Introduction to XNA Studio

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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

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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. - PowerPoint PPT Presentation

Transcript of Introduction to XNA Studio

Page 1: Introduction to XNA Studio

Introduction to XNA Studio

Presentation by Joe NalewabauProgram Manager Architect,XNA Dev team

Given today by Jeff Pobst,Lead Tech Game ManagerXbox Advanced Technology Group

Page 2: Introduction to XNA Studio

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)

Page 3: Introduction to XNA Studio

XNA Background and Research talking with Game Developers

Page 4: Introduction to XNA Studio

XNA Roadmap

• 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

• Showed progress on booked XNA components • Talked more with Game Developers• Focus on supporting entire game studios • Announced XNA Studio

• Beta at US GDC - March• Release in Summer 06

Page 5: Introduction to XNA Studio

Game Technology Map Realtime Rendering

RAD Games Tools PixomaticATI Radeon

Nvidia GeForce

Realtime Video Renderer

Creative SoundblasterREALTEK AC’97

Nvidia NForce

Realtime Audio Renderer

Simulation Technology

Criterion Renderware AIBiographic AI.implant

Ikuni

AI

LUAPython

JavaUnrealScript

Scripting Lang

C#, VB, C++

HavokCriterion Renderware Phyiscs

Novodex Novodex Physics

Physics Engine

Advanced Media OmiVoice

Voice Recognition

Multiplayer Technology

Quazal Net-ZTerraplay

Demonware BitDemon Butterfly Butterfly.NET

Networking

DirectPlay Winsock

Zona TerraZonaBigworld Bigworld

MMOG

GameSpy GameSpySega SNAPValve Steam

Online Services

Live

Audio Content

RAD Game Tools MilesCreative Labs Sensaura

CRI ADX Firelight FMOD Sound System

Audio

XACTDirectSound

Mesh/Material Content

PixoLogic Z-BrushInteractive Fx Amazon PaintRight Hemisphere Deep PaintRight Hemisphere Deep UV

3D Image Editor

Adobe PhotoshopJASC Paintshop PRO

Corel PainterWeb Technology Optpix iMageStudio

Image Editor

Rt/zen RT/Shader

Shader - Creation

Nvidia FX ComposerATI RenderMonkey

Shader - Composers

3D Editors

Animation Content

Third Wish Software MagpieOC3 Impersonator

Lip Sync

BiovisionMotion Analysis

Vicon Motion Systems

Motion Capture

Kaydara MotionBuilderRAD Game Tools Granny 3D

Natural Motion EndorphinCurious Labs Poser

Animation Editor

Cinematic Content

Pixar PRManMental Images Mental Ray

Splutterfish BrazilNvidia Gelato

Offline Renderer

Adobe PremierAVID Xpress

Adobe AfterEffectsDiscreet CombustionNewtek Digital Fusion

Compositing Editor

RAD Game Tools Bink CRI Sofdec

Factor 5 DivX

Video Playback

Process

MetroworksSN Systems

Dev Tools

Visual Studio

Intel VtuneSony Performance

Analyzer

Profilers

PIX

Xoreax IncrediBuildJetFrog JetBuild

Build Tools

MS Build

Alias MayaDiscreet 3D Studio Max

SoftImage XSI Newtek Lightwave

3D Editor

Game Engines

Criterion Renderware Graphics Epic Unreal

NDL Gamebyro (NetImerrse) Touchdown Entertainment Jupiter

Id Quake/DoomValve Half Life 2

Crytek CryEngine Vicarious Visions Intrinsic Alchemy

Spinor GmbH Shark 3D Trinigy GmbH Vision

Virtools (Prototyping)

Game Engines

Singular Inversions FaceGenVirtual Clones

Face Generation

Criterion Renderware Studio

Studio

Game Asset ConversionGame Asset Conversion

Converters

Right Hemisphere Deep Exploration Okino Polytrans

Converters

UI Creation/Menus

Macromedia Flash Secret Level Flash Player

Anark GameFaceCriterion Maestro

UI Creation/Menus

Compuware SoftICE

Debugger

Visual Studio

BugZilla

Bug Tracking

PerforceCVS

Subversion

Source Management

VS SourceSafeVS Team System

OSS DocbookDoxygen

ndoc

Document Generation

HTML HelpCakewalk Cakewalk ProSonic Foundry Sound Forge

Adobe AuditionDigidesign ProTools

OSS Audacity

Audio Editors

Alienbrain

Asset Management

World/Level Editors

World/Level Editors

Test Tools

GamePlay Analysis

Page 6: Introduction to XNA Studio

XNA PillarsDesign/Content CreationDesign/Content Creation Game TechnologyGame TechnologyProcessProcess

Process/Build

Asset Management

Test Tools

Developer Tools

Game TechnologyDesign/Content Creation

Hybrid Holdings dPVS

Misc

Realtime Rendering

RAD Games Tools PixomaticATI Radeon

Nvidia GeForce

Realtime Video Renderer

Creative SoundblasterREALTEK AC’97

Nvidia NForce

Realtime Audio Renderer

Simulation Technology

Criterion Renderware AI Biographic AI.implant

Ikuni

AI

LUAPython

JavaUnrealScript

Scripting Lang

C#, VB, C++

HavokCriterion Renderware Phyiscs

Novodex Novodex Physics

Physics Engine

Advanced Media OmiVoice [Xb]

Voice Recognition

Multiplayer Technology

Quazal Net-ZTerraplay

Demonware BitDemon Butterfly Butterfly.NET

Networking

DirectPlay Winsock

Zona TerraZonaBigworld Bigworld

MMOG

GameSpy GameSpySega SNAPValve Steam

Online Services

Live

Audio Content

MetroworksSN Systems

Dev Tools

Visual Studio

Game Engines

Micro Forte BigWorldCriterion Renderware Graphics

Epic Unreal NDL Gamebyro (NetImerrse)

Touchdown Entertainment Jupiter Id Quake/DoomValve Half Life 2

Crytek CryEngine Vicarious Visions Intrinsic Alchemy

Spinor GmbH Shark 3D Trinigy GmbH Vision

Virtools (Prototyping)

Game Engines

Criterion Renderware Studio

Studio

Mesh/Material Content

PixoLogic Z-BrushInteractive Fx Amazon PaintRight Hemisphere Deep Paint Right Hemisphere Deep UV

3D Image Editor

Adobe PhotoshopJASC Paintshop PRO

Corel PainterWeb Technology Optpix iMageStudio

Image Editor

Rt/zen RT/Shader

Shader - Creation

Nvidia FX ComposerATI RenderMonkey

Shader - Composers

Singular Inversions FaceGenVirtual Clones

Face Generation

3D Editors

Alias MayaDiscreet 3D Studio Max

SoftImage XSI Newtek Lightwave

3D Editor

Animation Content

Third Wish Software MagpieOC3 Impersonator

Lip Sync

BiovisionMotion Analysis

Vicon Motion Systems

Motion Capture

Kaydara MotionBuilderRAD Game Tools Granny 3D

Natural Motion EndorphinCurious Labs Poser

Animation Editor

Cinematic Content

Compositing Editor

RAD Game Tools BinkCRI Sofdec

Factor 5 DivX

Video Playback

Pixar PRManMental Images Mental Ray

Splutterfish BrazilNvidia Gelato

Offline Renderer

RAD Game Tools MilesCreative Labs Sensaura

CRI ADX Firelight FMOD Sound System

Audio

XACTDirectSound

Design Tool Format Converters

Game Asset Conversion

Game Asset Conversion

Compuware SoftICE

Debugger

Visual Studio

BugZilla

Bug Tracking

Intel VtuneSony Performance

Analyzer

Profilers

PIX

PerforceCVS

Subversion

Source Management

VS SourceSafeVS Team System

Alienbrain

Asset Management

Cakewalk Cakewalk ProSonic Foundry Sound Forge

Adobe AuditionDigidesign ProTools

OSS Audacity

Audio Editors

Right Hemisphere Deep Exploration Okino Polytrans

Converters

UI Creation/Menus

Macromedia Flash Secret Level Flash Player

Anark GameFaceCriterion Maestro

UI Creation/Menus

World/Level Editors

World/Level Editors

Test Tools GamePlay Analysis

Xoreax IncrediBuildJetFrog JetBuild

Build Tools

MS Build

OSS DocbookDoxygen

ndoc

Document Generation

HTML Help

Adobe PremierAVID Xpress

Adobe AfterEffectsDiscreet CombustionNewtek Digital Fusion

Page 7: Introduction to XNA Studio

XNA Pillar Assessment – Core Problems

Design Content Creation

• 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 • Process tools built for programmers with little integration• Code and content build systems are different • Lack of industry wide testing tools

Game Technology

• Lack of standard scripting languages and tool sets• Non-game UI takes considerable development time

Each group has their own major issues that exist across groups of products

Not just technology issues – integration and standards issues!

Page 8: Introduction to XNA Studio

Other Findings: Studio staffing grows towards content…

Internal Outsourced Art

Studio %

Programmers 16 18%

Content Creators 37 30 74%Producers 2 2%

Test 5 6%Total 60 30

Publisher Total %

12%

52%

1 2%

39 34%

40

Dev Studio

130 people at dev house, outsourced group, and publisher on game

One example:

Page 9: Introduction to XNA Studio

XNA Build

Addressing Content Management and Workflow Efficiency

Page 10: Introduction to XNA Studio

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.

We just don’t have enough knowledge about what needs to be rebuilt to do incremental builds

We don’t delete anything from our source code control system because we don’t

know what is connected to what.

I can’t tell you the number of times a build has failed because someone forgot to check

something in

Page 11: Introduction to XNA Studio

Today’s content build systems

Core build technology

Game specific

build tools

Basic build infrastructur

e (logging etc)

Advanced build

(distributed)

1.Complex content build scripts

2.Über tool builds everything• Intimate knowledge of

content

•Perl scripts•Batch files, nmake•…

Today’s Content Build

•Game specific, homegrown solutions

•Game specific, homegrown solutions

• Need good tools for creating and maintaining build scripts

• Game specific tools limit investment in supporting tools

•Core technology needs to be robust

•Profiling and debuging a must

•Studios should be able to leverage existing solutions

•Studios shouldn’t have to worry about this

Solution Tenets

Page 12: Introduction to XNA Studio

Game content relationships

Game Tools

Work Items

Build

Studio Tools

Game ContentAsset

Management

DCC Tools • Huge quantities of content being created with complex relationships – 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

Page 13: Introduction to XNA Studio

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

Page 14: Introduction to XNA Studio

XNA Build and content relationships

Work Items

1.Add content build relationships – Record content relationships as seen

by build tools

3.Query engine for relationships• Make content relationships available

Relationship

Store

Asset Mgmt

2.Add production content relationships• 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

1

4

1.Establish common relationship store

3

2

1

2

3

4

Page 15: Introduction to XNA Studio

XNA Content Build

Core build technology

Game specific

build tools

Basic build infrastructur

e (logging etc)

Advanced build

(distributed)

1.Complex content build scripts

2.Über tool builds everything• Intimate knowledge of

content

•Perl scripts•Batch files, nmake•…

Today’s Content Build

•Game specific, homegrown solutions

•Game specific, homegrown solutions

MSBuild• Robust and extensible • Visual Studio build engine • Ships with .NET 2.0

XNA Build•Monitor and record game build tools into relationship store

•Use for 1st build optimizations

•Great editing environment

XNA Build•HTML, XML, RSS build logging

•Deployment for MS platforms •Debugging

XNA Build•Incremental builds•Distributed build support

XNA Content Build

Page 16: Introduction to XNA Studio

Building MechCommander2 using XNA Build

• 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…

Mech.ini

.tga

.ASE .ASE…

.tga .tga

.tga .tga

unused files

Page 17: Introduction to XNA Studio

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"/>

Page 18: Introduction to XNA Studio

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

Page 19: Introduction to XNA Studio

Raw Log Output of Build Steps

<?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" />

Currently support, XML, HTML, RSS outputs…

Page 20: Introduction to XNA Studio

Generated Build Execution ReportBuild ReportSummaryProject:c:\xna\mc2\mc2.xbs Total build time: 0 hours 7 min 22.262s

ProcessModels 392.01sProcessSounds 38.41sMakeArtFastFile 95.84sMakeMissionFastFile 47.93sMakeMiscFastFile 12.48sMakeTGLFastFile 161.81sMakeTextureFastFile 135.75sMakeFastFiles 0.00s

0 Error(s)

0 Warning(s)

Detailled output per targetProcessModels

.\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

Page 21: Introduction to XNA Studio

Sample Read Analysis

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

.csv file output as well as HTML, XML, and RSS – load into Excel and Pivot tableto your heart’s content!

Page 22: Introduction to XNA Studio

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

Page 23: Introduction to XNA Studio

MechCommander 2XNA Build observations

• Build times were dramatically reduced as new tool understood dependencies better than previous homebrew system

• Added benefits:– Data is now pivotable!

• Build dependencies easily surfaced

– Additional relationship information revealed• 40% of shipped textures were not used in game40% of shipped textures were not used in game

Build Type No content changed One asset changed

Original Build System 132 seconds 134 seconds

With XNA Build 6 seconds 33 seconds

Performance Gain 22x faster 4x faster

Page 24: Introduction to XNA Studio

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

Page 25: Introduction to XNA Studio

XNA Studio

Addressing Process and day-to-day operations

Page 26: Introduction to XNA Studio

Content build comments

Artists don’t have the right tools to put things into the system. The asset wrangler puts things in the right

places.

We have two source code control systems: one for code and one for content. It’s a hassle managing and coordinating both.

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

Page 27: Introduction to XNA Studio

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

Page 28: Introduction to XNA Studio

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

Page 29: Introduction to XNA Studio

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

Page 30: Introduction to XNA Studio

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

Page 31: Introduction to XNA Studio

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

Page 32: Introduction to XNA Studio

GameContentCreator

GameProducer

XNA Studio – Expanding these tools further to include Content Creators and Producers

•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

•Develop content build tasks•Build content reports

•Asset trends, Build/footprint trends

•Publisher specific reports•Milestone etc

Work Items

Source Code Control

Build Automation

Project Management

Page 33: Introduction to XNA Studio

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!

Page 34: Introduction to XNA Studio