Enter the Adobe AIR App Challenge, Sponsored by Sony – Win Up to $200,000 in Total Cash Prizes

Calling all developers! Do you want to create, distribute and monetize your apps across the newest devices hitting the market? Well, look no further than the “Sony Tablet” devices! Today, Adobe and Sony announced the Adobe AIR App Challenge, Sponsored by Sony. We want to get some great AIR apps on Android Market optimized for the two “Sony Tablet” models coming out this fall!

Sony will be releasing two tablets with an innovative look and feel. The Sony Tablet S1 (codename) is optimized for rich media entertainment and the Sony Tablet S2 (codename) is ideal for mobile communication and entertainment. Both will tap into Android Market and allow consumers to take advantage of the nearly 4,000 AIR apps and dozens of digital publications already available. Check out the sleek designs of Sony’s new tablets!

 

With the latest tools like Flash Professional CS5.5, Flash Builder 4.5 and Flex 4.5 at your disposal, creating powerful cross-platform AIR apps has never been easier. Submit your AIR apps for the App Challenge and you could win $200,000 in total cash prizes plus premium promotion on “Sony Tablet” devices. The contest will give developers selected as Finalists pre-release access to “Sony Tablet” prototypes along with the latest version of Adobe tools and AIR. The categories for the App Challenge include Entertainment, Lifestyle & Community, Games, Business & Productivity, and Innovation. Only 80 Finalist slots are available, so submit your apps today and no later than Oct. 10!

Additionally, Sony is a platinum sponsor for Adobe MAX, Adobe’s annual conference kicking off in LA on Oct. 1. If you submit working versions of your apps by Sept. 16, they could be selected as a MAX Showcase App and you could win a full conference pass, paid travel to MAX (Oct. 1-5) and additional prizes! Final app submissions are due and must be available on Android Market by Nov. 11.

Visit the Adobe AIR App Challenge site for details and deadlines. Please note that due to the need for early access to pre-release prototypes, the contest is only open to submissions from the US, Germany, Italy, Japan, Spain and the UK. We look forward to seeing the innovative application experiences you bring to Sony’s new tablets!

The power of the Flash Platform part 4: Online gaming

There’s a good chance you immediately recognized the game in this screenshot. Over 28 million people played Farmville yesterday. Another 10 million played Cafe World. 6 million for Mafia Wars. In fact, Zynga alone (maker of these games) serves 60 million players every single day… And all these games are built with the Flash Platform. I […]

October Issue of the Edge

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Have you seen the October issue of the Edge newsletter? It’s now live on Adobe.com. Produced by the Adobe Developer Relations team, the Edge has 1.7 million subscribers worldwide. It features video, articles and tutorials for developers and designers who create content and applications for the web.

In this month’s video, Edge Managing Editor Julie Campagna is on the scene at Adobe MAX 2009. See a snapshot of this year’s lively event, including announcements, technology previews, and commentary from attendees.

Also included in the issue:

Sign up to receive the Edge via email. If you missed MAX, you can watch the sessions on AdobeTV.

My pet project – ChessJam – live online chess with a fun attitude

For the past eight months, I’ve been working with two friends, Todd Williams and Sean Carey, on a little side project called ChessJam.  This project started in February, 2009 when Sean and I decided to play a game of online chess with each other to finally resolve who was the better player.  We explored several […]

What new game APIs do you want in the Flash Player?

I have been learning some game development lately, and building my first game (well, at least my first game since Flash 4). I think game development and deployment are some of the real strengths of the Flash player, but ones which we haven’t specifically focused on in a while.
While working on my game, there were […]