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Home > Gaming and Graphics   (188 Object(s) in 15 Usage Type(s) found)

Faculty Preparation: Course Outline Back to top
Introduction to Video Game Programming  - 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.


Faculty Preparation: Professional Development Back to top
Microsoft Academic Days on Game Development - Creating a Science of Games - 2 of 2 (Slides)  - 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective - 2 of 2 (Slides)  - 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Faculty Preparation: Textbook Back to top
Digipen C# Train-the-Trainer Series - Session 1 - 2 of 2 (Slides)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Session 2  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.


Learning Activities: Executable Program Back to top
Advanced Rendering Techniques Lecture 1: Preamble and History  - 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Advanced Rendering Techniques Lecture 2: Texturing  - 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Advanced Rendering Techniques Lecture 3: Lighting and Shading  - 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2  - 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Advanced Rendering Techniques Lecture 5: Shadows  - 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future  - 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
Programming for the XBox Controller with DirectInput  - 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.          
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Learning Activities: Exercise/Exam Back to top
Computer Game Design and Implementation 2  - 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.                                        
Digipen C# Train-the-Trainer Series - Session 1 - 2 of 2 (Slides)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Session 2  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Game Design and Implementation 1  - 10/04/2005
First course on Game Design and Implementation offered by the department of Computer and Information Sceince.                                    
Programming project: The DX-Mars Video Game Project  - 11/30/2004
DX-Mars is a video game-like programming framework with a simple, object-oriented design intended for early computer science students. It is a 2-D isomorphic, tile-based environment based on NASA’s missions to Mars. A rover is moved around the surface of Mars to collect items and gather data.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Learning Activities: Lab Back to top
CSCI 101 for CS Game Group: Fundamentals of Computer Programming (CSci101 Lab Manual)  - 12/03/2007
This material contains a series of labs with step-by-step instructions on how to accomplish each lab. This Word file has information on DXFramework, C Programming and Alice labs.
Digipen C# Train-the-Trainer Series - Session 1 - 2 of 2 (Slides)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Session 2  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Gaming Resource Toolkit 2006: Microsoft Sudoku: Optimizing UMPC Applications for Touch and Ink  - 12/14/2006
Stephen Toub, from Microsoft, discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
Introduction to Video Game Programming  - 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
Microsoft Academic Days on Game Development 2008 - Tutorial: Developing Game-Themed Programming Assignments - 2 of 2 (Slides)  - 04/14/2008
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and demonstrate how to develop a simple 2D “Block Breaker” game. We will also demonstrate existing simple XNA-based game-themed assignments.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Learning Activities: Project Back to top
Gaming Resource Toolkit 2006: Tic-Tac-Toe  - 12/14/2006
In the Tic-Tac-Toe sample application, two players play a game of Tic-Tac-Toe using the infrared ports on two devices. Tic-Tac-Toe is a two-player game where each player takes turns placing marks on the game board so that three marks are displayed in a row on the grid.
Scene Graph Library  - 04/25/2008
The files uploaded here contain the output of an educational project run by Ross Brown and Microsoft Research Asia at the Faculty of IT, Queensland University of Technology, Brisbane, Australia.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Presentation Materials: Audiovisual Content Back to top
2006 Lang.NET Symposium - User Creation and Scripting in Second Life  - 11/01/2006
Jim Purbrick and Cory Ondrejka provide a general overview of what Second Life is, why scripting is important to them, and how they got to the point of looking at Mono. There will also be some demos presented.
A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens  - 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.                
A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education  - 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.                                            
Agent Augmented Game Development  - 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.                                                                                         
ARTS Lab and Game Technology  - 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.                                                                                           
Career Interview: Melissa Federoff  - 06/08/2007
Listen to Melissa Federoff, a game research engineer at Microsoft, describe her ideal career—game testing. Not only will she give students the scoop on her job, she also details the skill set needed to enter this career. Contains audio file, transcript, and personal profile.
Combining games with theatre to create an interdisciplinary learning experience for Computer Science  - 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.                     
Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games  - 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.                                       
Design Issues for Undergraduate Game-Oriented Degrees  - 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.                                                                
Digipen C# Train-the-Trainer Series - Session 1 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Session 2  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 3 and 4 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 5 and 6 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 7 and 8 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 1 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Digipen C# Train-the-Trainer Series - Sessions 9 and 10 - 2 of 2 (Video)  - 09/06/2006
This ten session presentation provides an interface through which instructors can give students a solid understanding of the concepts of C#. This material uses computer games as a medium to engage students. It guides teaching and learning through the use of graphic and non-graphic applications.
Educating Game Programmers  - 09/11/2007
Timothy Roden talks about Educating Game Programmers.                                                                                            
Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War  - 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
Game Design: Challenges, Skills, Opportunities, and Reality  - 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.                            
Game Programming for Introductory Computer Science  - 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.                                                          
Gaming Resource Toolkit 2006: Building Better Places - Second Life, Collaborative Creation, and 5 Missing Pieces  - 12/07/2006
Through a demo, Cory Ondrejka will take you through the world of Second Life, explain the technology, economic, and community choices Linden Lab (the creators of Second Life) have made, and surface 5 important technologies that would make Second Life an even better world.
Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture - 1 of 2 (Video)  - 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond - 1 of 2 (Video)  - 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education - 1 of 2 (Video)  - 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game - 1 of 2 (Video)  - 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
Gaming Resource Toolkit 2006: The Card Game Starter - 1 of 2 (Video)  - 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!   
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006 - 1 of 2 (Video)  - 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006 - 1 of 2 (Video)  - 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
Integrating Video Game Development Experience in an Academic Framework  - 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.                                                  
Interweaving Game Design into Core CS Curriculum  - 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.                                                                     
Introduction to Direct3D 10  - 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.                                                             
Keynote - Games, Gender and Why It Matters  - 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.                                              
Keynote - Next Generation Game Developers  - 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.                                                       
Microsoft Academic Days on Game Development - Creating a Science of Games - 1 of 2 (Video)  - 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective 1 of 2 (Video)  - 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 1 of 2 (Video)  - 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 2 of 2 (Slides)  - 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
Microsoft Academic Days on Game Development 2008 - A Game Framework to Enhance Stem Pipeline - 1 of 2 (Video)  - 04/07/2008
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates.
Microsoft Academic Days on Game Development 2008 - A Hybrid Approach to Projects in Gaming Courses - 1 of 2 (Video)  - 04/14/2008
Creating game development courses that use group projects is at best a balancing act. Encouraging creativity, maintaining morale, improving team dynamics and project structure, enforcing deadlines, and judging the quality of the final result is a challenge for any instructor. In this paper we describe an approach to team projects in game development courses that simplifies this process.
Microsoft Academic Days on Game Development 2008 - A New Generation of Games and Game Developmenters - 1 of 2 (Video)  - 04/14/2008
In this session, Davey Jackson will speak about why right now is the best time to be making “indie” games, and how to prepare students for the rapidly growing games industry.
Microsoft Academic Days on Game Development 2008 - A New Generation of Learning Technology: Three Dimensions of Change - 1 of 2 (Video)  - 04/07/2008
Having largely missed the first few revolutions in information technology that have transformed virtually every other service industry, education and training have the chance to leapfrog to the state of the art.
Microsoft Academic Days on Game Development 2008 - Adding Handheld Game Programming to a Computer Science Curriculum - 1 of 2 (Video)  - 04/14/2008
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course.
Microsoft Academic Days on Game Development 2008 - Advanced D3D10 API Usage and Engine Design - 1 of 2 (Video)  - 04/14/2008
This presentation drills down into practical and effective usage of the Direct3D 10 API. Learn engine design strategies to drive Direct3D 10 hardware through the new interface. Hear expert advice on handling resources, managing shader data, and keeping the pipeline busy with the Direct3D 10 API.
Microsoft Academic Days on Game Development 2008 - Assessing Game-Themed Programming Assignments for CS1/2 Courses - 1 of 2 (Video)  - 04/14/2008
We have designed and implemented game-themed programming assignment modules targeted specifically for adoption in existing introductory programming classes. These assignments are self-contained, so that faculty members with no background in graphics/gaming can selectively pick and choose a subset to combine with their own assignments in existing classes.
Microsoft Academic Days on Game Development 2008 - Creating Games for Zune Using XNA Game Studio - 1 of 2 (Video)  - 04/14/2008
The XNA Game Studio development paradigm is now mobile. Come and learn about XNA Game Studio support for game development on Zune devices. We will discuss features, platform support, and the development experience including demonstrations and demos.
Microsoft Academic Days on Game Development 2008 - Early Pipeline CS Learning Experiences Applying Flight Simulator X Technology to Global Education  - 04/14/2008
The project envisions bringing much of the program into the 3D virtual world of the ESP & Microsoft Flight Simulator X platform within the next 1 to 2 years. This presentation will outline these possibilities.
Microsoft Academic Days on Game Development 2008 - Game Design and Development Students: Who are They? - 1 of 2 (Video)  - 04/14/2008
We discuss these questions from the perspective of teaching the traditional CS outcomes from an introductory programming sequence to 60 Game Design and Development students at the freshman level and comparing them to a previously studied population of CS students with an interest in game design and development.
Microsoft Academic Days on Game Development 2008 - Game Development in a Larger Context - 1 of 2 (Video)  - 04/14/2008
Games that teach, serious games, have been proposed to address the growing gap between supply and demand in STEM discipline graduates and to tap into student engagement. We will review briefly the trends and compelling numbers supporting the need to close the gap.
Microsoft Academic Days on Game Development 2008 - Game Development in CS Classes: An Insider’s Perspective - 1 of 2 (Video)  - 04/14/2008
Game development is an obvious way to brighten up a computer science curriculum, but where do you start? Between topic ideas, project scope, and development environments, crucial decisions can make or break a great game-related CS assignment.
Microsoft Academic Days on Game Development 2008 - Game2Learn: Improving the Motivation of CS1 Students - 1 of 2 (Video)  - 04/14/2008
Games are increasingly being used for education and training in a variety of areas. In this presentation, we present the results of this study, which demonstrate that students can have fun programming within a game, and that in-game rewards and punishments are vital to the motivation and potential learning of students.
Microsoft Academic Days on Game Development 2008 - Gameface: Faces Behind the Creative Process  - 04/14/2008
This talk will discuss the following questions with some real answers: who are the people who have made it; what they do; what do they wish they had learned in university prior to their arrival; and who is missing from the process?
Microsoft Academic Days on Game Development 2008 - Games, Robots, and Robot Games: Complementary Contexts for Introductory Computing Education  - 04/14/2008
This presentation will explore robotics, gaming, their interactions, and provide suggestions on how best to proceed in making the most out of games in the classroom.
Microsoft Academic Days on Game Development 2008 - Gaming for Middle School Students: Building Virtual Worlds - 1 of 2 (Video)  - 04/14/2008
In this paper we present our CARE curriculum and the results of our evaluations. We demonstrate that students are more excited about Computing and Gaming after their camp experience and are interested in pursuing further studies in Gaming and Computing.
Microsoft Academic Days on Game Development 2008 - Group Interactions in a Game Engine Class - 1 of 2 (Video)  - 05/08/2008
Alex Pang shares his experiences in the first two offerings of a Game Engine class at University of California Santa Cruz in the Spring and Fall 2007 quarters.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 2 of 3) - 1 of 2 (Video)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 3 of 3) - 1 of 2 (Video)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Integrating Games and Machine Learning in the Undergraduate Computer Science Classroom  - 04/14/2008
This module provides a series of challenges for undergraduate students by using a game environment to teach machine learning and classic Artificial Intelligence concepts.
Microsoft Academic Days on Game Development 2008 - Introduction to Game Design in the Large Classroom - 1 of 2 (Video)  - 04/14/2008
This talk presents an experience report on teaching a large enrollment course at the University of California, Santa Cruz providing an introduction to game design.
Microsoft Academic Days on Game Development 2008 - Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise - 1 of 2 (Video)  - 04/07/2008
We will show how this approach has helped shape some of the most successful products in recent history. We will also present a new way of thinking about product design. Our aim is to change the way you think about product design, user research, and human emotion.
Microsoft Academic Days on Game Development 2008 - Media Computation: Introducing Computing Contextualized in Video and Audio Processing - 1 of 2 (Video)  - 04/14/2008
Mark Guzdial from Georgia Tech talks about using media computation in pre-gaming such as manipulating pixels and samples that are normally hidden inside the engine or API and the tools that are typically used.
Microsoft Academic Days on Game Development 2008 - Microsoft Research Efforts to Partner with Leading Academics and Renovating Education - 1 of 2 (Video)  - 04/04/2008
Harold Javid will discuss his vision for enhancing education through technology including: research challenges, recent success with invigorating computer science programs and science programs, the role of assessment in understanding success, and fruitful areas for future investigations.
Microsoft Academic Days on Game Development 2008 - Mini-Track: Robotics  - 04/14/2008
The panel will discuss the relationship and synergies–or not–between the use of gaming and the use of robotics in the CS classroom.              
Microsoft Academic Days on Game Development 2008 - New & Improved–The IGDA Education SIG Curriculum Framework - 1 of 2 (Video)  - 04/14/2008
This framework is considered the standard for all game related curricula. We will present the changes and improvements that were made to the newest version. This session will also allow for discussion on the documents evolution and how individual institutions might implement the recommendations.
Microsoft Academic Days on Game Development 2008 - Operating A Computer Science Game Degree Program - 1 of 2 (Video)  - 04/14/2008
In this paper, we share our lessons learned, some detail on our courses and processes, as well as detail on our impact on recruitment and retention for the Computer Science undergraduate degree program.
Microsoft Academic Days on Game Development 2008 - Preparing Programmers for a Parallel World - 1 of 2 (Video)  - 04/14/2008
This talk will review some popular parallel computing techniques as they apply to games, and discuss why some have been popular and others have been discarded. We’ll learn the mental paradigm shifts that are crucial to writing safe and efficient parallel code, and identify areas in which further research is needed to advance the state of the art.
Microsoft Academic Days on Game Development 2008 - Research Directions in Games - 1 of 2 (Video)  - 04/14/2008
In this presentation, we discuss and frame research directions that lead towards interesting potentials for the future of games – massively multiplayer online games (MMOGs) as social model testbeds, infrastructures for weekly interactives, and emotion-cognizant games.
Microsoft Academic Days on Game Development 2008 - Robots as a Context for Computer Science Education - IPRE’s Approach - 1 of 2 (Video)  - 04/14/2008
The Institute for Personal Robots in Education (IPRE - http://roboteducation.org) applies and evaluates robots as a context for computer science education.
Microsoft Academic Days on Game Development 2008 - Science, Playful Interface Research and Learning  - 04/07/2008
Today’s middle school students have grown up playing computer games, and in the process, have developed new methods of collaborating, exploring, and learning. While games have traditionally played a role in the learning experience...
Microsoft Academic Days on Game Development 2008 - Teaching Game Development with GameMaker - 1 of 2 (Video)  - 04/14/2008
In this presentation I will first give a short introduction in Game Maker. Next I will discuss how Game Maker can best be used in an education setting.
Microsoft Academic Days on Game Development 2008 - Technologies of Microsoft Robotics Studio: Control, 3D Simulation, and Visual Programming - 1 of 3 (Video)  - 04/07/2008
In this presentation, we will look at the technical features of Microsoft Robotic Studio and how those features can be used in a classroom setting.
Microsoft Academic Days on Game Development 2008 - Technologies of Microsoft Robotics Studio: Control, 3D Simulation, and Visual Programming - 2 of 3 (Video)  - 04/07/2008
In this presentation, we will look at the technical features of Microsoft Robotic Studio and how those features can be used in a classroom setting.
Microsoft Academic Days on Game Development 2008 - The Chimaera Factory: Building Tomorrow’s Game Developers - 1 of 2 (Video)  - 04/07/2008
This talk examines how to prepare new developers for a medium in perpetual change.                                                               
Microsoft Academic Days on Game Development 2008 - The Ethics of Game Design - 1 of 2 (Video)  - 04/07/2008
This lecture will recount startling anecdotes from the online game space, some remarkable trends and finally a provocative suggestion for how games can be better both in terms of ethics and game play.
Microsoft Academic Days on Game Development 2008 - The Perfect 1010. What Makes an Ideal Entry Level Software Engineer? - 1 of 2 (Video)  - 04/07/2008
Recent and soon-to-be college graduates want to find a great job. Employers want to find great employees. This presentation will discuss what our teams look for in entry-level software engineering candidates at Blizzard Entertainment.
Microsoft Academic Days on Game Development 2008 - Tribute to Randy Pausch and the Alice Legacy - 1 of 2 (Video)  - 04/07/2008
This session will highlight Pausch’s last lecture and his contributions to Computer Science. An academic tradition called the ‘Last Lecture’ is a presentation with the hypothetical “If you knew you were going to die and you had one last lecture, what would you say to your students?”
Microsoft Academic Days on Game Development 2008 - Tutorial: Developing Game-Themed Programming Assignments - 1 of 2 (Video)  - 04/14/2008
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and demonstrate how to develop a simple 2D “Block Breaker” game. We will also demonstrate existing simple XNA-based game-themed assignments.
Microsoft Academic Days on Game Development 2008 - Using and Assessing Games and Robotics to Teach Introductory Computing Concepts - 1 of 2 (Video)  - 04/14/2008
This session uses dynamic examples from games and robotics that are used to teach important computing concepts to high school students and college freshmen.
Microsoft Academic Days on Game Development 2008 - What are the Hard Problems in Game Development? - 1 of 2 (Video)  - 04/07/2008
Many of the hardest problems to solve in the game development field today involve insuring that the player has fun and yet this is one area where very little research seems to take place. This talk will focus on those problems and discuss ways to involve the academic community in helping to solve them.
Microsoft Academic Days on Game Development 2008 - XNA Game Studio and the Community - 1 of 2 (Video)  - 04/14/2008
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio, student and hobbyist game developers can see their visions come to light in a matter of minutes instead of months. Come learn about XNA Game Studio, how it can be used in academics and our plans for unleashing the creator community.
Musings on Game Dev Curriculums: An Insider's View  - 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.              
RAPT: Using Games in CS1-3  - 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.                                                                                          
Stories to Share: 5 Years of Serious Games Advocacy  - 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.                                                                      
Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables  - 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.                         
Teaching Revulsion-Free Design Patterns through Game Development  - 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.                                                     
The Future of DirectX  - 09/12/2007
Chas Boyd talks about the future of DirectX.                                                                                                     
Torque X Game Development for XNA  - 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.                                                                      
Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education  - 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.                         
Video Game Development -- Learn to write C# the fun way  - 06/01/2005
Introduction to C# and Game Development                                                                                                          
XNA and Academia: A Partnership for the Next Generation  - 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.              
XNA and Academia: Turning Consumers into Creators  - 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.                           
XYZZY: Finding New Magic in Text Adventure Games  - 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.                                                                   


Presentation Materials: Demo Back to top
A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens  - 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.                
A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education  - 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.                                            
Advanced Rendering Techniques Lecture 1: Preamble and History  - 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Advanced Rendering Techniques Lecture 2: Texturing  - 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Advanced Rendering Techniques Lecture 3: Lighting and Shading  - 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2  - 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Advanced Rendering Techniques Lecture 5: Shadows  - 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future  - 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
Agent Augmented Game Development  - 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.                                                                                         
AI Lecture 1 - Introduction to Games AI and Path Planning  - 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
AI Lecture 2 - Behaviour Modelling  - 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
AI Lecture 3 - Advanced Behaviour Modelling  - 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
ARTS Lab and Game Technology  - 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.                                                                                           
Combining games with theatre to create an interdisciplinary learning experience for Computer Science  - 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.                     
Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games  - 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.                                       
Design Issues for Undergraduate Game-Oriented Degrees  - 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.                                                                
Educating Game Programmers  - 09/11/2007
Timothy Roden talks about Educating Game Programmers.                                                                                            
Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War  - 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
Game Design: Challenges, Skills, Opportunities, and Reality  - 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.                            
Game Programming for Introductory Computer Science  - 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.                                                          
Gaming Resource Toolkit 2006: The Card Game Starter - 2 of 2 (Slides)  - 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!   
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006 - 2 of 2 (Slides)  - 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006 - 2 of 2 (Slides)  - 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
Integrating Video Game Development Experience in an Academic Framework  - 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.                                                  
Interweaving Game Design into Core CS Curriculum  - 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.                                                                     
Introduction to Direct3D 10  - 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.                                                             
Keynote - Games, Gender and Why It Matters  - 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.                                              
Keynote - Next Generation Game Developers  - 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.                                                       
MEDC 2006: Building Your First Casual Game on Windows Mobile  - 08/31/2006
In this demo-intensive session, learn how to use Visual Studio 2005 and the .NET Compact Framework to develop casual games for Windows Mobile devices. You’ll also receive the Windows Mobile 5.0 Developer Resource Kit, which contains all the tools and resources needed to start developing.
Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 2 of 2 (Slides)  - 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
Microsoft Academic Days on Game Development 2008 - A Game Framework to Enhance Stem Pipeline - 2 of 2 (Slides)  - 04/07/2008
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates.
Microsoft Academic Days on Game Development 2008 - A Hybrid Approach to Projects in Gaming Courses - 2 of 2 (Slides)  - 04/14/2008
Creating game development courses that use group projects is at best a balancing act. Encouraging creativity, maintaining morale, improving team dynamics and project structure, enforcing deadlines, and judging the quality of the final result is a challenge for any instructor. In this paper we describe an approach to team projects in game development courses that simplifies this process.
Microsoft Academic Days on Game Development 2008 - A New Generation of Games and Game Developmenters - 2 of 2 (Slides)  - 04/14/2008
In this session, Davey Jackson will speak about why right now is the best time to be making “indie” games, and how to prepare students for the rapidly growing games industry.
Microsoft Academic Days on Game Development 2008 - A New Generation of Learning Technology: Three Dimensions of Change - 2 of 2 (Slides)  - 04/07/2008
Having largely missed the first few revolutions in information technology that have transformed virtually every other service industry, education and training have the chance to leapfrog to the state of the art.
Microsoft Academic Days on Game Development 2008 - Adding Handheld Game Programming to a Computer Science Curriculum - 2 of 2 (Slides)  - 04/14/2008
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course.
Microsoft Academic Days on Game Development 2008 - Advanced D3D10 API Usage and Engine Design - 2 of 2 (Slides)  - 04/14/2008
This presentation drills down into practical and effective usage of the Direct3D 10 API. Learn engine design strategies to drive Direct3D 10 hardware through the new interface. Hear expert advice on handling resources, managing shader data, and keeping the pipeline busy with the Direct3D 10 API.
Microsoft Academic Days on Game Development 2008 - Assessing Game-Themed Programming Assignments for CS1/2 Courses - 2 of 2 (Slides)  - 04/14/2008
We have designed and implemented game-themed programming assignment modules targeted specifically for adoption in existing introductory programming classes. These assignments are self-contained, so that faculty members with no background in graphics/gaming can selectively pick and choose a subset to combine with their own assignments in existing classes.
Microsoft Academic Days on Game Development 2008 - Creating Games for Zune Using XNA Game Studio - 2 of 2 (Slides)  - 04/14/2008
The XNA Game Studio development paradigm is now mobile. Come and learn about XNA Game Studio support for game development on Zune devices. We will discuss features, platform support, and the development experience including demonstrations and demos.
Microsoft Academic Days on Game Development 2008 - Early Pipeline CS Learning Experiences Applying Flight Simulator X Technology to Global Education  - 04/14/2008
The project envisions bringing much of the program into the 3D virtual world of the ESP & Microsoft Flight Simulator X platform within the next 1 to 2 years. This presentation will outline these possibilities.
Microsoft Academic Days on Game Development 2008 - Game Design and Development Students: Who are They? - 2 of 2 (Slides)  - 04/14/2008
We discuss these questions from the perspective of teaching the traditional CS outcomes from an introductory programming sequence to 60 Game Design and Development students at the freshman level and comparing them to a previously studied population of CS students with an interest in game design and development.
Microsoft Academic Days on Game Development 2008 - Game Development in a Larger Context - 2 of 2 (Slides)  - 04/14/2008
Games that teach, serious games, have been proposed to address the growing gap between supply and demand in STEM discipline graduates and to tap into student engagement. We will review briefly the trends and compelling numbers supporting the need to close the gap.
Microsoft Academic Days on Game Development 2008 - Game Development in CS Classes: An Insider’s Perspective - 2 of 2 (Slides)  - 04/14/2008
Game development is an obvious way to brighten up a computer science curriculum, but where do you start? Between topic ideas, project scope, and development environments, crucial decisions can make or break a great game-related CS assignment.
Microsoft Academic Days on Game Development 2008 - Game2Learn: Improving the Motivation of CS1 Students - 2 of 2 (Slides)  - 04/14/2008
Games are increasingly being used for education and training in a variety of areas. In this presentation, we present the results of this study, which demonstrate that students can have fun programming within a game, and that in-game rewards and punishments are vital to the motivation and potential learning of students.
Microsoft Academic Days on Game Development 2008 - Gameface: Faces Behind the Creative Process  - 04/14/2008
This talk will discuss the following questions with some real answers: who are the people who have made it; what they do; what do they wish they had learned in university prior to their arrival; and who is missing from the process?
Microsoft Academic Days on Game Development 2008 - Games, Robots, and Robot Games: Complementary Contexts for Introductory Computing Education  - 04/14/2008
This presentation will explore robotics, gaming, their interactions, and provide suggestions on how best to proceed in making the most out of games in the classroom.
Microsoft Academic Days on Game Development 2008 - Gaming for Middle School Students: Building Virtual Worlds - 2 of 2 (Slides)  - 04/14/2008
In this paper we present our CARE curriculum and the results of our evaluations. We demonstrate that students are more excited about Computing and Gaming after their camp experience and are interested in pursuing further studies in Gaming and Computing.
Microsoft Academic Days on Game Development 2008 - Group Interactions in a Game Engine Class - 2 of 2 (Slides)  - 05/08/2008
Alex Pang shares his experiences in the first two offerings of a Game Engine class at University of California Santa Cruz in the Spring and Fall 2007 quarters.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 2 of 3) - 2 of 2 (Slides)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 3 of 3) - 2 of 2 (Slides)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Integrating Games and Machine Learning in the Undergraduate Computer Science Classroom  - 04/14/2008
This module provides a series of challenges for undergraduate students by using a game environment to teach machine learning and classic Artificial Intelligence concepts.
Microsoft Academic Days on Game Development 2008 - Introduction to Game Design in the Large Classroom - 2 of 2 (Slides)  - 04/14/2008
This talk presents an experience report on teaching a large enrollment course at the University of California, Santa Cruz providing an introduction to game design.
Microsoft Academic Days on Game Development 2008 - Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise - 2 of 2 (Slides)  - 04/07/2008
We will show how this approach has helped shape some of the most successful products in recent history. We will also present a new way of thinking about product design. Our aim is to change the way you think about product design, user research, and human emotion.
Microsoft Academic Days on Game Development 2008 - Media Computation: Introducing Computing Contextualized in Video and Audio Processing - 2 of 2 (Slides)  - 04/14/2008
Mark Guzdial from Georgia Tech talks about using media computation in pre-gaming such as manipulating pixels and samples that are normally hidden inside the engine or API and the tools that are typically used.
Microsoft Academic Days on Game Development 2008 - Microsoft Research Efforts to Partner with Leading Academics and Renovating Education - 2 of 2 (Slides)  - 04/04/2008
Harold Javid will discuss his vision for enhancing education through technology including: research challenges, recent success with invigorating computer science programs and science programs, the role of assessment in understanding success, and fruitful areas for future investigations.
Microsoft Academic Days on Game Development 2008 - Mini-Track: Robotics  - 04/14/2008
The panel will discuss the relationship and synergies–or not–between the use of gaming and the use of robotics in the CS classroom.              
Microsoft Academic Days on Game Development 2008 - New & Improved–The IGDA Education SIG Curriculum Framework - 2 of 2 (Slides)  - 04/14/2008
This framework is considered the standard for all game related curricula. We will present the changes and improvements that were made to the newest version. This session will also allow for discussion on the documents evolution and how individual institutions might implement the recommendations.
Microsoft Academic Days on Game Development 2008 - Operating A Computer Science Game Degree Program - 2 of 2 (Slides)  - 04/14/2008
In this paper, we share our lessons learned, some detail on our courses and processes, as well as detail on our impact on recruitment and retention for the Computer Science undergraduate degree program.
Microsoft Academic Days on Game Development 2008 - Preparing Programmers for a Parallel World - 2 of 2 (Slides)  - 04/14/2008
This talk will review some popular parallel computing techniques as they apply to games, and discuss why some have been popular and others have been discarded. We’ll learn the mental paradigm shifts that are crucial to writing safe and efficient parallel code, and identify areas in which further research is needed to advance the state of the art.
Microsoft Academic Days on Game Development 2008 - Research Directions in Games - 2 of 2 (Slides)  - 04/14/2008
In this presentation, we discuss and frame research directions that lead towards interesting potentials for the future of games – massively multiplayer online games (MMOGs) as social model testbeds, infrastructures for weekly interactives, and emotion-cognizant games.
Microsoft Academic Days on Game Development 2008 - Robots as a Context for Computer Science Education - IPRE’s Approach - 2 of 2 (Slides)  - 04/14/2008
The Institute for Personal Robots in Education (IPRE - http://roboteducation.org) applies and evaluates robots as a context for computer science education.
Microsoft Academic Days on Game Development 2008 - Science, Playful Interface Research and Learning  - 04/07/2008
Today’s middle school students have grown up playing computer games, and in the process, have developed new methods of collaborating, exploring, and learning. While games have traditionally played a role in the learning experience...
Microsoft Academic Days on Game Development 2008 - Teaching Game Development with GameMaker - 2 of 2 (Slides)  - 04/14/2008
In this presentation I will first give a short introduction in Game Maker. Next I will discuss how Game Maker can best be used in an education setting.
Microsoft Academic Days on Game Development 2008 - Technologies of Microsoft Robotics Studio: Control, 3D Simulation, and Visual Programming 3 of 3 (Slides)  - 04/07/2008
In this presentation, we will look at the technical features of Microsoft Robotic Studio and how those features can be used in a classroom setting.
Microsoft Academic Days on Game Development 2008 - The Chimaera Factory: Building Tomorrow’s Game Developers - 2 of 2 (Slides)  - 04/07/2008
This talk examines how to prepare new developers for a medium in perpetual change.                                                               
Microsoft Academic Days on Game Development 2008 - The Ethics of Game Design - 2 of 2 (Slides)  - 04/07/2008
This lecture will recount startling anecdotes from the online game space, some remarkable trends and finally a provocative suggestion for how games can be better both in terms of ethics and game play.
Microsoft Academic Days on Game Development 2008 - The Perfect 1010. What Makes an Ideal Entry Level Software Engineer? - 2 of 2 (Slides)  - 04/07/2008
Recent and soon-to-be college graduates want to find a great job. Employers want to find great employees. This presentation will discuss what our teams look for in entry-level software engineering candidates at Blizzard Entertainment.
Microsoft Academic Days on Game Development 2008 - Tribute to Randy Pausch and the Alice Legacy - 2 of 2 (Slides)  - 04/07/2008
This session will highlight Pausch’s last lecture and his contributions to Computer Science. An academic tradition called the ‘Last Lecture’ is a presentation with the hypothetical “If you knew you were going to die and you had one last lecture, what would you say to your students?”
Microsoft Academic Days on Game Development 2008 - Tutorial: Developing Game-Themed Programming Assignments - 2 of 2 (Slides)  - 04/14/2008
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and demonstrate how to develop a simple 2D “Block Breaker” game. We will also demonstrate existing simple XNA-based game-themed assignments.
Microsoft Academic Days on Game Development 2008 - Using and Assessing Games and Robotics to Teach Introductory Computing Concepts - 2 of 2 (Slides)  - 04/14/2008
This session uses dynamic examples from games and robotics that are used to teach important computing concepts to high school students and college freshmen.
Microsoft Academic Days on Game Development 2008 - What are the Hard Problems in Game Development? - 2 of 2 (Slides)  - 04/07/2008
Many of the hardest problems to solve in the game development field today involve insuring that the player has fun and yet this is one area where very little research seems to take place. This talk will focus on those problems and discuss ways to involve the academic community in helping to solve them.
Microsoft Academic Days on Game Development 2008 - XNA Game Studio and the Community - 2 of 2 (Slides)  - 04/14/2008
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio, student and hobbyist game developers can see their visions come to light in a matter of minutes instead of months. Come learn about XNA Game Studio, how it can be used in academics and our plans for unleashing the creator community.
Musings on Game Dev Curriculums: An Insider's View  - 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.              
Programming for the XBox Controller with DirectInput  - 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.          
RAPT: Using Games in CS1-3  - 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.                                                                                          
SAGE: A Simple Academic Game Engine  - 06/20/2006
SAGE consists of a series of game demos, each showcasing a new feature. The feature is demonstrated in rudimentary form, and leaves room for students to enhance it. Each demo is accompanied by Doxygen generated documentation and a tutorial.
Stories to Share: 5 Years of Serious Games Advocacy  - 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.                                                                      
Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables  - 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.                         
Teaching Revulsion-Free Design Patterns through Game Development  - 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.                                                     
The Future of DirectX  - 09/12/2007
Chas Boyd talks about the future of DirectX.                                                                                                     
Torque X Game Development for XNA  - 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.                                                                      
Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education  - 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.                         
XNA and Academia: A Partnership for the Next Generation  - 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.              
XNA and Academia: Turning Consumers into Creators  - 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.                           
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.
XYZZY: Finding New Magic in Text Adventure Games  - 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.                                                                   


Presentation Materials: Slides Back to top
A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens  - 09/12/2007
Jelle Husson talks about a Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.                
A Tale of Two Classes: On Interdisciplinary Collaboration in Games Education  - 09/12/2007
Arnav Jhala talks about a Tale of Two Classes: On Interdisciplinary Collaboration in Games Education.                                            
Academic Days on Game Development 2007 – Consumers as Creators: The Next Generation of Gaming Content  - 04/18/2007
The 2nd Annual Microsoft Academic Days Conference on Game Development – February 22-25, 2007 aboard the Disney Wonder cruise ship allowed faculty to learn and interact with researchers and technology specialists nationwide who actively contributed to the development of several successful projects in the area of Game Development for Computer Science.
Academic Days on Game Development 2007 – DirectX 10  - 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
Academic Days on Game Development 2007 – Ender's Game for Science and Engineering: Games for Real, For Now, or We Lose the Brain War  - 05/14/2007
This presentation was given by Merrilea J. Mayo at the Academic Days on Game Development conference. This material discusses topics such as the U.S. fraction of scientists and engineers, global Ph.Ds, efficiency of U.S. educational system in producing technical talent, and the positive impact of Science and Engineering games.
Academic Days on Game Development 2007 – Five Years of Serious Games Advocacy  - 05/14/2007
This presentation was given by Ben Sawyer at the Academic Days on Game Development conference. This material discusses topics such as the history of gaming, examples of how gaming is used, theories and struggles of gaming.
Academic Days on Game Development 2007 – Game Design and Development: Challenges, Skills, Opportunities, and Reality  - 05/14/2007
This presentation was given by Robin Hunicke at the Academic Days on Game Development conference. This material covers topics such as: What is the Reality, What Skills are Necessary, How Can we Teach Them and Possible Futures.
Academic Days on Game Development 2007 – Gender, Games and Does it Matter?  - 05/14/2007
This presentation was given by Maria M. Klawe at the Academic Days on Game Development conference. This material covers whether or not females are less interested than males in playing, designing and/or programming computer and video games and if it matters.
Academic Days on Game Development 2007 – Living the Dream  - 05/14/2007
This presentation was given by Colleen McCreary at the Academic Days on Game Development conference. This material discusses topics such as including games as part of the traditional Computer Science curriculum, Electronic Arts team technologies, cutting edge engineering and what students do right out of college.
Academic Days on Game Development 2007 – Musings on Game Dev Curriculums: An Insider’s View  - 08/09/2007
This presentation was given by Matt Lee at the Academic Days on Game Development conference. This material discusses topics such as how to tune your curriculum to better match some of the industry trends in game development and software engineering in general.
Academic Days on Game Development 2007 – School of the Future: Innovation and Education in Second Life  - 05/14/2007
This presentation was given by Cory Ondrejka at the Academic Days on Game Development conference. This material covers topics such as: What is Second Life, Education in Second Life, Learning, Education and Innovation and The Future of Education.
Academic Days on Game Development 2007 Presentations  - 05/15/2007
This Zip file contains all 30 presentations from the Academic Days on Game Development 2007 conference held in February 2007.                    
Advanced Rendering Techniques Lecture 1: Preamble and History  - 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Advanced Rendering Techniques Lecture 2: Texturing  - 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Advanced Rendering Techniques Lecture 3: Lighting and Shading  - 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2  - 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Advanced Rendering Techniques Lecture 5: Shadows  - 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future  - 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
Agent Augmented Game Development  - 09/12/2007
Zhiqi Shen talks about agent Augmented Game Development.                                                                                         
AI Lecture 1 - Introduction to Games AI and Path Planning  - 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
AI Lecture 2 - Behaviour Modelling  - 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
AI Lecture 3 - Advanced Behaviour Modelling  - 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
Artificial Intelligence for Computer Games  - 07/26/2005
Artificial Intelligence and Computer Games have strong connections. In the present course we focus on action games at the Games side and on knowledge based systems, multiagent systems, knowledge sharing and coordination mechanisms on the AI side.
ARTS Lab and Game Technology  - 09/12/2007
Edward Angel talks about ARTS Lab and Game Technology.                                                                                           
Combining games with theatre to create an interdisciplinary learning experience for Computer Science  - 09/12/2007
Joe Geigel talks about combining games with theatre to create an interdisciplinary learning experience for Computer Science.                     
Computer Game Design and Implementation  - 01/10/2005
This course covers the technology, science, and art involved in the creation of computer games. The emphasis is hands-on development of games. A variety of software technologies relevant to games are covered.
Computer Game Design and Implementation 2  - 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.                                        
Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games  - 09/12/2007
Colin Lemmon talks about Creativity in the Cane Fields: Motivating and Engaging IT Students Through Games.                                       
Design Issues for Undergraduate Game-Oriented Degrees  - 09/11/2007
Michael Mateas talks about Design Issues for Undergraduate Game-Oriented Degrees.                                                                
Educating Game Programmers  - 09/11/2007
Timothy Roden talks about Educating Game Programmers.                                                                                            
Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War  - 09/12/2007
Merrilea J. Mayo Director, GUIRR, The National Academies talks about Ender's Game for Science and Engineering: Games for Real, for Now, or we Lose the Brain War.
Game Design and Implementation 1  - 10/04/2005
First course on Game Design and Implementation offered by the department of Computer and Information Sceince.                                    
Game Design: Challenges, Skills, Opportunities, and Reality  - 09/12/2007
Robin Hunicke, Designer for Electronic Arts, talks about Game Design: Challenges, Skills, Opportunities, and Reality.                            
Game Programming for Introductory Computer Science  - 09/12/2007
Jon Schwartz (Phrogram) talks about Game Programming for Introductory Computer Science.                                                          
Gaming Resource Toolkit 2006: Play Between Worlds: Exploring Online Game Culture - 2 of 2 (Slides)  - 12/13/2006
In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating activity.
Gaming Resource Toolkit 2006: Real-time Graphics Systems for 2010 and Beyond - 2 of 2 (Slides)  - 12/13/2006
In this talk I will describe a new system design for a ray tracer. Combined with ongoing advances in raw computational performance, I believe that this system will allow ray tracing to replace the Z-buffer in commodity real-time rendering markets in 4-8 years.
Gaming Resource Toolkit 2006: Repositioning Computer Science: Increasing Diversity and Creativity in CS Education - 2 of 2 (Slides)  - 12/12/2006
In this talk I will present a post-mortem of my (non-standard, but incredibly fulfilling) education in CS, AI and video games. I will describe my experiences with art and computer science education, standardized and self-guided curriculums (undergraduate and graduate alike).
Gaming Resource Toolkit 2006: Tactical Iraqi - Teaching Foreign Language in an Immersive Computer Game - 2 of 2 (Slides)  - 12/11/2006
Tactical Iraqi is a computer-based, self-paced, learning program that in about 80 hours teaches English-speaking people totally unfamiliar with Iraqi Arabic how to speak enough to accomplish tasks and missions in Arabic.
Gaming Resource Toolkit 2006: Trends of Gaming in CS and Industry  - 12/13/2006
Computer Science in the United States is seeing a huge drop in enrollment for both men and women. In a hope to reverse that trend and keep computer science exciting, Microsoft is looking at how computer gaming can make the curriculum more compelling.
Gaming Resource Toolkit 2006: XNA Build Advanced Presentation March 2006 - 2 of 2 (Slides)  - 12/07/2006
XNA Build is Microsoft’s upcoming solution focused on game content pipelines and content builds. This presentation shows how XNA Build enables incremental content builds, dependency tracking, debugging and more. XNA Build can be customized to meet your unique requirements.
Gaming Resource Toolkit 2006: XNA Overview Presentation March 2006 - 2 of 2 (Slides)  - 12/07/2006
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development. This introductory session will provide an overview of XNA and describe how game studios will be able to use it to help manage their content creation and content builds.
Integrating Video Game Development Experience in an Academic Framework  - 09/12/2007
Bernard Yee talks about integrating Video Game Development Experience in an Academic Framework.                                                  
Interweaving Game Design into Core CS Curriculum  - 09/12/2007
Yolanda Rankin talks about interweaving Game Design into Core CS Curriculum.                                                                     
Introduction to Direct3D 10  - 09/12/2007
Michael V. Oneppo, Microsoft Windows Group, talks about introduction to Direct3D 10.                                                             
Keynote - Games, Gender and Why It Matters  - 09/12/2007
Maria Klawe, President, Harvey Mudd College talks about Keynote - Games, Gender and Why It Matters.                                              
Keynote - Next Generation Game Developers  - 09/12/2007
Michael Capps President, Epic Games talks about Keynote - Next Generation Game Developers.                                                       
Machine Learning for Computer Games  - 04/28/2005
A tutorial about Artifical Intelligence (AI) Learning Techniques for computer games.                                                             
MEDC 2006: Building Your First Casual Game on Windows Mobile  - 08/31/2006
In this demo-intensive session, learn how to use Visual Studio 2005 and the .NET Compact Framework to develop casual games for Windows Mobile devices. You’ll also receive the Windows Mobile 5.0 Developer Resource Kit, which contains all the tools and resources needed to start developing.
Microsoft Academic Days on Game Development - Creating a Science of Games - 2 of 2 (Slides)  - 01/26/2007
We are in a revolution in which videogames have begun to be used for both entertainment and non-entertainment. This has created a discussion on how we could advance the game technology to support entertainment and games of the future. This presentation covers USC's latest efforts in this revolution.
Microsoft Academic Days on Game Development - Keynote - Writing Games to Microsoft Platforms, an Industry Perspective - 2 of 2 (Slides)  - 01/26/2007
In this keynote presentation Colleen Wheeler McCreary, from Electronic Arts, discusses game making and the skills and activities required to be successful in the games industry.
Microsoft Academic Days on Game Development 2008 - A Game Developer’s Perspective on Parallelism - 2 of 2 (Slides)  - 04/14/2008
This talk is a discussion of the key problems encountered in writing high performance code in the game development field, and the impact of these problems on the developers and development process.
Microsoft Academic Days on Game Development 2008 - A Game Framework to Enhance Stem Pipeline - 2 of 2 (Slides)  - 04/07/2008
We discuss strategically employing game creation throughout the Science, Technology, Engineering and Mathematics (STEM) pipeline to improve the creativity, problem solving skill and ethical behavior of American collegiate graduates.
Microsoft Academic Days on Game Development 2008 - A Hybrid Approach to Projects in Gaming Courses - 2 of 2 (Slides)  - 04/14/2008
Creating game development courses that use group projects is at best a balancing act. Encouraging creativity, maintaining morale, improving team dynamics and project structure, enforcing deadlines, and judging the quality of the final result is a challenge for any instructor. In this paper we describe an approach to team projects in game development courses that simplifies this process.
Microsoft Academic Days on Game Development 2008 - A New Generation of Games and Game Developmenters - 2 of 2 (Slides)  - 04/14/2008
In this session, Davey Jackson will speak about why right now is the best time to be making “indie” games, and how to prepare students for the rapidly growing games industry.
Microsoft Academic Days on Game Development 2008 - A New Generation of Learning Technology: Three Dimensions of Change - 2 of 2 (Slides)  - 04/07/2008
Having largely missed the first few revolutions in information technology that have transformed virtually every other service industry, education and training have the chance to leapfrog to the state of the art.
Microsoft Academic Days on Game Development 2008 - Adding Handheld Game Programming to a Computer Science Curriculum - 2 of 2 (Slides)  - 04/14/2008
A new course in handheld game programming is described. The target platform is the Nintendo Game Boy Advance. We explain the capabilities of this platform and the tools and documentation used to teach the course.
Microsoft Academic Days on Game Development 2008 - Advanced D3D10 API Usage and Engine Design - 2 of 2 (Slides)  - 04/14/2008
This presentation drills down into practical and effective usage of the Direct3D 10 API. Learn engine design strategies to drive Direct3D 10 hardware through the new interface. Hear expert advice on handling resources, managing shader data, and keeping the pipeline busy with the Direct3D 10 API.
Microsoft Academic Days on Game Development 2008 - Assessing Game-Themed Programming Assignments for CS1/2 Courses - 2 of 2 (Slides)  - 04/14/2008
We have designed and implemented game-themed programming assignment modules targeted specifically for adoption in existing introductory programming classes. These assignments are self-contained, so that faculty members with no background in graphics/gaming can selectively pick and choose a subset to combine with their own assignments in existing classes.
Microsoft Academic Days on Game Development 2008 - Creating Games for Zune Using XNA Game Studio - 2 of 2 (Slides)  - 04/14/2008
The XNA Game Studio development paradigm is now mobile. Come and learn about XNA Game Studio support for game development on Zune devices. We will discuss features, platform support, and the development experience including demonstrations and demos.
Microsoft Academic Days on Game Development 2008 - Early Pipeline CS Learning Experiences Applying Flight Simulator X Technology to Global Education  - 04/14/2008
The project envisions bringing much of the program into the 3D virtual world of the ESP & Microsoft Flight Simulator X platform within the next 1 to 2 years. This presentation will outline these possibilities.
Microsoft Academic Days on Game Development 2008 - Game Design and Development Students: Who are They? - 2 of 2 (Slides)  - 04/14/2008
We discuss these questions from the perspective of teaching the traditional CS outcomes from an introductory programming sequence to 60 Game Design and Development students at the freshman level and comparing them to a previously studied population of CS students with an interest in game design and development.
Microsoft Academic Days on Game Development 2008 - Game Development in a Larger Context - 2 of 2 (Slides)  - 04/14/2008
Games that teach, serious games, have been proposed to address the growing gap between supply and demand in STEM discipline graduates and to tap into student engagement. We will review briefly the trends and compelling numbers supporting the need to close the gap.
Microsoft Academic Days on Game Development 2008 - Game Development in CS Classes: An Insider’s Perspective - 2 of 2 (Slides)  - 04/14/2008
Game development is an obvious way to brighten up a computer science curriculum, but where do you start? Between topic ideas, project scope, and development environments, crucial decisions can make or break a great game-related CS assignment.
Microsoft Academic Days on Game Development 2008 - Game2Learn: Improving the Motivation of CS1 Students - 2 of 2 (Slides)  - 04/14/2008
Games are increasingly being used for education and training in a variety of areas. In this presentation, we present the results of this study, which demonstrate that students can have fun programming within a game, and that in-game rewards and punishments are vital to the motivation and potential learning of students.
Microsoft Academic Days on Game Development 2008 - Gameface: Faces Behind the Creative Process  - 04/14/2008
This talk will discuss the following questions with some real answers: who are the people who have made it; what they do; what do they wish they had learned in university prior to their arrival; and who is missing from the process?
Microsoft Academic Days on Game Development 2008 - Games, Robots, and Robot Games: Complementary Contexts for Introductory Computing Education  - 04/14/2008
This presentation will explore robotics, gaming, their interactions, and provide suggestions on how best to proceed in making the most out of games in the classroom.
Microsoft Academic Days on Game Development 2008 - Gaming for Middle School Students: Building Virtual Worlds - 2 of 2 (Slides)  - 04/14/2008
In this paper we present our CARE curriculum and the results of our evaluations. We demonstrate that students are more excited about Computing and Gaming after their camp experience and are interested in pursuing further studies in Gaming and Computing.
Microsoft Academic Days on Game Development 2008 - Group Interactions in a Game Engine Class - 2 of 2 (Slides)  - 05/08/2008
Alex Pang shares his experiences in the first two offerings of a Game Engine class at University of California Santa Cruz in the Spring and Fall 2007 quarters.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 2 of 3) - 2 of 2 (Slides)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Hands-on: Introduction to Game Middleware Torque X for Teachers Mini-Boot Camp (Part 3 of 3) - 2 of 2 (Slides)  - 04/14/2008
In these two, 2-hour workshops, GarageGames instructors John Kanalakis and Josef Rogovsky will walk you through a hands-on tour of Torque X 2.0. Each day will start off with a summary of Torque X, where it fits in the XNA and game universe, and why it’s essential for classrooms using game engines for instruction.
Microsoft Academic Days on Game Development 2008 - Integrating Games and Machine Learning in the Undergraduate Computer Science Classroom  - 04/14/2008
This module provides a series of challenges for undergraduate students by using a game environment to teach machine learning and classic Artificial Intelligence concepts.
Microsoft Academic Days on Game Development 2008 - Introduction to Game Design in the Large Classroom - 2 of 2 (Slides)  - 04/14/2008
This talk presents an experience report on teaching a large enrollment course at the University of California, Santa Cruz providing an introduction to game design.
Microsoft Academic Days on Game Development 2008 - Making Emotion Work for You: A Case Study of Collaboration Between Design and Research in Building the Halo Franchise - 2 of 2 (Slides)  - 04/07/2008
We will show how this approach has helped shape some of the most successful products in recent history. We will also present a new way of thinking about product design. Our aim is to change the way you think about product design, user research, and human emotion.
Microsoft Academic Days on Game Development 2008 - Media Computation: Introducing Computing Contextualized in Video and Audio Processing - 2 of 2 (Slides)  - 04/14/2008
Mark Guzdial from Georgia Tech talks about using media computation in pre-gaming such as manipulating pixels and samples that are normally hidden inside the engine or API and the tools that are typically used.
Microsoft Academic Days on Game Development 2008 - Microsoft Research Efforts to Partner with Leading Academics and Renovating Education - 2 of 2 (Slides)  - 04/04/2008
Harold Javid will discuss his vision for enhancing education through technology including: research challenges, recent success with invigorating computer science programs and science programs, the role of assessment in understanding success, and fruitful areas for future investigations.
Microsoft Academic Days on Game Development 2008 - Mini-Track: Robotics  - 04/14/2008
The panel will discuss the relationship and synergies–or not–between the use of gaming and the use of robotics in the CS classroom.              
Microsoft Academic Days on Game Development 2008 - New & Improved–The IGDA Education SIG Curriculum Framework - 2 of 2 (Slides)  - 04/14/2008
This framework is considered the standard for all game related curricula. We will present the changes and improvements that were made to the newest version. This session will also allow for discussion on the documents evolution and how individual institutions might implement the recommendations.
Microsoft Academic Days on Game Development 2008 - Operating A Computer Science Game Degree Program - 2 of 2 (Slides)  - 04/14/2008
In this paper, we share our lessons learned, some detail on our courses and processes, as well as detail on our impact on recruitment and retention for the Computer Science undergraduate degree program.
Microsoft Academic Days on Game Development 2008 - Preparing Programmers for a Parallel World - 2 of 2 (Slides)  - 04/14/2008
This talk will review some popular parallel computing techniques as they apply to games, and discuss why some have been popular and others have been discarded. We’ll learn the mental paradigm shifts that are crucial to writing safe and efficient parallel code, and identify areas in which further research is needed to advance the state of the art.
Microsoft Academic Days on Game Development 2008 - Research Directions in Games - 2 of 2 (Slides)  - 04/14/2008
In this presentation, we discuss and frame research directions that lead towards interesting potentials for the future of games – massively multiplayer online games (MMOGs) as social model testbeds, infrastructures for weekly interactives, and emotion-cognizant games.
Microsoft Academic Days on Game Development 2008 - Robots as a Context for Computer Science Education - IPRE’s Approach - 2 of 2 (Slides)  - 04/14/2008
The Institute for Personal Robots in Education (IPRE - http://roboteducation.org) applies and evaluates robots as a context for computer science education.
Microsoft Academic Days on Game Development 2008 - Science, Playful Interface Research and Learning  - 04/07/2008
Today’s middle school students have grown up playing computer games, and in the process, have developed new methods of collaborating, exploring, and learning. While games have traditionally played a role in the learning experience...
Microsoft Academic Days on Game Development 2008 - Teaching Game Development with GameMaker - 2 of 2 (Slides)  - 04/14/2008
In this presentation I will first give a short introduction in Game Maker. Next I will discuss how Game Maker can best be used in an education setting.
Microsoft Academic Days on Game Development 2008 - Technologies of Microsoft Robotics Studio: Control, 3D Simulation, and Visual Programming 3 of 3 (Slides)  - 04/07/2008
In this presentation, we will look at the technical features of Microsoft Robotic Studio and how those features can be used in a classroom setting.
Microsoft Academic Days on Game Development 2008 - The Chimaera Factory: Building Tomorrow’s Game Developers - 2 of 2 (Slides)  - 04/07/2008
This talk examines how to prepare new developers for a medium in perpetual change.                                                               
Microsoft Academic Days on Game Development 2008 - The Ethics of Game Design - 2 of 2 (Slides)  - 04/07/2008
This lecture will recount startling anecdotes from the online game space, some remarkable trends and finally a provocative suggestion for how games can be better both in terms of ethics and game play.
Microsoft Academic Days on Game Development 2008 - The Perfect 1010. What Makes an Ideal Entry Level Software Engineer? - 2 of 2 (Slides)  - 04/07/2008
Recent and soon-to-be college graduates want to find a great job. Employers want to find great employees. This presentation will discuss what our teams look for in entry-level software engineering candidates at Blizzard Entertainment.
Microsoft Academic Days on Game Development 2008 - Tribute to Randy Pausch and the Alice Legacy - 2 of 2 (Slides)  - 04/07/2008
This session will highlight Pausch’s last lecture and his contributions to Computer Science. An academic tradition called the ‘Last Lecture’ is a presentation with the hypothetical “If you knew you were going to die and you had one last lecture, what would you say to your students?”
Microsoft Academic Days on Game Development 2008 - Using and Assessing Games and Robotics to Teach Introductory Computing Concepts - 2 of 2 (Slides)  - 04/14/2008
This session uses dynamic examples from games and robotics that are used to teach important computing concepts to high school students and college freshmen.
Microsoft Academic Days on Game Development 2008 - What are the Hard Problems in Game Development? - 2 of 2 (Slides)  - 04/07/2008
Many of the hardest problems to solve in the game development field today involve insuring that the player has fun and yet this is one area where very little research seems to take place. This talk will focus on those problems and discuss ways to involve the academic community in helping to solve them.
Microsoft Academic Days on Game Development 2008 - XNA Game Studio and the Community - 2 of 2 (Slides)  - 04/14/2008
Building games for Windows and Xbox 360 has never been easier. With XNA Game Studio, student and hobbyist game developers can see their visions come to light in a matter of minutes instead of months. Come learn about XNA Game Studio, how it can be used in academics and our plans for unleashing the creator community.
Musings on Game Dev Curriculums: An Insider's View  - 09/12/2007
Matt Lee, Software Design Engineer, Microsoft Game Technology Group talks about musings on Game Dev Curriculums: An Insider's View.              
Programming for the XBox Controller with DirectInput  - 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.          
RAPT: Using Games in CS1-3  - 09/12/2007
Jessica Bayliss talks about RAPT: Using Games in CS1-3.                                                                                          
Software Engineering for Computer Games  - 07/26/2005
All purposes software engineering course, whose projects and assignments relate to the construction of a software tool to build computer games. Useful to teach software engineering in general, although more appealing to an audience interested in software engineering for gaming.
Stories to Share: 5 Years of Serious Games Advocacy  - 09/12/2007
Ben Sawyer talks about Stories to Share: 5 Years of Serious Games Advocacy.                                                                      
Teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables  - 09/12/2007
Ursula Wolz talks about teaching Game Design through Cross-Disciplinary Content and Individualized Student Deliverables.                         
Teaching Revulsion-Free Design Patterns through Game Development  - 09/12/2007
Randy Connolly talks about teaching Revulsion-Free Design Patterns through Game Development.                                                     
The Future of DirectX  - 09/12/2007
Chas Boyd talks about the future of DirectX.                                                                                                     
Torque X Game Development for XNA  - 09/12/2007
Davey Jackson (Garage Games) talks about Torque X Game Development for XNA.                                                                      
Using XNA-GSE Game Segments to Engage Students in Advanced Computer Science Education  - 09/12/2007
G. Michael Youngblood talks about using XNA-GSE game segments to engage students in advanced Computer Science Education.                         
XNA and Academia: A Partnership for the Next Generation  - 09/12/2007
Dave Mitchell, Director, US Game Developer Group at Microsoft, talks about XNA and Academia: A Partnership for the Next Generation.              
XNA and Academia: Turning Consumers into Creators  - 09/12/2007
Chris Satchell - GM, US Game Developer Group, Microsoft talks about XNA and Academia: Turning Consumers into Creators.                           
XNA Framework  - 12/12/2008
Der Kurs lehrt die Konzepte von XNA, die verwendeten Interfaces des Game-Objekts mit den entsprechenden Methoden und enthält Übungsaufgaben, um einfache 2D- und 3D-Games zu erstellen.
XYZZY: Finding New Magic in Text Adventure Games  - 09/12/2007
Brian Ladd talks about using XYZZY: Finding New Magic in Text Adventure Games.                                                                   


Reference Materials: Case Study Back to top
Career Interview: Melissa Federoff  - 06/08/2007
Listen to Melissa Federoff, a game research engineer at Microsoft, describe her ideal career—game testing. Not only will she give students the scoop on her job, she also details the skill set needed to enter this career. Contains audio file, transcript, and personal profile.


Reference Materials: Journal/Magazine Articles Back to top
Introducing Computer Science with Project Hoshimi  - 05/16/2007
We propose using Project Hoshimi, a Microsoft Platform, as a base for introducing computer programming to CS1 students. Through the paper we discuss the main advantages and disadvantages in our experience of using Project Hoshimi, comparing its use against other more traditional approaches.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Reference Materials: Readings Back to top
Gaming Resource Toolkit 2006: Computer Gaming To Enhance CS Curriculum - Strengthening the CS Pipeline  - 12/07/2006
This paper provides a summary of the problem, a proposed solution and an invitation for more research. It also describes the assets Microsoft and its partners in academia and industry provide or plan to provide.
Gaming Resource Toolkit 2006: Evaluating the Effectiveness of a New Instructional Approach  - 12/07/2006
This paper describes the evaluation of an NSF-sponsored educational research project. The primary focus of this project was to develop and evaluate a course curriculum designed to improve retention and performance for “at risk” introductory computer science majors.
Gaming Resource Toolkit 2006: Games as a “Flavor” of CS1  - 12/07/2006
One of the most often heard complaints about introductory programming courses is that they are divorced from the reality of application. One such area is computer games, and we have developed a cohesive CS1 course that provides traditional outcomes from within the context of games as an application.
Gaming Resource Toolkit 2006: Machine Learning for Computer Games  - 12/07/2006
This tutorial covers what is machine learning, when should it be used in games and how do you use it in games.                                   
Implementation Strategies for Microsoft XNA Game Development in Academic Laboratory Environments  - 10/06/2008
A Whitepaper describing the rationale, deployment, and operation of the Game Design & Development Laboratory at the Rochester Institute of Technology.
Introduction to Video Game Programming  - 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.


Reference Materials: Source Code Back to top
Academic Days on Game Development 2007 – DirectX 10  - 05/14/2007
This presentation was given by Michael Oneppo at the Academic Days on Game Development conference. This material discusses topics such as Direct3D, Direct3D 10 philosophy and goals, the graphics pipeline, shaders, state management and the impact of Windows Vista.
Advanced Rendering Techniques Lecture 1: Preamble and History  - 10/24/2006
This lecture introduces a short history of real time computer graphics, the structure of present hardware, and introduces the concept of using shaders to render geometry on the latest GPUs.
Advanced Rendering Techniques Lecture 2: Texturing  - 10/24/2006
We introduce the idea of applying image information to basic geometry in order to model complex surface appearance. The lecture covers texture quality issues and reflections via environment mapping.
Advanced Rendering Techniques Lecture 3: Lighting and Shading  - 10/24/2006
This lecture covers advanced shading concepts, such as bump mapping and bidirectional reflection distribution functions, for modelling complex reflection factors that may require acquisition by experimental methods.
Advanced Rendering Techniques Lecture 4: Lighting and Shading 2  - 10/24/2006
This lecture extends lighting and shading factors into the areas of optical effects, such as motion blur and depth of field from non-pinhole camera optics. It concludes with techniques for representing planar reflections in real time.
Advanced Rendering Techniques Lecture 5: Shadows  - 10/24/2006
This lecture covers the importance of using shadows for extra realism within synthetic scenes. Three approaches are covered: planar shadows, shadow volumes with stencil buffer techniques, and shadow mapping using textures.
Advanced Rendering Techniques Lecture 6: Non-Photorealistic Rendering, Image-Based Rendering and the Future  - 10/24/2006
The final rendering lecture deals with instances of non-photorealistic techniques such as toon shading and related methods. Billboarding is also covered as an approach to using images to model geometry. The lecture concludes with some prognostication about the future of computer graphics.
AI Lecture 1 - Introduction to Games AI and Path Planning  - 10/24/2006
A potted history of computer games is presented, along with the context of how Game AI has developed to help model agent characters within video games, including their perceptions. A number of algorithms are then presented including: portal culling and also A* path planning, to facilitate these behaviours.
AI Lecture 2 - Behaviour Modelling  - 10/24/2006
Steering behaviours are the focus of this lecture, including avoidance, pursuit, interpose, hide etc. Tu's motivational model is detailed, along with group behaviours like flocking.
AI Lecture 3 - Advanced Behaviour Modelling  - 10/24/2006
The AI lecture series concludes with more complex ways of modelling decisions with fuzzy logic, finite state machines and neural networks. This enables the integration of the previously described behaviours in AI Lecture 2 to be integrated into a complete behaviour model. Games development is then discussed as a whole process at the conclusion of the lecture.
DXFramework  - 01/27/2006
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0c.
Gaming Resource Toolkit 2006: Microsoft Sudoku: Optimizing UMPC Applications for Touch and Ink  - 12/14/2006
Stephen Toub, from Microsoft, discusses Sudoku, the number puzzle game, and demonstrates how to build an application to solve puzzles, generate puzzles, and enable enhanced game play for ultra-mobile PC and Tablet PC.
Gaming Resource Toolkit 2006: The Card Game Starter - 2 of 2 (Slides)  - 12/08/2006
The Card Game Starter Kit is a fully-functional blackjack card game. It contains a reusable framework for building your own custom card games!   
Gaming Resource Toolkit 2006: Tic-Tac-Toe  - 12/14/2006
In the Tic-Tac-Toe sample application, two players play a game of Tic-Tac-Toe using the infrared ports on two devices. Tic-Tac-Toe is a two-player game where each player takes turns placing marks on the game board so that three marks are displayed in a row on the grid.
Programming for the XBox Controller with DirectInput  - 10/24/2006
A quick introduction to programming input devices, such as XBox controllers, with the DirectInput API that comes with the Direct X SDK.          
Programming project: The DX-Mars Video Game Project  - 11/30/2004
DX-Mars is a video game-like programming framework with a simple, object-oriented design intended for early computer science students. It is a 2-D isomorphic, tile-based environment based on NASA’s missions to Mars. A rover is moved around the surface of Mars to collect items and gather data.
Scene Graph Examples  - 04/25/2008
Scene Graph example programs for the related Scene Graph library.                                                                                
Scene Graph Library  - 04/25/2008
The files uploaded here contain the output of an educational project run by Ross Brown and Microsoft Research Asia at the Faculty of IT, Queensland University of Technology, Brisbane, Australia.
Shader Demos 1  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Shader Demos 2  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Shader Demos 3  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
Shader Demos 4  - 04/25/2008
The files named Shader Demos *.zip contain simple HLSL DirectX 9.0c shader programs that illustrate the rendering techniques taught in the rendering course at QUT.
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.


Reference Materials: Tutorial Back to top
Introduction to Video Game Programming  - 06/22/2007
Use of this document will allow a professor or instructor to learn quickly about XNA and XBox 360 programming. A syllabus is included with the curriculum guideline. This is a package that contains a standard syllabus and curriculum guidance.
Machine Learning for Computer Games  - 04/28/2005
A tutorial about Artifical Intelligence (AI) Learning Techniques for computer games.                                                             
XNA Game-Themed Assignments for CS1/2 Courses  - 05/31/2008
Seven (7) game-themed assignment modules. Materials included in each module include: description, prerequisite knowledge, expected student learning outcomes; sample tests; equivalent traditional console-based assignment; solutions; grading rubrics; starter project; implementation tutorial, etc.





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