Today we are talking to the Russian (from Latvia) Senior Engineer at PlayCanvas Maks!
How did you get into the video games industry?
I started making games when I was 13 years old and always knew what I wanted. A long journey but here I am, making game development better with PlayCanvas.
Can you briefly describe your role at PlayCanvas?
I’m a Full-stack developer and love to be involved in anything specific or generic. Making PlayCanvas service work fast and scale well is what makes me feel good.
What is your favourite aspect of PlayCanvas’ service?
Where do you see web based gaming in the future?
There are so many ways gaming in web can be moved forward, that we even can’t see where it will be in few years, only guess. The most important thing is well-connected and social games, where by just sharing a link you can invite your friends to challenge your record or even play in real-time with you.
How is PlayCanvas going to change the way people make games?
Collaboration and the fact you can make games straight away and test them out in minutes on hundreds of users, like your twitter followers. It’s something so powerful. We can’t predict what users will come up with being so accelerated by those features.
Can you describe one interesting thing about yourself?
I do care about things going on around and will always get obsessed by things I work on, I want to get as much as possible from my efforts.
The Quick Fire round (this is where things get a little interesting)
Zelda or Final fantasy?
COD or Battlefield?
Mario or Sonic?
Favourite game of all time?
Tough question, which ever one has most meta-gaming (UO or EVE for instance)
Greatest Gaming Achievement?
Game: D.E.M.O. 3rd Person Shooter
D.E.M.O. the 3rd-Person action shooter demo that we released back in August has just been features in .net magazine’s:
We’re very proud to be up there with some great titles, such as the beautiful BananaBread demo and the super-fun BrowserQuest game from our friends at Mozilla
BrowserQuest HTML5 game by Mozilla
If you haven’t read it, here are a few choice quotes to give you a feel.
The cloud brings a lot of benefits in the context of games. There is nothing to install since the web app is delivered to the browser from the server (or the browser’s cache). The tools always stay seamlessly up to date, which ensures that users remain in sync with each other and are always using the latest and greatest release. User data is always safely backed up and trivially restorable.
One of the key strengths of HTML5 as a technology for tools is that all content sits on a URL. Each of the resources that make up a game can be accessed at a specific web address: a script file, a texture, a sound, a level or even the game itself. If a new asset is added to a project, the developer can tweet, IM or mail the link immediately.
Let’s face it: making games is hard, and making a (good) game alone is not an option for most developers. The spectrum of skills required is often just too great. Developers need to be able to find each other and get involved in the game projects that excite them the most
And finally one that’s close to my heart:
One of the best and worst things about making games for web browsers is that the platform is a moving target. New features are constantly proposed, specced out and implemented. At the moment while many features are in a nascent state, keeping track of which features are available in which browsers is a bit of a pain.
This page is an effort to supply a list of HTML5 APIs that I think game developers want to know about and their availability in different browsers. Hopefully we’ll gradually see this all go green.