Registered participants
The following persons registered to participate in the W3C Workshop on Web Games:
-
Aboba, Bernard (Microsoft)
- Bio
- Co-Chair W3C WEBRTC WG, consultant on audio/video technology for use by games developers (XBOX, Hololens)
- Goals
- To understand the use cases of games developers and the implications for WebRTC and WebRTC-NV
- Workshop goals
- Articulating what technologies are already on the roadmap (e.g. support for Scalable Video Coding)
- Understanding use cases that will require development of technology that is not on the roadmap
-
Adenot, Paul (Mozilla)
- Bio
- I'm Paul Adenot, with Mozilla, editor of the Web Audio API spec, implementer of the Web Audio API in Firefox.
- Goals
- I'm attending to be able to answer questions from the attendees.
- Workshop goals
- Understanding the requirements of bigger productions, which have historically been pushing the technology to its limit.
-
Agoston, Steve (Sony Corporation)
- Bio
- Sony - Cloud game streaming
-
Agrawal, Vikash (Amazon)
- Bio
- Hi, I am Vikash Agrawal working as a Front end Engineer with Amazon.
- Goals
- I plan to learn intricate details of Game development with AR/VR
-
Ashwell, Xander (Microsoft)
- Bio
- Leading UI design and UX processes at Rare LTD on Sea of Thieves, a Microsoft first party games studio. We use Coherent middleware to deliver our UI experiences.
- Goals
- Better understanding how we can move to implement/maintain/grow similar accessibility standards within the games industry as those already embedded into the web.
-
Ando, Yasushi (Kabuku)
- Bio
- https://github.com/technohippy
- https://www.amazon.co.jp/l/B0051LA6JS
- My current project is to develop a 3D model viewer part in a collaborative manufacturing management software. I translated two books, Learning Three.js" and "WebGL Insights", into Japanese.
- Goals
- I'd like to present my idea about new html element which can display 3d scene at the workshop
- Workshop goals
- The workshop should be the place to collect as many real world requests about game related technology as possible.
- Position statement
- A new HTML element to display a 3D scene
-
Anton, Steve (Google)
- Bio
- I'm Steve Anton, engineer on the Google WebRTC team, developing new Web APIs to enable flexible, low-latency, and high-performance networking and media for new applications.
- Goals
- Learn about the problems developers have today with low-latency networking and media coding.
Gather interest and feedback for two new Web API proposals: WebTransport and WebCodecs.
Meet with developers who are pushing the limits of the Web platform in the networking and media coding spaces.
-
Atkinson, Matthew (The Paciello Group)
- Bio
-
I'm a senior accessibility engineer at The Paciello Group, a company specialising in digital accessibility (web, mobile, apps). I have also been involved in accessible gaming research - you can find more info on that on my site: http://matatk.agrip.org.uk/research/
I am a passionate supporter of accessibility in all areas, not just playing games but also helping people to create content (e.g. levels) for them too. Access to authoring tools (of any kind) and the communities around games is vital - not just for disabled gamers, but for the gaming community as a whole. So many new and diverse types of games have been created recently, some with great accessibility features, so we have a lot to build upon. Through several open-source projects I'm also active in web accessibility areas such as landmark navigation and chart sonification. Recently I joined the W3C's Accessible Platform Architectures group, who (amongst others) have reviewed the position paper to be submitted. - Goals
- I'd really like to learn about game and platform developers' concerns and the challenges they perceive with respect to accessibility (and other areas) so that we can be sure to address those challenges specifically when considering accessibility. I'd like to contribute to the discussion around game accessibility by proposing some ways that we might start to create the infrastructure required to make the UI and communications features of games more accessible, and how to interface with gamers' existing assistive technologies. I think we could provide a good means for developers to provide the information these technologies need, and then we could expand our focus to other areas.
- Workshop goals
- I think there are some relatively low-hanging fruit with respect to integration of gamers' assistive technologies, as well as some much bigger and exciting challenges. I think it would be good to focus both on some of the short-/medium-term possibilities as well as think collectively about where we might go from there.
- Position statement
- Adaptive Accessibility
-
Best, Martin (Unity)
- Bio
- I have done product managment for Firefox, specificly on gecko. I helped push a lot of web standards related to games such as WebGL, WebAssembly, and WebXR. I am now working with Unity helping to improve their platform support, which includes the web.
- Goals
- Interested to stay informed on new developments that impact games and 3D more broadly.
- Workshop goals
- I would like to make sure that Unity will be able to get the most out of proposed improvements to the web.
-
Bolgar, Artem (Facebook)
- Bio
- WebXR implementer for Oculus Browser
- Goals
- Meet devs who are interested in developing web VR games. Learn their needs and pain points to improve support of web apis in Oculus Browser. Learn more about web gaming overall to improve Oculus support.
- Workshop goals
- Learn more about web gaming overall to improve web support on Oculus platform.
-
Boumedine, Sofiane (CANTON CONSULTING)
- Bio
- Hi, I'm Sofiane BOUMEDINE aka PhAx0 or SofianeB on github. I'm affiliated with CANTON Consulting, with french educational system moreover I'm attached to different community of Open Source, Development & Gaming. You can found me on the web between many links like this : https://sofiane-boumedine.fr I have a background at SUPINFO University where I'm formater in C++ more over I hav'd validated a Bachelor of Science of IT that's why since my hood I'm attached to gaming, technical, and nowsadays fintech ecosystem.
- Goals
- I want see during this call and this WS (TF) involve my judgment on gaming ecosystem. Moreover I want see the opportunity of Payment in Gaming Community. Moreover i'm interest to see the opportunity used by Open Source practice in the gaming ecosystem.
- Workshop goals
- I want can make the links between my different knowledge to add a plus-value in this WorkShop
-
Buffa, Michel (Université Côte d'Azur)
- Bio
- I'm a Professor/Researcher at the University Côte d’Azur. I received my Ph.D. I conducts research on Web-Instrumented Man-Machine Interactions and Semantics in Inria/I3S’s Wimmics project team.
I have been teaching Web technologies since 1994, and I'm the author of the HTML5 part 1 and part 2 courses on W3Cx (HTML5 Apps and Games is the title of this second MOOC).
I'm also the W3C AC Rep of my University/Lab and a member of the WebAudio WG. I'm the national coordinator of a french national research project (the ANR WASABI project) that has WebAudio at its heart. We developped a WebAudio plugin standard and hosts/instruments/effects that support multiple programming langages (i.e JavaScript/FAUST/C++ etc.)
I was the chair of the HTML5 games W3C track at WWW2016 in Montreal. - Goals
- See if our WebAudio developments + plugin standard proposal can be used for some of the gaming industry use cases. Meet people from the Gaming industry.
My focus is first on the audio part, but also on Web performance in a more general way. - Workshop goals
- Performance and support for the diversity of devices that are available or could appear. PWA and Web installable games is a very promising lead that should ne further investigated (ways to store large assets, for example).
- Position statement
- Interoperability/Reusability of high level WebAudio components and their possible integration in Web games
-
Bui, Binh (BBC)
- Bio
- I am the Technical Lead for BBC Children's Games Team over in MediaCityUK, responsible for the technical aspect of all games on BBC Children's websites and apps, mainly HTML5/JS web games and apps. We have a special interest in gaming for children with an official remit of 0-13 age group. At the BBC we build a collection of in-house game engines designed to help 3rd party agencies build BBC games easier, quicker and cheaper. These are built in open source technologies such as Pixi and Phaser. Our main area of business is the publishing of HTML5 games to our websites, my team is responsible for the technical specificatons, delivery pipeline and platform the games are hosted on so I have a strong interest in how the games are built and how they are served to the audience. I am also the technical lead for the BBC's first ever online multiplayer web game called Nightfall which we've released in Beta (UK only).
- Goals
- As a newcomer to these kind of events I'd like to make some contacts in the industry and start helping the BBC be more proactive in the wider industry from a games point of view. I have a strong interest in improving the audience experience so I will be bringing a set of problems with me that I hope to discover how the wider industry solves those problems and how we can work together to support a healthier gaming ecosystem for the audience. Problems include how do we keep up with the rapidly shifting sands of the device market introducing new notches and screen sizes and folding phones and how do we transport one code base between multiple platforms. and of course I am super interested in future technology that will enable better games to be playable via the web or what the potential of games as PWAs are and what steps I can start taking in that direction.
- Workshop goals
- The workshop should focus on the future technologies that can alter the web gaming paradigm such as web assembly and webgpu or cloud gaming - technologies that remove the existing limitations of browser based gaming. Another angle to explore other impediments to web gaming such as the full screen API not being supported, internal browsers locking orientation, the lack of a universal audio format - these all impact negatively on the audience's experience and our ability to offer a satisfying game.
-
Cabello, Ricardo (Google / Three.js)
- Bio
- Three.js maintainer.
- Goals
- Have a better understanding of the current challenges. See how other groups are trying to solve them and if there are options to collaborate.
- Workshop goals
- I think it'll be good to end up with a clear list of challenges.
-
Cassella, William (Google)
- Bio
- I'm working on the WebXR team at Google. I have some hobbyist game development experience showcased on my website and my GitHub. I'm particularly interested in WebAssembly and WebGPU, in order to bring existing game engines to the web.
- Goals
- Learn more about the existing ecosystem and future work.
- Workshop goals
- Showing what's possible, and how to do it with minimal friction. For example, what's the easiest way to compile an existing third-party C++ library to WebAssembly with minimal modifications?
-
Catuhe, David (Microsoft / Babylon.js)
- Bio
- Creator and leader of @babylonjs project. Creator of Windows Community Toolkit. #mtg collector
- Goals
- Making sure the web stays relevant when it comes to graphic performance
- Workshop goals
- I would like to get some start of collaboration among browser vendors on web threading
- Position statement
- Enable fast and efficient threading on the web
-
Chen, Gong (Agora.io)
- Bio
- WebRTC architecture in Agora.io; applying RTC technology on cloud gaming; focusing on web frontier technologies
- Goals
- learn the web frontier technologies update; follow up with the cloud gaming trends; find the needs for RTC technology landing on gaming
- Workshop goals
- focus on hot technologies; gather the brilliant thoughts; present the cloud gaming future
-
Chinniah, Desigan (Coil Technologies)
- Bio
- Two decades of dot-com checkings including Ask Jeeves, Skype, eBay, BBC, PayPal. And more recently 8.5 years within Mozilla Firefox starting at Firefox 3.8. Played roles within the deprecation of Flash via the Mozilla Games program. Helped with earlyer Emscripten and Web Assembly efforts. As well as Unity exporting to web.
- Goals
- Gain a better understanding of the present state of play of web games. And how can my role within Coil help improve existing challenges being faced
- Workshop goals
- Seek discussion around the three main concerns for content creators:
- distribution or eyeballs and getting an audience
- monetisation or payments to make the output worth the time and effort
- performance and optimisation especially when compared to native platforms As well as see what secet sauce the web can offer (like urls) that native options lack
-
Choi, Hongchan (Google)
- Bio
- W3C Specification Editor for Web Audio API
- Goals
- To give updates on recent progress in WebAudio.
- Workshop goals
- To collect early feedback on the new low-level audio API from workshop participants.
- Position statement
- Better and Faster Audio I/O on the Web
-
Cintron, Rafael (Microsoft)
- Bio
- I am a principal developer on the Microsoft Edge HTML Platform team.
I participate in the WebGL, WebGPU, Immersive Web and Web Machine Learning standards body groups.
Previous to working on IE and Edge, I was a developer on the Microsoft Flight Simulator team. - Goals
- I would like to learn about how people are using Web technologies to make games and where are the gaps in the web platform that are holding back success.
- Workshop goals
- Web platform gaps that are holding back success in making games.
-
Colelli, Randall (White Center Tech)
- Goals
- I would like to network, learn, collaborate, and have fun!
- Workshop goals
- Community building exercises/takeaways should be a large focus.
-
Daoust, François (W3C/ERCIM)
- Bio
- I'm part of the W3C technical team, where I serve as Media & Entertainment Champion, exploring areas on the Web that might benefit from standardization. This workshop on Web games is the result of initial discussions I held with a few experts in the field. I also prepared a Roadmap for Web games that lists relevant technologies for games and their current status
- Goals
- I want to learn more about specific issues that game developers and game engines have to deal with to have games run on the Web, either directly or through cloud streaming.
- Workshop goals
- From a standardization perspective, I believe that what would be useful is to focus on:
- a timeline for relevant features under standardization
- new features that can make progress right away
- whether people would like to run a games activity at W3C (workshop, interest group, other)
-
DeLoura, Mark (Level Up Games)
- Bio
- I've been in game industry about 25 years, got my start in VR and then lead engineer in dev supp for Nintendo 64, then started devrel group at Sony PlayStation. Also Google, Ubisoft, THQ, and lots of CTO-level consulting since then. 2013-2014 Sr Advisor for President Obama on how to use games for impact -- which is what is bringing me to web as a platform. Currently I'm engaged in two web games platform projects, one corporate and potentially huge (and really early) and one non-profit targeted at K-12 education.
- Goals
- I'm excited about the pipeline to WebAssembly and WebGL, have been using Emscripten a lot but running into challenges with legacy code and multithreading and shared memory, games that use DirectX - or Vulkan, large assets that need to be cached, dealing with audio challenges across mobile and desktop, various this and that. Hope to learn from others and gain a broader understanding of current status of things and how I might plug in.
- Workshop goals
- Big group, so even just getting everyone synced up on current state of the art would be a good accomplishment, but then identifying and prioritizing key upcoming challenges and action items. Hope the workshop can create some whitepapers as output for those not in attendance.
-
Deng, Yuguang (Baidu)
- Bio
- I'm the major contributors to Baidu Smart Program. It is a game distribution platform that developers can build their own apps written in javascript and able to use webgl render api, and some APIs are not included in web standard, such as AR. Cloud game is also supported.
- Goals
- I'm interested in web game standardization, advance game technology. And also want to share our experience in game render and AR experience. and also want to know the way to help developer to create best user experience not only for Baidu Smart Program, but also work in web community.
-
Dubbelboer, Erik (Poki)
- Bio
- Poki is an Amsterdam based company working with a team of 30 on a mission to create the ultimate online playground: a platform for play where kids of all ages and game developers come together to play and create.
- Goals
- Discuss with peers around how to continue to improve gaming on web.
-
Elina, Bytskevich (Keywords Studios)
- Bio
- Project Manager at Keywords Studios. Elina dropped out of a PhD program to pursue career in video games localization. March 1 was her 14th anniversary in the industry. She lived in Spain and France before moving to the US. Elina has many years of experience in the games industry, both on the localization vendor and on the developer side, having worked at EA in Madrid, Blizzard in Paris and at Obsidian in Irvine.
-
Evans, David (PlayCanvas)
- Bio
- As CTO and co-founder of PlayCanvas, I've helped develop the world leading HTML5 game engine. Hundreds of thousands of developers and millions of players have created and played using our technology. Now PlayCanvas is part of Snap Inc. creator of Snapchat. PlayCanvas powered the games that launched Snap Games, our brand new games platform.
- Goals
- Understand where web technology for games is heading.
- Workshop goals
- Discuss and prioritize key features for making the web platform relevant to game developers.
-
Fan, Justin (Apple, Inc)
- Bio
- I am a Graphics Engineer on the WebKit Rendering team at Apple. I support and implement web graphics software in the WebKit engine for the Safari web browser.
- Goals
- I am a member of the GPU For The Web Community Group creating the burgeoning Web GPU API, and want to make more informed decisions about the design and implementation of this API, especially for the needs of web games developers.
-
Ferraz, Reinaldo (NIC.br - Brazilian Network Information Center)
- Bio
- W3C Brazil Office. I'm part of the team to let the W3C Trends to the Brazilian community.
- Goals
- Follow the trends on Games on the Web Identify topics to bring for a local discussion in Brazil Meet game industry people to connect with the Brazilian community
- Workshop goals
- Identify the potential of the web for games Understand the Web Limits for games Introducing hot technologies for games on web development Introducing tools to develop games on the Web Accessibility on games
-
Gonzalez-Zuniga, Diego (Samsung Electronics)
- Bio
- Product Manager for Samsung Internet's Developer Relations. Been part of the dev rel team at Samsung for 3 years, focusing on bleeding edge web technologies and it's impact on developers.
- Goals
- To get a sense of developer needs and feedback to engineering and possible new features for upcoming versions of the browser.
- Workshop goals
- Enhancement to current game development workflows
- technology shortcomings of current web APIs to achieve higher end gaming.
- Diversity in the games industry
-
Greenaway, Tom (Google)
- Bio
- At Google I am the Games Lead for Chrome and Web Developer Relations.
Before joining Google, I created several mobile games, including Duet - Position statement
- Needs of users and developers in the context of web game discovery and monetization
-
Groves, Mathew (Goodboy Digital)
- Bio
- Goals
- I am heavily invested in this field and would love to hear not only where its going, but also share some insight gained through my 5 years+ of running a of HTML5 game studio.
Also hoping that I can ensure that Pixi is future focused by using any knowledge gained to put back into the project making it extra awesome. - Workshop goals
- A good insight into the following:
- new cutting edge ways to render both 2d and 2d using webGL/2
- multithreading support and insight
- webassembly, where is at and where it will be
- understanding webassembly --> js communication and any gotchas associated.
- understanding solutions proposed for dealing with large games and content.
-
Guild, Ted (W3C/MIT)
-
Gustafson, Geoffrey (Intel)
- Bio
- I've worked with web technology on several products over the years, from the early days of open source Mozilla, to a WebKit-based mobile browser, to Zephyr.js, a Node-like environment for embedded IoT devices. Currently, I'm working with the Open WebRTC Toolkit team at Intel, and we are interested in the cloud gaming use case and improvements to streaming, as well as hybrid techniques for game delivery that take advantage of client hardware capabilities.
- Goals
- I'd like to understand the expected advances in web gaming, and see how our project could be expanded to support them, and how we could contribute to their definition and development. I haven't been W3C events before so I also just hope to learn how the collaboration is done and how to participate in the future. I don't have any agenda to push, but I will try to be prepared to share some learnings from my team's project.
- Workshop goals
- For 3D rendering, there is a finite set of gaps between WebGL 2.0 and native APIs, and a goal should probably be a ranked list of the top concerns that affect game quality. Most of the other topics seem more open-ended. I would think people need to bring their best ideas and known problems, to share and discuss. I would expect the right goals for these would be to determine together which suggestions are the most feasible and have the widest applicability and impact.
-
Hamilton, Ian
- Bio
- Game accessibility specialist with a ten year background in raising the bar for gamers with disabilities, though advocacy and awareness raising – writing, speaking, organising events, community building – and consulting, working with studios from the smallest indies to the largest AAAs, with publishers, platforms, industry and government bodies. Co-director of GAconf and coordinator of Game Accessibility Guidelines. Prior to focussing solely on games also had a background in web UX & accessibility.
- Goals
- Furthering discussion of accessibility for game developers, in particular UI accessibility for blind gamers and relating to CVAA legislation.
-
Hampson, Seth (Google)
- Bio
- I'm running an origin trial in the Chrome browser for the RTCQuicTransport API. It's a peer to peer data transport API that exposes QUIC bidirectional streams for reading and writing as well as a simple datagram message based API. I have heard from speaking to folks that game developers are interested in a low level, high performance socket-like API in the browser and want to talk to game developers myself to hear more.
- Goals
- I'd like to hear from game developers who are interested in new data transport APIs in the browsers. I want to hear from folks that currently use WebSockets or WebRTC's SCTP based data channel. I want to hear their use cases if they are interested in something better for data transports in the web.
- Workshop goals
-
Hawkins, Chris (Facebook)
- Bio
- Partner Engineer @ Facebook working on Instant Games. On the program committee for this workshop
I work on Facebook Instant Games, one of the largest mobile HTML5 mobile gaming platforms. As such I have a strong interest in the state of web games, especially on mobile. - Goals
- I want to:
- meet others working in the web game space
- evangelise the needs of web game developers, especially Facebook Instant Game developers
- participate in the design of the technologies and standards that will take web gaming forward
- Workshop goals
- Alignment and roadmap on priorities going forward, especially from the browsers who of course have outsized influence here.
-
Hazaël-Massieux, Dominique (W3C/ERCIM)
-
Hochgesang, Barbara (Intel Corporation)
- Bio
- Intel Web Platform planner including online Gaming usage
- Goals
- Understand the developer challenge so as technology provider we can solve them.
- Workshop goals
- Understanding the technology and business challenge of web gaming. Where the W3C and ecosystem need to focus to solve those challenges. What W3C specs need to evolve to meet this emerging usage.
-
Johnson, Kris (Jampack Studio)
- Bio
- CEO Jampack Studio. 30+ years developing games and engine technology across consoles, desktop, mobile and web. 20 years engineering multiple cross-platform game engines used in commercial games. Last 10 years devoted to web game development. Engineered & directed Animal Jam (#1 grossing kids virtual world, awarded 2017 google play best kids app). Last 3 years full time development of next-gen 3D web game engine and toolset built upon WebGL, running in browsers across all devices - mobile, desktop and VR. Heavy experience with WebGL/ThreeJS, WebSockets, WebAudio, WASM, Emscriptem, GLSL Shaders, NodeJS, Docker, WebPack, Cloud Infrastructure/Deployment, multiplayer game design, virtual worlds
- Goals
- Very excited to learn and share web game development knowledge, and help identify areas that need improvement. With the ultimate goal of shaping the web into a highly robust, accessible gaming platform across all devices.
- Workshop goals
- Identify and prioritize the top needs of web game developers and devise a timeline for standardization & implementation.
-
Kenyon, Leonie (BBC)
- Bio
- I am Senior Software Engineer for the BBC Games Team. We make web-based HTML5 games for Children, with a focus on accessibility. These games are served on our website and within our Apps. We have a couple of in-house Javascript frameworks for creating games, based around the Pixi and Phaser engines.
- Goals
- I wish to learn how new technologies (web workers, WebRTC, websockets, social API) could help us improve our offering, and how we find answers to some of our recurring problems (fullscreen API problems, cross-browser/device issues, asset storage/loading). As we have experience with creating browser-based accessible games, I wish to input particularly into conversations around how accessibility could be enhanced.
- Workshop goals
- To have some clear decisions made around how browser-based games should be made accessible - how can we improve the canvas for user access? Also some discussions around compatibility - how can we make our games work in app-specific browsers (e.g. Facebook browser)? Why is the fullscreen API not standardised? How do browser-based interactions fit within games?
-
Knight, Indira (Royal College of Art / Mozilla Tech Speaker)
- Bio
- Indira is currently working at the Royal College of Art undertaking design research for a VR therapy, initially for people in psychosis services, which will undergo clinical trial later this year. She has been running design workshops with people with lived experience of psychosis, psychologists and VR developers to design a therapy which is clinically robust, engaging and easy to use. Through running the workshops and undertaking research Indira has developed a greater understanding of creating a better user experience and a more engaging VR application. She creates prototype web applications and physical interfaces in JavaScript, Python and Arduino, with a particular interest in Web VR and A-Frame. In In 2017, along with a cofounder, she set up the Web XR London meetup group and regularly runs A-Frame workshops and this year she became a Mozilla Tech speaker.
- Goals
- I am interested in the user experience of web games, with a particluar interest in questioning and researching some of the assumptions around the VR experience and how this relates to Web VR/AR. My goal would be to learn more about how the different technologies can work together to achieve a seamless inclusive experience.
- Workshop goals
- A paper on accessable interactions across different types of games The creation of an advisory panel with a mixture of technical and non technical experts
- Position statement
- UX and Web Games – defining users and designers needs
-
Kopach, Spencer (Microsoft)
-
Kuwabara, Yuki (Drecom)
- Bio
- Drecom develops mobile HTML5 game platform called Enza (http://enza.fun) launched on April, 2018. I am a technology manager for game library used in Enza games.
- Goals
- Knowing other products cases about resource handling issues.
- Knowing which middleware used for sounds, animation, etc...
- Knowing circumstances for choosing game engine
- Workshop goals
- HTML5 game is still not a large market.
Important thing for continuous challenge to HTML5 game development is keeping attendees engaged to each other or this workshop. - Position statement
- Handling tons of resources in Web games
-
Laforge, Anthony (Google)
- Bio
- Helping support rich interactive content on the web.
- Goals
- Collaborate with partners to see what the Google Chrome team can do to help.
-
Lakhatariya, Sanket
- Bio
- I am student and studies in computer engineering.i was also love with game development and how to joint with our web platform.
- Goals
- how to efficiently show the game in our business site that custromer can easily identify our product with platform of game in web.
- Workshop goals
- No more memory load on user easily understand. approaching customer product easily with playing small game.
-
Li, Huan (Baidu)
- Bio
- I’m an engineer who has been passionate about and working on smartphone application development.
I have been involved in the development of Android and iOS applications that leveraged web technology for five years.
I'm interested in 3D rendering & WebAssembly. - Goals
- render stunning 3D graphics in real-time on the Web
- WebAssembly + games
- Workshop goals
- How can game developers render stunning 3D graphics in real-time on the Web?!
-
Liu, Shouqun (Xiaomi)
- Bio
-
Now at Xiaomi, I'm leading a Web engine team aimed at developing Web engine/runtime based on Chromium for Xiaomi browser and HTML5 Web Game products, enabled three web game products by Xiaomi (MiniGame, QuickApp Game, and QuickGame) with optimized WebGL performance and enhanced Web features.
Our team are also doing research on new Web technologies include WebGPU, WebAssembly, WebXR and WebRTC, in order to bring new web technologies into Xiaomi Web game products and Xiaomi mobile/VR devices.
I've worked on Web technology and Chromium project for several years and have committed patches to Chromium on areas including WebGL, Canvas, media and etc.
Before joining Xiaomi, I worked at Intel and was a core developer of the Crosswalk Web Runtime and was in charge of optimization of HTML5 Gaming (WebGL and Canvas) performance of Crosswalk. - Goals
-
Since our team is developing web engine/runtime for Xiaomi HTML5 Web Game products, we are looking forward to joining discussions of fundamental Web specifications and implementations for Web gaming (WebGL, Canvas, WebAudio and WebRTC), as well as learning new Web gaming specifications evolution including WebAssembly, WebGPU.
Performance is a critical issue in HTML5 Web Gaming, we did several optimizations in the runtime for web gaming targeting mobile devices, including Web Game mode in web runtime with reduced power consumption and improved rendering FPS, we'd like to share our practice and discuss optimization technology with game engine vendors.
For advanced rendering in Web Game, we are also looking forward to study new technology like physically based rendering in Web for AR/VR scene and seeking the chance to bring WebXR into our Web gaming products and Xiaomi VR devices. - Workshop goals
-
For HTML5 Games, the evolution WebGPU is critical for game rendering performance, the workshop could make it clearer of WebGPU standard evolutiaon such as shading language of WebGPU and give roadmap of WebGPU standard.
WebAssembly is also promising for Web game, game engine vendors could focus more on the WebAssembly support.
And for WebXR, the specification is still quite unstable, it would be much better to establish stable WebXR specification, so that browser vendors can implement WebXR more quickly, and then game developers can develop rich AR/VR scene.
-
Long, Nate (Hulu)
- Bio
- Shipped 2 web-powered games at Nintendo (https://en.wikipedia.org/wiki/Mario_vs._Donkey_Kong:_Tipping_Stars and https://en.wikipedia.org/wiki/Mini_Mario_%26_Friends:_Amiibo_Challenge)
- Development lead for Hulu's custom web browser application platform
- Goals
- I'd like to contribute some real-world experience with shipping games powered by web technology, and I believe there is some valuable crossover between game development and rich web application development like Hulu's. Since my team is responsible for the web browser that underpins a lot of Hulu's apps, I would like to understand where some of this technology is headed and find out where we can incorporate new techniques and technology into our system.
- Workshop goals
- Sharing current best practices around performance, rendering, etc.
- Understanding needs around tooling, APIs, etc.
- Discussing current direction for cutting edge technology
-
Lynd, Ryan (Nintendo)
- Bio
- For Nintendo I acted as the API architect for the Nintendo Web Framework, an HTML5 development SDK for the Wii U built on WebKit, and presented the capabilities of the SDK at GDC in 2013.
I also lead development of multiple full production console games for the Wii U built on top of the Nintendo Web Framework. One example was Mario vs. Donkey Kong: Tipping Stars of which an early demo was shown at GDC in 2014. - Goals
- I'm most interested in driving API decisions and feature sets that help to match the expectations of a wide variety of game developers, whether it be native console developers authoring specifically for the web to full-stack" web app developers.
-
Mak, Genevieve (Magic Leap)
- Bio
- Engineering Manager of Helio Browser and Web Platform at MagicLeap
Ported webkit/blink and built browsers several times for a few different platforms and embedded form factors I produced a webapp BrickBreaker Bold (for blackberry 10 devices) in order to drive our web platform further, improve rendering, integrate low-latency sound and utilize multiple interaction methods. - Goals
- Understand what the gaming related needs are for the web especially around 3d and XR
Contribute ideas and voice concerns where necessary. Understand where magicleap can help drive the web forward and implement features game developers need. - Workshop goals
- A solid list of requirements and developer needs to make web game development a viable option. What are the top priorities?
An approach game development that is really webby and accessible using web paradigms, and not simply using the web as a delivery mechanism for games developed and ported from other languages (though that's ok too)
-
Maxfield, Myles (Apple)
- Bio
- Engineer on WebKit and Safari, specializing in layout, rendering, and GPU acceleration
- Goals
- Workshop goals
-
Mazur, Andrzej (Enclave Games / Mozilla Tech Speaker)
- Bio
- I use end3r as my online nick. I'm an independent HTML5 Game Developer and JavaScript programmer, I've founded Enclave Games studio and run it with my wife. I'm the creator of the js13kGames competition and Gamedev.js Weekly newsletter publisher. I'm also organizing Gamedev.js meetups, workshops and hackathons in Poland.
I'm building casual, mobile web games, but also trying to foster communities around the competition and the newsletter, give talks at the conferences and teach people through written tutorials and hands-on workshops. I'm excited about cutting-edge Web tech, recently all about WebXR and PWAs. - Goals
- Represent indie game developers, learn as much as possible and pass all the learnings onto others in the community. Be heard about our own needs and expectations when building hyper casual Web games.
- Workshop goals
- Present a clear message on how the discussed topics will affect game developers. What they can help with, or in any other way can be involved in the process.
-
Milot, Philippe (Audiokinetic)
- Bio
- My name is Philippe Milot and I work for the core Wwise sound engine team of Audiokinetic, inc. Before joining that team, I've worked ten years as a backend server programmer and technical director for Turbulent inc. I was chosen to represent Audiokinetic for my knowledge in porting Wwise to different platforms and my extensive experience with web browser client APIs.
- Goals
- Audiokinetic is interested in porting the Wwise sound engine, an important audio middleware solution for game developers, to client web browser platforms. We have attempted to do so before, and encountered significant roadblocks along the way. We wish to attend the workshop in order to:
- Share the difficulties we encountered when porting Wwise to web browsers
- Learn how the web platform has evolved since our attempt
- Communicate our needs to make a browser port of Wwise satisfactory to game developers
- Influence the future of the Web Audio API to facilitate the work of game developers
- Workshop goals
- Laying out a reasonable roadmap to evolve the various web APIs to make the life of game developers (and middleware developers) easier. Current roadblocks need to be addressed as part of this workshop, even if the solution will only be available in a few years.
-
Modra, Sierra (LEAP to Greatness)
- Bio
- Technology futurist, consultant
- Goals
- Meet people and learn about emerging web technologies
-
Mol, Kasper (Poki)
- Bio
- Poki is an Amsterdam based company working with a team of 30 on a mission to create the ultimate online playground: a platform for play where kids of all ages and game developers come together to play and create.
- Goals
- Discuss with peers around how to continue to improve gaming on web
- Position statement
- Size Matters: How Loading is Losing You Players
-
Moore, Dan (Squarespace)
- Bio
- Technology futurist, consultant
Dan Moore is a Staff Design Technologist and Web Concepts team lead at Squarespace. The Web Concepts team produces conceptual, experimental work.
The team builds the nearly impossible, with the hope of uncovering the inevitable. The team takes their ideas from hypothesis to prototype using experimentation, and incorporate successful projects into Squarespace’s own websites, products, and partnership sites. Prior to joining Squarespace, Dan contributed to award-winning interactive installations, music videos, and live performances for Lexus, Acura, Google, YouTube, Intel, Samsung, Levi's, RedBull, Microsoft, Broods, and Liars.
His work is owned and on display at Deutsche Bank and Google. He has consulted on R&D projects for Google X, Google Creative Lab, TEAGUE, Microsoft, and Samsung.
Dan attended Rochester Institute of Technology for Computer Engineering and hold a Masters of Tangible Interaction Design from Carnegie Mellon University’s School of Architecture. While pursuing his Master’s at Carnegie Mellon University’s School of Architecture, Moore studied: Media Design, Video Game Design, Experimental Game Design, and Virtual-Reality Design. His master’s thesis is titled the Fundamental Design Principles of Virtual-Reality: Reinforcing Presence through the manipulation of Space, Distance, and Gaze. Dan has contributed to several open source graphics projects including Cinder and openFrameworks.
Dan Moore is a Free Art and Technology (F.A.T.) Lab Virtual Research Fellow. - Goals
- I attended the Gaming on the Web TPAC breakout session in Lyon.
I was startled to be one of the few content creators and game designers in the session. My goals of this workshop is the help shape the future of gaming on the web.
Or in my personal views, my goal for this workshop is to help shape the future of the real time rendering of visually, technically, and conceptually complex virtual environments on the web. My explorations into video game technologies take the form of Conceptual Art, interactive music videos, activations for partner organizations, or actually sometimes indie arcade games.
I want gaming or non-gaming on the web to be the best it can. - Workshop goals
- I think the goals for the workshop should be to focus on the current technical hurdles and pain points, address the future pain points (fragmentation in native graphics API, the limitations of rendering with WebGL 1.0/2.0), address browser makers entering the streaming gaming market and the technologies they are leveraging inside their browsers, address rumored future limitation on the use of WebGL content from a certain browser maker. Discuss how WebXR will change everything.
-
Morinigo, Laura (Samsung)
- Bio
- I'm a software developer with 10 years in the tech field focus on web. I am a Google Developer Expert in Firebase and I recently joined the Web Developer Advocate team in Samsung, my main interest is accessibility in web and how to deliver more inclusive experiences to everybody including games. Besides that, I organize the Google Developer Group Cloud In London, so it will be great to share my thoughts after the conference during this meetup.
- Goals
- Learn which interactions are possible with games and the web field and best practices to deliver better experiences. Standards for web-games in the cloud and how to deliver high performance. Music and sound in the accessibility field.
- Workshop goals
- Deliver best practices and standards per topic.
-
Myers, Karen (W3C/MIT)
- Bio
- W3C Business Development Leader, Americas and Australia Support W3C Web Games workshop and outreach
- Goals
- Learn new use cases and technical requirements needed by the gaming community
- Workshop goals
- Like to see new group formed to work on the use cases and requirements
-
Nagy, Scott (Microsoft)
- Bio
- I currently work in the Mixed Reality @ Work group, building MR apps for enterprise.
Prior to this, I worked with babylon.js, gltf, and other 3D efforts at Microsoft.
Before that, I was the lead engine developer on SimCity 2013, Homefront and Frontlines: Fuel of War, and worked at EA Tiburon on football games before that.
I have a website - Goals
- I'm super interested in the future of interactive 3D content on the web, and games are the leading edge of this stuff. I love to participate in discussions about this stuff and would be really excited to spend two days working with folks in this space.
- Workshop goals
- What future technologies should be pushed on to make the web a better platform for games? What parts of the stack are working and which parts aren't? What's a roadmap for the next 5 years of gaming on the web?
-
Needham, Chris (BBC)
- Bio
- Co-chair of W3C Media & Entertainment Interest Group
- Goals
- Application of gaming technology to media experiences more generally. Potential overlaps with Media & Entertainment IG.
-
Oliveira, Daniela (MDJ Solutions)
- Bio
- I am a student of system analysis and development, I currently work in the area of ​​network infrastructure, but I intend to develop myself in the area of ​​game creation.
I hope this workshop brings visions of possibilities never seen before by me and that can help me in the development that I seek - Goals
- Capturing innovative knowledge and experiences
- Workshop goals
- New technologies and artificial intelligence in games.
-
Orr, Bill (Google)
- Bio
- Google Developer on Chrome for WebXR
- Goals
- Learn about other's perspectives on gaming issues. Meet some collaborators in person.
-
Oza, Hamza (Royal College of Art)
- Bio
- I am an innovation designer with a background in mechanical engineering. For me, at their core, design and engineering are about one thing. Solving a human problem. They use different tools and techniques to achieve this. One relies on hard science and the other on emotional intelligence. However, both disciplines are about noticing problems and developing solutions to make a positive impact on the world. Thus, by using the two in tandem, I can deliver something that is reliable, feasible and valuable. My approach is human-centred oriented to identify problems and solutions that add value to enhance and enrich peoples’ lives in a simple, easy and cost-effective manner. I enjoy designing, making and testing physical & digital products. I relish taking ideas and making them real. My current role looks at assisting a research team at the University of York in translating and transforming their research for knowledge exchange and information dissemination to cystic fibrosis (CF) stakeholders including people with CF, medical professionals and the healthcare industry around infection control and architecture. The exhibition will be both physical and virtual, aiming to collect views and experiences from stakeholders involved in delivering CF care by using innovative inclusive design methodologies, to deliver a virtual exhibition using WebVR and 3D models of the clinic spaces to visualise the research through the experiences of healthcare professionals and patients. (See prototype demo) I also have experience in making games for Android using the Unity3D game engine. Also see my personal Website
- Goals
- I am interested to learn more about how people approach the protection of assets and the delivery of content. In particular how to transition between scenes where loading / unloading of models can create bottlenecks. I am interested to learn more about the future of web games, VR and AR experiences and how they can be inclusively designed for to provide useful and positive experiences for people around the world.
- Workshop goals
- The web is increasingly being experienced through devices that do not have dedicated graphics cards so how can you maintain a consistent experience for all without penalising people who do not have access to the best hardware. When the Appstore was first launched, one of the key things Apple did, was produce a Human Factors framework to aid designers and developers in creating their apps for improved user experience. It would be prudent to discuss the development a similar framework for Web Games particularly around user interactions and browser events to maintain expected behaviours between browsers. This is even more important as most games take place within a canvas element.
-
Rajasankar, Sushanth (Microsoft)
- Bio
- I'm the dev lead for the render team with Microsoft Edge. I've worked on Edge's HTML platform team for over 8 years (layout, style computation) and spent the last 2 years working on the shell team for Windows Mixed Reality headsets - I am now back as a dev lead for the rendering team for Edge.
- Goals
- Learn about
- Identify business constraints and technical gaps for distributing games on the Web;
- Evaluate the opportunities for standardization of APIs and formats that would ease the development of games on the Web.
- Workshop goals
- For me, Id like to hear practical examples of developer pain points rather than speculative problems.
-
Rapp, Nick (Unity Technologies)
- Bio
- Engineering Lead for Unity Desktop & Web team
- Goals
- Align on web technology progress needed to ensure success of gaming on the web
-
Reynolds, Matthew (Google)
-
Ritzl, Björn (King)
- Bio
- Developer and gamer in one shape or another ever since I got my old C64. Worked with mobile game development since before the smartphones. Currently working as a principal engineer and product owner for the Defold game engine and editor.
- Goals
- As a game engine developer with a focus on native mobile as well as HTML5 games on mobil and desktop I believe I have valuable input to share. There is also a great opportunity to connect with other tech companies in this space as well as to learn about the latest in HTML5 games technology.
- Workshop goals
- Agree on standards.
- Identify current technical limitations/blockers that prevents both game developers and game engine developers from realising the full potential of their games or game engines.
- Position statement
- Debugging tools / Extending a cross platform game engine
-
Rodriguez, Luis (American Psychological Association)
- Bio
- UX Designer exploring the intersectionality of design, the mind and technology
- Goals
- Build relationships for future collaborators
- Position statement
- Turning on “accessible mode” for users with motor impairments
-
Rossi, Jacob (Facebook)
- Bio
- Product Manager for Oculus Browser, React VR, and React 360. Previous W3C rep and engineer for Microsoft Edge / Internet Explorer (8.5yrs) and invited expert (Web Apps WG) before that. Author/editor of several W3C specs, including Pointer Events and CSS Snap Points. Contributor to a wide variety of WGs (CSS, HTML, WebApps, WebAppsSec, Pointer Events, WebXR).
- Goals
- Networking and cross-sharing of ideas and roadmaps in this space, particularly as it pertains to AR/VR.
- Workshop goals
- Clear sense of contributor priorities (which specs/techs to focus on) to focus efforts. Realistic goals about what will be achievable and what content will come in the near future.
-
Rubio Rodriguez, Viviana
- Bio
- White center tech. At the bussiness we create websites for personal and bussiness purposes.
- Goals
- Gain more knowledge and improve skills to the benefit of our business and our clients.
-
Rudnick, Christian (Softgames)
- Bio
- Working as Softgames CTO now for 5 Years, managing a web games (casual) platform as well as game development. Softgames web platform has more than 30 million monthly active users. We are also one of the leading game developers for Facebook instant games.
- Goals
- I'd like to learn and discuss more about storage and loading technologies. One of the major issue for casual game is the loading time, which limits the games UI/UX. I challenge this issues now for quite a while and have ideas about it, but we think, there are better solutions. What i miss from the Workshop topics is something about the discovery, especially about user notification like messages and so on. Maybe this is the included in the last topic?
- Workshop goals
- I'd like to come back with other ideas and information about storage and accessibility
- Position statement
- Report from the trenches of an HTML5 game provider
-
Ryan, Patrick (Microsoft)
- Bio
- I am currently the technical artist and creative lead for the Babylon.js team at Microsoft. I spent around 22 years as a graphic designer, photographer and creative director working in print and web before changing industries to work as a 3D artist and technical artist in real-time rendering. I have worked on one of the initial teams developing experiences for the launch of Microsoft's Hololens before working on Microsoft's efforts with monocular RGB 3D scanning using real-time reconstruction on a mobile device. I then joined the Babylon.js team and have been working toward improving our rendering technology and adding features that are needed in the games industry. I have been with the team through the last few releases and look forward to how Babylon.js can contribute to the advancement of web technology.
- Goals
- One of the core pillars of the Babylon.js team is that we engage with our open source community to listen to their needs and determine how we can unblock our users in a strategic way that will push the engine forward and solve the larger problems that blocked them. I see this workshop as an extension of that mission where we have the opportunity to hear from others in the industry about the problems they face and where they see the tech needing to go. This will help us in our development of the engine.
- Workshop goals
- I would love to see actionable items stem from these conversations. If everyone says we need multi-threading on the web (which we do) yet there are no concrete steps laid out to achieve that goal we are wasting our time. I would love to have attendees in the position of enacting changes take those changes back to their team. I know that I will be there to bring back information to the Babylon.js team that we can take action on to help improve the state of tooling for web technology and I hope there are others in the same position.
-
Shabaga, Kirby
- Bio
- WebXR enthusiast, building with Amazon Sumerian
- Goals
- Participate and understand where the community is looking ahead to WebXR, especially on mobile.
- Workshop goals
- Guidelines/best practices for creating WebVR experiences.
-
Shimono, Atsushi (W3C/KEIO)
- Goals
- Mainly to support attendees from Japanese game/XR industry
-
Simson, Edgar (OrangeLV)
- Bio
- Software developer and product manager, developing and overseeing: Have some experience with dynamic sound in games. Recently moved from Europe to Redmond"
- Goals
- Communicate our business needs for streaming of complex 3D renders to screens and VR/MR devices. Gather insights to guide my company's path of adoption. Explore the upcoming enhancements to align our content production pipelines and technology investments with the future.
- Workshop goals
- I do not know what is practically attainable from such events.
-
Smith, Trevor F. (Transmutable)
- Bio
- I am the chair of the W3C Immersive Web community group (working on WebXR) and at Transmutable I build AR and VR experiences, including games.
- Goals
- To work with browser vendors and game engines makers to coordinate support for rich AR and VR games that use the WebXR Device API.
- Workshop goals
- Build relationships between the browser vendors, game engine makers, and the standards community. Find common purpose and consensus on stalled work like the gamepad APIs.
-
Song, Jungkee (Microsoft)
- Bio
- I have been working on the web, as spec editor, browser developer, and PM, since around 2010. For the most part, I have worked on web platform APIs and device APIs works. In particular, I have contributed to the Service Workers spec and promotion of the PWA technologies. Currently, I am working on 3D graphics and mixed reality areas on the web at the Microsoft Edge team. I participate in WebGL, WebGPU, and WebXR discussions and meet developers mostly at Microsoft.
- Goals
- I would like to meet developers with various background and context in this space. I would love to hear their opinions on the related standards works and their unmet needs, and build empathy to take their needs into next steps of the standards work and web platform/Edge development.
- Workshop goals
- I believe we should identify and collect the developers' needs/feedback on the existing works so the standards authors and browser implementers can reflect them. I think it's also important to help participants build useful network to develop further communication even after the event.
-
Stewart, Jesse (Microsoft)
- Bio
- 12+ years in the casual games industry at Big Fish Games and now Microsoft, working on web-based technologies for game distribution, online play, and in-game services (marketing, live ops, etc.) for mobile games.
- Goals
- Learn more about the Open Web Platform and web-based games in particular, as they are a key focus in my new role at Microsoft.
- Workshop goals
- Identification of most impactful strategies/technologies to pursue, and broad agreement on next steps.
-
Sutherland, Andrew (Mozilla)
- Bio
- I work on the Firefox web browser's Gecko runtime in the DOM: Workers & Storage sub-team. We are responsible for the Service Workers implementation and related storage APIs like IndexedDB and the Cache API. These are relevant to the Game assets management" bullet point."
- Goals
- "To have a two-way discussion with web game developers about storage.
As a browser storage implementer, I can help provide guidance about the realities of current storage implementations in Firefox and our implementation plans going into the meeting.
I would also like to better understand and discuss:- Web game storage use-cases and implementation choices their developers have made.
- What API changes or under-the-hood optimizations they think would be helpful.
- What we as browser vendors can do to help improve documentation around the APIs and realistic real-world performance and persistence implications.
- Interaction between how games are hosted and the origin-centric, single-bucket storage model currently used by the web and discussion of how multiple buckets could work for games and whether they'd be useful.
- The balancing act of resource usage among games and the rest of the content in a user's browser. (This centers more on the WICG page-lifecycle proposal, but storage APIs will also be involved.)
- Privacy and storage. Browsers have private browsing/incognito modes that can result in different storage limits and performance.
- Workshop goals
- Producing a concrete set of follow-up action item for:
- Specific documentation change/improvement proposals. For the Mozilla Developer Network, we have github issues that can be filed.
- Specific spec change proposals on github issues for the relevant specs.
- Specific github issues for relevant specs for establishing performance guidance as informative (non-normative) text and/or tracking per-browser-implementation bugs to prove general order-of-magnitude performance consistency among browsers for APIs.
-
Tamkin, Preston (Amazon)
- Bio
- I am a senior software engineer on Amazon Sumerian, a web-based engine, editor, and distribution platform on Amazon Web Services. Sumerian is architected and used much like a game engine, but is focused on business applications.
I have been at AWS for over 6 years. I have primarily focused on building cloud systems(Analytics, Amazon GameLift, Amazon Lumberyard Cloud Gems, Amazon Sumerian storage and distribution services)
More recently I have focused on the client, including WebGL, multithreaded physics in WebAssembly, compressed textures and more - Goals
- One goal is to learn and understand the state of the art of performance on the web, specifically around good practices for leveraging technology like WebGL, workers, and WASM to provide native-live experiences in the browser.
Another goal is to understand the requirements content creators have that Sumerian is well-suited to deliver via our distribution platform. For example, asset management, content streaming, transcoding at the edge and other such topics.
-
Tebbs, Brice (Google)
- Bio
- Manager of WebXR Team. Previous Game Experience
- Goals
- Learn more about challenges for game developers today on the web
- Meet new people in the industry
- Workshop goals
- Understanding better biz models for Games on the Web Identification of technical limitations of the Web platform for game development
-
Thatcher, Peter (Google)
- Bio
- I'm an author/editor of WebTransport (formerly known as WebRTC-QUIC or QuicTransport), which we believe will be of interest that game developers that want to have a low-level, low-latency, unreliable, out-of-order transport for data between client and server.
I'm also starting a WICG discussion for low-level audio/video codecs called WebCodecs, which may be of interest to those in the gaming community interested in cloud gaming.
I'm also an expert on WebRTC, especially networking and p2p (I'm a co-chair of the ICE IETF WG and author/editor of the IceTransport API in WebRTC-ICE). - Goals
- Gauge interest in WebTransport from gaming community
Get feedback on API design/impl from potential users of the API
Encourage participation in the WICG for WebTransport
Gauge interest in low-level encoders and decoders (WebCodec) from the gaming community
Learn how much the gaming community is using p2p data (WebRTC data channels) and what could be improved for the gaming community
-
Thomsen, Kenneth (ITC)
- Bio
- My affiliations are Microsoft Technology Associate, Fullsail University-Game Design track, ITC, Centriq Training Systems & Security Administration track. My background is Server Administration, automation, HTML5, CSS, javaScript, hardware maintenance, networking, virtualization, Linux, Windows Everything, cyber-security, firewalls, protocols, command line interfaces; currently a Game Design B.S. student at Fullsail University.
- Goals
- My goal is to be a fly on the wall at the workshop, to take in my surroundings and to really brainstorm. Then, in collaboration make a great concept, prototype, and produce.
- Workshop goals
- Collaboration.
-
To, Patrick (Microsoft)
- Bio
- I am a developer on the Microsoft Edge Rendering team. Some of the areas I have worked in include WebGL, WebVR, and OpenXR.
-
Toy, Raymond (Google)
- Bio
- Chrome WebAudio Tech Lead, WebAudio co-chair, and former co-editor.
- Goals
- To learn how people are using the web for games and to see how we can devs make the web better for their games. And maybe learn a little about writing games on the web too.
-
Trevett, Neil (NVIDIA)
- Bio
- VP Developer Ecosystems, NVIDIA President, Khronos Group
- Goals
- Getting feedback on what standards and platforms need to provide to make 3D Web Games successful
- Workshop goals
- Real world issues and roadblocks that we can overcome through collaboration
-
Tutone, Gabriel (Keywords Studios)
- Bio
- Producer at Keywords Studios. Gabe started out in gaming as a Localization Specialist for 5 years at Bungie, working on the Destiny franchise. Now he is a Producer for Keywords Studios, working on localization, audio and testing for a variety of developers and game projects.
- Goals
- We were invited to attend and present about gender inclusiveness in localization. We would also love to learn more about the future of web game development and network with fellow gaming professionals.
- Workshop goals
- Make sure the schedule is well defined and that the attendees have chances to talk together.
-
Vasiliev, Victor (Google)
- Bio
- I'm Victor Vasiliev, and I work on the QUIC protocol at Google. My interest is in understanding the networking needs of web-based games, with focus on what features game developers would want to see in either native QUIC stack or Chrome browser.
- Goals
- Understand what game developers need from the Web Platform in terms of network APIs, specifically unreliable and partially reliable client-server APIs.
We have a pending proposal (WebTransport) that we would like to gather feedback on.
-
Wagner, Luke (Mozilla)
- Bio
- I've worked for around 7 years on games-related or -inspired projects in Firefox and I'm one of the co-creators of asm.js and WebAssembly. I'm an active participant in the W3C WebAssembly CG and WG and I'm working on some new proposals that could be useful to the Games Workshop.
- Goals
- I'm interested to learn about what's happening with games on the Web: what are the pain points, promising new features, and general direction. I'm also interested to collect feedback specific to WebAssembly.
- Workshop goals
- Pain points and remaining problems people would like to see solved.
-
Waliczek, Nell (Amazon)
- Bio
- WebXR Device API Specification Editor
- Goals
- Learn best practices for 3D optimizations on the web. Be available to answer questions regarding WebXR
-
Wang, Runping (Amazon)
- Bio
- Working on Amazon Sumerian Project which makes it easy for users to create immersive and interactive 3D experiences.
- Goals
- Learn new technologies in industry against web gaming including webassembly, 3d rendering etc. Take a glance of what web gaming might look like in the future
- Workshop goals
- Bring people in different background together to get an idea of what cloud gaming or web based gaming should look like in the future.
-
Wang, Young (Tencent)
- Bio
- I'm Technical Director of Advanced Technique Center, Tencent IEG. I'm in game industury for more than 20 years, mainly focusing on client game engine development. I worked in Ubisoft and developed several console games (Splinter Cell, Pandora Tomorrow, Brother in Arms, Ghost Recon, etc) before 2010. After joining Tencent, I developed several MMO games and mobile games. And then I switched to research department and worked on new techniques research. And now I am leading a team working on new techniques research, such as cloud gaming.
- Goals
- I am interested in new techniques in web game development area, especially cloud gaming, and very excited to know how platform developpers define the future of web games, and what kinds of features can be provided to make game development easier.
-
Westerdahl, Mathias (King)
- Bio
- I am a software developer at King in Stockholm. More specifically, I am part of the Defold team (www.defold.com), which is developing a free game engine. Our engine makes it simple to develop a game and then bundle it for different platforms, HTML5 being one among them. We've recently added support for WebAssembly, via the use of the Emscripten compiler.
- Goals
- Topics we especially care about How can games load and store hundreds of MB of assets in the background The Web platform has limited support for multithreading operations How can game input APIs be extended to detect keys' physical locations on a game controller Common Web GPU API? Vulkan for web or alike? Can we have Web Vulkan so we don’t have to implement yet another API. Perhaps for emscripten folks? And what about better debugging tools for WebAssembly? Also, I'd like to create new contacts who one can ask questions now and then.
- Workshop goals
- Better knowledge about existing or new tools one might need. Better knowledge about the road map for web games. Also, some contacts or groups one can reach out to for more detailed help in the future.
-
Wilson, Chris (Google)
- Bio
- I'm a developer advocate at Google. I've been a long time advocate (and former editor) of Web Audio, editor of Web MIDI, and current co-chair of the Immersive Web Working Group. I have a long-term interest in making the Web Platform rock.
- Goals
- Would like to learn more, understand more pain points for developers, especially in audio and immersive, and help educate.
- Workshop goals
- Identifying main pain points in developing games for the web.
-
Wu, Ping (Baidu)
- Bio
- Tech lead of Baidu game engine.
- Goals
- Discuss topics like high performance web game computation, additional WebAssembly features which makes the Web a better build target for game engines that use high-level programming languages such as C++/C#/Rust.
- Workshop goals
- More industry impact
- Position statement
- Baidu Smart Game in Baidu App
-
Wu, Xiaoqian (W3C/BEIHANG)
- Bio
- W3C Beihang site manager, team contact for the WebPerformance WG and WebApps WG.
- Goals
- I'd like to understand what's going to happen in the Web Games area and use these informations to convince more Chinese companies and developers to join the conversation.
- Workshop goals
- How to improve the user experience of Web gaming through Cloud gaming, WASM and WebXR.
-
Yao, Guanghua (Agora.io)
- Bio
- I'm the Gaming Industry Manager at Agora.io. Focus on the Real-Time transportation in Gaming industry
- Goals
- Learn about the thoughts on Cloud Gaming from other attendees Want to see if WebRTC can be used more wildly in Gaming industry
-
Yong, Kelvin (Sony Corporation)
- Bio
- Sony Interactive Entertainment. Member of the HTML Working Group, focusing on Gamepad improvements
- Goals
- Share our goals in advancing the Gamepad spec Understand what other groups are trying to achieve and what difficulties they are encountering for Input
- Workshop goals
- We have a direct interest in the movement towards better gaming on the web, whether that's through more performant browser capabilities or Cloud gaming. Discussion topics related to achieving this would be beneficial (marked below).
-
Zabriskie, Nathan (Microsoft)
- Bio
- I'm a software engineer at Microsoft working on Edge on the rendering team. As we make the move to Chromium we have the opportunity to influence how game developers can interact with the browser so I'd love to hear their perspectives. I'm also just personally interested in graphics and would love to be a part of the discussion.
- Goals
- Hear from developers about their pain points making games in the browser.
-
Zahland, Brannon (Microsoft)
- Bio
- Senior Gaming Accessibility Program Manager Xbox
- Goals
- Exploration of accessibility opportunities
-
Zeevi, Gili (Softgames)
- Bio
- Product and user experience expert with 10+ years of experience in the tech industry in roles of product management, user experience design and development. An entrepreneur at heart with actual hands-on experience as a co-founder in a funded venture. Well versed in all aspects of the product development life cycle. Led, designed and built various types of products, including mobile social games, applications and websites. A gamer with strong passion to design and build playful interactions.
- Goals
- Learn more about new technologies that can be used by our games.
- Provide information about our needs as developers of web games.
- Workshop goals
- Performance
- Development and debugging tools and workflows
- Loading and storage
-
Zolghadr, Navid (Google)
- Bio
- Chromium web developer and W3C spec author related to input events such as PointerLock and PointerEvents.
- Goals
- We are in the process of standardizing new ways to let the web apps get the user input on the worker side. We believe this is particularly useful for the game developers to not only do their graphics on the worker side but also handle the user input off the main thread. I would love to hear what other game developers think about this proposal and whether I can find anyone interested partners we can work through the API design and possibly have them to be our early adopter.
- Workshop goals
- Looking at the description of the workshop it seems to be mainly focused on the rendering work. I'm curious whether there is anything related to input that we can also focus on in this workshop. I'm wondering whether the game developers don't care about input latency as it is not that big of a deal at this point or was is just something that has been missed.
- Position statement
- Reducing the latency of input on the web