Engagement/Developer Engagement/Gaming Plan: Difference between revisions

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It is obvious that Mozilla already had a vested interest in open Web games regardless of whether that interest has been a deliberate decision or not.
This plan supports the product plans defined by the Program Management, Engineering, Community Engagement and Product Marketing plans. It defines how the Developer Engagement team can engage Web developers in Mozilla initiatives. It’s not to get contributors for Mozilla Games but to get web developers using and engaged with the project.


There are a variety of projects that already exist and relate to open Web games either directly (Paladin) or indirectly (BrowserID, Web Apps, etc), as well as multiple members of staff who are passionate about gaming on the Web but who might not necessarily be working on related projects.
== Summary of Mozilla Games ==


Open Web games are also an excellent way for developers to learn how to use a variety of technologies in a single, fun project. They are a great way for us to reach out to developers about new technologies and APIs through speaking, documentation, and demonstration. In a nutshell, everyone understands games.
As it stands, Mozilla Games is a combination of many different teams, projects and interests that span both the Corportation and the Foundation. The shared vision is one that would see the Web become a viable and thriving platform for the development and enjoyment of games created with open technologies.


On a platform level, the technologies involved in open Web games are tightly connected to those that are required for our other initiatives, like Boot to Gecko, WebAPIs, and Web Apps. A focus on games is important because they are massively popular and allow us to demonstrate and show off our platform to a large number of developers in a very engaging way.
Aside from encouraging games created with open technologies, there is also a desire to see the creation of games that encompass the hackable, customisable nature of the Web. This will help encourage a community of game makers who might not normally see themselves as developers.


On a competitor level, many other browser vendors are putting effort into gaming on the Web. For example, Google Chrome has an entire team of Game Developer Advocates, and as a company they have been putting a lot of time into reaching out to large games like Angry Birds to forge case studies for their app store.
On a platform level, the technologies involved in games are tightly connected to those that are required for our other initiatives; like Firefox, Boot to Gecko, and Web Apps. A focus on games is important because they are universally popular and allow us to improve, demonstrate and show off our products to a large number of developers in a very engaging way.


We don't have the money and resources that Google does, but we certainly have the opportunity to make a difference in the areas that they are failing in or simply ignoring. One such area is making sure that the open nature of gaming on the Web is placed first and foremost. Google aren't really spending much time on this and it's important for someone like Mozilla to make a stand here for the benefit of the Web. We are one of the only organisations that can and would do this.
More information can be found on the Mozilla wiki:


== Audience ==
* [https://wiki.mozilla.org/HTML5_Games HTML5 Games]
* [https://wiki.mozilla.org/Platform/AreWeFunYet Are We Fun Yet?]


* Both large game studios (EA, etc) and indie developers
== Target audience ==
* Traditional non-JavaScript game developers (console, Flash, etc)
* Web developers looking to create games (it's a great way to learn)
* JavaScript game developers wanting to stay up-to-date


== Previous plan and the current problem ==
There are multiple target audiences for Mozilla Games.


Right now there is no consistent plan in regards to open Web games, both with Mozilla as a whole nor the Developer Engagement team specifically. Our outreach is random and usually undertaken through personal interest rather than as a result of commitment and goals set by Mozilla.
=== Web developers and those on board with HTML5 ===


The distributed and disconnected nature of the projects within Mozilla that relate to open Web games makes it difficult to keep on top of what is going on and how everything ties together.
This includes both website creators as well as game developers already using JavaScript and related technologies.


== Goals to solve the current problem ==
* Found within the existing JavaScript and HTML5 communities
* Strong presence in all the major continents


''These goals need metrics attached that we can measure, where possible''
=== Non-Web game developers and those unfamiliar with HTML5 ===


* Better awareness of what projects exist at Mozilla that relate to open Web games
This includes developers who wouldn’t normally consider themselves as Web developers. For example, game developers from desktop and mobile backgrounds who are used to programming environments like C++ or Objective C. Flash and Unity game developers would also fall into this category.
* Better communication between the developer community, project developers, and Developer Engagement on updates and issues that affect Mozilla's position on open Web games
* More blog posts on Hacks from project developers that explain, educate, and answer questions about our efforts related to open Web games (Paladin, Gamepad API, Mouse Lock API, etc)
* More game-related demos showcasing both the technologies that we're working on as well as the ones that we already support (Full Screen API, Gamepad API, BrowserID, etc)
* More documentation on MDN outlining how to use HTML5 and related technologies for open Web games (including seemingly unrelated things like BrowserID, Web Apps, etc)
* Make more people aware of Mozilla's efforts and projects related to open Web games (amongst developers and the media)
* Better awareness and documentation of the efforts and subsequent media exposure of our competitors
* More media exposure of our efforts relating to open Web games
* Better outreach to game developers that we can work with for promotion, the app store, or education
* Active and regular involvement within the W3C Games Community Group


== Strategy to solve the current problem ==
* Found outside of the existing JavaScript and HTML5 community
** Flash community
** Unity community
** Desktop and mobile community


* Targeted attendance and participation in game-related events
* Strong game developer presence in North America, Canada, Europe and Japan
** Prioritising events with an audience not already aware of the idea of game development with open Web technologies
** However, still including "safe" events where the audience are already receptive and using them to educate, demonstrate and to drum up discussion within the community
** Sending the relevant developers to events as well as or rather than going as Developer Engagement


* Proactive press releases relating to our new APIs and projects, with separate releases for:
== Deliverables ==
** Consumers of games and how these technologies will provide better, faster, insert-positive-word-here games for them to play
** Developers of games and how these technologies will help them reach out to more people and make more money


* Series' of documentation on MDN and posts on Hacks that cover the various aspects of game development, with a focus on open technologies
<ul>
* Documentation on MDN and posts on Hacks that help normal front-end developers learn how to create games using the same programming languages they use to create websites
<li>Launch a Mozilla Games landing page that acts as a funnel to everything game-related within Mozilla</li>
* Regular &quot;State of Gaming&quot; updates posted to Hacks and the W3C Game Community Group that outline the current status and future progression of open Web game-related efforts within Mozilla
<li>Proactive press releases to both tech and game outlets relating to our new APIs and projects, with separate releases for:
* Specific, reliable, and regular channels of communication between Developer Engagement and the developers working on game-related projects
<ul>
* Use existing games, both hobbyist and professional, as case studies to show off the technologies behind open Web gaming and Web Apps
<li>Consumers of games and how these technologies will provide better, faster, customisable, cross-platform games for them to play</li>
<li>Developers of games and how these technologies will help them reach out to more people and make more money</li></ul>
</li>
<li>Multiple series of documentation on MDN and posts on Hacks that cover the various aspects of game development, with a focus on open technologies</li>
<li>Documentation on MDN and posts on Hacks that help normal front-end developers learn how to create games using the same programming languages they use to create websites</li>
<li>Regular “State of Gaming” updates posted to Hacks and the W3C Game Community Group that outline the current status and future progression of open Web game-related efforts within Mozilla</li>
<li>More blog posts on Hacks from project developers that explain, educate, and answer questions about our efforts related to open Web games (Gladius, Gamepad API, Pointer Lock API, Emscripten, etc)</li>
<li>More game-related demos (like BrowserQuest) showcasing both the technologies that we’re working on as well as the ones that we already support (Full Screen API, Gamepad API, BrowserID, etc) Targeted attendance and participation in game-related events</li>
<li>Prioritising events with an audience not already aware of the idea of game development with open Web technologies
<ul>
<li>However, still including “safe” events where the audience are already receptive and using them to educate, demonstrate and to drum up discussion within the community</li>
<li>Sending the relevant developers to events as well as or rather than going as Developer Engagement</li></ul>
</li>
<li>Hack days and tutorials in Mozilla spaces and community events that foster our message on games</li>
<li>A new Game On competition that is tightly aligned with the Mozilla Festival in London (November 2012)</li>
<li>Regular interviews with game developers to share their experience and advice for building games on the Web</li>
<li>Video interviews with speakers and attendees from game-related events with Mozilla attendance</li>
<li>Live-blogging and/or social media output from game-related events with Mozilla attendance</li>
<li>Regular tweets for game-related events and product announcements</li>
<li>Maintain an active presence in game-related IRC channels
<ul>
<li>#bbg on Freenode
</li>
<li>#games on irc.mozilla.org
</li></ul>
</li></ul>
 
== Developer messages ==
 
* JavaScript is a viable technology for performant games
* Games created for the Web can and should embrace the limitations and nature of the Web
** Games that can be played across devices but that might not necessarily be the same experience on each device (eg. on the desktop you get a full-3D FPS, while on the mobile you get a 2D overview and command of the battlefield)
** Hackable, customisable and extendable games that utilise the shareability of content on the Web
 
 
== Ways the community can get involved in Mozilla Games ==
 
* Bugs to tackle
** [https://bugzilla.mozilla.org/show_bug.cgi?id=710398 Tracking bug for making Gecko ready as a gaming platform]
 
* Other ways to help
** Writing about game development on Hacks and MDN
** Extending BrowserQuest
 
 
== Speaking opportunities ==
 
== Ways to get others speaking/teaching for us ==
 
* Event in a box (hardware, materials, promotion)
** Gamepads
** Mobile devices (B2G, Android mobile and tablet)
 
* Identify, encourage and support regional speakers for your product, either staff or contributors
* Evangelism Reps Program
 
== Speaking/presentation materials ==
 
* Past presentations archive
* Slide toolkits for re-use by reps
 
== Resources &amp; Communication - where does devengage get the newest information without having to be in each meeting ==
 
* [https://wiki.mozilla.org/Platform/AreWeFunYet Are We Fun Yet?]
* Overall product plan/roadmap
* Weekly calls/check-ins with product owner/contact
* Mailing lists, forums, GitHub repos
 
== Event sponsorship ==
 
* Active involvement in non-HTML5/JavaScript events
 
== Goals ==
 
* Number of developers by which date
* Metrics, e.g. number of apps submitted, number of sites using Persona, number of SDK-based add-ons
 
== Timespan ==
 
* Ongoing
 
== Individuals responsible ==
 
* Rob Hawkes is the DevEngage contact for games
* Martin Best is the platform and Engineering contact for games

Revision as of 13:08, 1 April 2012

This plan supports the product plans defined by the Program Management, Engineering, Community Engagement and Product Marketing plans. It defines how the Developer Engagement team can engage Web developers in Mozilla initiatives. It’s not to get contributors for Mozilla Games but to get web developers using and engaged with the project.

Summary of Mozilla Games

As it stands, Mozilla Games is a combination of many different teams, projects and interests that span both the Corportation and the Foundation. The shared vision is one that would see the Web become a viable and thriving platform for the development and enjoyment of games created with open technologies.

Aside from encouraging games created with open technologies, there is also a desire to see the creation of games that encompass the hackable, customisable nature of the Web. This will help encourage a community of game makers who might not normally see themselves as developers.

On a platform level, the technologies involved in games are tightly connected to those that are required for our other initiatives; like Firefox, Boot to Gecko, and Web Apps. A focus on games is important because they are universally popular and allow us to improve, demonstrate and show off our products to a large number of developers in a very engaging way.

More information can be found on the Mozilla wiki:

Target audience

There are multiple target audiences for Mozilla Games.

Web developers and those on board with HTML5

This includes both website creators as well as game developers already using JavaScript and related technologies.

  • Found within the existing JavaScript and HTML5 communities
  • Strong presence in all the major continents

Non-Web game developers and those unfamiliar with HTML5

This includes developers who wouldn’t normally consider themselves as Web developers. For example, game developers from desktop and mobile backgrounds who are used to programming environments like C++ or Objective C. Flash and Unity game developers would also fall into this category.

  • Found outside of the existing JavaScript and HTML5 community
    • Flash community
    • Unity community
    • Desktop and mobile community
  • Strong game developer presence in North America, Canada, Europe and Japan

Deliverables

  • Launch a Mozilla Games landing page that acts as a funnel to everything game-related within Mozilla
  • Proactive press releases to both tech and game outlets relating to our new APIs and projects, with separate releases for:
    • Consumers of games and how these technologies will provide better, faster, customisable, cross-platform games for them to play
    • Developers of games and how these technologies will help them reach out to more people and make more money
  • Multiple series of documentation on MDN and posts on Hacks that cover the various aspects of game development, with a focus on open technologies
  • Documentation on MDN and posts on Hacks that help normal front-end developers learn how to create games using the same programming languages they use to create websites
  • Regular “State of Gaming” updates posted to Hacks and the W3C Game Community Group that outline the current status and future progression of open Web game-related efforts within Mozilla
  • More blog posts on Hacks from project developers that explain, educate, and answer questions about our efforts related to open Web games (Gladius, Gamepad API, Pointer Lock API, Emscripten, etc)
  • More game-related demos (like BrowserQuest) showcasing both the technologies that we’re working on as well as the ones that we already support (Full Screen API, Gamepad API, BrowserID, etc) Targeted attendance and participation in game-related events
  • Prioritising events with an audience not already aware of the idea of game development with open Web technologies
    • However, still including “safe” events where the audience are already receptive and using them to educate, demonstrate and to drum up discussion within the community
    • Sending the relevant developers to events as well as or rather than going as Developer Engagement
  • Hack days and tutorials in Mozilla spaces and community events that foster our message on games
  • A new Game On competition that is tightly aligned with the Mozilla Festival in London (November 2012)
  • Regular interviews with game developers to share their experience and advice for building games on the Web
  • Video interviews with speakers and attendees from game-related events with Mozilla attendance
  • Live-blogging and/or social media output from game-related events with Mozilla attendance
  • Regular tweets for game-related events and product announcements
  • Maintain an active presence in game-related IRC channels
    • #bbg on Freenode
    • #games on irc.mozilla.org

Developer messages

  • JavaScript is a viable technology for performant games
  • Games created for the Web can and should embrace the limitations and nature of the Web
    • Games that can be played across devices but that might not necessarily be the same experience on each device (eg. on the desktop you get a full-3D FPS, while on the mobile you get a 2D overview and command of the battlefield)
    • Hackable, customisable and extendable games that utilise the shareability of content on the Web


Ways the community can get involved in Mozilla Games

  • Other ways to help
    • Writing about game development on Hacks and MDN
    • Extending BrowserQuest


Speaking opportunities

Ways to get others speaking/teaching for us

  • Event in a box (hardware, materials, promotion)
    • Gamepads
    • Mobile devices (B2G, Android mobile and tablet)
  • Identify, encourage and support regional speakers for your product, either staff or contributors
  • Evangelism Reps Program

Speaking/presentation materials

  • Past presentations archive
  • Slide toolkits for re-use by reps

Resources & Communication - where does devengage get the newest information without having to be in each meeting

  • Are We Fun Yet?
  • Overall product plan/roadmap
  • Weekly calls/check-ins with product owner/contact
  • Mailing lists, forums, GitHub repos

Event sponsorship

  • Active involvement in non-HTML5/JavaScript events

Goals

  • Number of developers by which date
  • Metrics, e.g. number of apps submitted, number of sites using Persona, number of SDK-based add-ons

Timespan

  • Ongoing

Individuals responsible

  • Rob Hawkes is the DevEngage contact for games
  • Martin Best is the platform and Engineering contact for games