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Agenda
• Windows 8 Platform & Opportunity
• Windows Store
• A game is not enough!
• Must be a Windows 8 game!!!
• Framework and tools
•
• Is your game good enough?
Paid downloads,trials,andin-apppurchases.Youkeep
70% of thefirst$25k,80%of therest
Robust analytics for free, including demographics,
reviews, referrals, and usage & performance statistics
Use your own commerce engine and keep 100%
or use the Windows Store’s full commerce platform
Advertise with Microsoft Advertising or your
preferred ad vendor.
HTML, XAML and DirectX
• HTML 5
• Canvas, SVG, or both!
• XAML
• Casual games, 2D games, simple 3D games
• Can be used together with DirectX
• DirectX is Fast Direct Access to Hardware
• DirectX gives you control of the low-level hardware
• Native in C++, can be used from C#/VB using SharpDX or
MonoGame
3D Rendering
• All Windows 8 systems support
Direct3D
• The most direct graphics API
available in Windows 8
• Hardware feature levels’ range from DirectX9 to DirectX11
• Minimum required level must be specified in the Store
• If >9.1 app must check level when started – user can change Gfx 
Hardware until mid-2014:
ARM systems are DX9_1 through
DX9_3
No need to ship large DirectX 11
assets in the ARM package yet
x86/x64 systems are DX9_3
through DX11
No need for optimizing to a DX9_1
codepath on x86/x64
Input and sensors
• New breed of interaction opportunities beyond mouse and keyboard
• Multi-touch, swipes, and defined gestures
• Accelerometers can be used for steering cars or tilting game elements
• Device movement to rotate a character or a camera viewpoint
• Sensor Fusion to enable precise orientation and location data
• Shake to defend from enemies or reset
• Light sensor to change the mood or lighting of a game’s rendering
• Microphone or camera to integrate environmental elements
• XBOX 360 Game Controller
supported also on tablets
Controls: Input combination during play
Audio and Cut Scenes
• Media Foundation
• Simplifies streaming audio such as background music
• Can access songs from music library via a contract
• Simplifies streaming video playback
• Supports a variety of media formats
• Video is integrated with Direct3D11 for optimal performance
• XAudio2
• Optimized for low-latency playback of sound
effects
• Performs efficient mixing of multiple
simultaneous effects
Be a Perfect Windows Store app
• Activation
• Splash Screen
• Loading state
• Suspend/resume
• Saving State
• Screen Layouts
• Tiles and Notifications
• App Bar
• Settings Menu
• Sharing
The Splash Screen
• Included in your .appx package:
• Gets displayed by OS before app launch
• Covers time spent activating app
• App should provide additional cover if it
can’t run immediately
• No synchronous loading more than 5 sec
• Doesn’t pass WACK!
• Rejected by the Store!
1. Synchronous load on app start (e.g. under OS splash
screen)
• This can hit the timer, and is not an ideal user experience
2. Set up a loading screen and load behind that
• Delivers user feedback via progress bar
3. Stream asynchronously to pre-fetch data on demand
• Async I/O routines help with this
4. Procedurally generate content
User
Launches
App
1. Level-based: Save state at end of level, or at each
checkpoint
• Issue: Player will have to replay that level if app gets terminated
2. Save recent state on Suspending event
• Player can continue in the middle of a level, even after a terminate
• Need to be quick (5s limit)
3. Save state opportunistically
• Levels, checkpoints, pauses, major events, etc.
• Async file routines help here
Screen Orientations
• Apps can select preferred initial orientation
• And can elect not to rotate
• Apps can rotate their own rendering based on sensors
• Disable “system rotation” if using sensors
Landscape Portrait
Fullscreen, Snap and Fill
• Apps will get resize events for these
• They only occur in landscape orientation
• Real-time games can just pause when snapped
• Put up status info, etc.
• Avoid using sensors and controllers when snapped
• Standard item on ‘Charms Bar’
• Activated by swipe-in from right
• Users will know to look here for
• In-game options (difficulty)
• Input control settings/options
• Try not to use for:
• Graphics quality settings
• System features
Pausing the game
• Loss of focus or view changes
• Careful about rotation
• App bar swipes (or RMB)
• Toggle play/pause control
• Minimal or total obfuscation
• Countdown to return
Roaming across devices
• PLM State management
• Checkpoints and background
game play saving
• Play, pause, resume experiences
• Continuous gameplay across devices
• Consistent settings and options
• This is an ideal mechanism for
sending
• In-game screenshots
• Brag clips
• These can go into the user’s
libraries or to online apps via
the share contract
http://go.microsoft.com/fwlink/?LinkId=228422
Submit
Concept
Microsoft
Review
Agreement SDK Access
Developing great games for Windows 8 by Lorenzo Barbieri

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Developing great games for Windows 8 by Lorenzo Barbieri

  • 1.
  • 2. Agenda • Windows 8 Platform & Opportunity • Windows Store • A game is not enough! • Must be a Windows 8 game!!! • Framework and tools • • Is your game good enough?
  • 3.
  • 4.
  • 5. Paid downloads,trials,andin-apppurchases.Youkeep 70% of thefirst$25k,80%of therest Robust analytics for free, including demographics, reviews, referrals, and usage & performance statistics Use your own commerce engine and keep 100% or use the Windows Store’s full commerce platform Advertise with Microsoft Advertising or your preferred ad vendor.
  • 6.
  • 7.
  • 8. HTML, XAML and DirectX • HTML 5 • Canvas, SVG, or both! • XAML • Casual games, 2D games, simple 3D games • Can be used together with DirectX • DirectX is Fast Direct Access to Hardware • DirectX gives you control of the low-level hardware • Native in C++, can be used from C#/VB using SharpDX or MonoGame
  • 9. 3D Rendering • All Windows 8 systems support Direct3D • The most direct graphics API available in Windows 8 • Hardware feature levels’ range from DirectX9 to DirectX11 • Minimum required level must be specified in the Store • If >9.1 app must check level when started – user can change Gfx 
  • 10. Hardware until mid-2014: ARM systems are DX9_1 through DX9_3 No need to ship large DirectX 11 assets in the ARM package yet x86/x64 systems are DX9_3 through DX11 No need for optimizing to a DX9_1 codepath on x86/x64
  • 11.
  • 12. Input and sensors • New breed of interaction opportunities beyond mouse and keyboard • Multi-touch, swipes, and defined gestures • Accelerometers can be used for steering cars or tilting game elements • Device movement to rotate a character or a camera viewpoint • Sensor Fusion to enable precise orientation and location data • Shake to defend from enemies or reset • Light sensor to change the mood or lighting of a game’s rendering • Microphone or camera to integrate environmental elements • XBOX 360 Game Controller supported also on tablets
  • 14.
  • 15.
  • 16. Audio and Cut Scenes • Media Foundation • Simplifies streaming audio such as background music • Can access songs from music library via a contract • Simplifies streaming video playback • Supports a variety of media formats • Video is integrated with Direct3D11 for optimal performance • XAudio2 • Optimized for low-latency playback of sound effects • Performs efficient mixing of multiple simultaneous effects
  • 17.
  • 18. Be a Perfect Windows Store app • Activation • Splash Screen • Loading state • Suspend/resume • Saving State • Screen Layouts • Tiles and Notifications • App Bar • Settings Menu • Sharing
  • 19. The Splash Screen • Included in your .appx package: • Gets displayed by OS before app launch • Covers time spent activating app • App should provide additional cover if it can’t run immediately • No synchronous loading more than 5 sec • Doesn’t pass WACK! • Rejected by the Store!
  • 20. 1. Synchronous load on app start (e.g. under OS splash screen) • This can hit the timer, and is not an ideal user experience 2. Set up a loading screen and load behind that • Delivers user feedback via progress bar 3. Stream asynchronously to pre-fetch data on demand • Async I/O routines help with this 4. Procedurally generate content
  • 22. 1. Level-based: Save state at end of level, or at each checkpoint • Issue: Player will have to replay that level if app gets terminated 2. Save recent state on Suspending event • Player can continue in the middle of a level, even after a terminate • Need to be quick (5s limit) 3. Save state opportunistically • Levels, checkpoints, pauses, major events, etc. • Async file routines help here
  • 23. Screen Orientations • Apps can select preferred initial orientation • And can elect not to rotate • Apps can rotate their own rendering based on sensors • Disable “system rotation” if using sensors Landscape Portrait
  • 24. Fullscreen, Snap and Fill • Apps will get resize events for these • They only occur in landscape orientation • Real-time games can just pause when snapped • Put up status info, etc. • Avoid using sensors and controllers when snapped
  • 25. • Standard item on ‘Charms Bar’ • Activated by swipe-in from right • Users will know to look here for • In-game options (difficulty) • Input control settings/options • Try not to use for: • Graphics quality settings • System features
  • 26. Pausing the game • Loss of focus or view changes • Careful about rotation • App bar swipes (or RMB) • Toggle play/pause control • Minimal or total obfuscation • Countdown to return
  • 27. Roaming across devices • PLM State management • Checkpoints and background game play saving • Play, pause, resume experiences • Continuous gameplay across devices • Consistent settings and options
  • 28.
  • 29.
  • 30. • This is an ideal mechanism for sending • In-game screenshots • Brag clips • These can go into the user’s libraries or to online apps via the share contract
  • 31.
  • 32.
  • 33.
  • 34.