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Click image to register for San Francisco | Click image to register for Chengdu | Click image to register for London |
The ARM Gaming Developer Days offer agendas designed specifically for advanced game developers, packed with in-depth technical presentations and workshops from the #1 Android GPU IP supplier in the world. Come to one of the local events in San Francisco, Chengdu and London to discover insight into the latest advances in the mobile world, new techniques for bringing complex visual effects to mobile platforms and advice on how to get more out of your game by further improving its performance and efficiency.
In addition, bring your latest game to our engineers at the Q&A clinics, running throughout the day at all locations, where together you can discuss any challenges you are facing, analyze the performance of the application and work out new ideas for improvements.
San Francisco Agenda - 23 October 2014
Time | Title & Speaker |
---|---|
9AM | Registration and Coffee/Tea |
9:30AM | Multicore Programming on ARM Cortex CPUs with an Overview of the New ARMv8-A Architecture by Matt du Puy |
10:30AM | ARM Mali GPU Architecture Overview with Efficient Rendering with Tile Local Storage by Marius Bjorge |
11:30AM | ARM Tools Part 1: Profiling and Debugging Games on Mobile Platforms by Guilherme Marshall |
12:30AM | Lunch and Q&A Clinics |
2PM | ARM Tools Part 2: Best Optimization Practices for Mobile Platforms by Brad Grantham |
3PM | Adaptive Scalable Texture Compression (ASTC) Full Profile - including HDR and 3D Textures by Tom Olson |
3:30PM | Coffee break and Q&A clinics |
4PM | Get the most out of the new OpenGL ES API by Hans Kristian Arntzen |
4:30PM | Q&A Clinics |
5PM | Wrap up, prize draw & continuation of Q&A Clinics |
6PM | End |
Chengdu Agenda - 23 October 2014
Time | Title & Speaker |
---|---|
9AM | Registration and Coffee/Tea |
9:30AM | Win on ARM - The Challenges and Trends of Next Generation Mobile Games by Leon Zhang |
10AM | ARM Mali GPU Architecture Overview & Efficient Rendering with Tile Local Storage by Robert Kong |
11AM | Tea/Coffee Break and Q&A Clinic |
11:15AM | ARM Cortex CPU & ARM Mali GPU Synergy Development & Deep Optimization using ARM Tools with Live Unity and Unreal Demos by Nathan Li |
12:15PM | Lunch and Q&A Clinic |
13:30PM | Benefits of Multithreading with ARM big.LITTLE and NEON Technologies & Overview of ARMv8-A Benefits for Game Developers with Live Cocos2d-x Engine Demo on Best Practices by Alan Chuang |
14:30PM | Tencent Case Study |
15:15PM | Tea/Coffee Break and Q&A Clinic |
15:30PM | YinWuWeiYe Case Study |
4:15PM | What's New in OpenGL ES 3.1 & ASTC Full Profile (HDR and 3D Textures) by Frank Lei |
5:15PM | Wrap up, prize draw & continuation of Q&A Clinics |
6PM | End |
London Agenda - 28 October 2014
Time | Title & Speaker |
---|---|
9AM | Registration and Coffee/Tea |
9:30AM | Multicore Programming on ARM Cortex CPUs with an Overview of the New ARMv8-A Architecture by Ed Plowman |
10:30AM | ARM Mali GPU Architecture Overview with Efficient Rendering with Tile Local Storage by Marius Bjorge |
11:30AM | ARM Tools Part 1: Profiling and Debugging Games on Mobile Platforms by Lorenzo dal Col |
12:30AM | Lunch and Q&A Clinics |
2PM | ARM Tools Part 2: Best Optimization Practices for Mobile Platforms by Lorenzo dal Col |
3PM | Adaptive Scalable Texture Compression (ASTC) Full Profile - including HDR and 3D Textures by Daniele di Donato |
3:30PM | Coffee break and Q&A clinics |
4PM | Get the most out of the new OpenGL ES API by Hans Kristian Arntzen |
4:30PM | Q&A Clinics |
5PM | Wrap up, prize draw & continuation of Q&A Clinics |
6PM | End |