Buy a ticket to Update 2011

Update 2011

The Human Touch: iOS & Beyond

September 5th, 2011
Brighton, UK

Sold Out
Workshops available.

Conference sold out. Workshops still available.


Sunday, 4th Sept
Pre-registration and The Royal Banquet at the Pavilion.
Royal Banquet


Please pre-register if you are in town on the Sunday to avoid congestion at registration on Monday morning.

  Brighton Dome
2:005:00 pm

Royal Banquet

The Royal Banquet takes place from 6pm to 10:30pm. It starts with a drinks reception in the kitchens, followed by a tour of the palace, and culminates with dinner in the Royal Banqueting Hall.

  Brighton Pavilion
6:007:00 pm
Champagne reception
7:007:30 pm
Private tour
7:3010:30 pm
Dinner in the Royal Banqueting Hall.

Don't miss out, book your ticket now!

Monday, 5th Sept
Conference Day and A Night at the Museum after-party.
Conference Day

Conference Day

  Brighton Dome
8:309:30 am
Registration, teas, and coffees.
9:4510:00 am
Please take your seats.
10:0010:45 am
Opening video followed by introductions by Aral Balkan, a keynote by Matt Gemmell ("Unusability") and live music.
10:4511:10 am
Break (25 minutes)
11:1012:15 am
Jeremy Keith presents "One Web", we have another live music act, and we conclude with the Geek Ninja Battle on mobile platforms.
12:151:15 pm
Lunch break (1 hour)
1:152:30 pm
We kick things off after lunch with live music and a hands-on Corona hacking session by Seb Lee-Delisle followed by keynotes by Sarah Parmenter and Relly Annett-Baker on common design challenges in mobile and "Arse over tit: the art of making stuff backwards".
2:302:55 pm
Break (25 minutes)
2:554:05 pm
A conversation with Ronald Wayne, the third founder of Apple, followed by keynotes by Joachim Bondo ("Going beyond delicious") and Anna Debenham ("The Digital Native").
4:054:30 pm
Break (25 minutes)
4:305:35 pm
Geek Ninja Battle on tools, technologies, and design challenges, followed by our last live music act of the day and the closing keynote by Cennydd Bowles ("The Things of the Future").
5:356:00 pm
Closing remarks and end of conference.

A Night at the Museum after-party

  Brighton Museum & Art Gallery
7:0011:00 pm
A Night at the Museum after-party.

Don't miss out, book your ticket now!

Tuesday, 6th Sept
The first day of workshops at Lighthouse & MyHotel.
Workshop Day

Workshop hours

Doors will open at 9:30AM and workshops will begin promptly at 10AM and end by 6PM. Teas and coffees and light refreshments will be available.

Workshops at Lighthouse

The following workshops will take place at Lighthouse Arts and Training at 1, Zone B, 28 Kensington Street, Brighton, BN1 4AJ (see here for directions).

  • 1-Day Core Animation workshop by Drew McCormack
  • Introductory Core Data workshop by Marcus Zarra
  • 2-Day OpenGL ES workshop by Jeff LaMarche
  • 2-Day Titanium development by Kevin Whinnery

Workshops at MyHotel

The following workshops will take place at MyHotel Brighton, 17 Jubilee Street, Brighton, East Sussex, BN1 1GE (see here for directions)

  • 1-Day iOS design workshop by Sarah Parmenter
  • 1-Day HTML5 for mobile workshop by Remy Sharp

Don't miss out, book your ticket now!

Wednesday, 7th Sept
The second day of workshops at Lighthouse & MyHotel.
Workshop Day

Workshop hours

Doors will open at 9:30AM and workshops will begin promptly at 10AM and end by 6PM. Teas and coffees and light refreshments will be available.

Workshops at Lighthouse

The following workshops will take place at Lighthouse Arts and Training at 1, Zone B, 28 Kensington Street, Brighton, BN1 4AJ (see here for directions).

  • Advanced Core Data workshops by Marcus Zarra
  • 2-Day OpenGL ES workshop by Jeff LaMarche
  • 2-Day Titanium development by Kevin Whinnery

Don't miss out, book your ticket now!



The Royal Banquet
Champagne reception, private tour, and dinner with speakers in a majestic palace.

Kick things off in style!

The Royal Banquet pre-conference dinner takes place on 4th September at the Royal Pavilion, a palace situated in the heart of Brighton. Forty-two lucky attendees will join speakers, sponsors, and invited guests on the evening before the conference to enjoy a champagne reception in the royal kitchens, take a private tour of the Pavilion, and dine like the Windsors at a 90-person dinner in the Royal Banqueting Hall accompanied by a string quartet.

The Royal Banquet is now sold out.

Inspiring 18-minute sessions from top names in iOS, user experience, and web.

Get inspired!

There's nothing like experiencing an energised, passionate presentation by an expert at the top of her field. Find the inspiration and motivation you crave in these power-packed 18-minute TED-style presentations by top names in mobile, web, and user experience.

Carefully curated by Aral Balkan, our keynote speakers were cherry-picked because they care deeply about what they do, are prolific contributors to the community, and wonderfully inspiring presenters.

Don't miss out, book your ticket now!

Tech beats
Tips, tricks, and other bite-sized technical treats from our workshop instructors.

Learn tech secrets!

As designers and developers we all have own treasure trove of tips, tricks, tools, and workflows that help us be better at what we do, make us more efficient, and maybe even add a bit of fun and delight to our days. Wouldn't you like to know what little secrets our workshop authors and instructors have in their repertoires?

Tech beats are short, five-minute presentations where you will learn about the tools, tips, and tricks that our speakers use to give themselves tech superpowers.

Don't miss out, book your ticket now!

Geek Ninja Battles
Two 45-minute panels debating platforms, tools, & technologies. iOS? Android? WebOS? Web? Native? PhoneGap? Titanium?…

Debate the issues!

Geek Ninja Battles are 45-minute moderated panel debates on issues that matter to mobile designers and developers. We have two of them at this year's conference.

Which platform should I develop for?

The first Geek Ninja Battle is on platforms. Should your next app support iOS, webOS, Android, Windows Phone, web? Or several? Or maybe even all of them? What are the pros and cons of each platform?

Among others, the topics debated will include how developer-friendly the various platforms are, how easy it is for developers to monetise apps on the platform, how much of a user base the platforms have, and how they compete on user experience.

Join representatives from the various mobile platforms as they engage in a battle of wits and features. While we don't expect to have a single winner, we do expect the debate to be lively and highly enlightening.

Which tools and technologies should I use?

The second Geek Ninja Battle is on tools and technologies. Now, more than ever, designers and developers are spoiled by the sheer number of tools and technologies they can develop with. From native development tools and environments like Xcode, Objective-C, and Cocoa Touch on iOS to cross-platform technologies like Appcelerator Titanium, Corona, and Adobe Flash, to web technologies like HTML, CSS, and JavaScript.

With so much choice, which is the right one for your next app? Which tools and technologies are easiest to get started with, and which ones require more development effort? And does your choice of technologies effect the user experience and competitiveness of your apps?

Join community champions as they debate the merits of the myriad of tools and technologies you have at your disposal as a mobile designer and developer today.

Don't miss out, book your ticket now!

Show & Tell Stage
A community stage sponsored by Monotype. Call for sessions now on.

A stage for you

The Show & Tell stage, sponsored by Monotype Imaging, is a platform for Update attendees to deliver 5-minute lightning talks during in the breaks. In addition to the community sessions, Monotype will also be presenting sessions on typography design and use in mobile and web development.

Call for sessions

Attending Update? Want your five minutes of fame at the conference?

  1. Think of a kick-ass 5-minute talk on a mobile technology, technique, or design topic to blow our socks off (no sales pitches, no portfolio pieces).
  2. Record a 30-second YouTube video of you pitching your talk (via your FaceTime camera/webcam is fine – we don't expect Hollywood-quality).
  3. Tweet the link to your video to @updateconf with hashtags #update2011 #showandtell by the end of Friday, 26 August, 2011.

Presentation tips

To increase your chances of getting picked, keep the following presentation tips in mind while preparing your proposal:

  • Pick one thing to talk about. You can't cover more than one subject in five minutes.
  • Show, then tell. Make your talk visual. Demonstrate what you're talking about before/as you talk about it. (Don't spend the first half telling us about what you're going to show us. Show us!)
  • No bullet points. Each bullet point should be a slide.
  • Talk about something you're passionate about.
  • Talk about something visual.
  • Demonstrate something that will make people go "wow!"
  • No sales pitches or portfolio reviews.

Don't miss out, book your ticket now!

Intimate, hands-on classes covering iOS design and development, Android, Titanium, HTML5…

Learn from the best!

Learn about the hottest topics, techniques, tools, and technologies from the top instructors in our industry. The hands-on, intensive, and intimate workshops at Update last from one to three whole days and really let you sink your teeth into the subject matter.

The workshops range in duration for one day to three days and take place following the conference day, on the 6th and 7th. Workshop tickets include access to the conference on the 5th.


  • 2-Day Titanium development by Kevin Whinnery
  • 1-Day iOS design workshop by Sarah Parmenter
  • 2-Day OpenGL ES workshop by Jeff LaMarche
  • 1 & 2-Day Core Data workshops by Marcus Zarra
  • 1-Day HTML5 for mobile workshop by Remy Sharp
  • 1-Day Core Animation workshop by Drew McCormack

Hands-on instruction

Workshops at conferences are usually more like seminars, with quality sacrificed for quantity as they pack up to 30-40 people or more into classes. Not so at Update. Unlike other conferences, we asked our instructors what class-size they would prefer and went with their recommendations.

Our workshops, like the conference itself, are intimate affairs. They're actual hands-on workshops, not seminars. Attendance is capped at around 15 people (some less, a few slightly more). This is to ensure that you get personal attention from your instructor. This also means that space at our workshops is very limited so book early to avoid disappointment.

Don't miss out, book your ticket now!

Ronald Wayne
Mr. Ronald Wayne, the 3rd founder of Apple, on Steve Jobs, Steve Wozniak, the early days of Apple, and more.

A fascinating conversation

Our special guest at Update 2011 is Mr. Ronald Wayne, one of the three founders of Apple.

Mr. Wayne, now 77, worked with Steve Jobs at Atari. In 1976, he wrote and co-signed the document that brought Apple Computer into existence. He also created the first Apple logo and wrote the manual for the Apple I computer. He received 10% of Apple Computer but relinquished his stock–worth over $30 billion today–for a total of $2,300 a few weeks later.

Aral Balkan will be interviewing Mr. Wayne about his time at Atari, about the early days of Apple with Steve Jobs and Steve Wozniak, and about what he's been working on in his post-Apple years.

Don't miss out, book your ticket now!

Live acts
Live music, visualisations, and more from 100 Robots and other acts both during the conference and at the after-party.


During the conference day, the keynotes, tech beats, and Geek Ninja Battles are punctuated by live acts from various artists including a jam by 100 Robots that you will help direct with your mobile phone.

In between talks, head to the exhibition hall in the foyer and the upstairs chill-out lounge to interact with digital art installations from various artists.

After the conference, catch extended sets by the artists at the A Night at the Museum after-party.

Don't miss out, book your ticket now!

A Night at the Museum
The after-party is in a beautiful venue where you can actually talk to each other and catch extended sets by the live acts.

Come alive!

What better way to end a conference that begins at a palace than with a party at a museum? The prestigious Brighton Museum & Art Gallery, to be precise.

Wander around this beautiful and spacious venue and dip into extended sets from our live acts. Experience digital art installations alongside the traditional exhibits currently showing at the museum.

This is one geeky after-party where you'll actually get the chance to talk to each other.

Don't miss out, book your ticket now!

Don't miss it!
Update is a unique, hand-crafted experience – a mobile conference with a soul.

Book your place today!

Beautiful fairytale palaces, majestic royal banquets, inspiring keynotes, engaging live acts, lively Geek Ninja Battles, and happening after-parties in prestigious museums… Update is more than just a conference, it is a tightly-scripted, beautifully hand-crafted experience. It is a mobile conference with a soul.

Be part of the magic this September!

Don't miss out, book your ticket now!



Jeremy Keith
‘We can either fracture the web or we can create experiences that can adapt to any device or browser.’

One Web

The range of devices accessing the web is increasing. We are faced with a choice in how we deal with this diversity. We can either fracture the web by designing a multitude of device-specific silos, or we can embrace the flexibility of the web and create experiences that can adapt to any device or browser.


Jeremy Keith is a web designer and developer with over a decade's experience of using and teaching web technologies such as JavaScript, microformats and HTML5. He has written three books, DOM Scripting and Bulletproof Ajax, and most recently, HTML5 For Web Designers. When he’s not crafting websites at Clearleft, Jeremy can usually be found ranting and raving at conferences like An Event Apart. Right now he’s very excited about responsive web design, which he feels may herald an even bigger revolution than the original web standards movement.

In his spare time, Jeremy plays bouzouki in the band Salter Cane, curates an online Irish music community called The Session and runs Huffduffer, a site for creating podcasts of found sounds. You should unfollow him on Twitter.

Relly Annett-Baker on microcopy for mobile.

Arse over tit: the art of making stuff backwards.

Here you are planning your new app and dreaming of it storming to the top of the app store. Allow me then just to cut in for 18 minutes to show you why you’re going about it all back-to-front. I’m going to take your blue sky thinking and reduce it to a one-inch frame so you can focus on what you’re really making and how just a few words makes the biggest difference of all.


Relly Annett-Baker lives in a leafy market town with her husband and two small sons. As a result, she eats far too many cakes from Waitrose and can be guaranteed to stand on Lego at least once a day.

As well as being content strategist and content writer for Supernice Studio, she is employed as live-in domestic staff by two cats. She also writes articles and jabbers on about copy to anyone who will listen, creates scrapbooks, and continues to procrastinate over the draft for her book, a guide to creating web content for designers and developers, to be published in Spring 2011 by Five Simple Steps.

She better finish this biography before her editor spots she isn’t writing her book again.

Seb Lee-Delisle invites you to join in on the physics engine fun in his hands-on Corona session.

From Zero to Angry Birds in 30 minutes

In this hands-on session, Seb will show you how easy it is to make an Angry Birds clone for iOS and Android in Corona. Bring a text editor of your choice and the free Corona SDK, and prepare to play along!

Joachim Bondo on going beyond delicious apps.

Going beyond delicious

Leading software designers and developers have been stiving to create “Delicious” app for years now. And rightly so. It’s the apps the users talk about, desire and buy. But is it really the peak of what we can achieve as software creators? I say we should take it to the next level. Beyond Delicious.


Although mostly known for his award-winning chess application, Deep Green, Joachim Bondo is also a long-time Mac developer, M.Sc. of Economics and Finance, ex. stockbroker and investment banker, wrist watch aficionado, but first and foremost, master of good taste.

Cennydd Bowles
‘It’s time to put people – and humanity – at the heart of business.’

The Things of the Future

Technology has, of course, changed the world – but its main power has been social, not commercial. Despite the best efforts of the industrial age, the general public now holds the cards. They can have any colour they like, including black. They can bring down newspapers, industries, and governments. They’re not going to take your shit any more.

So farewell and good riddance to “pile em high and sell em cheap”, saturation advertising, and consumption culture. It’s time to put people – and humanity – at the heart of business.


Cennydd Bowles is an interaction designer, speaker and writer based in Brighton, UK. His second book, Designing the Wider Web, will be published this winter.

Evil Matt Gemmell on how to really piss off users.


For too long, the field of user experience has preached about pandering to ordinary users - meeting their needs, empowering and even delighting them. iOS devices (and many of the apps that run on them) are often lauded as the pinnacle of user-centric design, but sociopathic developers can take heart: it's still possible to design extremely unfriendly software. Join me on an evil tour of the very best principles of user-hostile design.


Matt Gemmell is an iPad, iPhone and Mac OS X developer specialising in user experience. He runs his own business, Instinctive Code, and is an invited speaker at industry conferences.

He has written hundreds of articles on development and interface design at, and his clients include Apple and other Fortune 500 companies.

Anna Debenham on inspiring tomorrow's makers.

The Digital Native

The current model of teaching students using a standardised system with a single suite of software on a desktop computer is no longer justifiable. The "digital native" has access to an array of technology on various platforms, which are rarely allowed within school gates despite their relevancy and educational potential.

Network lock-downs and zealous firewalls in schools also widen the chasm between the classroom and reality. Is this condemning a generation to be purely consumers of technology rather than creators?


Anna is a freelance front-end developer based in Brighton, doing work with Mozilla on a project called Hackasaurus that builds web development learning tools for kids. She also runs a community called Scrunchup for young designers and developers.

Sarah Parmenter on common design challenges in building mobile user experiences.

Not Just a Pretty Picture

It's all too easy to get blinded by a beautiful interface design, but the real work starts long before you start layering gradients, bevels and highlights in your favourite graphics editor. Designing for iOS presents its own unique set of challenges that can easily show the rookie from the professional. In 18 minutes, Sarah will be addressing the most common challenges, through her experience as a user interface designer.


Sarah specialises in User Interface Design for iOS devices and the web, she regularly makes contributions to online web design related websites and written features to various magazines. Sarah also speaks at web design conferences around the world and is lucky to consult, and work for, many companies that we all know and love.

Sarah has also been shortlisted for the .net awards "Designer of the Year" 2011.

Remy Sharp tech beat.
Drew McCormack tech beat.
Jeff LaMarche tech beat.
Marcus Zarra tech beat.


Titanium development workshop by Kevin Whinnery.Book now.

Learn to make cross-platform native apps with JavaScript

The Titanium Mobile workshop will be an intensive two day training course on the fundamentals of writing native mobile applications in JavaScript.

Over the course of two days, students will be exposed to a best-practices approach to building cross-platform mobile applications with Titanium. Using an increasingly complex example application, students will learn how to leverage cross-platform and device-specific APIs to deliver a "best of breed" mobile application for both iOS and Android. Some of the topics to be covered include:

  • Best practices for structuring JavaScript code
  • How to build in device-specific features while maximizing cross-platform code reuse
  • How to prepare applications for distribution in the App Store or Android Market
  • Proper use of core APIs for user interface, Filesystem I/O, local and remote data access, media assets, location services, and more

Extra class time will be given to address questions and specific use cases as time allows. New Titanium developers will find this course a brisk and challenging quick start introduction, while experienced Titanium developers have found a great deal of benefit from examining a best-practices approach to building applications and leveraging core platform APIs. A functional Titanium development environment (Titanium Studio IDE) and beginner-level JavaScript knowledge are required to get the most out of this class.

Before taking the course, make sure you:


Kevin Whinnery is an experienced web developer on both the client and server side. Prior to joining Appcelerator, Kevin has worked on a diverse set of web development projects, including a web service API for ERP software, front-end code for a mutual fund trading application, and built a student information system from the ground up in his spare time. With Appcelerator, Kevin can usually be found educating developers on the Titanium platform, or building mobile and desktop applications for one of Appcelerator's awesome clients. Kevin lives in Saint Paul, MN with his wife and three children.

Space is limited, secure your place today!

iOS Design workshop by Sarah Parmenter.Book now.


Designing for iPhone and iPad is becoming a natural progression in many jobs and an expectation from employers.

The learning curve can be quite steep and many underestimate just what is involved with designing for these devices, finding themselves knee deep in a project but not knowing where to start. This workshop will conquer the unknown and is suitable for anyone who is starting out in iOS Design or expected to design for iOS Devices as part of their everyday job. By the end of the workshop day, you will be able to plan, design and prepare final documents for developers and gain a full knowledge of all the essential stages of designing for iPhone and iPad.

A basic knowledge of Photoshop will be required for the design session late morning and a flair for design a bonus, but obviously, not essential.



  • Introduction to iOS Design
  • ADS Writing and Preparation
  • Wireframing, covering interaction design and planning
  • Design Session


  • Design Session continued
  • Designing the perfect icon
  • Preparing for Retina Display (iPhone 4)
  • Preparation of final documents for onward developers

Space is limited, secure your place today!

Core Animation workshop by Drew McCormack.Book now.


Core Animation underpins the user interface of virtually all iOS apps. Even if you don't use the framework directly, it forms the base upon which the view classes rest, and has consequently played a pivotal role in the success of the platform.

In this hands-on workshop, you'll learn how to leverage Core Animation in your own apps, to provide feedback to the user, and — dare we suggest — add delicious effects and other eye candy. We'll start the day learning about utilizing Core Animation via the UIView class, before moving on to more advanced usage and the CALayer class. Numerous types of animations will be covered, from basic translations and rotations, to dissolves and advanced transforms. Techniques for producing sequences of animations will be discussed, and you'll even learn how to apply and animate Core Image filters.


This one-day workshop will be very hands on, with the aim of imparting skills that you can take away and start using in your own software straight away. You will need to bring a laptop with Xcode installed, so that you can complete the exercises, and build and run examples.

The workshop will be based around a single, deceptively simple example: bouncing a ball. In the real world, bouncing a ball poses little challenge to most of us, but — as will become apparent as the day progresses — bouncing a virtual ball with Core Animation can be as simple or complex as you want to make it. Riffing on this one example will introduce all of the skills you need to incorporate Core Animation effectively in your own iOS apps.

Here is an outline of the day's sessions:

  1. What is Core Animation, and what is it good for? Introduction to the framework, explaining what it is good for, and — just as importantly — what it is not good for.
  2. UIView Animations. How you use class methods in UIView to access basic features of Core Animation. We'll start bouncing the ball, but only in very basic ways. We'll also look at how timing is controlled in Core Animation, and how you can combine animations to make animated sequences.
  3. CALayer: The Unsung Hero. Digging down into the Core Animation framework itself, we'll meet CALayer, the class upon which everything depends. You'll learn how to put content into your layers using Quartz drawing, or an existing image.
  4. Implicit Animations. You get a lot for free with Core Animation. Often you don't need to write any code at all to produce great animations. In this section, you'll learn how that works, and how you can set default animations for your layers which are triggered by events.
  5. Explicit Animations. Sometimes you can't leave it to chance: you need to get down and dirty, and build your animations up by hand. In this session you'll be introduced to explicit animations, and the two most important animation classes: CABasicAnimation and CAKeyframeAnimation. We'll start to bounce the ball in more creative ways, including accounting for inelasticity to improve realism.
  6. Transforms. You can apply advanced mathematical transforms to layers to create interesting effects. Translate, rotate, scale, skew, and everything in between. What's more, transforms are fully animatable. We'll use some of these transforms to add more physical effects to the ball, squashing it on impact, and introducing spin and wobble.
  7. Other Layer Classes and Effects. In this session, we'll look at some of the more obscure aspects of Core Animation. Layer classes to create gradients, shapes, and even particle effects. We'll also learn how to apply and animate Core Image filters. Your balls will never look the same again.

Space is limited, secure your place today!

Core Data workshops by Marcus Zarra.Book now.

Introduction to Core Data (6th Sept)

This is a full day workshop on Core Data. In this session we will start at the beginning of Core Data and work very quickly up to the daily usage of Core Data. What do we use most often and how? What do all of the bits do?

Some things we will be discussing:

  • Creating a Core Data Stack
  • Creating managed objects
  • Finding existing managed objects
  • Versioning the data model

This will be a workshop format so there will be exercises and one on one opportunities as well as open periods where the class decides what direction the tutorials will take.

Advanced Core Data Workshop (7th Sept)

This is a full day workshop on Core Data. In this session we will be taking a deeper dive into Core Data and all of the sharper edges. This workshop will assume you have a working knowledge of the fundamentals of Core Data.

Some things we will be discussing:

  • Threading, threading, threading
  • Importing and exporting
  • Performant Searching
  • Edge case migrations
  • Real world horror stories and solutions

This will be a workshop format so there will be exercises and one on one opportunities as well as open periods where the class decides what direction the tutorials will take.

Take both workshops

Get started in Core Data and go beyond the basics by taking both classes together as a two-day workshop.

Space is limited, secure your place today!

HTML5 for Mobile workshop by Remy Sharp.Book now.


Building rich interactive web sites...dare I say web apps - is a reality with the smart phone browsers shipping with all the latest JavaScript and CSS technologies.

This day long workshop will be a mix of introducing the latest technology & tricks on the mobile device and hands on practical exercises where you'll get to play with what you're learning.

Although this workshop will have an iOS focus, a lot of the technology we will look at applies to most new WebKit based devises (Android, Playbook, etc) and smartphones running Opera Mobile.

What you'll learn

  • How to take advantage of unique properties of the mobile device, using some of the latest technologies
  • Handling and working with touch and other mobile specific events
  • Debugging approach: going way, way beyond the bad old alert
  • Working offline: storing application assets and all it's data locally to the device
  • Looking at framework and libraries to speed up development and time to release
  • Deployment optimisations: getting your mobile app to your user real quick


  • Bring your mobile device, preferably an iPhone or iPad with the latest OS
  • A little knowledge of CSS and JavaScript will help
  • The latest install of Google Chrome or Safari

Space is limited, secure your place today!

OPEN GL ES workshop by Jeff Lamarche.Book now.

Course outline

  • Welcome (& maybe a corny joke)
  • Introduction
    • Very Brief History of OpenGL ES
    • Overview of OpenGL ES Architecture
    • OpenGL Naming Conventions & Datatypes
    • Fixed Pipeline (GL ES 1.0) vs Programmable Pipeline (GL ES 2.0)
    • Why OpenGL ES 2.0
    • Introduction to GLKit
      • Other libraries for < 5.0 support
    • When to Use, When Not to Use
      • Alternatives to OpenGL ES
    • Hardware Architecture
      • GPU vs. CPU
      • Limitations of GPU
  • Fundamentals
    • Cartesian Coordinate System
    • 2D vs. 3D
    • Vector vs. Scalar Datatypes
    • Vertices
    • Datatype & Terminology
    • Role in Programmable Pipeline
    • Polygons (Triangles)
    • Winding Rule & Backface Culling
    • Euclidian Vectors
    • Color
  • The Programmable Pipeline
    • Shaders
      • Vertex Shader
      • Fragment Shader
      • Intro to GLSL
        • Datatypes
        • Built-in Functions
    • Attributes
    • Uniforms
    • Varyings
    • Programs
      • MCGLProgram class
  • The Third Dimension
    • OpenGL ES Buffers
      • Render Buffer
      • Frame Buffer
      • Depth Buffer
      • Configuring Buffers using GLKView
    • Drawing
      • Vertex Arrays
      • glDrawArrays() vs. glDrawElements()
      • Drawing Modes (points, triangles, triangle strips, triangle fans, etc.)
  • Matrices
    • Overview of Matrices
    • Matrix Datatypes
      • GLKMatrix2, GLKMatrix3, GLKMatrix4
    • Primary Uses of Matrices in OpenGL ES
      • Model, View, & Projection
    • Model
      • Translation (Movement)
      • Rotation
        • Euler Angles & Gimbal Lock
      • Scale
    • View
      • Look At
    • Projection
      • Orthographic
      • Perspective
    • Matrix Stacks
  • Lighting
    • Overview of Lighting Concepts
      • Light Components: Specular, Diffuse, Ambient
      • OpenGL ES Lighting is a Cheat
      • Normals
    • GLKBaseEffect lighting
      • Per vertex vs. Per pixel
    • Shader Lighting
      • Per Vertex
      • Per Pixel
        • Directional
          • Simple
          • Blinn-Phong
        • Point Light
        • Spot Light
  • Textures
    • Overview of OpenGL ES Textures
    • Texture Units
    • GLKTextureLoader
    • Textures and Uniforms
      • Warning about glUniform1i() for texture use & relationship to shaders
    • Blending Modes
    • Repeating & Clamping Textures
    • UV Texture Mapping
      • Texture Coordinates Datatype
    • Cube Maps

Time permitting

  • Space & World Organization
    • Overview of Spaces
      • Model Space (aka Object Space)
      • Camera Space
      • World Space
    • Modeling a Camera System
  • Advanced Lighting &Shader Effects
    • Normal Mapping & Dot 3 Lighting
    • Toon Shading
  • Keyframe Animation
    • Overview of Keyframe Animation
    • Drawbacks
  • Quaternion
    • Overview of Quaternion
    • Quaternion Datatype
      • GLKQuaternion
    • Conversion from Quaternion to Matrix and Back
  • Skeletal Animation
    • Overview of Skeletal Animation
    • Benefits & Drawbacks compared to Keyframe Animation
    • Ways of Representing Bones & Skeletons
      • Joints vs. Bones
      • Quaternions vs. Matrices

Space is limited, secure your place today!



Brighton Dome.
Conference day (5th)
Lighthouse Arts & Training
Workshops (6th & 7th)
Workshops (6th & 7th)


Monotype Imaging offers the world’s most comprehensive selection of leading-quality fonts.
Appcelerator Titanium provides cross-platform development with JavaScript.
Ubelly is the unofficial official Microsoft development blog.
InMobi ads delivers over 43 billion mobile impressions a month.
Exhibit Printing is a Brighton-based large-format full-service print shop.
Lanyrd is the only social conference directory you'll ever need.
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Brighton Digital Festival

Update is proud to be part of
Brighton Digital Festival 1-30 September,

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