2010 Presentations & Audio Recordings

To access the 2010 Gamefest Europe presentations & audio recordings, click here.

Audio

CPU and System Programming

Graphics

LIVE and Networking

Producer and Business Development

"Project Natal" Design

"Project Natal" Technical

Quality Assurance and Certification

Visual Arts

XNA Game Studio

AUDIO

 

High fidelity meets deep interactivity in today’s top game audio implementations. Now take it to the next level, and learn about the wide array of technologies currently available to create, develop, manipulate, and render dynamic and immersive sound for your titles on Microsoft platforms. This track will cover the entire game audio implementation pipeline, from compression and input to real-time manipulation and processing, to mixing and final presentation to the user. Topics will include “Project Natal” audio features, the rich set of tools and libraries available for playback and processing of audio data, compression formats, and the shared challenges of developing audio on Xbox 360, Windows, and XNA Game Studio. Principally focused on the needs of professional audio programmers, composers, sound designers, and audio directors, this track also provides topics of interest to producers and game designers interested in making audio a more proactive element of their titles’ creative vision.

 

Session Title

Speaker(s)

Description

Finding Your Voice: Best Practices for Speech Design

 


 

Noah Richardson

Speech recognition offers game developers an opportunity to create entirely new experiences. Separating the hype from the potential, this presentation will cover what designers need to take advantage of this nascent technology. Topics will range from identifying where voice lends user value and where it doesn’t - to handling recognition errors gracefully. We’ll also share a number of different ideas for incorporating voice in different game contexts.
 

Forza Motorsport 3 Audio: Design, Process & Pipeline

Greg Shaw and Mike Caviezel

For any discipline, a game as big in scope as Forza Motorsport 3 is a massive undertaking. With a huge amount of content (over 400 cars & over 50 tracks), to create a top-tier, AAA audio experience, while still shipping on time and within budget, presents a unique audio challenge. From a design philosophy, to churning out content, to final mix, this will be an overview of how the Turn10 Audio team tackles the beast of a wide-scope racing game, while along the way, stopping to highlight some of the audio challenges unique to the racing genre in general.

 

Introduction to Speech Recognition and Grammar Development

Heiko Rahmel

This talk gives a high level introduction to speech recognition concepts and relates these to the role of grammar development for gaming applications. Key concepts and best practices in grammar development and tuning will be presented for a successful use of this exciting technology.
 

Make Some Noise: An Overview of Microsoft Platform Audio Features




 

Scott Selfon Microsoft’s development platforms bring to bear an enormous array of tools, technologies, and programming interfaces on the challenges of audio production and implementation for titles. This talk provides an overview of these technologies on Windows, Xbox 360, and XNA Game Studio, and sets the stage for more detailed investigations into key aspects of select sound-related solutions throughout the rest of the conference.
 

Panel: Power to the Content – Audio Middleware Tools and Engine Solutions


 

Moderator: Scott Selfon; Panelists: Andrew Scott, Firelight Technologies; John Byrd, Gigantic Software; François Thibault, Audiokinetic

Audio tools and middleware for Xbox 360 and Windows provide key solutions in the realm of high-level cross-platform sound functionality. Features including variation, dynamic playback, asset management, interactive music, real-time in-game prototyping and editing, and content-driven pipelines are all hallmarks of Microsoft platform tools partners. In this panel, we discuss the current state of the art for rich audio implementation using middleware tools, as well as exploring the outstanding needs and challenges that these engines and authoring environments will be tackling as they look to the future.
 

Panel: Real-time Audio DSP Solutions for Interactive Media


Moderator: Scott Selfon; Panelists: Colin McDowell, McDowell Signal Processing; Paul Taylor, Phonetic Arts; Mark Yeend, Microsoft Game Studios; Brian Schmidt, Brian Schmidt Studios
 

This panel discussion features top digital signal processing (DSP) effect providers who are part of the Xbox 360 Tools & Middleware program. Topics include current and future effect offerings, avenues for effectively leveraging DSP effects from multiple providers in your title, techniques for developing and customizing your own DSP effects, and a survey of the current landscape for real-time sound manipulation.

 

The (3D) Sound of Success: X3DAudio and Sound Positioning


Cullen Waters

XAudio 2 and XACT both 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.

 

Talk to Me: Audio In, Speech, and "Project Natal"

Scott Selfon

Complementing the visual feedback system of the NUI sensor array is an audio input component. In this talk, we cover the features and functionality of the “Project Natal” microphone array, as well as the software speech libraries that provide multichannel echo cancellation (MEC), integration with in-game chat, and speech recognition for command-and-control and other title use scenarios.
 

XAudio2: High Performance Considerations


 

Tom Mathews

You may be porting your title from XAudio1, or looking to create that next high-performance audio engine from scratch. This talk covers several features in XAudio2 that can be used to enable a more immersive experience for your audience, as well as make your life easier as an audio developer. We cover the changes that XAudio2 brings when porting from XAudio1 or DirectSound, the various file formats available, and architecting a solution around proper voice pooling and audio graph considerations.
 

 

 

Back to top

CPU AND SYSTEM PROGRAMMING

 

Are you interested in scaling your game across all cores? Have you been waiting for Microsoft Visual Studio® 2010? Of course! Learn the latest information on these and more in the CPU, System, and Code Quality track. We’ll discuss new features of the Xbox 360 and DirectX, Windows® 7, the latest research in concurrency, and we’ll explore what Visual Studio 2010 has to offer game developers and developers in general! Come join us in our discussions on these topics and much more!

 

Session Title

Speaker(s)

Description

Avatar Rendering in Guitar Hero 5

David Cowling, Neversoft; and Jason Hewitt

 

Guitar Hero 5 was one of the first titles to embrace avatars as characters that really "fit" visually within the game environment. This talk covers the technology approaches that Neversoft used to achieve this goal. Although the talk is given from an engineering perspective, there should be points of interest to animators and artists in addition to engineers.
 

Case Studies in VMX128 Optimization

Tomas Vykruta, David Cook and Corrine Yu

Arm yourself with the latest techniques for writing ultra-fast VMX code. This talk discusses several VMX topics. First, a hands-on deep dive on how performance bottlenecks in the 2006 CustomVFetch XDK sample were discovered and how the VMX loop was rewritten for a 10X increase in performance by eliminating several expensive problems such as branching penalties, LHS penalties and the horrors of non-coalesced write-combined memory access. The talk demonstrates branching in VMX registers, packing 16-bit VMX floats, and solutions to many other problems that may be haunting your own code. We introduce a VMX random number generator to replace the expensive rand() operation. Next, we introduce an algorithm for generating convex hulls and another algorithm for generating and traversing kd trees. Finally, we discuss a VMX algorithm for fast DXT block compression of color and normal maps using both 4-wide float and 16-wide byte operations.

 

The Compiler is Not a Black Box

 

Lin Xu

How do compilers make decisions about code generation? How do you influence those decisions in your code? Come learn about the parts of a compiler that all performance-minded developers should be familiar with. We discuss how solutions for common performance pitfalls work, focusing on the VC++ PC compiler.
 

CPU Optimization Archetypes: Using Our Xbox 360 Tools to Best Effect

Allan Murphy

Developers often ask us to show how we use PIX for Xbox 360, which numbers are relevant, what appropriate ranges are, and so on. PIX is such a comprehensive tool on Xbox 360 that optimization effort often doesn’t look beyond to other tools. However, PIX has some limitations, and there is a wealth of useful information from other tools, useful in specific situations, which can help enormously. Working from practical CPU optimization situations, learn how to apply the entire set of Xbox 360 CPU performance tools together in harmony.
 

Creating a Common Remote Communication Layer as the Foundation for Next Generation Development Tools

Doug Heimer and Piotr Mintus, Monolith

 

As more game developers are designing games to ship on multiple platforms, frequently without keyboards, content creation and analysis tools have struggled to keep pace. Designing technology to support real-time interactive content creation is relatively painless when a game is intended to ship on the PC, but can throw some curve-balls when a console SKU is added to the mix. This presentation demonstrates the effectiveness of a platform-independent communication layer for use between a game engine and the tools that bring it to life, using Monolith tools as examples.

 

Life after Windows XP: Windows Vista and Windows 7


 

Chuck Walbourn

Windows XP has been a highly successful consumer OS, but the PC has changed a lot in the decade since its debut. Unless you are still developing on a Pentium MMX or AMD K6 single-core CPU with 128 MB of RAM and a 5 GB hard drive, chances are good that a newer OS will make better use of your hardware, and provide numerous other technology and development improvements to boot. Come find out what Windows 7 technology has to offer gamers and game developers, and how to make sure your existing software runs well on the new Windows.
 

Moving Beyond Threads: Parallel Programming in C++ with the Parallel Pattern Library, Asynchronous Agents Library, and Concurrency Runtime
 

Dana Groff and Rick Molloy

The biggest sea change in software development since the OO revolution is knocking at the door, and its name is Concurrency. As game developers, you have long been tackling these kinds of problems and optimizing code to exploit parallelism in targeted areas such as pixel shaders. In order to help all developers exploit ever-growing parallel processing power, Visual Studio 2010 provides the Concurrency Runtime with supporting tools and libraries.  We will provide an overview of the C++ programming model that leverages these new capabilities through the Parallel Patterns Library and Asynchronous Agents Library.  With the time remaining we’ll dive deeper and walk through several examples that demonstrate best practices in productivity, correctness and performance.
 

System-wide Game Profiling with the Windows Performance Toolkit


Bruce Dawson

The Windows Performance Toolkit (WPT, or xperf) is a free toolset from Microsoft that lets you see everything happening on your system in order to investigate otherwise invisible performance problems in your game. WPT can show Disk IO, registry access, GPU packets, page faults, context switches, kernel activity, and even has a sampling profiler, all integrated into one visualizer.
 

Unleashing the Power of C++0x

 

Mark Roberts

Why wait for the C++ committee to finish the specification when you can enjoy some of the power of C++0x today! Visual C++ 2010 provides many of the features of the biggest update to the language in over a decade. Come see how to get the most out of them!

 

Visual C++ 2010: A Turbo Boost in Productivity

 

Boris Jabes

Visual Studio 2010 is a huge release for C++ developers. We have rebuilt the IDE to scale to huge source bases spanning tens of thousands of files and millions of lines of code all while providing new code-focused productivity boosts. We’ll show it in action!
 

Visualization Tools for Multicore Performance Analysis


 

Hazim Shafi

Multicore processors offer the promise of significant performance potential at the cost of increased application complexity. This talk gives an overview of a novel parallel performance tool shipping in Visual Studio 2010 that allows users to quickly identify significant sources of inefficiency in multithreaded Windows applications.
 

Write-Games—or Test-Games? Save-Time | Use-PowerShell

James Brundage

Automating the Xbox 360 console can be incredibly helpful for testing games, improving game performance, deploying builds, capturing screenshots, and many more game development tasks. XAP surfaces the Xbox Automation APIs that ship with every development kit with the most cutting edge automation technology available, Windows PowerShell. Learn how you and your labs can leverage XAP to automate testing on Xbox 360.
 

 

 

Back to top

GRAPHICS

 

The Graphics track focuses on new and innovative features and techniques on the GPU, for both Windows and Xbox 360 titles. How does DirectX 11 work in practice, given the latest hardware developments? What methods have top titles employed to continue raising the bar on graphics quality? What is the latest word on best practices for shadowing, lighting, and texturing? How do we fit all these new bells and whistles into our games without blowing our frame rate budgets? And where are we headed in the future? Come join us to explore these issues in depth!

 

Session Title

Speaker(s)

Description

Advanced Rendering Techniques with DirectX 11


Justin Hensley and Jason Yang, AMD

The advanced features of DirectX 11, such as DirectCompute 11, enable developers to implement unprecedented real-time effects in games. This presentation covers two such effects: order-independent transparency, and high-quality depth of field.  The techniques leverage features available only as part of Direct3D 11 and DirectCompute 11. In particular, OIT takes advantage of the AppendBuffers, as well as atomic memory operations. Using these advanced features, our algorithm creates lock-free data structures in memory to store the transparent fragments as they are rendered. Once all the transparent fragments have been enumerated, a second pass is used to put the fragments in the correct order and to resolve the final fragment color. Depth-of-Field also takes advantage of atomic memory operations, and additionally uses locally shared memory for optimized performance. The Depth-of-Field algorithm uses a novel image processing technique to implement a high-quality effect not seen in current games. Both techniques were recently demonstrated running in real-time on AMD's next generation hardware, which was native support for DirectX 11, including DirectCompute 11.

 

Best Practices for DirectX 11 Development


Andy Pomianowski, AMD

 

This talk takes a whistle-stop tour through the powerful new features provided in DirectX 11. We investigate the new capabilities such as DirectCompute and Tessellation, and discuss implementation guidelines that will steer you towards the discovery of high performance solutions and aid in the development of efficient DirectX 11 applications.
 

Block Compression Smorgasbord


David Cook

DXT style block compression has become a de facto standard for most textures in games.  We will cover several topics of recent interest in this area:

1. Fast block compression. With some optimization effort, real-time block compression is feasible, on either the CPU or the GPU. Real-time compression opens up a host of possibilities for disk space reduction and dynamic texture updates.  

2. Normal map compression. Block compression was designed for color data but adapted for use with normal maps. The results are not always pretty. What usage patterns should be favored, or avoided, in this context?

3. New block compression formats. DirectX 11 introduced two brand new formats:  BC6H for HDR textures and BC7 for high quality LDR textures. We discuss how and when these formats should be employed, and how to handle the enormous search space for compression.
 

Building an Uber-Fast Crowd Renderer for Your Next Xbox 360 Engine

Tomas Vykruta

Rendering thousands of highly detailed, unique soft-skinned characters with shadows at 30 Hz on an Xbox 360 console requires a highly tuned rendering pipeline. A new type of instancing renderer that uses the GPU’s memexport feature is introduced here and compared to some other common, but less optimal, forms of crowd rendering. The renderer uses very limited CPU resources and is memory-conscious. This talk showcases an interactive, real-time demo.  Some features of the crowd renderer are: Highly tuned VMX animation; Memexport, vfetch, and tfetch techniques; Entire crowd is skinned and transformed with a single draw call and exported to memory for rapid depth prepass, shadow generation and color generation passes.

 

The Dark Art of Shadow Mapping


David Tuft

Adding shadows depth maps to a title is straightforward and simple. Making the shadows look good while staying within artistic, performance, and memory constraints can be very difficult. This talk explains how common shadow mapping artifacts occur and gives some basic guidelines that should be followed at all times. Next, the talk explains advanced techniques that benefit shadow maps, such as cascaded shadow maps, filtering, pancaking, and deferred shadows. Finally, the intricacies and caveats of combining these techniques are described.  Attendees should come away understanding how to identify artifacts, which techniques will mitigate them, and at what cost.
 

Deferred Shading with DirectCompute


 

Andrei Tatarinov and Alexander Kharlamov, NVIDIA

In this talk, we show how to implement a deferred shading pipeline using DirectCompute. We first provide an overview of a traditional deferred shading engine. Then we identify the main bottlenecks and limitations, and discuss how we can use DirectCompute in order to avoid them. We show how, by using compute, it’s possible to significantly reduce bandwidth requirements when accumulating lights by keeping the g-buffer data in shared memory, how this technique provides an elegant and efficient way of supporting MSAA, and how to reuse the same data structures employed for deferred rendering in order to render transparent surfaces in a more traditional forward rendering fashion, but applying an arbitrary number of lights in a single pass.

 

The purpose of this talk is not only to showcase this particular application, but in general to encourage developers to prototype innovative rendering algorithms that leverage the power of rasterization with the flexibility of compute.  The talk covers many common data parallel programming practices that are shared by many other applications. We show how to compute bounding volumes for culling using fast data parallel reductions, how to build complex data structures on the GPU using data parallel primitives such as scan, sort and compact, how to take advantage of shared memory to reduce memory bandwidth, and how to share resources between graphics and compute. Next, we discuss best practices and optimizations for NVIDIA GPUs, and show how to put them in practice in this particular application. We end the talk discussing some future research directions.
 

DirectX 11 DirectCompute–A Teraflop for Everyone


 

Chas. Boyd, Graphics PM Architect, Windows

At Gamefest 2008, we introduced DirectCompute as a new way to access the computational capability of the GPU that delivers even more flexibility and freedom for developers. It opens the door to operations on more general data-structures, and to new classes of algorithms as well. This talk quickly reviews the key features of DirectCompute’s compute shader, and then shows how they can save you when you really need that teraflop. We will show actual applications and demos of DirectCompute.
 

DirectX 11 Technology Update


 

Chuck Walbourn

Direct3D 11 is out and ready for use by your game today to exploit the latest in video hardware features as well as current generation machines. This talk brings you up to speed with the API, offers tips on how to get your renderer up and running, presents key feature overviews, and shows how to deploy your application. Attending this talk is highly recommended if you are attending other DirectX 11 presentations.

Fast GPU-based Scene Analysis and Post-Processing



 

Andy Luedke

The latest games use increasingly intensive scene post-processing techniques to deliver amazing visuals. Many of these techniques have traditionally required scene analysis on the CPU to drive adjustments to post-processing settings in a realistic way. This presentation demonstrates the use of a GPU-based sort to enable additional control of such post-processing, as well as prevent costly CPU synchronization and analysis. A variety of new post-processing effects that can be achieved will be demonstrated as well. This technique works well on Xbox 360 and scales nicely on all modern shader hardware.
 

Fluid Simulation Driven Effects in Dark Void

 

Bryan Dudash, NVIDIA

Fluid-driven effects are an integral part of gameplay in Dark Void. These effects are generated using a combination of accurate multigrid Eulerian fluid simulation and particle simulation, accelerated on the GPU. In this session, we explain—with the aid of live demos—how we implemented these effects, specifically talking about the fluid and particle simulation, lighting and rendering, game engine integration, and artistic control. In addition, we hope to dispel a number of myths about using fluid simulation in games, including: Fluid simulation will lead to a "smoke in the box" look; Fluid simulation is too expensive for games; and Fluid simulation is not art directable. We hope to convince the audience that highly detailed, interactive fluid simulation is not something we can only hope to see in movies or in tech demos; it is a feasible technology that can be used to make fantastic effects in real games today. We go over the details of how to implement a seamless, scalable, and directable fluid simulation in a game engine and how to use it to create the next generation of fluid-driven effects.
 

Lighting Volumes

 

John O’Rorke, Monolith

Lighting systems have always struggled to balance dynamic objects with high visual fidelity. Lightmaps have historically been the de facto solution, in order to decouple the cost of lighting from the cost of run-time performance. However, this breaks down in dynamic environments, and has generally resulted in a number of inconsistent lighting solutions being employed across dynamic and static objects. This talk presents a new approach for using volume textures in order to store and render lightfields entirely on the GPU. This approach is unified for dynamic and static objects of arbitrary size and complexity, and includes generation of the volumes using both direct and global illumination. The talk also discusses various techniques for rendering the volumes—covering a range of quality versus performance, yet still preserving key surface details such as normal maps and specular lighting. Finally, advanced usage of the lighting fields is discussed, such as simulating atmospheric effects using these volumes, and being able to leverage them for gameplay.
 

Realistic Rendering with Spatially-Varying Reflectance



 

John Snyder

In the physical world, reflectance varies spatially. Traditional computer graphics captures this as texture maps of simple BRDF parameters such as colors and specular exponents. We present new techniques for rendering reflectance more realistically, using models acquired from real materials, in real time and in the presence of environmental lighting.

Rendering with Conviction: The Graphics of Splinter Cell

 

Stephen Hill, Ubisoft

This session covers various aspects of the Splinter Cell: Conviction renderer, from the high-level architecture down to the low-level Xbox 360 nitty gritty. In particular, the talk focuses on our dynamic visibility and ambient occlusion solutions, which—driven by technical targets and production constraints—go somewhat against the grain of standard practice. Taken as a whole, these techniques can be adapted to boost performance or visual quality in a broad range of scenarios.
 

Still in the Trenches: More Lessons Learned About Xbox 360 Graphics Programming

Mikey Wetzel

The Xbox 360 GPU used to be a mysterious beast, but by now it’s pretty well understood. Despite implementing all the various tips and tricks over the years, it gets harder every day to find new ways to improve performance. And now that Microsoft has relaxed the Xbox 360 TCRs on resolution and MSAA, your competitors are already taking advantage of the new rules to increase scene complexity while boosting their frame rate. We present our findings on various experiments with lower-resolution rendering, and introduce the concept of sandboxing the GPU using real scene data extracted from PIX captures. Add in the usual grab bag of miscellaneous tips and techniques learned over the years and this is a must-attend event for any Xbox 360 graphics developer.
 

Stripped Down Direct3D: Xbox 360 Command Buffer and Resource Management

 

Wade Brainerd, Activision

Understanding how Direct3D interacts with resources and the command buffer can simplify your engine, enable cross-platform abstractions, and improve performance. This presentation dispels myths about Direct3D on Xbox 360 and describes a lower-level, engine-friendly approach to managing resources and submitting the scene.

Think DirectX 11 Tessellation! – What Are Your Options?

 

Xin Huang

Tessellation is one of the most exciting new features in D3D11. It makes film quality rendering possible for real-time rendering scenarios like games. With the availability of D3D11 hardware, what are your options to benefit from this new feature? How and where can you incorporate this into your game engine?

Xbox 360 Shaders and Performance: How Not to Upset the GPU

 

Cody Pritchard

Games are constantly pushing the limits to achieve better graphics, but unfortunately the Xbox 360 GPU is not getting any faster. Because of this, it is important to understand the inner workings of the GPU to squeeze the best possible performance out of it. This talk dives into what makes the GPU tick, in order to provide insight into why things perform the way they do. Then, armed with this information, we focus on best practices for measuring and optimizing your shaders. The goal is to promote good HLSL optimization practices, correctly identify and understand problem areas, and demonstrate tips and techniques to help improve performance. The target audience is Xbox 360 graphics developers who need to squeeze one more millisecond out of the GPU.

 

 

Back to top

LIVE AND NETWORKING

 

Online gaming and the LIVE service open up new dimensions for your games and your business. This track builds on previous years with must-see sessions on in-game network play, out-of-game social, matchmaking, marketplace, in-game stores, and user-generated content. LIVE encompasses a wide variety of experiences for drawing players together from around the world. Come hear about how to best use the LIVE feature set to improve your Xbox 360 and Games for Windows – LIVE titles, as well as to explore performance, design, and potential pitfalls to avoid during the development cycle.

 

Session Title

Speaker(s)

Description

Beat the Pirates, Pwn the Hackers: Anti-Piracy and Anti-Cheat Features of Games for Windows – LIVE

 

Chris McKagan

 

Overview of the Games for Windows - LIVE Anti-Cheat and Anti-Hack mechanisms. We explain what these features do, and how they can save a ton of the publisher’s revenue with very little investment.

The Cloud Cometh: Designing Clients for Cloud Opportunities

 

Rick Hoskinson

Online persistence has become a must-have feature for many AAA titles. This has resulted in escalating production costs, increased network complexity, and heightened uncertainty at release. Further complicated by a need to secure console and PC titles against malicious users, cloud and internally hosted server solutions are rapidly becoming a highly specialized field within game development. This presentation covers the intricate interactions between client networking code, datacenter architecture, and IT support. The main focus is on how to create maintainable, robust systems by planning ahead with network connectivity code that responds to datacenter changes.

 

Designing Robust Title Services Using HTTP and REST



 

Matt Picioccio

Each year, more and more developers take advantage of hosted title services to add features, integrate data across multiple websites and services, and extend the lifecycle of their titles. Creating a robust service that scales well with your title is a significant challenge in design and implementation. This session demonstrates how your title can make use of the extensive technology provided for web servers today to easily deliver robust, secure, and scalable title services for your Xbox 360 and Windows games, using HTTP and REST architectural patterns.

 

The Future of XLAST Game Configuration


James Jacoby

The Publishing Platform team is replacing XLAST with a new tool to handle the configuration of game metadata around achievements, leaderboards, matchmaking, and so on. Additionally, we discuss improvements in packaging and dealing with issues such as large file transfer. We plan to show demos of the new tool and greatly appreciate your feedback.

 

Life Support: Extend the Life of Your Game with Games for Windows - LIVE Marketplace
Cameron Goodwin

The console gaming experience has been greatly enriched by downloadable content; through Games for Windows - LIVE (GFWL) it is possible to also bring these benefits to your PC game. By using downloadable content after a game’s release, you can increase profit, extend your game’s life at retail, and encourage users to keep playing. Learn how GFWL provides an easy way to advertise, sell, manage, verify, and load downloadable content without the user ever leaving the game. During this discussion, we cover reasons and statistics for using, implementation of, and best practices around using the GFWL Marketplace (including enabling an in-game store with a single API call). Get more life out of your game after its release by making Games for Windows - LIVE and downloadable content work for you!

 

One Year Later: Impact of MSRT on Game Password Stealers and Current Criminal Tactics

 

Jeff Williams

In June 2008, the Microsoft Malware Protection Center added 8 of the most prevalent families of password stealers to the Malicious Software Removal Tool run by hundreds of millions of people each month. In this talk, we examine telemetry received through this tool, discuss the degree of effectiveness of such approaches and examine current tactics being used by the criminals responsible for these types of threats.

 

Optimizing your Games for Windows – LIVE Submissions Using LIVE Installer Technology
Jason Sandlin and Jeffrey Shi

Tired of writing installers or updaters? Games for Windows - LIVE now provides an SDK tool set that creates your game installer and title update installer for both retail and the LIVE Marketplace. Designed specifically around the needs of professional Windows games, the installer is TCR-compliant, reducing your submission process and saving valuable time and resources.

 

A Rock Band Network Post Mortem

Matthew Nordhaus, Harmonix; and Phil Smail

This talk will discuss what went right and what went wrong during Production of Rock Band Network, a UGC initiative built on the XNA Indie Games infrastructure. Phil Smail of Microsoft will briefly discuss how XNA enabled and supported this project, and Matthew Nordhaus will discuss the first conversations between Harmonix and Microsoft about creating a User Generated Content model for Rock Band, and the details of the development of RBN.

 

Taming the Tubes: Building Robust Multiplayer Games


 

Adam Schaeffer

Writing games is hard. Writing multi-player games is multi-hard. The payoffs, however, are better sales and gamers that return to your titles long after the sell-by date of single player content has come and gone. A naïve or last-minute approach to network coding can quickly lead to madness—not to mention add stress to your ship cycle and potentially hinder certification. A well-oiled network subsystem can improve the responsiveness, stability, and playability of your game, as well as support more players. Come hear the tools and techniques that will help you tame the network and deliver a great multi-player experience.

 

Working with Xbox 360 In-Game Marketplace

 

Greg Pettyjohn

If you are an Xbox 360 developer working on a project using the Xbox 360 In-Game Marketplace, then this talk is for you – whether you are simply extending your title’s gamer score and achievements or planning a full-featured in-game store.

 

Xbox LIVE Party and Your Title


Radha Kotamarti

Xbox LIVE Party was introduced as one of the new social features of the NXE release. One year later, Xbox LIVE Party continues to enjoy wide-spread usage among Xbox LIVE users. This presentation reviews the Xbox LIVE Party feature and how titles can best integrate with it to get players quickly into multiplayer matches.

 

You Can’t Get There From Here: NATs, Firewalls, and Xbox LIVE



 

Rick Hoskinson

Xbox LIVE has automatic support for tunneling Network Address Translators and Firewalls. However, there are some situations in which there is simply no way for peers to communicate directly in a multiplayer game. This presentation provides a refresher on NAT tunneling technology, how no-win situations occur, and what strategies can be employed to improve the overall player experience.

 

 

 

Back to top

PRODUCER AND BUSINESS DEVELOPMENT

 

The creation of a game stretches far beyond the work of developers, designers, and artists. Producers and Business Development Managers drive the project to completion, while balancing staying ahead of the curve with a respect for the bottom line. You’re expected to know best practices and future developments, often before they happen. The Gamefest 2010 Producer and Business Development track will provide you with upcoming features and policy changes for all Microsoft gaming platforms. You will gain the valuable firsthand knowledge and insight that you need to help maximize your business impact.

 

Session Title

Speaker(s)

Description

Bits to Disc: The Streamlined Submission Pipeline for Games for Windows – LIVE

 

Arka Ray and Chris McKagan

 

A look at the new streamlined submission process for Games for Windows - LIVE that takes raw game files from a publisher and returns a certified, protected installer that is ready to ship on discs or digitally.

Enabling User-Generated Content in your Xbox LIVE Games    



 

Andre Vrignaud and Brendan Vanous

This talk presents an overview of policy and technical requirements for enabling user-generated content (UGC). The presentation includes a high-level overview of potential benefits, challenges, and requirements around enabling UGC on the Xbox LIVE platform, as well as an overview of technical recommendations on how to best satisfy those requirements.

 

Evolution of the XNA Development Portal



 

Bill Dollar and Andrew Whitechapel

Come learn how we are going to make finding developer content, and submitting and certifying content, much easier. This talk discusses the new investments around a new developer site and submission process.
 

Generating Revenue on Games for Windows – LIVE

 

Jonathan Bankard

If you are making a Windows game, we can help you make it more profitable. Games for Windows - LIVE experienced meteoric growth (10x) this last year because it helps developers capitalize on the under-served Windows market through Games on Demand, in-game marketplace transactions, and strong add-on offerings.

 

How Microsoft Can Help You Make Great Games




 

Jason Strayer

Come hear an overview of game developer support and services offered by the Developer Connection team at Microsoft, with an emphasis on newer proactive services.

 

Massive, Revenue Made Easy


 

Jim Hudson and Shawn Sheridan

Should I put ads in my game? Where? How? With five years of advances in technology and placement strategy, Massive has mastered the art of putting ads in games. Come learn how easy it is, and how to decide what’s right for your game. We present an overview of our processes while dispelling some associated myths, and discuss how you can optimize for maximum revenue return from your game’s digital in-game advertising.
 

MMOs on Xbox LIVE and Games for Windows – LIVE



 

Julien Hervet and Jason Ronald

This talk is an overview of the MMO policy for games on Microsoft gaming platforms.

Protecting Your Title’s Intellectual Property

 

William Yagi-Bacon

This talk discusses how to effectively manage and reduce title information leaks prior to official announcement of the game, or specific details about the game such as achievement description prior to street date.
 

Revenue Opportunities on Xbox LIVE Marketplace  


 

Alvin Gendrano

How can publishers maximize their revenue potential on Xbox LIVE Marketplace? We’ll tell you. We cover LIVE Arcade, Game Add-ons, Avatar Marketplace, Demos, and Games on Demand.

 

Shipping on Time: Using Data-Driven Feature Cost and Velocity to Manage a Schedule

 

Korey Krauskopf

A world-class game is incredibly costly, and each month a project is in development is hundreds of thousands of dollars. Yet games are still a hit-driven business, so it’s necessary to invest in development of features, designs, and content that are by nature unknown quantities and unpredictable. By making your development tracking data-driven, you can measure in real-time where your project is, how much time is left, and make decisions on what features to invest in and which to cut or not start at all.

 

The Value Proposition for Games for Windows – LIVE

 

Drew Johnston

This talk offers a comprehensive look at the Games for Windows - LIVE platform, demonstrating that it is much more than just ”Xbox LIVE on Windows” and answering the question “Why Games for Windows - LIVE?” for publishers.

 

 

 

Back to top

"PROJECT NATAL"

* Please use your Xbox Central password to access this content.  If you cannot remember your password, please contact your Account Manager directly for assistance.

 

 

Back to top

QUALITY ASSURANCE  AND CERTIFICATION

 

Game development increasingly presses technology and test resources to the limit. In addition, new technologies introduce fresh challenges, and create new opportunities. Faced with this, QA professionals must constantly adapt by keeping up-to-date on the latest testing techniques and platform Certification policies. Come explore approaches designed to increase your QA team’s efficiency, thoroughness, and impact on your Xbox 360 and Windows titles. Examine the tools and services that Certification provides, meet the people responsible for certifying your titles, and learn how they can help you get your product out the door quickly and easily. Get a better understanding of new and upcoming technologies and how they will impact your testing and Certification preparations. Jump in and ensure that you and your test team are at the top of your game!

 

Session Title

Speaker(s)

Description

Certification Overview, Trends and Direction



 

Peter Cardwell

 

 

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. The talk will provide a high level overview of the process, and help you understand how to get your game through the process. This talk also presents a series of key developer trends identified by the global certification teams at Microsoft. Topics include how these trends affect your success in Certification and what you can learn from them.
 

Functional Testing Your Title

Josh Eash and Glenn Barfield

The responsibility of Game Quality’s Functional Certification Team is to identify issues that the average Xbox 360 gamer will encounter while playing through any given title. Join us for an examination of the two major types of functional testing. We’ll cover topics like lab setup, test planning, our FTCs, the new failure scenarios and our top ten game failing issues. We will also talk about the areas we don’t test and share some tips to help you pass Certification on the first submission.
 

Games for Everyone: Testing for Accessibility



 

Mike Yurka

Have you ever tried to play a video game late at night with the sound off to avoid disturbing family or neighbors? After breaking a finger or an arm? With a bunch of commotion swirling around you? On a really bad TV? Did you know that the features that would enable you to maximize your gaming experience in these scenarios are some of the exact same features that would allow a person with a physical or sensory impairment to enjoy the same game? Making a game more accessible can make the game that much better for all users. As we continue to learn more about the features that will make a game more accessible, and learn more about the ways to implement them, games will continue to improve. But how can we go about testing for accessibility? Accessibility testing is still in its infancy, but advancements are being made. This talk will discuss some of the methods that are already in use and some of the methods that are being developed to test accessibility in Microsoft Game Studios titles, as well as the paths and thought processes that lead us to those methods.
 

Games for Windows - LIVE Certification: Friend, not Foe

 

Ivan Kougaenko

As Games for Windows - LIVE business matures, so does its Certification process.  Join us and hear about the latest developments from the Games for Windows – LIVE certification team: best practices, most common misconceptions, Certification scenarios and more.  The goal of this presentation is to provide the audience with a deeper understanding of the Games for Windows – LIVE certification business and enable your title to sail through Cert while taking full advantage of the benefits this process can offer.
 

The Games for Windows Self-Certification Site

 

Michael Wolf  and Chris Wilson

Game Developers, give consumers what they want... a certified Games for Windows Title! You can now, by taking advantage of the newly launched Games for Windows Self Certification Program. The program is designed to showcase the Windows gaming platform and to promote game titles which pass a set of technical requirements that promises consumers a great gaming experience. These requirements ensure a consistent level of compatibility to Games for Windows and also enable you to take advantage of new Windows 7 “showcase features”. The process is easy, and the benefits of leveraging the Games for Windows brand is invaluable. Consumers say the Games for Windows brand represents the promise of compatibility and supports them in making good Windows gaming title decisions.
 

Games for Windows: Updates for Windows 7

 

Chuck Walbourn

Each year since the launch of the Games for Windows program in 2006, we’ve updated the Technical Requirements and Test Requirements to address ongoing support issues and provide additional guidance. For 2009, we also needed to address Windows 7 readiness in time for the holidays. This talk will present a short summary of the existing GFW requirements and call out the changes made for the 1.4.0009 updates. We will also cover Windows 7 app-compat guidance, the related TR changes, and explore the latest technical showcases.
 

Knowledge is Power (and so is an Organized Approach to Certification…)


 

Chenelle Bremont and Jennifer Boespflug

What does it take to succeed and complete your first Certification submission successfully? How can you save time, money, your pride, and possibly your job? This talk provides practical advice on how to approach Certification at a high level as well as exploring some of the nitty-gritty details such as organizing test resources and preparing to be TCR-Compliant. This talk will be particularly useful for any small-to-mid-sized publisher looking to improve their Certification pass rate by utilizing some of the tricks other larger publishers have figured out.
 

Network Testing: Taming the Beast

Adam Dare

Testing the network portion of a title can be a daunting task.  Actions at the network layer are dynamic and fluid and happen in an (often unfriendly) environment which isn’t fully controlled by the title.  This talk will focus on giving the network tester a set of tools to help them better define their problem space, test it, and verify the results.  We will look at ways to identify the scope of testing that a title needs and discuss a number of currently available tools and infrastructure work that can be added to a title to aid testing.  Finally, there will be an examination of network problems encountered while testing LIVE Parties.
 

Open Panel: Quality Assurance / Testing for Games

 

Adam Dare, Brannon Zahand, Chris Ambler, Jeffrey Stephens, Jennifer Boespflug, Michael Verrette, Mike Yurka, and Pete Isensee
 
A Q&A session specifically designed to provide an open discussion on QA/Test -related topics. Representatives from talks focused on testing games will be on hand to answer questions and provide their experiences testing video games and game technologies.

Open Panel: Xbox 360, Games for Windows, and Games for Windows - LIVE Certification



 

Brannon Zahand, Cliff Garrett, David Watkins, Ivan Kougaenko, Josh Eash, Kevin Salcedo, Mike Gamble, and Tania Holland

 

 

Come join our Q&A session specifically designed to provide an open discussion on all Certification-related topics. Several representatives from the different branches of Microsoft Game Quality will be on hand to field your questions about Certification on both Xbox 360 and Windows.

Rock Band Sound Check: Submissions on an Evolving Music Platform

 

Michael Verrette and Heather Wilson, Harmonix

How has Harmonix developed a submissions and testing program across multiple titles with a shared content platform while supporting an aggressive PDLC submissions and release schedule? This talk will explore in detail Harmonix’s methodology for meeting its unique development challenges. We will discuss our design process and how early risk assessment gives us the ability to work with the Microsoft team well in advance of submission. We will explore how our Title Update strategy has infused new life in our existing products, and will also discuss what it takes to develop and release weekly content for a platform and how working with a strong partner makes this possible.
 

Testing the Human Controller

 

Chris Ambler

How do you test something without touching it? Microsoft has created a revolutionary way of controlling the Xbox 360 by using a camera system (known as “Project Natal”) and the human body as a controller. Using body ‘gestures’, speech, and movement it is now possible to manipulate the next generation of computer games without the use of a physical controller. This brings an exciting set of challenges for our testing community. These include having to consider environmental concerns such as light, heat, noise and space as well as differences amongst individual users (fitness, body shape/size, etc.)… all while dealing with the usual issues of bug reproduction, test coverage, and the unpredictability and constant creative change game development brings. This presentation will demonstrate this new technology, discuss these testing challenges, and allow participants to ‘Tweet’ comments and questions directly to the presenter to create debate during the presentation.
 

The Developer and Publisher Portal


 

Bill Dollar and Andrew Whitechapel

This session details the new Developer and Publisher Portal and Submission Wizard.  We will demonstrate the power of our new website and the ease with which developers and publishers can access the resources available.  We will also demonstrate a new end-to-end submission process that will finally enable publishers to have a single place to submit content for all Xbox 360 and Games for Windows - LIVE content types (full titles, title updates, PDLC, Arcade games, Avatar content, etc.). Come on by to hear how we are working to make your experience better than ever!

 

Xbox 360 Compliance: What's New?

 

Brannon Zahand

Join us and get up to speed with all of the latest developments from the Game Quality Compliance team! Get a sneak peek of the new “Project Natal” TCRs. Learn more about updates to Compliance tools, test cases, and TCR scenarios. Get the inside scoop on what has been failing submissions this year and learn how to avoid the same fate for your titles. Learn how the Compliance team at Microsoft is working hard to make Certification simpler for publishers and developers. If you will be submitting a title through Xbox 360 Certification this year, you can’t afford to miss this talk.

 

 

 

Back to top

VISUAL ARTS

 

Game development these days requires higher quality content than ever before. At the same time, new advances on both Xbox 360 and Windows allow for even greater visual fidelity. Being able to harness this capability and make the most of it requires new ideas and approaches. Come see the latest techniques and technology for improving the visual quality and capabilities of your game, and learn how to boost the power of your art pipeline.

 

Session Title

Speaker(s)

Description

Beyond Lip Synchronization: Creating Animations Automatically with Audio and Text
 

Doug Perkowski, OC3 Entertainment

 

Creating lip-synchronization automatically from audio is common in games with lots of dialogue.  This talk will focus on more advanced techniques for generating animation data from audio and text with a focus on creating automatic pipelines suitable for processing massive amounts of audio dialog.  A brief overview of the lip-synchronization process as well as advanced techniques such as funneling phonemes and using an orthogonal target set will be covered.
 

Bringing Characters to Life: Using Physics to Enhance Animation

 

Geremy Mustard and Donald Mustard, ChAIR Entertainment/Epic Games

 

 

Moving to the next generation of animation usually means shifting to procedural animation, but this can be costly and time consuming, requires specialists, and drastically alters production pipelines.  This session will expose an alternate method for giving character animations a next-gen feel by merely extending physics and animation systems that already exist in most game engines.  These techniques will be illustrated with practical examples and real-time demonstrations from Shadow Complex.
 

Built to Win: How Turn 10 Shipped Forza Motorsport 3 on Time by Optimizing Their Content Pipeline

 

Daniel McCulloch and Brian Lockhart

This talk will be a deep dive within Forza Motorsport 3’s content pipeline, from planning to our challenges and successes.  We will go over why changes needed to be made and how we implemented them.  We will also detail what tools needed to be brought on board, and how we were able to track and report on all individual assets internally and externally.
 

The Devil is in the Details: Nuances of Light Mapping

David Larsson, Illuminate Labs

Light mapping is a conceptually simple yet powerful technology that makes it possible to use the most advanced light simulation algorithms available without sacrificing high framerate in a game. In this presentation we will cover modern light mapping techniques and some of the less explored but yet important sides of it. Its intended audience is lighting programmers and technical artists. It aims to help you get the details right when using a lighting pipeline based on precomputed lighting, and make sure you get the best visual quality together with a high and predictable framerate.
 

Forza 3: Aerodynamic Art Production

 

Bryan C. Thomas and Matt Collins

 

This talk offers an intimate look at Turn 10’s environment art and production pipeline, from initial pitch to completion.

Integrating "Project Natal" with Character Animation Networks

 

Simon Mack, Natural Motion

This session will look at how it is possible to integrate "Project Natal" with a unified character animation network that can include animation blending, inverse kinematics and physics simulation. It will look at how the tools used for authoring runtime animation networks can be extended to work with live animation data supplied by "Project Natal", and how these tools will allow animators to mix live skeletal data with more traditional animation techniques. In addition to discussing the concepts of working with a unified animation network, the session will focus on a live demonstration of using "Project Natal" with morpheme. This will show how it is possible to author runtime animation networks that control how "Project Natal" data is retargeted onto game characters, how it can be combined with other animation, how it can be used within an animation state machine,  and how it can be mixed with IK and physics.

 

PIX for Artists

Allan Murphy

PIX on Xbox 360 is a programmer tool, right? Not necessarily. Learn how PIX can help you in art production.

Technical Art Reviews: Getting the Most Out of Your Content




 

Cameron Egbert

Technical Art Reviews are a new service that we provide. In this service, we examine a game's art content for technical issues and provide actionable feedback to get your game looking and performing optimally. This session details Technical Art Reviews and how they can benefit your game.

Visual Arts Roundtable

Ben Cammarano and Paul Amer

In this roundtable session, we give you the opportunity to speak your mind and discuss with your peers.  Topics include latest trends in the industry, career growth for artists, and current issues with creating game content.

Visual Targeting: Why the "Right Picture” is Worth More Than 1000 Words

Tim Dean

This talk walks through the process of visual targeting and how the “right picture” is worth more than 1000 words. This presentation demonstrates how to create consistent and achievable targets for game visuals and improve team communication. We use audience demonstrations to show why this is an indispensable tool for art directors.
 

Write Once, Run Twice: Developing Cross-Platform Tools for Max and Maya

 

Steve Theodore, Chimaera Factory

Modern games demand increasingly sophisticated tools.  As studios grow and deadlines get tighter, you can't afford to waste precious time doing the same work twice.  This talk provides an introduction to writing cross-platform tools that work in both 3ds Max and Maya using the Microsoft .NET framework.  Cross platform development allows you to support both platforms with a single set of tools, a single UI, and most importantly cheaper and simpler maintenance. We'll discuss the basic mechanics of integrating .NET code into DCC tools, patterns for common problems, and pitfalls to beware. 

 

 

 

Back to top

XNA GAME STUDIO

 

XNA Game Studio has evolved to satisfy game development needs in any pipeline, from supporting the ability to quickly prototype gameplay to publishing Xbox LIVE® Indie Games and delivering world-class titles on Xbox LIVE Arcade. This year’s presentations will focus on the role of XNA Game Studio in your professional studio’s pipeline and how to get the most out of using XNA Game Studio in your production.

 

Session Title

Speaker(s)

Description

Automatic Content Serialization in XNA Game Studio 3.1

 

Shawn Hargreaves

 

Game Studio 3.1 adds a new feature to the Content Pipeline: automatic .xnb serialization allows custom data types to be compiled into binary .xnb files, then read into your game with a simple call to ContentManager.Load, without any custom loading or saving code required. This talk demonstrates how easy it is to import custom data types from XML files, how to extend this mechanism to load other file formats, how to control the serialization mechanism, and how to tweak and validate your data as it flows through the pipeline.

 

Avatars and XNA Game Studio End to End

 

Dean Johnson

 

The release of XNA Game Studio 3.1 introduced the ability to easily animate and render an avatar in your title. A number of topic areas will be covered that will demonstrate how to get the most out of avatars in your game. Learn how to create, export, import, and playback custom animations on any players avatar. Do you want to use avatars for other characters in your game? We will demonstrate how to customize avatars to be used as NPCs in your title. We will cover how to have your avatars interact within your world including how to have avatars swing a bat or sword. We will discuss some rendering techniques that will allow you to integrate avatars into your rendering pipeline. Learn how to update the lighting that is used when rendering the avatars. Finally we will discuss how to render thousands of avatars to create crowds for your title.

 

The Last 10% - Shipping your Xbox LIVE Arcade Game with XNA Game Studio

 

Brian Hudson

XNA Game Studio’s XDK Extensions help you ship your game on Xbox Live Arcade faster and with fewer headaches.  While XNA Game Studio’s built in frameworks help make game development process quicker and more cost effective, the XDK Extensions allow you to incorporate Avatars, Presence, Multiplayer, Leaderboards and Achievements in your title with fewer headaches when it comes to certification.  The XNA GS XDK also helps you prepare your submission for publishing.  This session will give an overview of the features in the XDK Extensions for Game Studio, explain how the built-in framework components help reduce bugs found during certification, and share advice for minimizing the time and cost spent getting your game published on Xbox Live Arcade.

 

Performance in XNA Game Studio

 

Yuichi Ito

Optimizing your game is not an easy task and can be time consuming. Your primary goal is to provide fun game play that leads to a better game, more sales, and unfortunately, more tax to pay. So, you don’t want to spend too much time on optimization process. In this session, we will introduce fundamental optimization strategy that gives you more efficient ways to optimize your game. This strategy categorizes individual optimization levels which include game design, content, system, application, and code level optimizations. Sometimes you can gain a great amount of performance that doesn’t even require any coding time. Also, we will introduce tips for tools (PIX for Windows, RPM, and TimeRuler) to find bottlenecks and optimize your game. Especially TimeRuler has been used within the game industry since 8-bit era and is still a powerful tool to find bottlenecks.

 

What's New in XNA Game Studio 3.1

 

Jason Kepner

This talk will introduce game developers to the new features that were enabled with the 3.1 release of XNA Game Studio. We’ll walk through the list of what’s new and what’s improved, as well as provide demonstrations on just how easy it is to add these new features to your game.  We’ll get up close and personal with some of the latest features like how to include video playback in your title, from full screen play back to playing to a texture. If you ever wanted to add personality to your title there’s no better way than to incorporate Avatars. We’ll walk you through how simple it is to render a gamers’ Avatar, and how to use the built in animations and expressions. Downloadable content is a great way to re-energize your product and increase sales, and is now available to managed Xbox Live Arcade developers through our Game Studio Extensions program. We’ll present how to make sure that your title is ready to take advantage of new content, and what it takes to develop and release the downloadable content.

 

Zero to Game in 8 Months: Making an Xbox LIVE Arcade Game with XNA Game Studio

John Elliot, LucasArts

 

This talk will discuss the challenges of building Lucidity (LucasArts first new IP project for XBLA) in 8 months, particularly when no appropriate technology base was available at the start of the project.  The technology and pipelines developed for Lucidity will be presented including the custom tools and game systems that allowed Lucidity to be completed in such a compressed time scale. The reasons for using XNA Game Studio will be discussed as well as the benefits (and challenges) of developing in C# and XNA Game Studio.  Particular attention will be paid to integrating XNA Game Studio into your tool sets, as well as many of the less obvious problems you should be aware of when developing with XNA Game Studio. Finally some general issues with making games for Xbox Live Arcade will be presented, including how to design your technology for some of the less obvious or more challenging TCRs you have to satisfy in order to pass submission.
 

 

 

Back to top

© 2010 Microsoft Corporation. All rights reserved.   Terms of Use  Privacy Statement