2026-06-19 –, A113 (capacity 64)
Modern (game) software development often feels like a battle against complexity, bloated dependencies, massive clusters, and endless build pipelines. Solution? Develop for a machine that doesn't exist!
Enter Fantasy Game Consoles. Projects like TIC-80, PICO-8, and WASM-4 provide a deliberate return to "low-level" constraints: fixed resolutions, limited palettes, and tiny memory footprints. In this lightning talk, we will explore why these virtual machines are more than just retro-nostalgia. And we will start at its roots in the 90s with NINTENDO GameBoy and it's hardware capabilities.
Come to my session to sharpen your coding skills, find a "digital sandbox" to escape burnout, or just listen to fascinating stories about the fantasy game consoles community.
I am a software engineer who works for Red Hat. Currently, I am in the RHEL/Insights team, working on projects for the RHEL Image Builder product and osbuild project.