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Faculty Preparation: Course Outline Back to top
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Instructor Preparation Guide  - 09/03/2009
This file contains the Course Matrix, 10-Week Schedule, Lab Setup Guide, Material Installation Guide, and a Master Syllabus.                     
Создание многопользовательской сетевой игры на базе технологии .NET Remoting  - 08/30/2009
Создание многопользовательской сетевой игры на базе технологии .NET Remoting.                                                                    
Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API  - 08/30/2009
Создание трехмерного графического приложения с помощью технологии DirectX 9.0 Managed API.                                                       
Программирование графических процессоров с использованием Direct3D и HLSL  - 08/29/2009
Курс посвящен разработке и исследованию алгоритмов и методов трехмерной графики и обработки изображений на базе ядра графического микропроцессора.
Компьютерная графика. Часть 1  - 08/29/2009
Курс включает основы компьютерной графики, математические основы, полигональную графику, метод трассировки лучей.                                
Введение в XNA. Рисунки  - 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors  - 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
XNA Game Development  - 06/19/2009
This information, developed by the Oregon Institute of Technology, contains the course outlines and materials for a sequence of 3 XNA Game Development courses.
XNA Lab in a Box  - 05/27/2009
Developed in partnership between the Microsoft Innovation Center in the Netherlands and Avanade Netherlands, this three day set of XNA tutorials and courseware was designed to provide over 50 faculty and teachers from the Netherlands with hands on experience of how to teach and build 2d and 3d games with XNA Game Studio in a lab environment.
Learn Programming with XNA  - 04/30/2009
"Getting Started Making Games with C# and XNA Game Studio" is a programming course for students with no prior programming experience. It is intended to engage students with the craft of programming by the creation of gameplay using the XNA game framework.
XML and World of Warcraft: Excite your Students - 1 of 2 (Video)  - 03/02/2009
Use World of Warcraft to excite your students about XML.                                                                                         
Ken Greenebaum's Digital Media Classes  - 02/06/2009
The following presentations represent the lecture content from my undergraduate course: Introduction to Interactive Sound Synthesis.             
Developing Game-Themed Applications with XNA Game Studio  - 02/06/2009
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and guide participants in developing a simple 2D "Block Breaker" game.
Introduction to Computer Programming with C#  - 02/06/2009
This computer science course provides a unique curriculum for instructors to teach Microsoft's C# programming language through the implementation of computer games.
DigiPen C# Train-the-Trainer Series  - 02/06/2009
Instructor training for teachers of CS1 using C# and Gaming and computer graphics.                                                               
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
Best Practices in Game Development  - 06/24/2009
This presentation on game development will cover some hints about real world scenarios, use XNA to tackle problems / design flaws and discuss the importance of abstraction for better code design.
XML and World of Warcraft: Excite your Students - 2 of 2 (Slides)  - 03/02/2009
Use World of Warcraft to excite your students about XML.                                                                                         
XML and World of Warcraft: Excite your Students - 1 of 2 (Video)  - 03/02/2009
Use World of Warcraft to excite your students about XML.                                                                                         
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.
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.


Faculty Preparation: Textbook Back to top
Введение в XNA. Книга  - 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.               
Основы разработки компьютерных игр в XNA Game Studio. Часть 4.  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Основы разработки компьютерных игр в XNA Game Studio. Часть 3.  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Основы разработки компьютерных игр в XNA Game Studio. Часть 2.  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Основы разработки компьютерных игр в XNA Game Studio. Часть 1.  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Основы разработки компьютерных игр в XNA Game Studio  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio  - 08/03/2009
Learn the underlying skills and principles of software development--as you design and build your first games for Xbox 360, Windows, and Zune.    
ITA-106 Grafika i multimedia - XNA  - 02/28/2009
Materialy do kursu ITA-106 Grafika i multimedia - XNA dostepne w ramach programu IT Academy Lokalna. Wszelkie pytania odnosnie licencji prosimy kierowac na adres pledu@microsoft.com.
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 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 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 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 - 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 - 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 - 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 - 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
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 15: Creating Game Components  - 09/03/2009
In Chapter 15, we cover the following topics: Objects and Abstracts, From Objects to Components, Building Game Components, and Creating Starlight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games  - 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game  - 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games  - 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State  - 08/30/2009
Xbox                                                                                                                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 11: A Game as a Program  - 08/30/2009
In Chapter 11 we cover the following topics: First Game Program, Creating Game Objects, and Starting a Game Lab.                                 
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 10: Using Methods  - 08/30/2009
In Chapter 10 we cover the following topics: Working with Images, Debugging Programs and a Super Zoom Program Lab.                               
Компьютерная графика. Часть 3  - 08/29/2009
Курс включает основы компьютерной графики, математические основы, полигональную графику, метод трассировки лучей.                                
Введение в XNA. Примеры  - 08/29/2009
Книга адресована студентам и начинающим разработчикам, которые хотят использовать в своих проектах высокопроизводительную графику.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input  - 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.                  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer  - 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds  - 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game  - 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text  - 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images  - 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors  - 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 1: Computers, C#, XNA and You  - 08/14/2009
The first session does not contain a lot of programming content, but is more concerned with setting out the aims of the course and identifying a few tools and building blocks that are going to be used.
Microsoft Sudoko  - 02/06/2009
Stephen Toub 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.
The Card Game Starter  - 02/06/2009
This Starter Kit is a complete Black Jack card game. The starter kit contains an extensible framework for building card games and a Black Jack game application that is built on top of this framework.
DXFramework  - 02/06/2009
DXFramework is a simple, illustrative, general purpose 2D (and 3D) computer game engine for Microsoft Visual Studio using Microsoft’s DirectX technology, version 9.0d.
2D applications with Direct3D  - 02/06/2009
In the following nine documents we'll create the same game like in my first tutorial. But instead of using DirectDraw, we'll use Direct3D to build a 2D application.
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.
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.          
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.
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 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 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 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 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.


Learning Activities: Exercise/Exam Back to top
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 15: Creating Game Components  - 09/03/2009
In Chapter 15, we cover the following topics: Objects and Abstracts, From Objects to Components, Building Game Components, and Creating Starlight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games  - 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game  - 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games  - 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State  - 08/30/2009
Xbox                                                                                                                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 11: A Game as a Program  - 08/30/2009
In Chapter 11 we cover the following topics: First Game Program, Creating Game Objects, and Starting a Game Lab.                                 
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 10: Using Methods  - 08/30/2009
In Chapter 10 we cover the following topics: Working with Images, Debugging Programs and a Super Zoom Program Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input  - 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.                  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer  - 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds  - 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game  - 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text  - 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images  - 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 3: Getting Player Input  - 08/14/2009
In Chapter 3 we cover the following topics: Getting Player Input, Using the Keyboard, Adding Vibration Effects and Creating Gamepad Games Lab.   
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors  - 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 1: Computers, C#, XNA and You  - 08/14/2009
The first session does not contain a lot of programming content, but is more concerned with setting out the aims of the course and identifying a few tools and building blocks that are going to be used.
Introdução a programação com XNA 3.0  - 05/25/2009
Este material destina-se a cursos de graduação e/ou pós-graduação que desejem incluir XNA em suas disciplinas de desenvolvimento de Jogos Eletrônicos,Computação Gráfica, Inteligência Artificial , etc Este material pode ser utilizado como formação específica na área de Desenvolvimento ou como disciplina de introdução à programação utilizando XNA 3.0. Este conteúdo esta divido em 12 aulas, todas as aulas possuem uma visão geral da aula, slides e exemplos práticos para cada aula.
Introduction to Computer Programming with C#  - 02/06/2009
This computer science course provides a unique curriculum for instructors to teach Microsoft's C# programming language through the implementation of 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.
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 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 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 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 - 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 - 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 - 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 - 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.
Computer Game Design and Implementation 2  - 10/04/2005
Second course on game design and implemntation offered by department of Computer and Information Science.                                        


Learning Activities: Lab Back to top
Navigation Framework – Lab 5 of 5  - 09/10/2009
In this lab, students will familiarize themselves with creating and experiencing the advantages of a Navigation framework application by following through this step-by-step process.
Media, Ink, & Deep Zoom – Lab 4 of 5  - 09/10/2009
In this lab, users will get themselves familiarized with interactive media elements such as the MediaElement control, which is useful when manipulating video objects being embedded on the Silverlight application, and MultiScaleImage control, which is useful when displaying large image files which require a long time to download in order to display to users.
Designer & Developer Collaboration – Lab 3 of 5  - 09/10/2009
In this lab, users will get themselves familiarized with fact that Expression Blend uses the identical project structure as Visual Studio.       
Key Features of Silverlight – Lab 2 of 5  - 09/10/2009
In this lab, users will get themselves familiarized with the key features of Silverlight, such as layout containers, pixel effects, transformation, out of browser control, and element-element binding.
Introduction to Silverlight – Lab 1 of 5  - 09/10/2009
In this lab, you will familiarize yourself with using Microsoft Expression Blend 3 to create a Silverlight application by following through a step-by-step process.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 15: Creating Game Components  - 09/03/2009
In Chapter 15, we cover the following topics: Objects and Abstracts, From Objects to Components, Building Game Components, and Creating Starlight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games  - 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game  - 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games  - 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State  - 08/30/2009
Xbox                                                                                                                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 11: A Game as a Program  - 08/30/2009
In Chapter 11 we cover the following topics: First Game Program, Creating Game Objects, and Starting a Game Lab.                                 
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 10: Using Methods  - 08/30/2009
In Chapter 10 we cover the following topics: Working with Images, Debugging Programs and a Super Zoom Program Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input  - 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.                  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer  - 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds  - 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game  - 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text  - 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images  - 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 3: Getting Player Input  - 08/14/2009
In Chapter 3 we cover the following topics: Getting Player Input, Using the Keyboard, Adding Vibration Effects and Creating Gamepad Games Lab.   
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors  - 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 1: Computers, C#, XNA and You  - 08/14/2009
The first session does not contain a lot of programming content, but is more concerned with setting out the aims of the course and identifying a few tools and building blocks that are going to be used.
Основы разработки компьютерных игр в XNA Game Studio  - 08/06/2009
Этот набор практических заданий рекомендуется для учащихся, занимающихся по курсу. Каждое из них можно выполнять в нескольких вариантах – либо как курсовой проект, либо как небольшой проект, на котором исследуются возможности XNA, изученные в предыдущей лабораторной работе.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio  - 08/03/2009
Learn the underlying skills and principles of software development--as you design and build your first games for Xbox 360, Windows, and Zune.    
XNA Game Development  - 06/19/2009
This information, developed by the Oregon Institute of Technology, contains the course outlines and materials for a sequence of 3 XNA Game Development courses.
Graphics Programming on Windows Mobile  - 05/18/2009
This is a short video on graphics programming Windows Mobile.                                                                                    
Learn Programming with XNA  - 04/30/2009
"Getting Started Making Games with C# and XNA Game Studio" is a programming course for students with no prior programming experience. It is intended to engage students with the craft of programming by the creation of gameplay using the XNA game framework.
XML and World of Warcraft: Excite your Students - 2 of 2 (Slides)  - 03/02/2009
Use World of Warcraft to excite your students about XML.                                                                                         
XML and World of Warcraft: Excite your Students - 1 of 2 (Video)  - 03/02/2009
Use World of Warcraft to excite your students about XML.                                                                                         
ITA-106 Grafika i multimedia - XNA  - 02/28/2009
Materialy do kursu ITA-106 Grafika i multimedia - XNA dostepne w ramach programu IT Academy Lokalna. Wszelkie pytania odnosnie licencji prosimy kierowac na adres pledu@microsoft.com.
FlightSim Smoke Writing Example (C#)  - 02/06/2009
Requires FlightSim X and Sim connect API.                                                                                                        
Managed DirectX9 Tutorial  - 02/06/2009
This is an introduction to Managed DirectX, mostly oriented to Direct3D which is the most complex component.                                   
Developing Game-Themed Applications with XNA Game Studio  - 02/06/2009
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and guide participants in developing a simple 2D "Block Breaker" game.
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.
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.
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.
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.
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.
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 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 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 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 - 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 - 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 - 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 - 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: Project Back to top
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 15: Creating Game Components  - 09/03/2009
In Chapter 15, we cover the following topics: Objects and Abstracts, From Objects to Components, Building Game Components, and Creating Starlight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 16: Creating Multi-Player Networked Games  - 09/03/2009
In Chapter 16, we cover the following topics: Networks and Computers, Network Games and State, Creating a Multiplayer Game, and Improving Bread and Cheese Pong Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 13: Making a Complete Game  - 09/02/2009
In Chapter 13, we cover the following topics: Finishing Off Gameplay, Improving Code Design, Game Improvements, Making a Complete Game, and Creating Cheese Lander Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 14: Classes, Objects and Games  - 09/02/2009
In Chapter 14, we cover the following topics: Design with Objects, Creating Game Objects, Building a Sprite Class Hierarchy, and Creating Blackjack Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 12: Games, Objects and State  - 08/30/2009
Xbox                                                                                                                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 11: A Game as a Program  - 08/30/2009
In Chapter 11 we cover the following topics: First Game Program, Creating Game Objects, and Starting a Game Lab.                                 
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 10: Using Methods  - 08/30/2009
In Chapter 10 we cover the following topics: Working with Images, Debugging Programs and a Super Zoom Program Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 9: Reading Text Input  - 08/24/2009
In Chapter 9 we cover the following topics: Using the Keyboard in XNA, Working with Arrays and Objects, and Message Boards Lab.                  
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 8: Creating a Timer  - 08/24/2009
In Chapter 8 we cover the following topics: Reaction Timer Game, Finding Winners using Arrays, and Making a Reaction Timer Game Lab.             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 7: Playing Sounds  - 08/17/2009
In Chapter 7 we cover the following topics: Adding Sounds, Playing Music and Playing with Sound Lab.                                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 6: Creating a Multi-Player Game  - 08/17/2009
In Chapter 6 we cover the following topics: Creating a Multi-Player Game, Constructing the Complete Game and Button Bash Game Lab.               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 5: Writing Text  - 08/17/2009
In Chapter 5 we cover the following topics: Writing Text, Creating Clocks and Drawing Shadows and Counter Games Lab.                             
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 4: Displaying Images  - 08/17/2009
In Chapter 4 we cover the following topics: Games and Content, Making a Sprite and Color Nerve with a Picture Lab.                               
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 3: Getting Player Input  - 08/14/2009
In Chapter 3 we cover the following topics: Getting Player Input, Using the Keyboard, Adding Vibration Effects and Creating Gamepad Games Lab.   
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 2: Programs and Colors  - 08/14/2009
In Chapter 2 we cover the following topics: The Anatomy of a Game Program, Storing Data in a Game Program, Making Decisions in a Game Program and Creating a MoodLight Lab.
Introduction to Programming Through Game Development Using Microsoft XNA Game Studio - Chapter 1: Computers, C#, XNA and You  - 08/14/2009
The first session does not contain a lot of programming content, but is more concerned with setting out the aims of the course and identifying a few tools and building blocks that are going to be used.
XNA Game Development  - 06/19/2009
This information, developed by the Oregon Institute of Technology, contains the course outlines and materials for a sequence of 3 XNA Game Development courses.
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.
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.
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.


Presentation Materials: Audiovisual Content Back to top
How to use Class Diagrams  - 05/11/2009
This video presentation talks about how to use Class Diagrams in Visual Studio Professional and Visual Studio Team Systems.                      
DigiPen C# Train-the-Trainer Series  - 02/06/2009
Instructor training for teachers of CS1 using C# and Gaming and computer graphics.                                                               
Real-time graphics systems for 2010 and beyond  - 02/06/2009
Current real-time graphics systems are based on Z-buffer technology, which is ill-suited to making the next steps towards real-time photorealism. These next steps require support for effects such as indirect illumination, partial transparency, and reflection.
Microsoft Research Faculty Summit 2005 — Building with Source: Using Microsoft Visual C++ and Other Tools to Create Custom Games Based on the Half-Life 2 Engine  - 02/06/2009
To help mitigate declining enrollment in computer science, we will present a dynamic partnership and offering with Visual Studio and a third-party game developer, Valve. This session will include a demo of Visual Studio and third-party game engine.
XNA Build Advanced Presentation March 2006  - 02/05/2009
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 Overview Presentation March 2006  - 02/05/2009
XNA is a set of technologies Microsoft is building to help tame the costs and complexity associated with game development.                       
Play Between Worlds: Exploring Online Game Culture  - 02/05/2009
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.
XNA Game Studio Workshop: Session 2  - 02/05/2009
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and guide participants in developing a simple 2D "Block Breaker" game. Participants will have access to all source code and step-by-step development guides.
XNA Game Studio Workshop: Session 1  - 02/05/2009
Based on the recently released Microsoft XNA framework we will present a simple programming abstraction and guide participants in developing a simple 2D "Block Breaker" game.
Persuasive Games: The Expressive Power of Video Games  - 02/04/2009
Video games are often perceived as brain-draining flights of fantasy that have no meaning beyond escapism and yet it is an industry that takes in more than $7 billion a year.
Virtual Reality Therapy: Using immersive virtual reality games to help reduce suffering  - 02/04/2009
Dave Patterson and Hunter Hoffman originated the technique of letting pediatric burn patients escape into virtual reality during painful medical procedures at Harborview Burn Center in Seattle (with help from Gretchen Carrougher and Sam Sharar, MD.)
Media Computation: Introducing Computing Contextualized in Video and Audio Processing  - 02/04/2009
The manipulation of pixels and samples to create video effects (like chromakey and the Star Trek Transporter) and audio effects (like echoes and reversing), that are commonly used in gaming, serves as a successful context for introducing computing.
Dynamics, Emergence and Simulation  - 02/04/2009
Achieving complex results through engineering simplicity.                                                                                        
School of Interactive Arts and Technology at Simon Fraser University  - 02/04/2009
The game industry is becoming a multi-billion dollar industry with revenues overcoming those of the movie industry. Recently, thousands of people around the world camped out in front of stores for days to be the first to own an Xbox 360, a Play Station 3, and Nintendo Wii.
The Potential of Play: Game Innovation, Expression and Learning  - 02/04/2009
In the shadow of the commercial game entertainment industry, independent and serious game makers are exploring the nature of games, play and learning in projects that have the potential to change the way that our society views and values participatory media.
Making Emotions Work for You: Revolutionizing the theory and practice of Emotional Design  - 02/04/2009
The competitive environment for technology for consumers is changing. Capabilities, features, functions are no longer sufficient. Emotional engagement and compelling experiences will distinguish the successful consumer products of the future.
A Game Developer's Perspective On Parallelism  - 02/04/2009
The game console market has gone highly concurrent, and the PC market is heading that way fast as well. The software development side of the game business has been reeling to catch up and deal with the new hardware, and the problem is far from solved.
Games, Gamers, and Digital Entertainment in the Home: Sociological Studies of Computation and Play  - 02/04/2009
Video games are big business, but can they be much bigger businesses? To do so requires the retention of existing players and the expansion of the player population beyond its historically core constituency of young men.
Repositioning Computer Science: Increasing Diversity and Creativity in CS Education  - 02/04/2009
Decreased enrollment in Computer Science has led many universities, businesses and government institutions to take a closer look at the field and how it is perceived. As computers become increasingly essential for education and commerce, how can we shape their image within the popular culture?
Building Better Places - Second Life, Collaborative Creation, and 5 Missing Pieces  - 02/04/2009
Second Life is a digital world completely built and owned by its residents. Running on a distributed grid of over 1,000 machines, Second Life allows residents to collaboratively create everything from their own bodies, structures, and vehicles to social groups, games, and experiences.
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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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.
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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - 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 - Games, Robots, and Robot Games: Complementary Contexts for Introductory Computing Education  - 04/14/2008