Overview
Having built and deployed consumer apps centered around graphics, motion and form design Reza has learned a lot about building things for people (usable interfaces), maintaining source code and deploying applications. He’d like to share some of his lessons from trying to make it as an indie app developer & creative coder.
One big thing Reza has noticed is that the landscape of creative coding frameworks for making native 3D apps has changed. While these frameworks are great for prototyping an idea to understand if the concept is worth pursuing or what that idea could become, they typically come with baggage (not easily maintainable, size, complexity, compile times, etc).
As a designer, Reza believes apps should be beautiful from the inside and outside; as an engineer he believes that developer tools and their workflow dictates what they can make, to remove friction and make the design & development process fun and full of flow. He’ll be sharing Satin, a modern creative coding framework that hopes to put fun and flow back into the app making process. Satin hopes to enable designers and developers to create novel, beautiful, weird, fun, useful and wacky apps (iOS, macOS, tvOS) that are scalable, maintainable, extensible, and lightweight.
Objective
To learn about Satin, a modern creative coding / graphics framework for iOS & macOS, inspired by Three.js.
Target Audience
Coders, designers, engineers, students
Assumed Audience Knowledge
Basic application development, design, graphics, UX, basic knowledge of Swift is a plus
Five Things Audience Members Will Learn
- Mistakes to avoid as an indie developer & designer
- Why Unity sucks for developing AR experiences
- How to setup a basic project with Satin
- How to write a custom shader with Satin
- How to make a generative / procedural sketch with Satin