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  • Blog Post: Books for re-homing

    Applications = code + markup; a guide to Windows Presentation Foundation - MS Press - Petzold - 31 in stock Introduction to Silverlight 1.0 - MS Press - Moroney - 7 in stock Embedded Programming with the .NET Micro Framework - MS Press - Miles - 16 in stock Programming .NET - MS Press - Prosise - 3 in...
  • Blog Post: Compare MSDN AA Subscriptions

    Developer AA Designer AA Products Included* Visual Studio 2005 Professional Visual Studio .NET 2003 Professional Visual Studio 2005 Team System Windows Vista Business Edition Windows XP Professional Windows Server 2003 1...
  • Blog Post: Never work with children or Piñata – A potted history of one producer’s experience of the Video Game Industry.

    This talk will cover the various different aspects that make up a ‘Producer’s’ role within a bustling video game development studio. The producer in question is Steven Brand of Rare Ltd (part of Microsoft Game Studios) and his talk is intended to convey his experiences from his path into the industry...
  • Blog Post: An Insight into the Shared Technology Group at Rare

    Games are becoming more complicated and expensive to produce: more power means more content and developer time. STG aims to increase games programmers’ productivity by providing a set of libraries and tools that cover the generic functionalities a game might need. We present the role of an STG Software...
  • Blog Post: The Development Process

    Viva Piñata is an Xbox 360 game that was released to critical acclaim in November 2006. This session provides an overview of the development process of Viva Piñata, presented from the perspective of a developer working on his first commercial title. The session details the history of the game’s development...
  • Blog Post: Retro Revisited: Reinventing the past for the modern gamer

    Gamers of a certain age often hark back to bygone days of youth fondly remembering the games they played as children. How many of us have said “games aren’t as good as they used to be”, but is this true? And more importantly how can we re-visit these games today and full fill the ideal of rekindling...
  • Blog Post: The Past, Present and Future of Computer Games Development

    Over the last 30 years the computer games industry has transformed from its humble beginnings in programmers back bedrooms to a multi-billion dollar industry with huge financial backing. Projects cost millions of dollars to produce and can take teams of more than 100 people many years to complete. This...
  • Blog Post: Games with Character

    The importance of creating characters with personality in a game Games have evolved drastically over the years, having come from an era where sprites were the only ‘animated’ things on your screen. Alongside this evolution, characters have also evolved from primal low poly, small skeleton, no rig...
  • Blog Post: Smoke and Mirrors: The True Art of Game AI

    Game technology is constantly improving with the goal of creating the next must-have game, yet game AI technology has been pretty much static for a long time. How come this side of the games industry finds it so hard to move forward? There are numerous AI techniques that have been used in academic AI...
  • Blog Post: Creativity and Design

    This talk is intended for students of computer game courses, with a heavy emphasis on design. It focuses on the subject of creativity, how to harness and improve it, and how deal with the demands on your creativity at every stage of the development arc. It offers a first-hand perspective on the qualities...
  • Blog Post: Real Time Graphics for Computer Games: a Primer

    Gaming has been a driving force behind the development of graphics rendering hardware for a number of year’s resulting in incredibly sophisticated consumer computing hardware. So what does it take to harness the power of this hardware? This session takes an in-depth look at rendering technology development...
  • Blog Post: Pre Computed Global Illumination in Games

    Traditionally lightmaps have been used as part of a global illumination solution to encode irradiance, which is good for capturing diffuse detail on flat surfaces. For bumpy (normal mapped) surfaces and non-diffuse materials it is necessary to compute and store a representation of the incoming radiance...
  • Blog Post: Special request dates available for the Inspiration Tour

    The tour is now full but we are able to offer dates in the Summer Term upon request. If you would like us to come then please call me (Claire Perry) on 0118 909 3409 or email i-claipe@microsoft.com Day Date University Tuesday 2nd October * Wednesday ...
  • Blog Post: About the Microsoft Academic team

    Hello, The Microsoft Academic team is here to support technology teaching and learning in UK universities. We do this in a number of ways including: events for academics and students, compeitions such as the Imagine Cup delivering talks and demos at your campus running pilot...
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