Presentation built inside Unreal engine. 3rd person shooter style walk up to slideshow. Scaleform. Specific flash player for running content inside console games. Hardware accelerated, processes spread across available cores. Flash generates triangles feeds them into the GPU to render. Many AAA titles on PS3, Xbox, Wii, and portable platforms use flash for UI, Intro graphics, and HUD elements. Capable of true HD video output. Casual games; what is sold on Xbox live arcade are entirely Flash driven. For developers it offers a portability of skillsets. Assets are also portable. Graphical assets and Movie clips are usable for web tie ins and mini games. Also some intereting info on the creation of the dev framework for flash designers. Flash built to run in an environment, so gaming engines tie into the same hooks you would use to interface Flash with Javascript in the browser.
Thoughts:
Really cool stuff. Not practical for the average developer. Proprietary flash player. High-price, proprietary dev tools to deploy on consoles. Interesting talk but not a lot of bearing on the type of work I am doing. Would be nice for the average user to be able to take advantage of the processing power of these toolkits for experimental work, and for work that does not reside in the browser. One interesting bit came out of the framework portion of the talk… When describing the case study of creating the “tab box” component; they broke down the component even further. The button object existed. They extended it into a selectable button. Extended that to a button that required a radio group. Then paired it with the view state, or tab content. Seems more extensible. More applicable in my mind to creating this type of UI element with Javascript. The button, or tab, doesn’t have to be tied to its view area by anything other than a common index in an array.