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2010 Presentations & Audio
Recordings |
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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.
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Session
Title |
Speaker(s) |
Description |
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Finding Your Voice: Best
Practices for Speech Design

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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.
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Forza Motorsport 3 Audio:
Design, Process & Pipeline
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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.
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Introduction to Speech
Recognition and Grammar Development
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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.
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Make Some Noise: An Overview
of Microsoft Platform Audio Features



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


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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.
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Panel: Real-time Audio DSP
Solutions for Interactive Media

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Moderator: Scott Selfon;
Panelists: Colin McDowell, McDowell Signal Processing;
Paul Taylor, Phonetic Arts; Mark Yeend, Microsoft Game
Studios; Brian Schmidt, Brian Schmidt Studios
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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.
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The (3D) Sound of Success:
X3DAudio and Sound Positioning

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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.
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Talk to Me: Audio In,
Speech, and "Project Natal"
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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.
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XAudio2: High Performance
Considerations

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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.
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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!
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Session
Title |
Speaker(s) |
Description |
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Avatar Rendering in Guitar
Hero 5
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David
Cowling, Neversoft; and Jason Hewitt
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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.
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Case Studies in VMX128
Optimization
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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.
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The Compiler is Not a Black
Box
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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.
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CPU Optimization Archetypes:
Using Our Xbox 360 Tools to Best Effect
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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.
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Creating a Common Remote
Communication Layer as the Foundation for Next
Generation Development Tools
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Doug
Heimer and Piotr Mintus, Monolith
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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.
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Life after Windows XP:
Windows Vista and Windows 7


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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.
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Moving Beyond Threads:
Parallel Programming in C++ with the Parallel Pattern
Library, Asynchronous Agents Library, and Concurrency
Runtime
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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.
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System-wide Game Profiling
with the Windows Performance Toolkit

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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.
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Unleashing the Power of
C++0x
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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!
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Visual C++ 2010: A Turbo
Boost in Productivity
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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!
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Visualization Tools for
Multicore Performance Analysis


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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.
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Write-Games—or Test-Games?
Save-Time | Use-PowerShell
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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.
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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!
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Session
Title |
Speaker(s) |
Description |
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Advanced Rendering
Techniques with DirectX 11

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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.
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Best Practices for DirectX
11 Development

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Andy
Pomianowski, AMD
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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.
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Block Compression
Smorgasbord



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

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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.
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The Dark Art of Shadow
Mapping



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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.
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Deferred Shading with
DirectCompute


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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.
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DirectX 11 DirectCompute–A
Teraflop for Everyone


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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.
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DirectX 11 Technology Update


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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. |
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Fast GPU-based Scene
Analysis and Post-Processing



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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.
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Fluid Simulation Driven
Effects in Dark Void


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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.
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Lighting Volumes

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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.
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Realistic Rendering with
Spatially-Varying Reflectance


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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. |
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Rendering with Conviction:
The Graphics of Splinter Cell

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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.
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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.
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Stripped Down Direct3D: Xbox
360 Command Buffer and Resource Management

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

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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. |
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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.
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Session
Title |
Speaker(s) |
Description |
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Beat the Pirates, Pwn the
Hackers: Anti-Piracy and Anti-Cheat Features of Games
for Windows – LIVE

|
Chris
McKagan
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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. |
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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.
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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.
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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.
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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.
|
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|
|
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.
|
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|
Back to top
|
|
"PROJECT NATAL"

*
Project Natal presentations are available
here on the Microsoft Game Developer Network. You will be required to log-in prior to accessing the content.
|
|
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.
|
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|
|
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.
|
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Zero to Game in 8 Months:
Making an Xbox LIVE Arcade Game with XNA Game Studio
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John
Elliot, LucasArts
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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.
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