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GAMEFEST 2007 PRESENTATIONS AND AUDIO
RECORDINGS
Please note that
due to technical issues, audio recordings for select presentations
are not available. Also, some presentations and audio recordings
are not available by request.
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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
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.
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Presentation |
Speaker |
Description |
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Profiling Tools
and Techniques: New Guidelines for Finding Where Your
Time is Going |
Bruce Dawson |
Effective CPU performance tuning allows you get the best
gaming results on Xbox 360. The Xbox 360 profiling tools
continue to expand and improve. This talk explains how
to use the new profiling tools and libraries
effectively, with an emphasis on CPU performance. |
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Performance
Update and Optimization Case Studies |
Bruce Dawson |
The Xbox 360 compiler has added new features and fixed
old problems, so the state-of-the-art in writing quality
Xbox 360 code has changed in many ways. This talk
explains the changes and shows new solutions to CPU
performance problems. |
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Effective Game
Disc Usage: Compression & Caching |
Zsolt Mathe |
The new lossy and lossless codecs available in the
latest versions of the Xbox 360 XDK enable titles to
greatly improve disc usage and streaming performance.
The new automatic caching feature provides seamless HDD
caching integration into titles. This talk covers
integration of these features, best practices, and
achieving optimal performance. |
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Just Make
Windows Work |
Jason Sandlin |
Windows supports a huge number of hardware and software
configurations. As a result, authoring and deploying a
game with a great user experience on Windows can be
tricky. This talk examines the most common trouble spots
encountered when developing games on the Windows
platform. Topics include installation, patching,
security, and the file system. |
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VMX
Optimization: Taking it up a Level |
Ian Lewis |
The Xbox 360 VMX vector unit holds the potential to
speed up floating-point calculations by several hundred
percent. But for many developers, a move to VMX yields
lackluster results. Why? Frequently, it's because
optimizations are done at too low of a level. In this
talk, we discuss some of the pitfalls of VMX
programming, including pipeline latency and
data-alignment restrictions. Then we demonstrate how to
move VMX optimization up a level or two, out of
low-level math libraries and into higher-level
algorithms where its power can truly shine. |
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Multicore
Programming, Two Years Later |
Ian Lewis |
Two years ago, the games industry was dominated by
single-core machines and haunted by the necessity of
going multicore. To help smooth the way for Xbox 360
developers, the Xbox performance team rolled out a set
of recommendations for getting the most out of a
multicore processor. How well have those recommendations
stood up over the last two years? What have we learned
since unleashing the Xbox 360 on the world? This talk
discusses threading models we've seen in shipping
titles, suggests an updated set of best practices for
multithreading, and presents some techniques for moving
multithreaded code from the console to the less
predictable world of multicore computers. |
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Building
High-Performance Data Pipelines Using the .NET Framework |
Andre Bremer, Electronic Arts |
With the ever-increasing amount and sheer complexity of
game content, developers face a constant challenge to
keep data build times to a minimum. This session
highlights the use of innovative techniques in
combination with the .NET Framework to create a
high-performance XML-based content pipeline for
Command & Conquer 3: Tiberium Wars. |

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Static Code
Analysis on Game Code |
Marwan Jubran |
This talk covers the built-in Visual Studio code
analysis parser. This parser was designed to assist in
detecting code defects that lead to product instability,
expose security vulnerabilities, and reveal performance
bottlenecks. We share our experience and strategy
conducting static code analysis, process optimization,
and lessons learned specifically for the games industry. |

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Practical Steps
in Game Security |
Dave Weinstein |
This talk presents a step-by-step guide to basic
techniques that developers can readily integrate into
the game development process. Some techniques covered
include source code analysis and integrated data fuzzing. |

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Why Your Windows
Game Won't Run In 2,147,352,576 Bytes |
Chuck Walbourn |
For several years now, many blockbuster Windows titles
have been running out of memory—exhausting the 2 GB
virtual address space of 32-bit applications, and in the
process often getting strange crashes or having
difficulty during content creation before final
optimization. In the past year, we've reached a critical
point where games need to leverage video cards with 512
MB, 640 MB, 768 MB, or even 1 GB of video RAM while
utilizing 2+ GB of system RAM. Simple arithmetic shows
that this is doomed to failure, and 64-bit technology
with its 8 TB of virtual address space is the only way
out. This talk covers strategies for managing that
transition, options for getting some breathing room on
32-bit Windows, and investments required to move gaming
into the world of 64-bit computing. |
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Visual C++ 2008:
A Game Developer’s Perspective |
Boris Jabes |
Come discover the new features available in Visual C++
2008. Many of these features target improving
productivity in the IDE, from building faster to
improving the debugging experience. Also, with the
advent of the C++0x standard, the C++ language and
library functionality are growing, so we present these
enhancements and identify which are currently supported
in Visual C++. Whether you are a seasoned developer or a
novice, there is something to discover in the many new
features available in VSTS that make life easier for
game developers. |

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Magic and
Technology: Migrating from One to Many Cores in
Shadowrun |
Joe Waters, Microsoft Game Studios |
Shadowrun
technology began life as a single-thread, Windows-based
game architecture and now utilizes six hardware threads,
task multithreading, and worker threads. This talk
covers the progression of changes made to move from one
to many threads, with a strong focus on debugging tools
and unit testing used to expose memory overwrites and
thread collisions. |

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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.
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Presentation |
Speaker |
Description |
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Picture Perfect:
Gamma through the Rendering Pipeline
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Steve Smith |
Many aspects of gamma correction in the rendering
pipeline can be a mystery. This talk explores gamma as
it affects content creation and rendering pipelines on
both Xbox 360 and Windows. We explore exactly what gamma
means to your visuals, and how and where you should
tweak it to get the best results. |

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Xbox 360 GPU Utilization: Past, Present,
and Future |
Michael Dougherty |
How is the Xbox 360 GPU utilized by top-selling games?
We show detailed GPU utilization patterns from our top
titles. Game designers and programmers can use this
information to set scene complexity expectations from
real-world–derived statistics. We also discuss where
there is room for growth in the future and how to
optimize for resource utilization at the macro level. |
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GPU Font/Vector
Rendering and Approximating Catmull-Clark Subdivision
Surfaces with Bicubic Patches |
Charles Loop |
Find out how to render resolution-independent text,
without needing different sized bitmaps for different
resolutions—all through leveraging the GPU to do text
and spline curve rendering. We also explore how to
approximate Catmull-Clark subdivision (subd) surfaces
with bicubic patches. Doing exact evaluation of Catmull-Clark
subd surfaces on the tessellator unit requires a lot of
memory access and math operations. Instead, we
approximate these surfaces with a
much-easier-to-evaluate proxy that is visually
indistinguishable from the original. This allows
acceleration of common art assets on GPUs equipped with
programmable tessellator units. |

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GPU Data
Structures and Advanced Lighting: State-of-the-Art
Techniques from Microsoft Research |
Hugues Hoppe, John Snyder |
This talk covers some of the latest advanced work from
Microsoft Research. We examine compressed random-access
trees for coherent spatial data—a GPU-based data
structure for compressing images with large coherent
regions, such as light maps and HDR luminance. We also
look into texel programs for random-access, antialiased
vector graphics—another GPU data structure that lets a
pixel shader evaluate general vector graphics (layers of
filled and stroked shapes) with very good antialiasing.
Finally, we look at real-time design and rendering of
inhomogeneous, single-scattering media. |

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From the
Trenches: Xbox 360 Development War Stories |
Kutta Srinivasan |
This talk covers a number of different topics in CPU/GPU
optimization based on experiences drawn from
Crackdown, Gears of War, and Halo 3.
One major topic is antialiasing (with and without
predicated tiling) and its impact on performance, visual
quality, and latency. Reducing render CPU usage is
another major pain point for developers, but the most
effective solutions—pre-compiled command buffers and
caching systems—are not trivial undertakings. This talk
explores issues encountered when implementing such a
system. A number of other topics are also discussed,
including particle system optimization and post-process
optimization. |
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Performance
Considerations for Graphics on Windows |
Kev Gee |
Learn how the Microsoft game performance team (XDC)
applies tools and analysis techniques to identify the
worst bottlenecks in games. This talk identifies common
issues experienced when developing high-end graphics
experiences on Windows XP and Windows Vista and outlines
approaches to mitigate those issues. |
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Windows to
Reality: Getting the Most out of Direct3D 10 Graphics in
Your Games |
Shanon Drone |
This talk delivers stories from the trenches based on
experiences developing D3D10 engines for shipping games.
We examine common performance and architectural issues,
along with content development and other issues we
encountered when moving high-end D3D9 engines to D3D10. |
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Mapping the Dark
Corners: Creating a Flexible Framework for Dynamic
Shadowing |
Dan Amerson, Emergent
Co-Written by: Matt Bailey, Emergent |
Real-time shadowing is an important graphical feature
for modern games. As algorithms and graphical processing
power increase, interactive applications must support an
increasingly diverse array of requirements to support
modern shadowing techniques across a variety of hardware
configurations and scene arrangements. Using the
shadowing system developed for Gamebryo, this talk
focuses on the design and architecture of a shadow
map–based system supporting arbitrary shadowing
algorithms across arbitrary scenes. The discussion does
not center on the implementation of specific shadowing
techniques. Instead, we focus on the design of the
supporting structures and data flows to enable the
culling, post-processing, and shading techniques
necessary to support any combination of shadowing
algorithms for any type of game. This discussion assumes
attendees are familiar with common shadow mapping
algorithms. |

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Windows Vista
Graphics Development Drilldown: Direct3D 10 and 10.1 |
Sam Glassenberg |
Learn how to make Direct3D 10 do your bidding! Discover
how to take advantage of new hardware, API, and
effects-system features to construct rapid-fire Direct3D
10 material systems that blast way more unique content
into your scene. This talk focuses on practical usage of
the Direct3D 10 API—driving the latest hardware with
maximum efficiency. We also explore the enhancements
provided by the upcoming Direct3D 10.1 interfaces. |

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Xbox 360 GPU
Performance Update |
Matt Lee |
Effective graphics performance optimization is a key to
getting your title running smoothly with ever-increasing
content requirements. Learn about the newest graphics
performance analysis tools in PIX, and get a recap of
the most effective graphics profiling techniques. The
talk also discusses performance pitfalls commonly seen
by recent titles and how you can detect and eliminate
them from your own games. |
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Advanced Xbox
360 Graphics Techniques Using Command Buffers and
Predicated Tiling |
Matt Lee |
Two holidays after the launch of Xbox 360, title
developers are still squeezing graphics performance out
of the Xbox 360 CPU and GPU using the powerful and often
daunting predicated tiling and command buffer Direct3D
APIs. In this talk, we examine the inner workings of
commonly misunderstood APIs so you can make best use of
their functionality. Come see tricks from real game
titles, such as how advanced state inheritance can allow
render target flexibility with command buffers. |
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Graphics Futures: Direct3D 11 and Beyond |
David Blythe |
Direct3D 10 has paved the way for vastly more complex
processing on the GPU. This talk discusses where
graphics processing is heading next with D3D11 and how
it will affect the way game engines and content are
designed. We discuss possibilities for how rendering
pipelines may change in the future and cover the growing
adoption of GPU processing into other parts of the game
engine, from physics simulations to AI processing. This
talk is designed for beginners and experts alike. |

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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.
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Presentation |
Speaker |
Description |
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How to Break Game Security
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James Whittaker, PhD |
Online security is getting a great deal of attention
these days, and traditional targets such as e-commerce
vendors and online banks are going to extraordinary
lengths to secure their applications. As these targets
become more secure, attackers are methodically seeking
new online assets to replace them. One of their favorite
new targets is game software. Some games are themselves
high-value targets with their own online economies to
exploit. Games are also widely installed, representing a
potential entry point for installing spyware or adding
new machines to an existing botnet. Like it or not, game
developers have no choice but to pay close attention to
their attack surface and threat model. This talk
discusses game security from the point of view of the
attacker, including attack vectors, threats and exploits
that impact design, and development and testing of game
software. |

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Five Hundred City Blocks of
Pure Destruction: Adventures in Testing Crackdown |
Jami Johns |
When games scale up from simple levels to teeming,
towering, highly-detailed cities, how can test teams
keep pace? See some of the strategies and techniques
developed by the Microsoft Games Test Organization to
test the content in Realtime World’s open-world sandbox
game Crackdown. Using examples from the game, the
talk covers concepts that testers, developers, and
artists can use to maximize their test team’s
effectiveness, limit the time lost to bad bugs,
accelerate bug regression turnaround, and generally test
more games in less time. The talk also presents some
lessons learned about strategies worth avoiding. |

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Serving Multiple Masters with
Build Instrumentation |
J McBride |
Is your test team frequently over-tasked and divided
between design, development, and production activities?
Do you need to gather data to analyze test coverage, how
your game behaves, or how people play your title? Find
out how a little bit of code can produce a lot of
meaningful data for your test team and other
disciplines. This talk showcases how the Games Test
Organization within Microsoft Games Studios has
successfully implemented build instrumentation as a
method for finding bugs, reporting coverage, providing
game-balance feedback, and more. |

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The Xbox 360 Diaries: A
Collection of Test Solutions Utilizing the XDK |
Andrew Marthaller |
As with any toolset, the more familiar you are with it,
the more you get out of it. The Xbox 360 XDK is no
exception. The Microsoft Games Test organization has
been engineering solutions with the XDK as long as
anybody, and they would like to share their accumulated
knowledge. This talk focuses on important XDK features
for test engineers, including console automation,
debuggers, save-game tactics, and more. Come see how
Microsoft teams are using the XDK to their advantage to
increase test coverage. |
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XSim – How to Find Bugs with
Simulation of XInput |
Steve Dolan |
Microsoft Game Studios has used controller simulation to
find bugs in games dating from the original Xbox console
through to the Xbox 360 console. Intelligent use of
controller simulation has added thousands of hours of
test coverage for every Microsoft Games Studios title.
Starting with the August 2007 XDK, this functionality
will ship to the development community at large in a new
API called XSim. This talk discusses the features of the
XSim API and then dives into how teams at MGS are
currently using it. |
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Passing the First Time: How
Activision Successfully Navigates the Submission and
Certification Process |
James Galloway, Activision |
Passing Microsoft certification on your first submission
significantly improves your chances of keeping your
product on schedule and increases your ability to stay
within budget. Presented by Activision, this session
provides information on the testing, submission, and
certification process. Topics include planning,
organization, communication, structure, testing
methodologies, and the submission of games. This talk is
particularly relevant to new and veteran producers, test
managers and directors, test leads, and testers of
games. |
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Better, Faster, Smarter: Using
Tools for Certification Testing
|
James Jacoby |
Have you been looking for ways to make your
certification testing more efficient and effective? Find
out about the latest tools used by the XNA Game Quality
team when certifying Xbox 360 titles. Explore the use of
existing tools to create custom certification test
solutions. See hands-on demonstrations and learn
valuable tips and tricks. Find those nasty non-compliant
issues before submitting for certification, and help get
your game to shelf on time! |
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TCR Failures, Taxes, or Death:
Which One Can You Prevent?
|
Darin Metzler |
Come find the answer to this question and many others
such as which TCRs are often roadblocks to getting a
game to market? Why does a specific TCR exist anyway?
How is a TCR created, and how does it expire? The
information you gain from this talk will enable you to
walk away with the confidence you need to properly
assess TCR issues specific to your game and prevent the
extra expense of resubmission. |
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Submission Pitfalls and How to
Avoid the Crocodiles |
Jay Blanton |
Are you submitting an Xbox 360 game for certification?
Before your title can enter testing, it must be
submitted and pass a set of checks. Learn about the top
reasons for rejection from the Mastering Lab and how to
avoid them. Review tools and techniques to identify
these problematic issues that can affect full game, Xbox
LIVE Arcade, demo, and title update submissions. Ensure
a painless submission and path into certification! |
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Are Your Games “Games for
Windows” Ready? |
Chris Wilson, Mark Rabold |
What are the gotchas that most commonly happen to
Windows titles? What do I need to do with my patches to
maintain compatibility? What tools are available for me
to use to validate my game? Where do I get the technical
requirements for Games for Windows titles along with the
test cases that go with them? If you are asking yourself
these questions, then this is the talk you need to
attend. Come and learn what the top five technical
requirement failures are and how to avoid them in your
Games for Windows title. See how to use tools such as
application verifier, MT.exe, and more. |
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What Is Games for Windows –
LIVE? |
Mike Gamble |
Imagine a world where a single online identity allows
you to find your friends across Windows and Xbox 360
platforms, earn achievements on Windows-based computers,
and enable cross-platform gameplay. Now imagine going
through the Games for Windows – LIVE certification
process. Come hear a comprehensive introduction to Games
for Windows – LIVE certification so you can get your
PC-based titles ready for the next generation of gaming
on Windows. Get the scoop on Mastering Lab signing,
Service Level Agreements, and Technical Certification
Requirements (TCRs) specific to Games for Windows –
LIVE. |
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Medic!!! First aid for games
hemorrhaging packets (and other common-networking
problems) |
Dan Tunnell |
Networking bugs can degrade the performance and
playability of any network-aware game. Lag and
frame-rate spikes are common in multiplayer games. Have
you ever wondered if these occurrences were caused by
the networking code instead of the game code? Sometimes
these bugs and others like them are difficult to
pinpoint from within the game, and external tools must
be used to identify the source of the problem. This talk
addresses networking basics, capturing data via
Microsoft Network Monitor (NetMon), analyzing the data,
and identifying common problems found in many online
games. The focus is primarily for titles developed on
the Xbox 360 platform. |
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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.
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Presentation |
Speaker |
Description |
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Games for Windows: A Deep-Dive
into the Program, Process and Technical Requirements |
Brian Benincasa |
The Games for Windows program is much more than a
branding and marketing effort; it’s an entirely new way
to approach game development, testing, and user
experience on the PC. This talk walks you through the
process by which you plan for, develop, test, brand, and
market your Games for Windows title successfully. The
talk covers new details for those who are already
somewhat experienced with the Games for Windows program
as well as the basics for those who wish to learn more
about it. |
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Third-Party Marketing:
Process, Priorities, Partnership |
Katrina Strafford |
You know how to take advantage of your internal
resources to create and execute great marketing plans,
but do you know how to partner with Third-Party
Marketing to create go-to-market plans that are even
more effective and that take advantage of Xbox and Games
for Windows platform opportunities? In this talk, we
discuss how the Third-Party Marketing team is organized
and how they work. We discuss how the team establishes
priorities, and how you can better partner with them to
create successful product launches. This talk is
designed for anyone who wants to better understand how
the Third-Party Marketing team works and all the
opportunities that exist to partner with the team. |

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PANEL: How to Engage the
Community, Without Outraging Them |
Moderator: Larry “Major Nelson” Hryb |
Panel Members:
Liz Loverso, Director of Product Development, Red Storm
Entertainment, Inc.
Robert Bowling, Community Manager, Infinity Ward
Jeff Pobst, CEO, Hidden Path Entertainment
David Weller, XNA Community Manager, Microsoft
Working with the community, and especially being the
public face of the community, has its own challenges and
rewards. Larry Hryb, “Major Nelson,” leads a panel on
building and keeping community credibility through
podcasting, blogging, community events, forums, and
community programs. This talk also covers how to get
your community noticed and how to deal with the
inevitable negative attention that will come with it.
This talk is intended for community managers and anyone
interested in the power and perils of community. |

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Bend Microsoft Project to Your
Will |
Mike McShaffry |
Almost everyone agrees that scheduling game production
with Microsoft Project is somewhere between difficult to
impossible. This talk demonstrates some tricks in
Microsoft Project learned over ten years of consistent
use. Come learn how to organize your schedules and how
to schedule milestones; learn the difference between
using priorities and links; understand how to use custom
working schedules; and see how to enter extra data into
your schedules to keep everything in order. The talk
also shows how to keep your schedule up to date, making
it a consistent and near-perfect picture of your
project’s current state. |

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A Producer’s Guide to Games
for Windows – LIVE |
Drew Johnston |
Learn more about what it means to bring your Games for
Windows title to the Microsoft LIVE Gaming and
Entertainment Network. With the recent release of Games
for Windows – LIVE, Microsoft has extended the Xbox LIVE
network to the Windows platform. We’ll put to rest some
of the myths and misconceptions around Games for Windows
– LIVE and get the facts on how you can enable your
titles to be LIVE titles. This talk covers the features
available on Games for Windows – LIVE, including support
for both Windows XP and Windows Vista, DirectX10,
integrated voice, cross-platform play, achievements,
List Play, dedicated servers, and what it takes to get
approved to be a LIVE title. This talk is for producers
or business development team members interested in
cutting through the confusion and getting to the bottom
of what it takes to make a Games for Windows – LIVE
title. |
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The World Beyond Retail:
Maximizing Your Game with Connected Consumers |
JJ Richards |
You’ve made a great game. You’ve hit all the usual
suspects to deliver a successful launch at retail. Now
what? If it’s a runaway hit, how are you going to
capture the upside? If it’s underperforming, what are
your contingency plans to hedge the downside? Have you
thought about any of this yet, or were you planning to
do that after the post-ship vacation? There’s a lot more
to your game than the $60 retail box, but you have to
think about that stuff early if you want to take
advantage of it later on. Come learn about all the
opportunities that connected consumers can bring to your
game, including advertising, free and paid marketplace
downloads, promotional tie-ins to music and video,
events and programming, feedback and viral marketing,
and so on. Come learn what connected consumers want in
your game and what keeps them connecting. Learn how to
manage the entire lifecycle of your game, not just its
birth at retail. |

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The 10 Things You Should Be
Thinking About for Your Next Game |
Michael Maston |
February, April, June... It seems like the Xbox 360 XDK
and DirectX SDK are coming out all the time and they
seem to be filled with new things you have to know about
and consider using in your next game. Which new features
are most important and will help you get your next
release out on time and looking spectacular? Which ones
are going to save you from those sleepless nights and
let your team spend more time putting the “fun” in the
game? This talk walks you through the key new
enhancements and tools and tells you why your studio
should be looking at them for your next project. |

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Developing Games for Xbox LIVE
Arcade |
Mark Coates |
In this session, whether you’re a seasoned developer or
brand new to the platform, we provide an overview of the
Xbox LIVE Arcade publishing process from concept
submission to product release. The Xbox LIVE Arcade team
has some new best practices to aid in the development of
high-quality, successful games for Xbox LIVE Arcade. We
identify core platform features and share advice for
building these features into your game design. Discover
what we’ve learned from publishing 70+ games over the
past few years. This talk is intended for anyone who is
interested in publishing or developing games for Xbox
LIVE Arcade—especially producers and designers who drive
the overall creative vision for their products. |
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A Producer’s Guide to Xbox 360
Certification |
James Jacoby |
Getting through the Xbox 360 certification process is
one of the final steps in releasing a game to market.
Learn about the Xbox 360 game certification process
end-to-end. Find out about the biggest challenges around
TCR compliance, certification scheduling, and the title
mastering process. Explore opportunities to identify
problems early and pass certification on your first
try—get your game to shelf on time! This talk is
intended for producers of Xbox 360 games. |
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Bringing Games to Everyone |
Marc Whitten |
Games are spreading further than ever before as gaming
enthusiasts around the globe embrace the current
generation of consoles and computers. Still, an
opportunity and a challenge lie before us: How do we
take these compelling experiences and make them
accessible, attractive, and meaningful to people beyond
the core gaming market. In this session, Microsoft
covers some of its strategy “beyond the core” and
discusses specific developments in content, peripherals,
and services. Most importantly, the session shows how
you can take advantage of these efforts in your game
titles in the coming months and years. |

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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.
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Presentation |
Speaker |
Description |
|
|
XACT to the Extreme: Game
Audio Building Blocks for Programmers and Content
Creators |
Brian Schmidt, Scott Selfon |
The Microsoft Cross-Platform Audio Creation Tool (XACT)
continues to undergo enhancements for programmers and
content creators alike. This talk presents an overview
of the capabilities, interfaces, and usage scenarios for
Xbox 360, Windows, and the XNA Game Studio environments
and offers updates on new feature areas relating to
real-time sound control, in-game editing and iteration,
and future plans for the XACT engine and authoring tool.
|

|
|
A Field Guide to the XACT
Authoring Tool |
Scott Selfon, Scott Morgan, Brian Schmidt |
Come join us as we observe the Microsoft Cross-Platform
Audio Creation Tool (XACT) in its native habitat,
working in a symbiotic relationship with composers,
sound designers, and audio programmers. This talk covers
both introductory and intermediate concepts in XACT,
including the creation of wave banks and sound banks,
categories, runtime parameter controls, reverberation,
auditioning, mixing/monitoring, and deployment on Xbox
360, Windows, and XNA Game Studio. |

|
|
Power to the Core: Audio
Foundations on Microsoft Platforms |
Brian Schmidt |
Microsoft’s three primary gaming platforms offer
enormous potential for audio implementation and
development. This talk presents an overview of the audio
tools and technologies available on Xbox 360, Windows,
and XNA Game Studio. Topics covered include audio
services on Xbox and Windows, including low- and
high-level libraries, compression formats, and voice
support, as well as tools for creating, implementing,
and profiling audio for your titles. |

|
|
XAudio 2 Goes Green: Making
Game Audio a Sustainable Resource |
Brian Schmidt, Dugan Porter |
The August 2007 DirectX SDK and Xbox 360 XDK releases
introduce the beta of the new XAudio 2 cross-platform
audio engine — the same game code and content can now be
deployed for Windows and Xbox 360 titles, using an
engine with sophisticated signal processing flexibility
and intelligent default features. Learn about the XAudio
2 audio model, standard and optional features, and how
to get the best mileage out of audio playback, mixing,
and signal processing, as well as the vision for the
library from here to launch and beyond. |

|
|
Learn to Speak XAudio 2 Like a
Pro: Translating from DirectSound and XAudio |
Brian Schmidt, Ian Lewis, Dugan Porter |
Designed to be the long-term, low-level audio rendering
solution on Microsoft platforms, XAudio 2 may look quite
familiar in many ways and more exotic in others.
DirectSound users will find significant improvements and
enhancements over the “old” ways of Windows game audio.
XAudio users will find many similarities but also
advances based on user feedback. Bringing together these
previously foreign tongues into XAudio 2 allows for true
native cross-platform audio development. This talk
covers the most common techniques for moving from the
old interfaces to XAudio 2. |

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|
XMA: Ndrstndg Prseptul Adyo
Cmprshn |
Ian Lewis, Scott Selfon |
The XMA compression format provides enormous compression
gains over previous-generation game audio technologies,
while addressing many of the game-specific issues
relating to perceptual formats (looping, seeking, and so
on). The Xbox 360 hardware XMA decoder means that
virtually all game sounds are XMA-compressed. The
designer-specifiable quality setting allow for a
balanced approach to aggressive compression versus the
introduction of objectionable artifacts. In this
presentation, we explore some of the reasons behind
these artifacts as well as techniques for minimizing
them and allowing for even smaller compressed audio
asset sizes. |

|
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Positioning Yourself for 3D:
X3DAudio and Sound Spatialization |
Duncan McKay, Scott Selfon |
XAudio 2, XACT, and XAudio all abstract their notions of
3D into a separate math library—X3DAudio. This library
provides tremendous flexibility for how titles implement
3D, with support for multipoint emitters and
multichannel sound sources, independent listener and
emitter objects, and transparent calculations that can
be utilized, replaced, or enhanced at will by the title.
This talk offers a sampling of X3DAudio functionality,
with demonstrations of various techniques for making
soundscapes immersive and dynamic. |

|
|
Paint-by-Noise: Practical DSP
Implementation Techniques |
Ian Lewis |
Digital signal processing (DSP) can afford enormous
audio manipulation with a minimum of asset creation,
disc space, and processing time. The language of audio
DSP is perhaps even more sophisticated and mature than
the graphical equivalent of pixel shaders. Learn how to
harness the power of DSP with the deep-down mathematics
that replicate or simulate audio processes such as
filtering, radioization, and noise shaping. Discover how
to bring the mastering effects of the studio
(compression/limiting, EQ, and others) into the
real-time interactive mixes of game titles. Audio
examples will be provided. |

|
|
xAPOs Mark the Spot: The DSP
Implementation Framework for XAudio 2 |
Duncan McKay |
Windows Vista introduced Audio Processing Objects (APOs)
for sophisticated, real-time digital signal processing (DSP)
of audio streams. Now XAudio 2 makes APOs practical for
real-time in-game implementation, on both Xbox 360 and
Windows. In this presentation, we walk through the
objects and interfaces required to implement a DSP
effect, including such topics as channel manipulation,
data sharing, exposing parameters, and optimizing the
audio processing path of your DSP effects. |

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Case Study: Shadowrun: Magic,
Tech, and Guns, Oh My! Audio at the Service of Gameplay
within the Constraints of a Multiplayer-only Title |
Tobin Buttram, Audio Director, Microsoft Game Studios |
Shadowrun
delivered a number of industry firsts: first Games for
Windows – LIVE title, first cross-platform title for
Xbox LIVE and Games for Windows – LIVE, and first title
to ship with the AudioKinetic Wwise audio engine. This
presentation focuses on both the aesthetic and technical
challenges of creating audio for the bleeding edge,
multiplayer-only title, using FASA’s proprietary game
engine and a brand new third-party audio solution. |

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|
Dolby Digital 5.1: Taking it
Back to the Basics |
Matt Tullis, Dolby Laboratories |
This talk starts with proper 5.1 studio set-up,
calibration, bass management and downmix considerations
for Dolby Digital on Xbox 360. We then move on to mixing
techniques for your game audio engine. We also use live
demos to illustrate examples for creating compelling
ambiences, the use of dynamic range, and how to best
deal with multichannel music. |

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|
Audio Tools Summit: A Panel Discussion |
David Rudolph, CRI Middleware Inc.; Jacques Deveau,
AudioKinetic; Andrew Scott, Firelight Technologies |
The breadth and depth of audio tools available for
implementing sound on Microsoft platforms offers
incredible choice and specialization for developing
immersive and dynamic soundscapes. In this panel, we
bring together some of the leading audio tools
developers for an interactive conversation regarding the
current state of audio implementation and a future
vision for tools and audio implementation development. |

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Back to top
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.
|
Presentation |
Speaker |
Description |
|
|
Don’t Interrupt, Don’t
Detract: Using Massive to Incorporate Non-Invasive
In-Game Advertising |
Mat Adams |
There is no question that game development costs are
rising, along with the ever-increasing pressure to
offset those costs by any means possible. The next
generation of games offers a great opportunity—in-game
advertising—that can help you to accomplish this cost
savings while creating a more dynamic and immersive
gameplay experience. It’s critical that the advertising
not affect aesthetics or gameplay, and that there should
be minimal impact on scheduling. Microsoft's Massive
Software Development group has spent the past few years
enabling developers to do exactly this. And now, with
the release of the August 2007 XDK, we take the next
step forward in easing the technical burden of
integration as the Massive SDK is now part of the XDK.
This talk focuses on the new C/C++ APIs, best practices
on how to integrate the AdClient into your games, and a
peek into what the future holds for in-game advertising
on Microsoft platforms. |

|
|
Ranking and Matchmaking:
TrueSkill Revealed |
Ralf Herbrich |
Skill-based ranking and matchmaking is a central
component of most next-generation online games, and is
often vital for the long-time success of a game. Since
the launch of Xbox 360, Microsoft has offered game
developers a centralized ranking service called
TrueSkill™. The TrueSkill system is accurate and fast.
In order to give game developers and designers a more
fine-grained control for their online stories, a number
of extensions have recently been added to the TrueSkill
system. In the talk, we present all the extensions and
tools developed over the last 12 months. These include
partial play, partial updates, match-specific draw
probability, and so on. Each extension is thoroughly
discussed both from a “How-to-do-it” and “Pros-and-Cons”
perspective. In the second half of the talk, we present
a set of matchmaking recipes based on the lightweight
Xbox LIVE session model that can greatly enhance the
competitive online gaming experience. We discuss common
pitfalls in skill-based matchmaking using TrueSkill and
how to avoid them. The talk frequently references
existing games and presents some analysis based on those
games. |

|
|
Let’s Get This Party Started!
(Matchmaking and Parties) |
Jeff Sullivan |
Playing online is about much more than just being thrown
into a match with strangers—people want to play online
with their friends. Xbox LIVE already supports
Invitations and Join-via-Presence as base functionality,
but what if you want to gather a group of friends into a
party, to play online against others? How do you use
this party-based system with Ranked Matches? What’s the
best flow for a Custom Match? How do you make your
cooperative game TCR compliant and easy for players to
get into? All these questions and more are answered
here. This talk is intended for those who want to dig
into the details of how to best take advantage of the
range of options available for Matchmaking, using the
Sessions system. Come see how design and technology
interact to create a virtual couch over Xbox LIVE. |

|
|
Learning to Share:
User-Generated Content |
Zsolt Mathe |
As gaming becomes more connected and many gaming
communities are created all over the world, having a
rich online presence and content sharing is increasingly
important. User-created content opens up a new avenue
for users to customize, create, and share content,
making the game their own. User-created content can take
many forms, from the simple the ability to create skins
for avatars, vehicles, and weapons to putting your face
in the game and in user-created levels. The talk
discusses different approaches that games have taken to
enable user-created content, covering high-level design
choices as well as technical implementation details.
This presentation is intended for those who want to
learn about the avenues of adding user-created content
and for game developers who want to learn about LIVE
services that enable content sharing. |
 |
|
Developing Server-Based Games
on LIVE (I'm Looking at You, MMO) |
Ian Lewis |
You’ve done network achievements and leaderboards,
matchmaking, and downloadable content. Now what do you
do to take your networked game to the next level? More
and more titles are answering that question by building
custom title servers on the XNA LIVE Server Platform (XLSP).
Tapping into the endless possibilities of custom servers
using XLSP isn’t technically difficult, but it does
raise a host of questions—from scalable design to legal
issues—that most game developers haven’t faced before.
This talk introduces technical and nontechnical
attendees to the possibilities of custom title servers.
Topics range from simple data collection all the way up
to full-scale massively multiplayer online (MMO) games,
Come see how Microsoft is making it easier to develop
and deploy server-based games on LIVE. |

|
|
Bringing the Best of Xbox LIVE
to Windows |
Rod Toll |
With Games for Windows – LIVE, we have worked to give
you the ability to integrate the best features of the
Xbox LIVE network into your games, while keeping a
watchful eye on the needs of the PC-platform player.
This talk covers a range of features specifically
designed to enhance your title, while keeping the
features PC players have come to expect—from free
multiplayer and dedicated server support, to
achievements, leaderboards, and more. In addition, this
talk reviews what features are available to silver
users, and what’s offered to gold subscribers. If you
want to learn more about how to incorporate these
features and what this functionality means to your
players, or you just want to know more about
incorporating Games for Windows – LIVE into your next
hit title, this is the talk for you. This talk is
intended primarily for engineers, since it does cover
technical aspects of the APIs used; however, anyone
looking to gain greater insight into Games for Windows –
LIVE will certainly find the talk valuable. |
 |
|
Connecting Worlds:
Cross-Platform Game Creation Using Games for Windows –
LIVE |
Arka Ray |
There is a new buzzword in the industry: cross-platform
gaming, generated solely by the unprecedented connection
between Windows and Xbox 360 through LIVE. The
introduction of Games for Windows – LIVE has opened up a
whole new methodology for designing and implementing
games: games that are not just built for Xbox 360 or
Windows, but rather, games that are designed to connect
the two platforms and take advantage of each platform's
unique strengths! This talk covers both the technical
and design aspects of cross-platform games. We address
the ease of porting Xbox LIVE code to work with Games
for Windows – LIVE. In the process, we cover the
similarities and differences in fields such as audio and
graphics and the overall API set. We also discuss some
lessons learned on designing and balancing games across
platforms from the early adopters of Games for Windows –
LIVE. |
 |
|
Keeping it Secret, Keeping it
Safe: Top Security Lessons from Xbox LIVE |
Greg Hartrell |
It's a challenge to build secure online experiences for
gaming. Unlike other common online experiences, such as
banking, unwieldy security barriers can ruin the
entertainment value of your title or offering. This talk
explores several approaches to classic security problems
that affect gaming, each presented as lessons derived
from the Xbox LIVE service during this session. This
isn’t a crush-this-box security uber-nerd–style of
talk—just practical thinking and concepts you can take
away and integrate into your own work. The talk includes
walkthroughs of scenarios and threat models. |

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|
Online Features of Forza
Motorsport 2: The Rewarding World of Community Gaming |
Brian Spanton, Steven Jackson, Che Chou and Bill Giese |
Online features are the new frontier in gaming. Forza
2 has embraced this frontier, paid its cost, and
been greatly rewarded. This presentation, which is
targeted for those who want to learn the ins and outs of
designing such features, will also appeal to those
responsible for implementing those designs. We touch on
Tournaments, Photo, Spectator, and Gifting, but focus
primarily on Auction House and Reporting. Come see how
custom online features can add immense differentiating
value to your game. The talk covers the types of
technology involved, and helps you understand some
potential barriers to entry and some likely pitfalls,
and ways to mitigate both. Listen to Turn 10 designers
talk about how powerful it is to be able to build a
vital player community, and get detailed data on what
that community is doing in your game. The talk concludes
with some post-mortem observations and fascinating stats
from Forza 2’s online feature usage. |
 |
|
Donnybrook: Making Networked
Games More Fun |
Jay Lorch, John Douceur |
Resource limitations such as ill-provisioned servers,
low bandwidth, and high latency can really suck the fun
out of networked games. This is especially true for
twitch games such as first-person shooters. The
Donnybrook project within Microsoft Research aims to
overcome these limitations and make networked games more
enjoyable. In this talk, we discuss a couple of
solutions we've developed. First, we show how to make
computer-controlled opponents more challenging by
offloading an overloaded server's AI computations to
clients with spare resources. Second, we show how to
allow first-person shooter games to scale to hundreds of
players, all interacting with each other seamlessly,
despite the seeming lack of adequate network bandwidth.
In both cases, we developed Quake-based prototypes to
illustrate the effectiveness of our techniques. |

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|
Adding Creamy Nougat and a
Crisp Candy Coating to the Network: XRNM and QNet |
Vance O’Neill |
Multiplayer networking is difficult, but getting it
"right" can be so sweet. Dig in to the XRNM and QNet
libraries—two very different ingredients that help make
your online game delicious. This talk presents
fundamentals and optimization strategies with the
flexible point-to-point communication heart of XRNM. It
also details the benefits and common pitfalls of the
simplified LIVE session management wrapper called QNet.
No matter which ingredient suits your taste, come learn
recipes for success that will keep users hooked. |
 |
Back to top
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.
|
Presentation |
Speaker |
Description |
|
|
Extending the XNA Framework
Content Pipeline |
Frank Savage |
The XNA Framework Content Pipeline allows developers to
use Visual Studio to build their art into resources for
use with the XNA Framework and XNA Game Studio. This
talk covers how to create new importers and processors
using C# to extend the functionality of the Content
Pipeline as well as how to debug these importers and
processors using XNA Game Studio. We go in-depth into
the creation of the code for the importers and
processors and do hands-on debugging of the resulting
processor and importer to give the audience a clear idea
of how to work with and extend the Content Pipeline. |

|
|
Creating Content the
Softimage|XSI Way for XNA Game Studio |
Alexandre Jean-Claude, Softimage |
This talk presents new tools in the integration pipeline
between Softimage|XSI and XNA Game Studio. The talk
explains the process of connecting Softimage|XSI into an
XNA Game Studio project, and then presents a tutorial on
content creation for geometry modeling, real-time
shading, and animation. The tutorial is followed by a
detailed explanation of how data created in
Softimage|XSI can be accessed on the game side. We
demonstrate an actual example running on the XNA
Framework. This presentation is specifically targeted at
programmers and technical artists who want to produce
and consume high-quality content for their XNA Game
Studio project. |

|
|
Understanding XNA Framework
Performance |
Shawn Hargreaves |
This talk is for programmers who want to understand how
the XNA Framework works on Xbox 360, and the
implications for writing high-performance code. The talk
explains when and why the framework transitions between
the Xbox user and supervisor modes, and why should you
care. The talk also presents best practices for writing
efficient graphics and math code, how to use multiple
cores to parallelize your game, and which XNA Framework
APIs can be called reentrantly while doing so. Finally,
the talk demonstrates what tools are available for
investigating performance on Xbox 360, and how Windows
tools can help you understand Xbox 360 performance
issues. |

|
|
The Costs of Managed Code: The
Avoidable and the Unavoidable |
Rico Mariani |
This talk is for those who want to understand the
inescapable performance consequences of the managed
programming method: the things you cannot avoid and the
things you can. The presentation explains those few
characteristics of managed code, such as array bounds
checking, application domain isolation, and write
barriers, that profoundly affect the code generation at
a primitive level. Comparing and contrasting the
consequences for the .NET Compact Framework and the
classic .NET runtime, the talk explains the reasons for
these overheads, the benefits they provide, and what
practices minimize the associated costs. Additionally,
we discuss some commonly occurring costs, such as
boxing, that aren’t inherent to all managed code, and we
offer some tips for minimizing those costs. |

|
|
Pre-Mortem: Torpex Games'
Schizoid |
Jamie Fristrom, Bill Dugan, Torpex Games |
Considering XNA Game Studio for a new commercial game
project and want to know what you might encounter down
the road? This talk covers the experiences of several
AAA game developers who have almost completed an XNA
Framework game for Xbox LIVE Arcade. We delve into the
pros and cons of using the XNA Framework and share a few
engineering tricks we learned along the way. This
presentation is targeted at programmers and producers
interested in learning about shipping an Xbox LIVE
Arcade game using XNA Game Studio. |

|
|
Developing 3D Games on the XNA Framework Using TorqueX |
Clark Fagot, Adam Larson and Thomas Buscaglia
GarageGames |
TorqueX provides a rich set of 3D features to ease the
development of XNA Framework games. The Torque Component
system allows complex game objects to be created from
easy-to-integrate parts. Rigid body dynamics, lighting,
poly-soup collisions, and terrains rendered with clip
maps are all first-class features of the engine. This
talk introduces the key concepts in TorqueX development
and demonstrates how to put a game together in minutes. |

|
|
What’s New in XNA Game Studio
2.0 |
Mitch Walker |
Last December 2006, XNA Game Studio Express 1.0 brought
new levels of approachability and ease in developing
video games for both Windows and Xbox 360. We are taking
our commitment to democratize game development further
with the upcoming release of XNA Game Studio 2.0 this
holiday 2007. To learn more about this major update,
join this talk as we provide an early look at exciting
new features and tools shown publicly for the first
time. Filled with great demos and code samples, this
talk dives into the enhancements to the XNA Framework,
content pipeline, and developer environment, and even
offers a glimpse of our community sharing plans. |

|
|
Networking with the XNA
Framework |
Mitch Walker, Shawn Hargreaves |
Playing games by yourself can be fun, but it’s far
better when you can play with others, whether
cooperatively or head-to-head. Creating multiplayer
games using XNA Game Studio, however, requires
networking support in the XNA Framework for both Windows
and Xbox 360. And that support simply isn’t there…until
now! For the upcoming release of XNA Game Studio 2.0
later this holiday 2007, we will be augmenting the XNA
Framework to include support for networked games. Come
learn where we’re taking networking in the XNA
Framework, what is supported and what’s not, and how you
will soon be able to enable multiplayer support in your
games. |

|
|
XNA Game Studio for Fun and Profit |
Frank Savage |
One question resounds as more and more developers
discover the productivity gains from XNA Game Studio.
How do you make money from the games you create? This
talk offers a sneak peek at developing an Xbox LIVE
Arcade game along with details of how professional
developers can take advantage of XNA Game Studio to
produce commercial games. |

|
|
Advanced Debugging in Managed
Code |
Matt Picioccio |
XNA Game Studio offers a robust debugging experience
that can greatly enhance a developer’s ability to
investigate a game as it runs. Developers of managed
games have many debugging techniques at their disposal,
but not all of them are self-evident. This talk covers
advanced debugging techniques useful to game developers,
including demonstrations of powerful IDE debugger
features and other tools provided by Microsoft. |

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Back to top
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.”
|
Presentation |
Speaker |
Description |
|
|
Getting Your Game on Xbox LIVE
Arcade |
Katie Stone |
Xbox LIVE Arcade continues to be the premiere platform
for distributing and playing high quality,
easy-to-pick-up-and-play games. This session covers
what’s new in creating and deploying on Xbox LIVE Arcade
and developments heading into 2008. Get insight into
changes in requirements, the process by which concept
submissions are reviewed and titles selected, and what
to expect out of the production process. |

|
|
Everything You Need to Know
About Developing for MSN Games |
Kim Pallister |
With over fourteen million unique visitors per month,
MSN Games is one of the leading casual game destinations
in the world. Properly deploying on such a site requires
an understanding of the different services offered and
business models used. This talk covers all of MSN Games
services, business models, technical requirements and
acceptance criteria for games submitted to the services.
The talk also covers the “how” of getting deployed on
the service along with the correct engagement points. |
|
|
The Quarter-Billion-User Game
Platform: Developing Games for Windows LIVE Messenger |
Debbie Thiel |
With over 250 million users worldwide, Windows LIVE
Messenger is an excellent vehicle for developing and
delivering multiplayer casual games. With every user’s
friends list being its own community, and with Windows
LIVE Messenger having such a broad international
audience, the platform requires a different approach to
game design and development. This talk covers Windows
LIVE Messenger details, audience demographics, and what
it means to develop and deploy on this unique platform. |
|
|
Clues in the Puzzles: What
Casual Games Can Teach About Accessibility |
Ellen Beeman |
The game industry has no shortage of quotes from pundits
about the need to take games “beyond the core gamer.”
However, in looking for games that have appeal beyond
the hardcore customer base, you need look no further
than the casual games industry. In making games easy to
approach, easy to pick up, and easy to play, the casual
games industry has learned lessons that apply across
games of all genres and all platforms. In this session,
we look at some of the lessons learned in developing
casual titles on a variety of platforms that
successfully went “beyond the core.” |

|
|
LIVE as Design Tool |
Joshua Howard |
With Xbox LIVE, Microsoft introduced a quality online
service for consoles that offers multiplayer play,
community, and metagame functionality. Games deploying
on the platform integrate the LIVE service’s
functionality. While at first glance this may seem like
a development task, it should also be viewed as an
opportunity for game designers: the opportunity to use
LIVE as a design tool. In this session, we examine
examples of how the metagame can give developers freedom
to encourage replay, drive play behavior, and enable
out-of-context activities in their games. We present
many examples from Xbox LIVE as well as MSN Games. |

|
|
A Producer’s Guide to Games
for Windows – LIVE |
Drew Johnston |
Learn more about what it means to bring your Games for
Windows title to the Microsoft LIVE Gaming and
Entertainment Network. With the recent release of Games
for Windows – LIVE, Microsoft has extended the Xbox LIVE
network to the Windows platform. We’ll put to rest some
of the myths and misconceptions around Games for Windows
– LIVE and get the facts on how you can enable your
titles to be LIVE titles. This talk covers the features
available on Games for Windows – LIVE, including support
for both Windows XP and Windows Vista, DirectX10,
integrated voice, cross-platform play, achievements,
List Play, dedicated servers, and what it takes to get
approved to be a LIVE title. This talk is for producers
or business development team members interested in
cutting through the confusion and getting to the bottom
of what it takes to make a Games for Windows – LIVE
title. |
 |
|
Microsoft Casual Games APIs
for MSN Games and Messenger
|
Jiunwei Chen |
Two of Microsoft’s most widely deployed gaming
platforms, MSN Games web games and Windows LIVE
Messenger, both offer APIs for deploying Flash-based or
custom ActiveX control–based game titles. This session
gives an overview of both APIs as well as the
development environment and tools for each. |
 |
|
Windows Vista and Casual Games |
Kim Pallister, Chuck Walbourn |
Windows Vista provides casual gamers with a whole new
games experience, enriched by graphics and features that
were not possible on previous operating systems. Join us
for a deep-dive on how Vista benefits the casual game
developer and enhances the casual games experience. This
session covers challenges and opportunities in
development and distribution, and what it means for the
casual games community. |

|
|
Building Games for Windows
Mobile |
Brian Lio |
Learn about gaming on Windows Mobile! Find out about the
current state of mobile gaming and learn how to build,
certify, and sell your game on Windows Mobile. The talk
offers the opportunity to hear from and talk to a
current Windows Mobile game developer, Jetpack Games. |

|
|
Making Social Games that Are
Fun for Everyone: Lessons Learned from Consumer Testing
|
George Moutsiakis, Tom Fuller |
A unique set of challenges arise when designing social
gaming experiences that are compelling and approachable
for a broad audience. To help developers address these
challenges, the Games User Research team at Microsoft
has tested social and broad appeal games with hundreds
of consumers. These findings will be presented, along
with practical methods for collecting feedback from
consumers. Findings will include group play patterns and
interactions both on and off the screen, and
recommendations for supporting compelling social
experiences for a broad audience. Case studies will also
be used to highlight findings and recommendations
related to approachable gameplay, GUI, controls, and use
of the “Big Button” in social and broad appeal titles. |

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Bringing Games to Everyone |
Marc Whitten |
Games are spreading further than ever before as gaming
enthusiasts around the globe embrace the current
generation of consoles and computers. Still, an
opportunity and a challenge lie before us: How do we
take these compelling experiences and make them
accessible, attractive, and meaningful to people beyond
the core gaming market. In this session, Microsoft
covers some of its strategy “beyond the core” and
discusses specific developments in content, peripherals,
and services. Most importantly, the session shows how
you can take advantage of these efforts in your game
titles in the coming months and years. |

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Developing for Xbox LIVE
Arcade: The Developer's View |
Steve Taylor, Wahoo/NinjaBee |
With three successful Xbox LIVE Arcade titles under
their belt—Outpost Kaloki X, Cloning Clyde, and Band
of Bugs—Wahoo/NinjaBee are seasoned veterans of
developing for Arcade. In this session, attendees get a
look at the developer’s perspective of building and
deploying games on Xbox LIVE Arcade. From lessons
learned, to tips and tricks, to how to turn the Arcade
publishing team into your thankless, tireless minions,
this session will prove invaluable to anyone planning on
developing games for Arcade. This talk is intended for
developers and producers. |

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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.
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Presentation |
Speaker |
Description |
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Building Lifelike 3D Game
Characters Cost-Effectively |
Alexandre Jean-Claude, Development Manager 3D products
and games, Softimage |
This session focuses on the production of digital
characters for games. This talk leads you through best
practices for setting up a 3D character creation
pipeline, and then demonstrates methodologies that
enable a non-destructive workflow for modeling,
texturing and weighting using GATOR. We then show how to
build and design a character animation pipeline that
uses a heterogeneous set of content creation tools, such
as Autodesk 3ds max and Softimage|XSI, by using
Softimage|Crosswalk. |

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Tools-Based Game Animation Systems |
Simon Mack, NaturalMotion |
This talk discusses the use of tools-based pipelines for
in-game animation. Using NaturalMotion’s morpheme as an
example, we examine how the use of visual tools for
authoring run-time animation can dramatically improve
the quality of in-game character performance while
reducing production timescales. The talk also
demonstrates practical animation authoring techniques
and looks at how they impact the roles of animators,
developers, and designers within game teams. |

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The Art and Technology of
Whiteout |
Abe Wiley, Lead Artist, Game Computing Applications
Group Demo Team, AMD |
Whiteout
is the latest chapter in the adventures of Agent Ruby,
ATI’s real-time graphics heroine. This installment of
the Ruby franchise is significantly longer and more
complex than any other demo ever created by the Demo
Team at AMD. Come join us for a discussion of the
challenges faced by the team as we raised the visual bar
yet again. In this talk, we discuss how we redesigned
our art pipeline from the ground up to provide us with a
new level of creative control and flexibility. Attendees
will learn how the highly detailed and expansive
environments of Whiteout were textured using
artist-directable procedural shader effects. We also
discuss how we were able to team with Image Metrics to
bring Ruby to life using their performance-driven
animation system. |

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Improving Static Lighting:
Experiences from DICE |
Henrik Halen, Software Engineer, Dice; Rasmus Bonnedal,
Software Engineer, Illuminate Labs and David Larsson,
Software Engineer, Illuminate Labs |
When Dice prototyped their latest game, it became clear
that ordinary solutions for baking static light maps
with direct lighting would not be enough to recreate the
look of the concept art. By integrating Beast from
Illuminate Labs with Unreal Engine 3, they managed to
bake light maps with global illumination without
sacrificing the power and ease of use of UnrealEd.
In this talk, Dice introduces some of the challenges and
solutions to making their latest game stand out.
Illuminate Labs will present Beast, the
platform-independent GI baking and rendering software
that made the unique look of the game possible. |

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Integrating High-Level Shading
Effects into Autodesk 3ds Max and Maya |
Ryan Meredith-Jones and Bernard Lefebvre, Autodesk
Consulting |
This technical talk for shader writers describes the
range of high-level shading effects that can be
integrated into the latest versions of the Autodesk
applications 3ds Max and Maya. We discuss each
application's draw architecture, and explain how
high-level shading components integrate with the
architecture to produce complex effects. We also discuss
mechanisms for building effective customized shader user
interfaces in both packages, and touch on topics
relating to our support for next-generation graphics
APIs. |

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Play It Forever: Designing
Game Art for Today and Tomorrow |
Kevin Bjorke, Art & Technology Evangelist, NVIDIA
Corporation |
This talk addresses one of the thorniest decisions
artists and producers must make in designing PC-based
games: how can we capitalize on the impressive ongoing
advances in game hardware and APIs while making our game
accessible to as many players as possible? Should we aim
low, for the broadest market today, while ignoring the
high-end hardcore gamers, or should we aim high,
pleasing our most dedicated customers and anticipating
the capabilities of the wider market in the future? Can
we do both? Can we afford to? Can we afford not to?
These are even tougher questions for makers of online
games, where they may have many simultaneous players in
the same game environment, each with computers of
widely-varying capabilities and with different
expectations of image quality—and where producers hope
to make games that will remain playable for year after
year. How can we future-proof our assets? How can we
build game art that is most useful for the current wide
range of player hardware, whether console or computer?
This talk covers a range of strategies and techniques
that have been used successfully by game studios, new
ideas for techniques developed by NVIDIA and partners,
and realistic tools and information to help producers
and artists make the best art-pipeline decisions. |

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Athletic Performance: Creating
Believable Interactive Character Motion |
Henry LaBounta, Chief Visual Officer, Electronic Arts |
One of the biggest challenges for Next Generation games
is achieving believable character motion. This
presentation combines examples of game footage, live
action footage, and real-time software demos to
illustrate how Electronic Arts is achieving organic
motion and improved gameplay in their sports titles. |

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Natural Outdoor Lighting in
Games |
Otavio Good, Senior Architect, Secret Level |
This presentation covers Secret Level's lighting tools,
techniques, and pipelines. We focus on our outdoor
lighting model that tries to be as physically accurate
and artistically flexible as possible while still
maintaining 60 fps. The talk explains to both artists
and programmers several advanced lighting techniques
including: preprocessed bounced light, hemisphere sky
lights, GPU acceleration of lighting preprocesses,
spherical harmonic prelighting for particle systems, and
storage and streaming of lighting data in real time. |

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Track Environment Creation
from Real-World Reference |
Mark Peasley, Technical Art Lead, Turn 10 |
This talk covers the steps involved in creating
real-world race tracks for Forza Motorsport 2 on
Xbox 360. Topics range from planning and executing a
successful photo/data reference trip to converting it
into game-ready assets. The talk also covers some of the
additional design and implementation challenges of
fictitious race courses. |

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Introduction to Human IK
Middleware: Complementing Your FK Animation
|
Jason Walter, Autodesk Consulting |
Visual realism for characters has made many strides over
the past 10 years. It is now possible to create very
detailed characters in real time. Much of today’s
in-game animation has been driven by forward kinematic (FK)
animation. This talk introduces techniques for adding
inverse kinematics (IK) to gameplay and discusses how to
use IK to complement traditional forward kinematic
animation. HumanIK is a standalone library that has been
extracted from the Autodesk MotionBuilder animation
engine. It provides realistic, real-time, full-body,
human inverse kinematics and real-time retargeting. We
use Autodesk MotionBuilder to demonstrate HumanIK
middleware functionality with specific game scenarios.
|

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Future of an Illusion: Game
Animation for the 7th Generation |
Steve Theodore, Bungie |
Animation has long been the most neglected of the game
art disciplines. While new hardware and graphics
techniques have revolutionized environments, models, and
effects in the last few years, animation has seen mostly
incremental improvements. However, all that is changing:
with new technology and the increasing power of
multicore platforms, game animation is due for a
shakeup. This talk takes a look at promising new
animation technologies and techniques. The topics we
cover range from physically based systems to completely
procedural approaches, with an eye towards the potential
uses and pipeline realities in these new approaches to
bringing characters to life. |

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