

  • Adobe Flash Frameworks: PushButton Engine (PBE) for Games – Part I & II
  • Adobe Flex 4 Frameworks: Robotlegs – Part I & II
  • The Flash Text Engine – In Depth
  • Attendee Topics… (TBD)

DETAILS:

  • This is not a conference or a ‘camp’. It is an informal engagement where attendees each present and collaborate.
  • The group size is 5-10 hand-selected attendees. A broad cross section of talents and personalities is key.
  • The time is balanced between presenting & attending, between work & leisure. Productive fun!

INCLUDED:

  • 3 Days of In-Depth Collaborative Workshops
  • 2 Days of Activities – Relaxation & Local Colonial Spanish Culture
  • 5 Nights Accommodations in luxury private apartments (Double Occupancy) with Gym, Pool, & Beach
  • 5 Days Internet (3.5G USB or Broadband Wifi) Breakfast & Lunch, Coffee, Softdrinks, & Snacks
  • Not included: International Flight, Dinners, Alcoholic Beverages

ITINERARY: Wednesday Night (Arrival) August 4th, 2010 to Monday Night (Departure) August 9th, 2010

  • DAY 0: Arrival to Cartagena, Colombia (CTG). Ground transportation to accommodations.
  • DAY 1: Workshops A
  • DAY 2: Activities: Tour – Spanish Colonial El Centro
  • DAY 3: Workshops B
  • DAY 4: Activites: Islas De Rosario – Tropical Beaches
  • DAY 5: Workshops C
  • Attendees may arrive early or stay longer to enjoy
  • 3 Days Breakfast & Lunch, Coffee, Softdrinks, & Snacks

PRICING & NEXT STEPS: Wednesday Night (Arrival) August 4th, 2010 to Monday Night (Departure) August 9th, 2010

  • This is a past event and is no longer available. Stay tuned for future events.
  • Estimated: 600 USD$. Final pricing pending based on number of attendees.
  • Contact Samuel Asher Rivello for More Information (info [at] RivelloMultimediaConsulting [.] com

Developing Adobe Flash Games: Physics-based Games

DURATION: 60 Minutes (Overview) or 4 Hours (Comprehensive)

DESCRIPTION: Flash game developers will engage users with a departure from hackneyed gameplay mechanics. Users are attracted to unique experience they can’t find elsewhere. Physics-based gaming can give your game development repertoire a huge boost, enabling sandbox-style game mechanics and emergent gameplay.

AGENDA: We will see the types of physics games you can create with Adobe Flash technology and examine the ROI of adding physics to your existing games as well as creating all new physics-based game experiences. After an overview of the Physics libraries available, we will review the basics and go in depth with two examples; a quick demo, and a complete game. Attendees may experiment and republish the project (source provided) via Adobe Flash CS5 Professional or Adobe Flash Builder 4.

While the examples shown will be specific to Adobe Flash CS5 for deployment to the browser, this session is equally relevant for application developers of other technologies including Adobe Flex 4 for the browser and Adobe AIR desktop deployment.

AUDIENCE: Intermediate to advanced Adobe Flash CS4 and Adobe Flex 4 developers with equivalent ActionScript 3.0 knowledge.

LAPTOP REQUIRED: Optional

TAKE-AWAY: Attendees will have another tool in their belt for creating great physics game projects. All source code and documentation will be available to attendees.

SECTIONS:

  • Section 1: Background of and Benefits of Physics-based Games
  • Section 2: Background of and Benefits of the Box2D Library (via AS3Box2D & QuickBox2D)
  • Section 3: Box2D Applied
    • Creating a New Box2D Physics Project from Scratch
    • Creating a New Box2D Physics Project via the Box2D Physics Template Project
    • In Depth Tips and Tricks for Physics Games

DATE:

  • Not yet confirmed for any event.
  • Leave a comment to request I speak at your event.

Adobe Flash Frameworks: PushButton Engine's Platformer Starter Kit (PSK)

DURATION: 60 Minutes (Overview) or 4 Hours (Comprehensive)

DESCRIPTION: The PushButton Engine (PBE) is an Open Source, Flash game engine and framework that’s designed for a new generation of games. PushButton Engine makes it easy to bring together great existing libraries and components for building Flash games. Spend less time on code, more time on building fun games. PBE represents the most significant and ambitious effort to standardize Flash game development into a modular reusable code-system.

AGENDA: We will overview the goals and benefits of using PBE. Most of the session will be the applied use of the ‘Platform Starter Kit’ (PSK) for PBE. This add-on let’s you start IMMEDIATELY with a great level editor, graphics, physics, and controls for a platform game (such as a Super Mario Brothers style game).

While the examples shown will be specific to Adobe Flex 4 for deployment to the browser, this session is equally relevant for application developers of other technologies including Adobe Flash CS5 for the browser and Adobe AIR desktop deployment.

AUDIENCE: Intermediate to advanced Adobe Flash CS4 and Adobe Flex 4 developers with equivalent ActionScript 3.0 knowledge.

LAPTOP REQUIRED: Optional

TAKE-AWAY: Attendees will have another tool in their belt for creating fast, powerful, and extensible Flash Platform game projects. All source code and documentation will be available to attendees.

SECTIONS:

  • Section 1: Background of and Benefits of the PushButton Engine (PBE)
  • Section 2: Background of and Benefits of the Platformer Starter Kit (PSK)
  • Section 3: PSK Applied
    • Creating a New PSK Game from Scratch
    • Customizing a PSK Game
      • Adding New Graphics/Animation
      • Creating New Levels
      • Creating New Puzzles
      • Extending PSK to do your bidding…

DATE:

  • Not yet confirmed for any event.
  • Leave a comment to request I speak at your event.

Adobe Flash Frameworks: PushButton Engine (PBE) for Games

DURATION: 60 Minutes (Overview) or 4 Hours (Comprehensive)

DESCRIPTION: The PushButton Engine (PBE) is an Open Source, Flash game engine and framework that’s designed for a new generation of games. PushButton Engine makes it easy to bring together great existing libraries and components for building Flash games. Spend less time on code, more time on building fun games. PBE represents the most significant and ambitioius effort to standardize Flash game development into a modular reusable code-system.

AGENDA: In this session well review the benefits of using an established game development framework for Flash. PBE uses ‘modules’ (in a PBE sense, not in the ‘Flex’ sense) to organize code instead of the typical approach of class inheritance. We’ll unlock the secrets of this unique approach and see how to apply the system to solve common game development problems.

While the examples shown will be specific to Adobe Flex 4 for deployment to the browser, this session is equally relevant for application developers of other technologies including Adobe Flash CS5 for the browser and Adobe AIR desktop deployment.

AUDIENCE: Intermediate to advanced Adobe Flash CS4 and Adobe Flex 4 developers with equivalent ActionScript 3.0 knowledge.

LAPTOP REQUIRED: Optional

TAKE-AWAY: Attendees will have another tool in their belt for creating fast, powerful, and extensible Flash Platform game projects. All source code and documentation will be available to attendees.

SECTIONS:

  • Section 1: Background of and Benefits of Frameworks
  • Section 2: Background of and Benefits of the PushButton Engine (PBE)
  • Section 3: PBE Applied
    • Creating a New PBE Project from Scratch
    • Creating a New PBE Project using the PBE Template Project
    • Overview of the 3rd Party PBE Utilities and add-ons

DATE:

  • Not yet confirmed for any event.
  • Leave a comment to request I speak at your event.

Adobe Flex 4 Frameworks: Robotlegs – Part II (Advanced)

DURATION: 60 Minutes (Overview) or 4 Hours (Comprehensive)

DESCRIPTION: Frameworks are groups of design patterns prepared to work together in concert. Benefits include creating a team-friendly, stable, and extensible work environment and code-base. Robotlegs is a light framework for creating AS3-based (Flex and Non-Flex) applications. A popular implementation is the Model-View-Controller design-pattern. This separates the application code into three distinct areas; data, user interface, and the application logic. It is approachable and powerful with minimal tedium and repetition in development.

AGENDA: This course is a sequel to the Adobe Flex 4 Frameworks: Robotlegs – Part I (Introduction) course (also available). In this advanced course we will look at the 3rd party utilities that have been created by the community and see how and when to apply them. We will also look over the most popular advanced techniques to solve common problems in mid to large scale projects.

While the examples shown will be specific to Adobe Flex 4 for deployment to the browser, this session is equally relevant for application developers of other technologies including Adobe Flash CS5 for the browser and Adobe AIR desktop deployment.

AUDIENCE: Intermediate to advanced Adobe Flash CS5 and Adobe Flex 4 developers with equivalent ActionScript 3.0 knowledge.

LAPTOP REQUIRED: Optional

TAKE-AWAY: Attendees will have another tool in their belt for organizing readable, efficient, maintainable projects. All source code and documentation will be available to attendees.

SECTIONS:

  • Section 1: Accelerated Review of Robotlegs Fundamentals
    • What?
    • Why?
    • How?
  • Section 2: Robotlegs Advanced Techniques
    • Ideal Dataflow (UI->Model & Model -> UI)
    • Binding: If, When, & How
    • Unit Testing
    • Advanced Refactoring (2+ UI’s for a Mediator, & More…)
  • Section 3: Robotlegs Advanced Utilities
    • Modules – Elegant, multi-SWF applications
    • AS3-Signals – More powerful event system
    • More…
  • DATE

    • Not yet confirmed for any event.
    • Leave a comment to request I speak at your event.

Adobe Flex 4 Frameworks: PureMVC – Part II (Advanced)

TARGET FORMAT (Duration):  Conference Presentation (1-4 Hours),

AGENDA:  This course is a sequel to the Adobe Flex 4 Microarchitectures: The PureMVC Framework course (also available). Microarchitectures are groups of design patterns prepared to work together in concert. PureMVC represents a leading alternative to the well-known Cairngorm framework. PureMVC is a light framework for creating applications based on the class Model-View-Controller meta design pattern. It has a very narrow goal, to provide design patterns AND development patterns to help you separate your programming into three distinct areas; data, user interface, and the application logic. It is approachable and powerful with minimal tedium and repetition in development.

In this ADVANCED PureMVC session we will overview some high powered add-on utilities for PureMVC and discuss weakpoints to the framework and solutions to get around those potential problems.

While the examples shown will be specific to Adobe Flex 4 for deployment to the browser, this session is equally relevant for application developers of other technologies including Adobe Flex 4 for Adobe AIR desktop deployment.

AUDIENCE: Intermediate to advanced Adobe Flash CS5 and Adobe Flex 4 developers with equivalent basic PureMVC knowledge and ActionScript 3.0 knowledge.

LAPTOP REQUIREMENT FOR ATTENDEES: [Optional ]

TAKE-AWAY: Attendees will sharpen their skills with PureMVC and accelerate project development with advanced techniques. All source code and documentation will be available to attendees.

SECTIONS:

  • Section 1: Accelerated Review of PureMVC
    • What?
    • Why?
    • How?
  • Section 2: PureMVC’s Top Utilities Applied
    • Pipes – Elegant multi-SWF application development
    • State Machine – Hierarchical state-management done right
    • Startup Manager – Load configurations, utilities, and assets smoothly
  • Section 3: Weakpoints of PureMVC and Work-arounds
    • WTF, no binding allowed?
    • What to do about document-based apps
    • More…

    DATE

    • Not yet confirmed for any event.
    • Leave a comment to request I speak at your event.
    • Available as early as Q1 2010.

Augment Your Reality Now… It Could Use Some Improving!!!

AGENDA: Augmented reality (AR) adds graphics, sounds, and more to the natural world around you. You can expect video games to drive the development of augmented reality, but this technology will have countless applications. The technology adds computer-generated graphics to your field of vision. Augmented reality will truly change the way we view the world.

Using the power of the Adobe Flash player, Adobe Flex Builder, and a few open API’s, augmented reality has arrived on your desktop. With a webcam, AR will replace part of the live video footage it sees with Papervision3D computer models, animated in real-time. It is impressive and inspirational. Learn the basic background of augmented reality, and how to setup your first project using the technology.

AUDIENCE: Intermediate to Advanced Adobe Flash and Flex Developers and ANYONE who enjoys technical inspiration.

TAKE-AWAY: All source code and documentation will be available to attendees.

SECTIONS:

  • What is Augmented Reality?
  • Why do I care?
  • How do I do it?
  • Demos

DATE:

  • This event has not yet been scheduled. To request it, please email me.

MORE:

  • View Session Video (Not Available Yet)
  • Download Documentation & Source Code (Not Available Yet)

PICTURES
An image on paper is used as a marker to instruct the application on the positions and angles in real-world space (See Figure 1). The marker is replaced in REAL-TIME with a 3D model which movies and rotates believably within the real-world space (See Figure 2).

Figure 1: Before

Figure 2: After

DOWNLOAD / VIEW

  • To view a very simplified demo print this Marker and show it to your webcam while running this demo application (v1 , v2).