2007 CONFERENCE DETAILS

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Track Descriptions

System Programming for Windows and Xbox 360

Graphics

Quality Assurance and Certification

Producer and Business Development

Audio

LIVE

XNA Game Studio

Games for Everyone

Visual Arts

 

    See Talk Abstracts for more details.

 

System Programming for Windows and Xbox 360

Making today’s multi-core architectures work effectively is becoming more interesting with each generation. This track focuses on getting the most out of profiling and performance tools, exciting new features of the Xbox 360 SDK, lessons we’ve learned over the last two years of real world title development for Xbox 360, and tips and tricks for making sure your Windows Vista title is ready for prime time.

  • Profiling Tools and Techniques: New Guidelines for Finding Where Your Time is Going

  • Performance Update and Optimization Case Studies

  • Effective Game Disc Usage: Compression & Caching

  • Just Make Windows Work

  • VMX Optimization: Taking it up a Level

  • Multicore Programming, Two Years Later

  • Building High-Performance Data Pipelines Using the .NET Framework

  • Static Code Analysis on Game Code

  • Practical Steps in Game Security

  • Why Your Windows Game Won't Run In 2,147,352,576 Bytes

  • Visual C++ 2008: A Game Developer’s Perspective

  • Magic and Technology: Migrating from One to Many Cores in Shadowrun

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Graphics

Are you dedicated to taking full advantage of the graphics processing power available on Xbox 360 and/or Windows/D3D10? Would you like to know more about how to squeeze every last ounce of performance out of your graphics engine? Are you interested in hearing war stories about real-world development on both Xbox 360 and Windows Vista (D3D10) – and finding out what really works (and of course what doesn’t)?  Learn all this and more in graphics talks running the full range from deep exploration of platform technologies to real-world experience from other graphics experts in the field.

  • Picture Perfect: Gamma through the Rendering Pipeline          

  • Xbox 360 GPU Utilization: Past, Present, and Future

  • GPU Font/Vector Rendering and Approximating Catmull-Clark Subdivision Surfaces with Bicubic Patches

  • GPU Data Structures and Advanced Lighting: State-of-the-Art Techniques from Microsoft Research

  • From the Trenches: Xbox 360 Development War Stories

  • Performance Considerations for Graphics on Windows

  • Windows to Reality: Getting the Most out of Direct3D 10 Graphics in Your Games

  • Mapping the Dark Corners: Creating a Flexible Framework for Dynamic Shadowing

  • Windows Vista Graphics Development Drilldown: Direct3D 10 and 10.1

  • Xbox 360 GPU Performance Update

  • Advanced Xbox 360 Graphics Techniques Using Command Buffers and Predicated Tiling

  • Graphics Futures: Direct3D 11 and Beyond

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Quality Assurance and Certification

As the complexity of games increases, so does the complexity of game testing and certification. Quality Assurance professionals, it’s time to arm yourself for the next generation!  Learn about a variety of advanced technologies and testing techniques that will improve game quality and reduce the certification costs of both Xbox 360 and Windows game titles. Explore unique approaches to address the significant challenges teams face today in TCR compliance, security testing, test automation, and more.

  • How to Break Game Security

  • Five Hundred City Blocks of Pure Destruction: Adventures in Testing Crackdown

  • Serving Multiple Masters with Build Instrumentation

  • The Xbox 360 Diaries: A Collection of Test Solutions Utilizing the XDK

  • XSim – How to Find Bugs with Simulation of XInput

  • Passing the First Time:  How Activision Successfully Navigates the Submission and Certification Process

  • Better, Faster, Smarter: Using Tools for Certification Testing

  • TCR Failures, Taxes, or Death: Which One Can You Prevent?

  • Submission Pitfalls and How to Avoid the Crocodiles

  • Are Your Games “Games for Windows” Ready?

  • What Is Games for Windows – LIVE?

  • Medic!!! First aid for games hemorrhaging packets (and other common-networking problems)

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Producer and Business Development

 

Learn everything a producer or business development attendee needs to know for Microsoft gaming platforms. Learn about recent developments in the Games for Windows and Games for Windows – LIVE program. Hear about our marketing and retail efforts. Get updates on Xbox LIVE, DirectX 10, Marketplace, Dashboard updates, in-game advertising, and much more! You’ll leave the conference with a solid understanding of how to be successful building games for all Microsoft gaming platforms.

  • Games for Windows: A Deep-Dive into the Program, Process and Technical Requirements

  • Third-Party Marketing: Process, Priorities, Partnership

  • PANEL:  How to Engage the Community, Without Outraging Them

  • Bend Microsoft Project to Your Will

  • A Producer’s Guide to Games for Windows – LIVE

  • The World Beyond Retail: Maximizing Your Game with Connected Consumers

  • The 10 Things You Should Be Thinking About for Your Next Game

  • Developing Games for Xbox LIVE Arcade

  • A Producer’s Guide to Xbox 360 Certification

  • Bringing Games to Everyone

     

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Audio

 

Making noise on Microsoft platforms is more dynamic and powerful than ever! Presentations will cover the array of tools, libraries, and services provided for adding sound to your title, including the Microsoft Cross-Platform Audio Creation Tool (XACT) for Windows, Xbox 360, and XNA Game Studio Express. Other topics include case studies of titles that have pushed the envelope for audio innovations, audio middleware technologies, programming the native low-level audio layer, developing cross-platform audio strategies, using real-time effects and audio compression formats, and working with multi-channel audio. This track is intended for audio programmers, composers, sound designers, and audio directors, and will offer applicable content for both expert and novice game developers.

  • XACT to the Extreme: Game Audio Building Blocks for Programmers and Content Creators

  • A Field Guide to the XACT Authoring Tool

  • Power to the Core: Audio Foundations on Microsoft Platforms

  • XAudio 2 Goes Green: Making Game Audio a Sustainable Resource

  • Learn to Speak XAudio 2 Like a Pro: Translating from DirectSound and XAudio

  • XMA: Ndrstndg Prseptul Adyo Cmprshn

  • Positioning Yourself for 3D: X3DAudio and Sound Spatialization

  • Paint-by-Noise: Practical DSP Implementation Techniques

  • xAPOs Mark the Spot: The DSP Implementation Framework for XAudio 2

  • Case Study: Shadowrun: Magic, Tech, and Guns, Oh My! Audio at the Service of Gameplay within the Constraints of a Multiplayer-only Title

  • Dolby Digital 5.1: Taking it Back to the Basics

  • Audio Tools Summit: A Panel Discussion

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LIVE

The Xbox LIVE service has continued to grow and evolve, from Xbox to Xbox 360, and now Games for Windows – LIVE. With new features ranging from party-based matchmaking and host migration, to XLSP and server-based gaming, the LIVE service is more committed than ever to enabling the most dynamic platform for online gaming. Get the latest details on integrating LIVE with your Xbox 360 and Windows games, learn how to use these technologies to drive innovation and excitement in your games and online player communities, and have a peek at what's coming next.

  • Don’t Interrupt, Don’t Detract: Using Massive to Incorporate Non-Invasive In-Game Advertising

  • Ranking and Matchmaking: TrueSkill Revealed

  • Let’s Get This Party Started! (Matchmaking and Parties)

  • Learning to Share: User-Generated Content

  • Developing Server-Based Games on LIVE (I'm Looking at You, MMO)

  • Bringing the Best of Xbox LIVE to Windows

  • Connecting Worlds: Cross-Platform Game Creation Using Games for Windows – LIVE

  • Keeping it Secret, Keeping it Safe: Top Security Lessons from Xbox LIVE

  • Online Features of Forza Motorsport 2: The Rewarding World of Community Gaming

  • Donnybrook:  Making Networked Games More Fun

  • Adding Creamy Nougat and a Crisp Candy Coating to the Network: XRNM and QNet

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XNA Game Studio

XNA Game Studio continues to lower the barrier to entry for a new generation of Xbox 360 and Windows developers. Presentations in this track cover exciting new XNA Game Studio Express features that enable developers to create games faster and on a smaller budget than ever before. The XNA Game Studio line of products and services are covered in both high- and low-level detail with focus on new APIs, managed runtime performance, and partners. 

  • Extending the XNA Framework Content Pipeline

  • Creating Content the Softimage|XSI Way for XNA Game Studio

  • Understanding XNA Framework Performance

  • The Costs of Managed Code: The Avoidable and the Unavoidable

  • Pre-Mortem: Torpex Games' Schizoid

  • Developing 3D Games on the XNA Framework Using TorqueX

  • What’s New in XNA Game Studio 2.0

  • Networking with the XNA Framework

  • XNA Game Studio for Fun and Profit

  • Advanced Debugging in Managed Code

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Games For Everyone

The core gaming audience that drove the initial growth of the games industry represents only a fragment of the worldwide consumer audience for games. Learn about Microsoft Casual Gaming services, including MSN Games, Xbox LIVE Arcade and Windows LIVE Messenger, as well as lessons that casual games teach us about making big budget games accessible to a much broader audience. Hear about Microsoft’s upcoming efforts to broaden the audience for Xbox 360, and for games across all platforms, and what these efforts mean to developers who want to drive the next growth of the entire games industry to include “Everyone Else.”

  • Getting Your Game on Xbox LIVE Arcade

  • Everything You Need to Know About Developing for MSN Games

  • The Quarter-Billion-User Game Platform: Developing Games for Windows LIVE Messenger

  • Clues in the Puzzles: What Casual Games Can Teach About Accessibility

  • LIVE as Design Tool

  • Microsoft Casual Games APIs for MSN Games and Messenger

  • Windows Vista and Casual Games

  • Building Games for Windows Mobile

  • Making Social Games that Are Fun for Everyone: Lessons Learned from Consumer Testing

  • Bringing Games to Everyone

  • Developing for Arcade: The Developers View

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Visual Arts

The demand for talented technical artists in the game industry is greater than ever before. The visual fidelity expected in the current generation of Xbox 360 and Windows titles demands even more sophisticated techniques, requiring wider and deeper usage of the key tools available to artists. Hear about the latest and greatest from some of the best companies in the industry you know best, and learn how to boost the power of your art pipeline.

  • Building Lifelike 3D Game Characters Cost-Effectively

  • Tools-Based Game Animation Systems

  • The Art and Technology of Whiteout

  • Improving Static Lighting: Experiences from DICE

  • Integrating High-Level Shading Effects into Autodesk 3ds Max and Maya

  • Play It Forever: Designing Game Art for Today and Tomorrow

  • Athletic Performance: Creating Believable Interactive Character Motion

  • Natural Outdoor Lighting in Games

  • Track Environment Creation from Real-World Reference

  • Introduction to Human IK Middleware: Complementing Your FK Animation

  • Future of an Illusion: Game Animation for the 7th Generation

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