GAMEFEST 2007 PRESENTATIONS AND AUDIO RECORDINGS

CONFERENCE CONTENT

 

2007 Presentations and Audio Recordings

Please note: some presentations and audio recordings are not available by request.

Audio

Graphics

Producer and Business Development

System Programming for Windows and Xbox 360

 

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.

 

Presentation

Speaker

Description

 

Audible Authority: Understanding Microsoft Audio Programming Interfaces for Games

Scott Selfon & Ian Lewis

The consistency of fully programmable software-based audio is here today on Windows and Xbox 360. This presentation will cover the XAudio programming interfaces for Xbox 360, as well as how DirectSound on Windows Vista and XP can be harnessed to provide consistent high fidelity audio experiences. The Microsoft Cross-Platform Authoring Tool (XACT) also now exposes more power and visibility to the game programmer, which will be discussed here, along with future plans to leverage XAudio on Windows platforms as an optimized, cross-platform low-level audio engine.

Tools, Glorious Tools: An Overview of Microsoft Audio Tools, Libraries and Utilities

Scott Selfon & Ian Lewis

From creating non-repetitive sound effects and interactive scores to XMA compression and media center music playback, audio offerings in the XDK and GDK provide functionality to help make getting audio up and running easier and more streamlined than ever. Here we cover the ins and outs of the Xbox 360, XNA Game Studio Express, and Windows audio offerings, including the Xbox Music Player service, the X3DAudio positioning library, XMA and other compression technologies, an introduction to the Microsoft Cross-Platform Authoring Tool (XACT), and real-time DSP effects.

Critical Audio Analysis: Audio Content Reviews and Beyond

Scott Selfon & Ian Lewis

Among many others services, the Microsoft Game Technology Group offers audio content reviews to interested titles in development. In this lecture, we will discuss the techniques and measurements utilized to help provide technical and creative advice, as well as the general review methodology utilized to isolate the most commonly seen challenges and successes. Examples will be offered to discuss and illustrate how titles are succeeding in raising their audio quality to the next level.
 

XACT Rebooted: New Features in the Microsoft Cross-Platform Audio Creation Tool
 

Scott Selfon

A newly redesigned and optimized property-editing window is just one of many innovations coming soon to the Microsoft Cross-Platform Audio Creation Tool (XACT), the high-level audio authoring tool and engine for Windows, Xbox 360, and XNA Game Studio Express. This presentation covers extensions made to XACT's programmability in response to developer requests, as well as other upcoming feature work focused on continuing to refine the programming-content creation pipeline.

 

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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.

 

Presentation

Speaker

Description

 

D3D10 Unleashed: New Features and Effects
 

Shanon Drone

Direct3D 10 has arrived in Windows Vista! Get up-to-speed on the latest graphics hardware and software infrastructure in Windows. Learn about the breadth of new Direct3D 10 features - everything from geometry shaders to resource views - and how to leverage those features for cutting-edge visual effects in your next Windows title. Attending this introductory talk is a great way to prepare yourself for the more advanced Direct3D 10 content presented later in the conference.
 

Seven Ways to Skin a Mesh: Character Skinning Revisited for Modern GPUs
 
Matt Lee Character skinning is a technique that is commonly used in games, and is commonly expensive as well. Modern GPUs have new features and different performance characteristics than GPUs of a few years ago, and old assumptions are wearing thin. With the advent of shader model 3.0, Xbox 360, and Direct3D 10, it's time to revisit character skinning and rebuild this technique for better performance on the hardware of today and tomorrow. Many skinning methods and optimizations will be presented, including details on the memory export features of Xbox 360.
 
Under the Hood: Revving Up Shader Performance Shanon Drone So you've got a fast GPU, but your shaders are still lagging in the quarter-mile? Running inefficient shaders with lots of stalls can be like running the hardware at half speed. Between ALU count, GPR usage, control flow, fetch latency, and other speed bumps, tracking down performance-limiting bottlenecks can be more elusive than ever. This talk shows how to run diagnostics on your shaders and use HLSL annotations and platform-specific tricks to get your engine running on all cylinders
Rapid-Fire Material Systems with Direct3D 10
 
Sam Glassenberg

 

Direct3D 10 is designed from the ground up to empower you to blast way more unique objects, materials, and realistic clutter into your scene. Discover opportunities to get the best small batch performance and exploit the leap forward in shader programmability in shader model 4.0 to achieve a new level of visual diversity. Learn how to design massively-scalable Direct3D 10 material systems on the new platform. This talk will also examine how to leverage major advancements of the new Direct3D 10 Effects system to efficiently manage the building blocks of a material: shader code, device state, and material data. Grab the reins of DirectX 10 hardware and software to cram as much variety as possible into every frame!
 
Getting Past 30 Hertz
 
Matt Lee & Mike Burrows Enabling high-performance games requires an arsenal of tools and techniques. This presentation will demonstrate the practical use of CPU and GPU performance analysis tools on both Xbox 360 and Windows. You'll come away armed with the knowledge needed to make your titles truly blow everyone away. Particular attention will be paid to the most recent additions to PIX on both platforms, such as the new sampling profiler and trace analysis. We'll also cover general techniques gleaned from practical experience in the field.
 
HDR the Bungie Way
 
Matt Lee Adopting a linear high dynamic range (HDR) lighting model introduces a number of challenges to your rendering pipeline that must be overcome if you want to integrate high-performing HDR into your title. It pays to understand which challenges are important and why. Learn the "Bungie way" to balance range, precision, and performance in your render targets, calibrate color-spaces for consistent colors, and make effective use of auto-exposure, post-process effects, and tone-curves. Full analysis and pretty pictures included!
 

 

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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.

 

Presentation

Speaker

Description

 

Xbox 360 and Games for Windows Update

Mark Maslowicz

Submitting your title to Game Quality may be the last step in the process but leaving it until the last minute can be very costly. Endless hours spent trying to meet tight street dates are too often made fruitless by simple mistakes in the submission process. This session will give you a rundown of all you need to know in order to submit your title successfully, giving you the best possible chance of making sure your title gets into test first time and without delay.

 

A Producer's Guide to Surviving In-Game Advertising Mat Adams

There is no question that the cost of game development is rising. With the next generation of games, however, there is a great opportunity to both offset the rising cost of development, and create a more dynamic and immersive gameplay experience by including advertising in your next game. Massive has spent the past few years enabling developers to satisfy this demand without sacrificing aesthetics or gameplay. If you are considering how to implement in-game advertising in your games, this talk is a must-attend session that covers the business model behind in-game advertising, as well as the integration process and how it affects game development schedules. 

 

The Microsoft Game Quality Team Presents Certification Uncovered

Alex Mundy

This session covers the game processing and testing roles within the Game Quality Team (A.K.A. Xbox 360 Certification Team). Learn about the types of testing conducted, a day-by-day schedule for a typical game going through certification, and the various networks used for testing your game submission. This session also presents the optimal submission timeline required to hit your desired street date and the most common failure issues for both Compliance and Functional. This talk is particularly relevant to producers and game testers.

Xbox 360 Game Submission: How to Ensure that Your Title Makes It Into Test
 
Simon Chapman

Submitting your title to Game Quality may be the last step in the process but leaving it until the last minute can be very costly. Endless hours spent trying to meet tight street dates are too often made fruitless by simple mistakes in the submission process. This session will give you a rundown of all you need to know in order to submit your title successfully, giving you the best possible chance of making sure your title gets into test first time and without delay.

Making Great Games for Windows Vista
 
Chuck Walbourn & Skip McIlvaine

With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control, installation and Game Explorer integration, graphics issues, and many other features that can make your game stand out on Vista.

Xbox LIVE on Windows and 360: Are Your Games Dead or LIVE?
 
David Shaw

LIVE on Windows and Xbox presents unmatched online opportunities for game developers. Session invitations, ubiquitous voice, and achievements are just a few of the features that continue to revolutionize the industry. But what else lies within the LIVE toolbox? What opportunities for gaming innovation await your creativity and passion? How can LIVE features help drive sales of your game and increase player retention? How can you integrate the most robust online feature set onto multiple platforms with minimal code? Whether you’re creating single-player or multi-player titles for Xbox 360 or Windows, and whether you are new to LIVE or in the know, this talk will help you get the most out of LIVE.

 

 

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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.

 

Presentation

Speaker

Description

 

Sublime C++ for Games

Bruce Dawson

As game programmers, we aspire to create C++ code that is straightforward yet efficient, simple yet complete. Meeting the lofty goal of sublime C++ is a difficult but worthy effort. This wide-ranging presentation covers techniques that will put you on the path to C++ nirvana. Topics include efficient STL, fast cross-platform vector math, 64-bit programming, pointer aliasing, and other common performance issues. Expect illumination, inspiration, and maybe some controversy, too!
 

Making Great Games for Windows Vista Chuck Walbourn & Skip McIlvaine With the launch of Windows Vista, millions of your customers are already playing games on this innovative new operating system. There are many things you should be aware of to ensure they have a satisfying experience. This talk covers important Windows Vista concepts and features as they relate to games, and then discusses the top issues affecting titles on Vista. Topics include dealing with User Account Control and other security features, Game Explorer integration, common re-distribution and installation mistakes, changes to the DirectX runtime, 64-bit desktop computing, the new display driver model and many other features that can make your game stand out on Vista.
 
XDK Redux: New Features and Tools for Xbox 360 Zsolt Mathe Over the past year, many exciting enhancements and features have been integrated into the Xbox 360 Development Kit (XDK). New features range from file event monitoring, host migration support and reliable UDP to game disc caching, compression APIs and video capture. This presentation will highlight a number of these features, provide demos and share thoughts on how to effectively integrate them into your next Xbox 360 title or development process.
 
Xbox 360 CPU Performance Update Bruce Dawson Improving game performance on a fixed platform requires both great tools and techniques. The Xbox 360 CPU performance tools are continuing to improve, but you have to know how to use them and what to do with the results. This talk covers the latest CPU performance tools, gives recommendations for how to apply the results of those tools, showcases new information on making the compiler generate efficient code, and provides assembly language optimization advice for those times when every clock cycle is critical.
 
Games for Windows - LIVE Essentials Zsolt Mathe Games for Windows LIVE brings a new generation of online gaming to Windows. Join us to hear about how LIVE can provide you with the technology to fully enable your games for multiplayer gaming and extensive community. The LIVE platform provides you with identity, achievements, automatic patching, extensive matchmaking, cross-platform connectivity, voice communications, anti-cheat technology, NAT traversal and more. This talk, intended for developers, will cover the features, requirements, best practices and differences from the Xbox version. Also included will be a sneak peak of new and upcoming LIVE features and some cool demos!
 
Multi-Core Memory Coherence: The Hidden Perils of Sharing Data Bruce Dawson Creating threads is straightforward, but communicating between threads in an efficient and reliable manner can be very tricky. This talk covers synchronization techniques such as critical sections, spin-loops, and lockless programming, as well as pitfalls such as false sharing. The talk introduces high-level techniques and explains their low-level consequences -- including the complexities of out-of-order reads and writes.

 

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