Xbox 360 Live Marketplace - Australian Game Developers

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Transcript Xbox 360 Live Marketplace - Australian Game Developers

Introduction to XNA Studio
Presentation by Joe Nalewabau
Program Manager Architect,
XNA Dev team
Given today by Jeff Pobst,
Lead Tech Game Manager
Xbox Advanced Technology Group
XNA Team Mission Statement
XNA enables studios and
publishers to develop better
games, more effectively, on all
platforms
All platforms = All platforms 
When you hear “Microsoft Platforms” we mean:
Windows (current / future), Xbox (current / next-gen), and
Mobile devices (PDA’s, smartphones)
XNA Background and Research
talking with Game Developers
XNA Roadmap
• Beta at US GDC - March
• Release in Summer 06
•
•
•
•
Showed progress on booked XNA components
Talked more with Game Developers
Focus on supporting entire game studios
Announced XNA Studio
• XNA announcement
–
–
–
–
–
DirectX SDK and XDK tools convergence
Direct X, HLSL
XACT, PIX
Common Controller
Live on Windows
• Windows and Xbox teams working on these components
Game Technology Map
Animation Content
Realtime Rendering
Cinematic Content
Lip Sync
Motion Capture
Third Wish Software Magpie
OC3 Impersonator
Biovision
Motion Analysis
Vicon Motion Systems
Offline Renderer
Compositing Editor
Video Playback
Realtime Video Renderer
Realtime Audio Renderer
Pixar PRMan
Mental Images Mental Ray
Splutterfish Brazil
Nvidia Gelato
Adobe Premier
AVID Xpress
Adobe AfterEffects
Discreet Combustion
Newtek Digital Fusion
RAD Game Tools Bink
CRI Sofdec
Factor 5 DivX
RAD Games Tools Pixomatic
ATI Radeon
Nvidia GeForce
Creative Soundblaster
REALTEK AC’97
Nvidia NForce
Animation Editor
Kaydara MotionBuilder
RAD Game Tools Granny 3D
Natural Motion Endorphin
Curious Labs Poser
World/Level Editors
Simulation Technology
World/Level Editors
Physics Engine
3D Editors
Game Asset Conversion
Havok
Criterion Renderware Phyiscs
Novodex Novodex Physics
Game Engines
Game Asset Conversion
3D Editor
Game Engines
Alias Maya
Discreet 3D Studio Max
SoftImage XSI
Newtek Lightwave
Criterion Renderware Graphics
Epic Unreal
NDL Gamebyro (NetImerrse)
Touchdown Entertainment Jupiter
Id Quake/Doom
Valve Half Life 2
Crytek CryEngine
Vicarious Visions Intrinsic Alchemy
Spinor GmbH Shark 3D
Trinigy GmbH Vision
Virtools (Prototyping)
UI Creation/Menus
UI Creation/Menus
Macromedia Flash
Secret Level Flash Player
Anark GameFace
Criterion Maestro
Converters
Converters
AI
Criterion Renderware AI
Biographic AI.implant
Ikuni
Scripting Lang
Voice Recognition
LUA
Python
Java
UnrealScript
Advanced Media OmiVoice
C#, VB, C++
Multiplayer Technology
Right Hemisphere Deep Exploration
Okino Polytrans
Networking
MMOG
Quazal Net-Z
Terraplay
Demonware BitDemon
Butterfly Butterfly.NET
Zona TerraZona
Bigworld Bigworld
Online Services
DirectPlay
Winsock
GameSpy GameSpy
Sega SNAP
Valve Steam
Live
Mesh/Material Content
3D Image Editor
Image Editor
PixoLogic Z-Brush
Interactive Fx Amazon Paint
Right Hemisphere Deep Paint
Right Hemisphere Deep UV
Adobe Photoshop
JASC Paintshop PRO
Corel Painter
Web Technology Optpix iMageStudio
Shader - Composers
Shader - Creation
Face Generation
Nvidia FX Composer
ATI RenderMonkey
Rt/zen RT/Shader
Singular Inversions FaceGen
Virtual Clones
Process
Audio Content
Audio
Asset Management
Dev Tools
Debugger
Bug Tracking
RAD Game Tools Miles
Creative Labs Sensaura
CRI ADX
Firelight FMOD Sound System
Alienbrain
Metroworks
SN Systems
Compuware SoftICE
BugZilla
XACT
DirectSound
Source Management
Build Tools
Perforce
CVS
Subversion
Xoreax IncrediBuild
JetFrog JetBuild
Audio Editors
Cakewalk Cakewalk Pro
Sonic Foundry Sound Forge
Adobe Audition
Digidesign ProTools
OSS Audacity
Test Tools
Visual Studio
Visual Studio
MS Build
Profilers
Intel Vtune
Sony Performance
Analyzer
PIX
Document Generation
HTML Help
VS SourceSafe
VS Team System
GamePlay Analysis
OSS Docbook
Doxygen
ndoc
Studio
Criterion Renderware Studio
XNA Pillars
Design/Content Creation
Process
Design/Content Creation
Game Technology
Process/Build
3D Editors
Game Technology
Game Engines
Asset Management
Game Engines
3D Editor
Asset Management
Alias Maya
Discreet 3D Studio Max
SoftImage XSI
Newtek Lightwave
Micro Forte BigWorld
Criterion Renderware Graphics
Epic Unreal
NDL Gamebyro (NetImerrse)
Touchdown Entertainment Jupiter
Id Quake/Doom
Valve Half Life 2
Crytek CryEngine
Vicarious Visions Intrinsic Alchemy
Spinor GmbH Shark 3D
Trinigy GmbH Vision
Virtools (Prototyping)
Alienbrain
Source Management
Mesh/Material Content
Audio Content
3D Image Editor
Image Editor
Audio
PixoLogic Z-Brush
Interactive Fx Amazon Paint
Right Hemisphere Deep Paint
Right Hemisphere Deep UV
Adobe Photoshop
JASC Paintshop PRO
Corel Painter
Web Technology Optpix iMageStudio
RAD Game Tools Miles
Creative Labs Sensaura
CRI ADX
Firelight FMOD Sound System
Face Generation
Shader - Creation
Shader - Composers
Singular Inversions FaceGen
Virtual Clones
Rt/zen RT/Shader
Nvidia FX Composer
ATI RenderMonkey
Cinematic Content
Animation Content
Pixar PRMan
Mental Images Mental Ray
Splutterfish Brazil
Nvidia Gelato
Cakewalk Cakewalk Pro
Sonic Foundry Sound Forge
Adobe Audition
Digidesign ProTools
OSS Audacity
Biovision
Motion Analysis
Vicon Motion Systems
Third Wish Software Magpie
OC3 Impersonator
Design Tool Format Converters
Right Hemisphere Deep Exploration
Okino Polytrans
Intel Vtune
Sony Performance
Analyzer
Physics Engine
PIX
Havok
Criterion Renderware Phyiscs
Novodex Novodex Physics
Visual Studio
Scripting Lang
LUA
Python
Java
UnrealScript
C#, VB, C++
Voice Recognition
Advanced Media OmiVoice [Xb]
Build Tools
Xoreax IncrediBuild
JetFrog JetBuild
Game Asset Conversion
Bug Tracking
Game Asset Conversion
BugZilla
Test Tools
World/Level Editors
Test Tools
Multiplayer Technology
Networking
MMOG
Online Services
Quazal Net-Z
Terraplay
Demonware BitDemon
Butterfly Butterfly.NET
Zona TerraZona
Bigworld Bigworld
GameSpy GameSpy
Sega SNAP
Valve Steam
Live
DirectPlay
Winsock
GamePlay Analysis
World/Level Editors
Realtime Rendering
UI Creation/Menus
Studio
UI Creation/Menus
Criterion Renderware Studio
Macromedia Flash
Secret Level Flash Player
Anark GameFace
Criterion Maestro
AI
Criterion Renderware AI
Biographic AI.implant
Ikuni
Debugger
Compuware SoftICE
MS Build
RAD Game Tools Bink
CRI Sofdec
Factor 5 DivX
Converters
Simulation Technology
Profilers
Metroworks
SN Systems
Visual Studio
Lip Sync
Video Playback
Developer Tools
Dev Tools
Kaydara MotionBuilder
RAD Game Tools Granny 3D
Natural Motion Endorphin
Curious Labs Poser
Motion Capture
Offline Renderer
VS SourceSafe
VS Team System
Audio Editors
Animation Editor
Compositing Editor
Adobe Premier
AVID Xpress
Adobe AfterEffects
Discreet Combustion
Newtek Digital Fusion
XACT
DirectSound
Perforce
CVS
Subversion
Realtime Video Renderer
Realtime Audio Renderer
RAD Games Tools Pixomatic
ATI Radeon
Nvidia GeForce
Creative Soundblaster
REALTEK AC’97
Nvidia NForce
Document Generation
Misc
OSS Docbook
Doxygen
ndoc
Hybrid Holdings dPVS
HTML Help
XNA Pillar Assessment – Core Problems
Each group has their own major issues that exist across groups of products
Design
Content
Creation
Process
Game
Technology
•
•
•
•
Instant Preview
Changes to content tools or game engine can break production
Content build is game specific and often not reliable
Workflow between content creators is ad-hoc
• Process tools built for programmers with little integration
• Code and content build systems are different
• Lack of industry wide testing tools
• Lack of standard scripting languages and tool sets
• Non-game UI takes considerable development time
Not just technology issues – integration and standards issues!
Other Findings: Studio staffing grows
towards content…
One example:
Dev Studio
Internal
Programmers
16
Content Creators
37
Outsourced
Art
30
Studio %
Publisher
Total %
18%
12%
74%
52%
Producers
2
2%
1
2%
Test
5
6%
39
34%
Total
60
30
40
130 people at dev house, outsourced group, and publisher on game
XNA Build
Addressing Content Management and
Workflow Efficiency
Content build comments:
We need to build games for multiple platforms.
Content builds fail all the time, sometimes it’s easy
to spot, but sometimes it takes forever.
I can’t tell you the number of times a build has
failed because someone forgot to check
something in
We don’t delete anything from our source code
control system because we don’t know what is
connected to what.
We just don’t have enough knowledge about what
needs to be rebuilt to do incremental builds
Today’s content build systems
Today’s Content Build
Solution Tenets
Advanced
build
(distributed)
• Game specific, homegrown
solutions
• Studios should be able to
leverage existing solutions
Basic build
infrastructure
(logging etc)
• Game specific, homegrown
solutions
• Studios shouldn’t have to
worry about this
1. Complex content build scripts
2. Über tool builds everything
• Intimate knowledge of content
• Need good tools for creating and
maintaining build scripts
• Game specific tools limit
investment in supporting tools
• Perl scripts
• Batch files, nmake
•…
• Core technology needs to be
robust
• Profiling and debuging a must
Game specific
build tools
Core build
technology
Game content relationships
DCC Tools
• Huge quantities of content being
created with complex
relationships
Studio Tools
Game Content
Asset
Management
Work
Items
Build
– Most tools store content
relationships in tool specific ways
• Content storage, production and
build tools have limited
knowledge of relationships
– Custom knowledge of relationships
is required to become more
efficient
– Limited time/incentive means no
common system is evolving
We Believe:
• Content relationships are key
– Everyone wants standard ways to describe and query
content relationships
• But,
– We can’t replace existing relationship information
– Must be useful without complete knowledge
– Acknowledge that not all content is equal
XNA Build and content relationships
1 Establish common relationship store
1.
1.
2 Add content build relationships
3
Asset
Mgmt
1
Relationship
Store
4
2.
3 Add production content relationships
Work
Items
2
– Record content relationships as seen by
build tools
• Simple API used to record relationships
• Does NOT replacing existing relationships
 Working with DCC vendors for output
 Studios decide how to use this for their
tools
4 Query engine for relationships
3.
• Make content relationships available
XNA Content Build
Today’s Content Build
Advanced
build
(distributed)
Basic build
infrastructure
(logging etc)
Game specific
build tools
Core build
technology
XNA Content Build
• Game specific, homegrown
solutions
XNA Build
• Incremental builds
• Distributed build support
• Game specific, homegrown
solutions
XNA Build
• HTML, XML, RSS build logging
• Deployment for MS platforms
• Debugging
1. Complex content build scripts
2. Über tool builds everything
• Intimate knowledge of content
XNA Build
• Monitor and record game build
tools into relationship store
• Use for 1st build optimizations
• Great editing environment
• Perl scripts
• Batch files, nmake
•…
MSBuild
• Robust and extensible
• Visual Studio build engine
• Ships with .NET 2.0
Building MechCommander2 using XNA Build
Mech.ini
.ASE
.tga
.tga
…
.ASE
.tga
.tga
.tga
• Create build file using existing tools
and processes
• Execute build file to not only build
game, but record the file read and
write dependencies
• Future builds identify changed files
and only build dependant targets
• Analyze data to find dependencies
and also…
unused files
Create New Build File for XNA Build Process
<Project DefaultTargets="ProcessModels;ProcessSounds;MakeFastFiles"
xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<UsingTask TaskName="XnaExecTask"
AssemblyFile="C:\WINDOWS\Microsoft.NET\Framework\v2.0.50727\Microsoft.Xna.XNAExecTask.dll"/>
<UsingTask TaskName="ASEConvTask" AssemblyFile=".\utils\tasks\bin\MechCommander2Tasks.dll"/>
<UsingTask TaskName="XPListTask" AssemblyFile=".\utils\tasks\bin\MechCommander2Tasks.dll"/>
<UsingTask TaskName="XPFileTask" AssemblyFile=".\utils\tasks\bin\MechCommander2Tasks.dll"/>
<PropertyGroup>
<BuildDirectory>.\build\</BuildDirectory>
<DependDirectory>$(BuildDirectory)\depends\</DependDirectory>
<ToolsDirectory>.\tools\</ToolsDirectory>
<ContentDirectory>.\content\</ContentDirectory>
<DataDirectory>.\content\data\</DataDirectory>
<SoundDirectory>.\content\sound\</SoundDirectory>
<RSPDirectory>.\content\responsefiles\</RSPDirectory>
<FastFileDirectory>.\content\fastfiles\</FastFileDirectory>
</PropertyGroup>
<ItemGroup>
<ArtFastFiles Include="$(ArtDirectory)\*.tga"/>
<ArtFastFiles Include="$(ArtDirectory)\*.fit"/>
<ArtFastFiles Include="$(ArtDirectory)\*.csv"/>
<ArtFastFiles Include="$(ArtDirectory)\*.exe"/>
Execute XNA Build
• New Build file has target tags – tying building to
resources created
• Run new build file to build product using same
tools as always
• In addition to building game, relationship store is
populated:
–
–
–
–
All file reads
All file writes
File reads and writes per target created
Information about the creation and update of each
target stored
Raw Log Output of Build Steps
Currently support, XML, HTML, RSS outputs…
<?xml version="1.0" encoding="utf-16"?>
<FileTracker xmlns:FileTracker="http://tempuri.org/XMLSchema.xsd">
<Tool Path="c:\xna\mc2\tools\xpfile.exe" DateAdded="10/22/2005 00:41:20"
DateUpdated="05/18/2005 19:48:00" Version="0" Ignore="0"
CommandLine="c:\xna\mc2\tools\xpfile.exe -r .\content\responsefiles\\misc.rsp
.\content\fastfiles\\misc.fst -z 20480000">
<Roots Files="C:\XNA\MC2\CONTENT\RESPONSEFILES\MISC.RSP">
<Root Path="C:\XNA\MC2\CONTENT\RESPONSEFILES\MISC.RSP"
DateAdded="11/21/2005 21:25:15" DateUpdated="11/21/2005 21:25:15" Version="0"
Ignore="0" >
<Dependency Path="C:\XNA\MC2\CONTENT\DATA\EFFECTS\MC2.FX"
DateAdded="10/22/2005 00:45:59" DateUpdated="05/06/2005 21:01:00" Version="0"
Ignore="0" />
<Dependency Path="C:\XNA\MC2\CONTENT\DATA\OBJECTS\2CIVLIVING.FIT"
DateAdded="10/22/2005 00:45:17" DateUpdated="05/06/2005 21:02:00" Version="0"
Ignore="0" />
<Dependency Path="C:\XNA\MC2\CONTENT\DATA\OBJECTS\2STORYCIVLIVING.FIT"
DateAdded="10/22/2005 00:45:17" DateUpdated="05/06/2005 21:02:00" Version="0"
Ignore="0" />
<Dependency Path="C:\XNA\MC2\CONTENT\DATA\OBJECTS\AC.FIT"
DateAdded="10/22/2005 00:45:17" DateUpdated="05/06/2005 21:02:00" Version="0"
Ignore="0" />
…
Generated Build Execution Report
Build Report
Summary
Project:c:\xna\mc2\mc2.xbs
Total build time: 0 hours 7 min 22.262s
ProcessModels 392.01s
ProcessSounds 38.41s
MakeArtFastFile 95.84s
MakeMissionFastFile 47.93s
MakeMiscFastFile 12.48s
MakeTGLFastFile 161.81s
MakeTextureFastFile 135.75s
MakeFastFiles 0.00s
0 Error(s)
0 Warning(s)
Detailled output per target
ProcessModels
.\tools\aseconv.exe 2CivLiving.ini 2CivLivingEnc.ini 2StoryCivLiving.ini 2StoryCivLivingEnc.ini Aerospotter.ini airstrikemarker.ini
ambulance.ini AmbulanceProp.ini AmmoDump.ini AmmoDumpEnc.ini anubis.ini AnubisLeftArm.ini AnubisRightArm.ini apc.ini
armoredcar.ini ArmoredCarProp.ini ArtilleryPiece.ini atlas.ini atlasleftarm.ini AtlasRightArm.ini AutocannonCamo1.ini
AutocannonCamo1Enc.ini AutocannonCamo2.ini AutocannonCamo2Enc.ini AutocannonCamo3.ini AutocannonCamo3Enc.ini
AutocannonCamo4.ini AutocannonCamo4Enc.ini AutoCannonPopup.ini AutoCannonPopupEnc.ini Barracks.ini BarracksEnc.ini
Barrels.ini birch1.ini Birch1Dead.ini birch2.ini birch2dead.ini birch3.ini birch3dead.ini bloodasp.ini bloodaspleftarm.ini
bloodasprightarm.ini bluebeaconlight.ini bridge.ini Bridge5.ini BTurretControl.ini BTurretControlEnc.ini BurningTrashBarrel.ini
bushwacker.ini BushwackerLeftArm.ini BushwackerRightArm.ini cactus1.ini cactus2.ini Cactus3.ini Cactus4.ini
CamoNetting.ini cargotruck.ini CargoTruckProp.ini
Sample Read Analysis
.csv file output as well as HTML, XML, and RSS – load into Excel and Pivot table
to your heart’s content!
Count of File Read
Root File
Total
C:\XNA\MC2\CONTENT\RESPONSEFILES\TGL.RSP
2328
C:\XNA\MC2\CONTENT\RESPONSEFILES\TEXTURES.RSP
1371
C:\XNA\MC2\CONTENT\RESPONSEFILES\MISSION.RSP
1345
C:\XNA\MC2\CONTENT\RESPONSEFILES\MISC.RSP
1241
C:\XNA\MC2\CONTENT\RESPONSEFILES\ART.RSP
664
C:\XNA\MC2\CONTENT\SOUND\BETTY\BETTY.RSP
55
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT1.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT10.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT11.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT13.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT15.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT17.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT19.RSP
43
C:\XNA\MC2\CONTENT\SOUND\PILOTS\PILOT20.RSP
43
Sample Write Analysis
File Written
Total
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVING.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVINGDAM.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVINGDAMX.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVINGENC.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVINGL1.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2CIVLIVINGX.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVING.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVINGDAM.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVINGDAMX.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVINGENC.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVINGL1.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\2STORYCIVLIVINGX.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\AEROSPOTTER.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\AEROSPOTTERDAM.TGL
1
C:\XNA\MC2\CONTENT\DATA\TGL\AEROSPOTTERL1.TGL
1
MechCommander 2
XNA Build observations
• Build times were dramatically reduced as new
tool understood dependencies better than
previous homebrew system
Build Type
No content changed
One asset changed
132 seconds
134 seconds
With XNA Build
6 seconds
33 seconds
Performance Gain
22x faster
4x faster
Original Build System
• Added benefits:
– Data is now pivotable!
• Build dependencies easily surfaced
– Additional relationship information revealed
• 40% of shipped textures were not used in game
Work Remains until Beta Release
• GUI front-end for tools
• Additional optimizations
• Additional reporting options and analysis
• Beta at US GDC - March
• Release in Summer 06
XNA Studio
Addressing Process and day-to-day
operations
Content build comments
Programmers track progress through Project and
our bug system, the art team and design team
use Excel and the producers use Project.
Finding out current status is a full-time job
We have two source code control systems: one for
code and one for content. It’s a hassle managing
and coordinating both.
Artists don’t have the right tools to put things into
the system. The asset wrangler puts things in
the right places.
Visual Studio 2005 Team System
• VS 2005 – new role
based products
– Modeling for Architects
– Web testing tools for QA
– Code Profiling for Devs
• All built on Team
Foundation Server
• 4 key elements to TFS
Work Items
Source Code Control
Build Automation
Project Management
Visual Studio 2005 Work Items
• Similar to typical “bugs” in
structure
• Both information and
workflow in “task”
• MS’s internal bug system
productized
• Supports multiple task/bug
types and allows for
custom types
• Programmer can see work
items in Visual Studio
• Extensible work items
• Customize work item: fields, states and rules
• Link work items to check-ins, reports etc
• Notifications of work items assigned to you
Visual Studio 2005 Source Control
• Source Control based on
SQL Server 2005
– ROBUST!
– Scalable!
• Supports integrating work
item or bug completion with
check-in
• Also supports custom
processes – check-in tests,
etc.
• Can be accessed through
web services or.NET APIs
for further integration with
other systems
• Scalable and robust
• Integrated check in with work items
• Extensible check in rules
• Accessed through web services or .NET API
Visual Studio 2005 Build Automation
• VS 2005 ships will full
support for build
server integration
• Automated builds can
tie in to workflow and
asset management
• Data Analysis on
builds, check-ins, etc.
can be automatically
available to project
managers on regular
basis
• Scripted nightly build
• Generates reports
• Code coverage, Unit tests
• Bugs fixed, Bug Trends
Visual Studio 2005 Project Management
• SQL database of all
assets, work items,
check-in data, etc.
opens up new
possibilities
– Two way
synchronization with
Excel and Project files
on planned and actuals
– Web access to data,
design the information
output that you care
about
• 2 way sync with MS Project, Excel
• Project Portal
• Access to high-level project information
• Web access work items
XNA Studio – Expanding these tools further
to include Content Creators and Producers
Game
Content
Creator
Game
Producer
• Example content work items:
• Art, design audio…
• Studios customize for themselves
• Integrate asset management into DCC tools
• Enable code style checks for content
• Customizing system for game content
• Size, capacity, history management
• Asset viewers, diffs etc
Work Items
Source Code Control
Build Automation
Project Management
• Develop content build tasks
• Build content reports
• Asset trends, Build/footprint trends
• Publisher specific reports
• Milestone etc
Summary
• XNA’s mission is to solve problems that
allow you (the game creator) to spend
more of your time on the entertainment
part of your product!
• XNA Build and XNA Studio / Visual Studio
2005 are first steps in providing solutions
for digital content creators, producers, and
game programmers
• Beta due out in March 2006!