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Microsoft Gamefest program announced: London, Seattle & Tokyo [Developers]

For those interesting in gaming and you didn't get enough nitty-gritty at the contempo E3, y'all'll desire to check out Microsoft's programmer conference that focusing only on that topic, beyond the PC, Xbox and Windows Telephone.

Specifically for WP7 devs, the conference will focus on "Avatars, QA, CPU functioning, development all-time do and DLC.". That last part is real interesting equally it looks like Microsoft is rolling out Downloadable Content and microtransaction to Xbox Live on Windows Phone in Mango--this is all detailed in the talk "Keep Them Coming Back: Downloadable Content on Windows Phone". That should bring an interesting and exciting expansion of our mobile gaming universe.

The conference is held in London (July 14-15th), Seattle (August 22-23rd) and Tokyo (July 29th) and looks to exist a blast.

Hit the jump to see the full Windows Phone session list!

Source: Microsoft Gamefest 2022; via: Next-Gen Biz

  • Advertizing-Set up Game Development on Windows Telephone This talk from an independent game programmer explores new business models where games monetize users play through advertizing. Come up hear existent-world acquirement and download figures, proving that it is possible to requite games to users for complimentary and notwithstanding make coin! The programmer will also discuss the philosophy behind game development and how tightly game-design points (highly addictive, highly replayable, ads not intrusive, etc.) are integrated with successful monetization through advertising. Historic data and quotes from reviews enforce the business model, detailing how the developer evolved the model from "menu-just ads" to "ads everywhere in the game." Finally, listen to thoughts about where the hereafter of game advertising may go, along with other highly accessible monetization strategies.
  • Avatars Anywhere with Windows Phone Nosotros take lived with avatars in our living rooms, but how most we can take them around in our pockets. Come explore what you can do today with avatars on your phone and also see hereafter of avatars might look similar when avatar gets powered by mobile.
  • Best Practices for Windows Phone Quality Assurance On any new platform, there usually exists a host of caveats, gotchas, and unique requirements that ane needs to be cognizant of during development of a game. Any number of these, if not dealt with correctly, tin can prevent a game from shipping. Discover out what some of these issues are, how to test for them, and how testing for Windows Telephone differs from testing on other platforms.
  • CPU Functioning Update for Windows Phone Supercharge your CPU performance, including using SIMD instructions coming with the Windows Phone 7.five Os tools update. CPU bound tasks such as physics and other math-heavy operations require careful attending to become the near out of the platform. This talk teaches you how to avoid performance pitfalls, and how to get the most out of the runtime updates provided with the Windows Telephone 7.five Bone.
  • Developer Postmortem: Babaroga's Feel with Windows Telephone This talk from veteran phone game programmer Babaroga highlights the advantages of developing on the Windows Phone platform, likewise equally tips for transitioning from other platforms, and a collection of quirky lessons learned forth the way.
  • From Start to Ship: Top Windows Phone Development Best Practices from the Trenches The Microsoft Advanced Technology Grouping (ATG) works with game developers worldwide to put the final polish on their titles equally they get ready to ship. This talk highlights the common developer pain points for getting Windows Phone games through release, and details best practices yous can use to avoid hit roadblocks in your own titles.
  • From the Ground Up: Windows Phone Game Development Get a game development jump-starting time for the Windows Phone platform. Learn how to develop games in managed lawmaking with the XNA Framework; take advantage of the graphics, input, and sound hardware capabilities on the phone; and go a expect at the opportunities available in the Windows Phone Marketplace.
  • Keep Them Coming Dorsum: Downloadable Content on Windows Phone Come learn proven approaches for dealing with some of the toughest hurdles in adding downloadable content and microtransactions to your Windows Phone games! This talk introduces the new in-game buy API for Xbox Live titles on Windows Phone. We'll go downwards to the nitty-gritty of how the API is used in Beards & Beaks, a shipped game title. We'll delve into a sample lawmaking framework that helps you implement game-side functionality not included in the SDK library, including the handling of file transfers, tombstoning, serialization, offline scenarios, localization, content ingestion, and fast content iteration.
  • Performance Patterns and Pitfalls for Windows Phone Games This talk will discuss many operation bug that we've discovered during the form of edifice our games. It will focus on many of the more than esoteric pieces of performance "gotchas" that nosotros've encountered. Nosotros volition discuss how yous can improve your startup time, and why it matters (including details on tombstoning). Included will exist other less obvious performance pitfalls such every bit threading, and the benefits and pitfalls of using them on the phone and why reading from the flash might not be the nearly platonic situation. Other common performance pitfalls such as garbage and the difference between GPU and CPU costs will likewise be discussed.
  • Preparing For Success: Building Windows Phone Content Offline Using the XNA Content Pipeline In most games, the content created past artists and designers, and their tools must be significantly contradistinct before information technology can be consumed by run-time systems. Preparing this content when the game projection is built can outcome in faster and more efficient content loading at runtime. In this talk, we will demonstrate how to employ the XNA Content Pipeline to set up your content for run-time loading and for apply in your XNA Game Studio game on Windows Phone.
  • Shiny New Features for Windows Phone Developers Learn nigh the game evolution features that are right around the corner for Windows Telephone. Dive into new features like Silverlight integration, TCP/UDP sockets, and Gyro support, as well as performance and debugging tools like generational garbage collection, emulator enhancements, and a new lawmaking profiler.
  • A Tale of Two Platforms: Windows Phone and Azure Cloud Services Learn everything you always wanted to know but were agape to ask virtually building cloud services for your mobile title. This presentation will give an introduction to Azure development, concrete lawmaking, and examples showing "tracer bullet" approaches to working with cloud storage on Windows Phone. It likewise gives examples of how you can apply Azure cloud services to add exciting and novel functionality to your mobile gam

Source: https://www.windowscentral.com/microsoft-gamefest-program-announced-london-seattle-tokyo-developers

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