We have just carried out our very first internal hackathon which has been a huge fun. The goal was to create something, anything that could serve for the future prosperity of Plexonic. It kicked off on October 3 at 10 a.m. in AUA Business Center and run through the next 24 hours.
Well, it’s not a secret that 24 hours is not a long time for making a minimum viable product. However, the vast amount of creative and useful work that was issued from each attendee was far more productive than if it was done at any other point in time.
Moreover, it was organized in a way that everyone could just enjoy their time there: large cozy hall, 8 teams, creative environment, fun, freedom, lots of food and snacks, drinks, awesome music, massage etc. all this for the best run of Plexathon event.
So, in action, it was already awesome but the most cool part was yet to come.․․ final presentations!! It was a real harvest of highly creative output. And the fact is that several of our Hackathon ideas are in their way to turning into real live products. We know that Hackathons are what we make of them. We challenged ourselves on fun development and made it a great success! So, there is one thing we are sure of: you’ll still learn of our next hackathons!
We are happy to announce that Plexonic will be participating at Casual Connect 2014 in San Francisco. We are going to proudly present SALTR, a game personalization platform, with its own level editor tool. SALTR serves the needs of publishers, small studios, and even indie developers. Once a game is integrated with SALTR game, designers can build levels right from their browsers and push updates live instantly without waiting for app store approvals. Does this sound good? Prepare for more! With SALTR, game producers can select different user segments and push different feature sets and levels to them separately. So you can personalize any feature or level in your game real-time. Meet us at booth 406!
After SALTR launched at GDC 2014 in San Francisco, Plexonic moved on to deepen its cooperation with the platform by integrating SALTR SDK into its all products.
The cooperation between two companies started from times of Panda Jam development in 2013, when SALTR was still in “beta” version.
“SALTR allows us to critically minimize our level design and balancing time. The ability of having the game levels to change instantly on your device after you saved your changes in SALTR’s web-based level editor is vital for our team. We also do level a/b tests and do segment levels of different complexities to different types of users. Can’t be more happy with this tool!” – says Marina Kartashyan, Chief Game Producer at Plexonic.
Plexonic’s developers in their turn are happy to have easy and smooth SDK integration.
“The whole philosophy of getting remote, real-time control over features and levels of your games, quite correlates with the vision of our dev team. We had no troubles with integration, and SALTR’s team was responsive and very much ready to help” – says David Aleksanyan, Chief Technology Officer at Plexonic.
Looks like real-time feature controlling platform are taking over app development industry, and soon most of updates and improvements to apps developers would be delivering over such platforms rather than App Store updates that need to be approved by Apple or Google.
Good news! The nationwide change project has a Facebook page now. It is created to constantly update on the project + trigger interest among other school kids. Please like and invite friends- let’s get the message out ! Facebook page: https://www.facebook.com/schoolsintech