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

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

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

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

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

|
Back to top
GRAPHICS
Are you dedicated
to taking full advantage of the graphics processing power available
on Xbox 360 and/or Windows/D3D10? Would you like to know more about
how to squeeze every last ounce of performance out of your graphics
engine? Are you interested in hearing war stories about real-world
development on both Xbox 360 and Windows Vista (D3D10) – and finding
out what really works (and of course what doesn’t)? Learn
all this and more in graphics talks running the full range from deep
exploration of platform technologies to real-world experience from
other graphics experts in the field.
|
Presentation |
Speaker |
Description |
|
|
Picture Perfect:
Gamma through the Rendering Pipeline
|
Steve Smith |
Many aspects of gamma correction in the rendering
pipeline can be a mystery. This talk explores gamma as
it affects content creation and rendering pipelines on
both Xbox 360 and Windows. We explore exactly what gamma
means to your visuals, and how and where you should
tweak it to get the best results. |

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

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

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

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

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

|
Back to top
QUALITY ASSURANCE AND CERTIFICATION
As the complexity of games increases, so does
the complexity of game testing and certification. Quality Assurance
professionals, it’s time to arm yourself for the next generation!
Learn about a variety of advanced technologies and testing
techniques that will improve game quality and reduce the
certification costs of both Xbox 360 and Windows game titles.
Explore unique approaches to address the significant challenges
teams face today in TCR compliance, security testing, test
automation, and more.
|
Presentation |
Speaker |
Description |
|
|
How to Break Game Security
|
James Whittaker, PhD |
Online security is getting a great deal of attention
these days, and traditional targets such as e-commerce
vendors and online banks are going to extraordinary
lengths to secure their applications. As these targets
become more secure, attackers are methodically seeking
new online assets to replace them. One of their favorite
new targets is game software. Some games are themselves
high-value targets with their own online economies to
exploit. Games are also widely installed, representing a
potential entry point for installing spyware or adding
new machines to an existing botnet. Like it or not, game
developers have no choice but to pay close attention to
their attack surface and threat model. This talk
discusses game security from the point of view of the
attacker, including attack vectors, threats and exploits
that impact design, and development and testing of game
software. |

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

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

|
|
The Xbox 360 Diaries: A
Collection of Test Solutions Utilizing the XDK |
Andrew Marthaller |
As with any toolset, the more familiar you are with it,
the more you get out of it. The Xbox 360 XDK is no
exception. The Microsoft Games Test organization has
been engineering solutions with the XDK as long as
anybody, and they would like to share their accumulated
knowledge. This talk focuses on important XDK features
for test engineers, including console automation,
debuggers, save-game tactics, and more. Come see how
Microsoft teams are using the XDK to their advantage to
increase test coverage. |
 |
|
XSim – How to Find Bugs with
Simulation of XInput |
Steve Dolan |
Microsoft Game Studios has used controller simulation to
find bugs in games dating from the original Xbox console
through to the Xbox 360 console. Intelligent use of
controller simulation has added thousands of hours of
test coverage for every Microsoft Games Studios title.
Starting with the August 2007 XDK, this functionality
will ship to the development community at large in a new
API called XSim. This talk discusses the features of the
XSim API and then dives into how teams at MGS are
currently using it. |
 |
|
Passing the First Time: How
Activision Successfully Navigates the Submission and
Certification Process |
James Galloway, Activision |
Passing Microsoft certification on your first submission
significantly improves your chances of keeping your
product on schedule and increases your ability to stay
within budget. Presented by Activision, this session
provides information on the testing, submission, and
certification process. Topics include planning,
organization, communication, structure, testing
methodologies, and the submission of games. This talk is
particularly relevant to new and veteran producers, test
managers and directors, test leads, and testers of
games. |
 |
|
Better, Faster, Smarter: Using
Tools for Certification Testing
|
James Jacoby |
Have you been looking for ways to make your
certification testing more efficient and effective? Find
out about the latest tools used by the XNA Game Quality
team when certifying Xbox 360 titles. Explore the use of
existing tools to create custom certification test
solutions. See hands-on demonstrations and learn
valuable tips and tricks. Find those nasty non-compliant
issues before submitting for certification, and help get
your game to shelf on time! |
 |
|
TCR Failures, Taxes, or Death:
Which One Can You Prevent?
|
Darin Metzler |
Come find the answer to this question and many others
such as which TCRs are often roadblocks to getting a
game to market? Why does a specific TCR exist anyway?
How is a TCR created, and how does it expire? The
information you gain from this talk will enable you to
walk away with the confidence you need to properly
assess TCR issues specific to your game and prevent the
extra expense of resubmission. |
 |
|
Submission Pitfalls and How to
Avoid the Crocodiles |
Jay Blanton |
Are you submitting an Xbox 360 game for certification?
Before your title can enter testing, it must be
submitted and pass a set of checks. Learn about the top
reasons for rejection from the Mastering Lab and how to
avoid them. Review tools and techniques to identify
these problematic issues that can affect full game, Xbox
LIVE Arcade, demo, and title update submissions. Ensure
a painless submission and path into certification! |
 |
|
Are Your Games “Games for
Windows” Ready? |
Chris Wilson, Mark Rabold |
What are the gotchas that most commonly happen to
Windows titles? What do I need to do with my patches to
maintain compatibility? What tools are available for me
to use to validate my game? Where do I get the technical
requirements for Games for Windows titles along with the
test cases that go with them? If you are asking yourself
these questions, then this is the talk you need to
attend. Come and learn what the top five technical
requirement failures are and how to avoid them in your
Games for Windows title. See how to use tools such as
application verifier, MT.exe, and more. |
 |
|
What Is Games for Windows –
LIVE? |
Mike Gamble |
Imagine a world where a single online identity allows
you to find your friends across Windows and Xbox 360
platforms, earn achievements on Windows-based computers,
and enable cross-platform gameplay. Now imagine going
through the Games for Windows – LIVE certification
process. Come hear a comprehensive introduction to Games
for Windows – LIVE certification so you can get your
PC-based titles ready for the next generation of gaming
on Windows. Get the scoop on Mastering Lab signing,
Service Level Agreements, and Technical Certification
Requirements (TCRs) specific to Games for Windows –
LIVE. |
 |
|
Medic!!! First aid for games
hemorrhaging packets (and other common-networking
problems) |
Dan Tunnell |
Networking bugs can degrade the performance and
playability of any network-aware game. Lag and
frame-rate spikes are common in multiplayer games. Have
you ever wondered if these occurrences were caused by
the networking code instead of the game code? Sometimes
these bugs and others like them are difficult to
pinpoint from within the game, and external tools must
be used to identify the source of the problem. This talk
addresses networking basics, capturing data via
Microsoft Network Monitor (NetMon), analyzing the data,
and identifying common problems found in many online
games. The focus is primarily for titles developed on
the Xbox 360 platform. |
 |
Back to top
PRODUCER AND BUSINESS
DEVELOPMENT
Learn everything a
producer or business development attendee needs to know for
Microsoft gaming platforms. Learn about recent developments in the
Games for Windows and Games for Windows – LIVE program. Hear
about our marketing and retail efforts. Get updates on Xbox LIVE,
DirectX 10, Marketplace, Dashboard updates, in-game advertising, and
much more! You’ll leave the conference with a solid understanding of
how to be successful building games for all Microsoft gaming platforms.
|
Presentation |
Speaker |
Description |
|
|
Games for Windows: A Deep-Dive
into the Program, Process and Technical Requirements |
Brian Benincasa |
The Games for Windows program is much more than a
branding and marketing effort; it’s an entirely new way
to approach game development, testing, and user
experience on the PC. This talk walks you through the
process by which you plan for, develop, test, brand, and
market your Games for Windows title successfully. The
talk covers new details for those who are already
somewhat experienced with the Games for Windows program
as well as the basics for those who wish to learn more
about it. |
 |
|
Third-Party Marketing:
Process, Priorities, Partnership |
Katrina Strafford |
You know how to take advantage of your internal
resources to create and execute great marketing plans,
but do you know how to partner with Third-Party
Marketing to create go-to-market plans that are even
more effective and that take advantage of Xbox and Games
for Windows platform opportunities? In this talk, we
discuss how the Third-Party Marketing team is organized
and how they work. We discuss how the team establishes
priorities, and how you can better partner with them to
create successful product launches. This talk is
designed for anyone who wants to better understand how
the Third-Party Marketing team works and all the
opportunities that exist to partner with the team. |

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

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

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

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

|
|
Developing Games for Xbox LIVE
Arcade |
Mark Coates |
In this session, whether you’re a seasoned developer or
brand new to the platform, we provide an overview of the
Xbox LIVE Arcade publishing process from concept
submission to product release. The Xbox LIVE Arcade team
has some new best practices to aid in the development of
high-quality, successful games for Xbox LIVE Arcade. We
identify core platform features and share advice for
building these features into your game design. Discover
what we’ve learned from publishing 70+ games over the
past few years. This talk is intended for anyone who is
interested in publishing or developing games for Xbox
LIVE Arcade—especially producers and designers who drive
the overall creative vision for their products. |
 |
|
A Producer’s Guide to Xbox 360
Certification |
James Jacoby |
Getting through the Xbox 360 certification process is
one of the final steps in releasing a game to market.
Learn about the Xbox 360 game certification process
end-to-end. Find out about the biggest challenges around
TCR compliance, certification scheduling, and the title
mastering process. Explore opportunities to identify
problems early and pass certification on your first
try—get your game to shelf on time! This talk is
intended for producers of Xbox 360 games. |
 |
| | |