XNA Studio to Integrate Teams and Speed Game Production

XNA Studio to Integrate Teams and Speed Game Production

SAN FRANCISCO March 7, 2005 Today at the Game Developers Conference, Microsoft Corp. announced new XNATM software that will enable enhanced collaboration between content creators, programmers, management and quality-assurance staff members to speed the game production process. Based on the Microsoft® Visual Studio® 2005 Team System, the latest innovation of the company's flagship development platform, XNA Studio is an integrated, team-based development environment tailored for game production.

Demand for high-definition content and richer, more involved game worlds will bring increased complexity to the process of creating next-generation games. Game teams are already wrestling with the challenges of growing content requirements, larger and more specialized teams, and globally distributed resources. XNA Studio will address these workflow challenges by delivering an advanced build framework driven by a unified file format. The build framework is partnered with an integrated tool suite to optimize the game production process for all team members.

"The productivity gain from Microsoft's collaboration and build tools has already been proved for programmers, so the opportunity to bring the same process and technology to content creation is huge," said Marc Petit, vice president of product development for Discreet, a division of Autodesk Inc. "XNA Studio can have a clear impact on the business of making games and will likely emerge as a differentiating force in game development."

Integration of Content and Code

Today the content build and integration process is largely ad hoc, fragile and inefficient. The result is that teams spend a considerable amount of time fighting with their build processes, rather than adding new content to their games. XNA Studio puts content at the core of the game development process by delivering reliable, controllable and reusable methods for managing and building content in synchronization with the game code.

"Skyrocketing consumer expectations are putting tremendous pressure on game development teams," said Chris Satchell, general manager of XNA at Microsoft. "New hardware will be required to deliver the experiences consumers crave, but the real challenge is integrating the whole development process to allow fast iteration of game content and code with minimal rework. This allows developers to realize their visions and deliver higher-quality games more quickly."

Collaboration Drives Creativity

The next generation of game development will require collaboration across diverse and distributed teams with an environment that is tightly integrated, highly scalable and optimized for content production.

XNA Studio will provide robust versions of key production tools such as asset management, defect tracking, project automation and work lists. These tools will work together seamlessly to automate common development tasks and present interfaces tailored to the different functions within the team. XNA Studio will allow team members to collaborate quickly and effectively using familiar techniques and tools, even when elements of the team are distributed geographically. This all adds up to more developer time generating unique content and less time running the content process.

Industry Support

Key gaming middleware partners continue to support the XNA software development platform and have joined Microsoft in recognizing the need to bring stability and consistency to the game development process. Companies such as AGEIA Technologies Inc; Alias Systems Corp.; Discreet; Havok; and Softimage Co., a subsidiary of Avid Technology Inc., see the value in the XNA Studio development environment.



"XNA Studio brings a unifying workflow foundation to help games artists and programmers drive advanced physics content more effectively into their games though standardization of tools interfaces."

— Manju Hegde
CEO
AGEIA Technologies


"The increased complexity in game development pipelines takes many forms, so developers need a wide range of weapons to contain risk. We are dedicated to bringing solutions that will contribute to solving this challenge and are making sure that the Alias product line will integrate seamlessly with XNA Studio." — Geoff Foulds
Global Industry Manager, Games Alias


"The game industry is incredibly creative and competitive, and 3-D artists are continually driven to deliver richer visual content in less time. Industry collaboration is key to empowering studios to focus on creative concerns rather than on infrastructure and efficiently deliver compelling next-generation titles. At Softimage, working closely with our partners to ensure that developers can easily integrate SOFTIMAGE|XSI software into game development pipelines is a key area of investment."

— Gareth Morgan
Senior Product Manager
Avid/Softimage


"With 3ds max software established as the content development tool of choice for game developers, and as the demand for high-resolution, next-generation game content increases, we are excited to be working with Microsoft to help integrate the great technology of 3ds max software with Microsoft's XNA Studio. The advances of both Discreet 3ds max software and Microsoft XNA Studio will help game developers collaborate and stay efficient as their team sizes increase — and help them deliver thrilling entertainment titles for the future of gaming."

— Marc Petit
Vice President, Product Development
Discreet


"Clear separation between content tools and game engine components and the management of asset lifecycles and team workflow are critical aspects of next-generation game production. Microsoft's strategy of leveraging the Visual Studio infrastructure for content and code is a clear next step in the evolution of the game development process, and in the support of modular, cross-platform middleware solutions like Havok Complete. We are excited to see these important steps being taken and have been preparing to take full advantage of this infrastructure in our products." — Dr. Steve Collins
CTO
Havok


"We are pleased to be a strategic audio tools and middleware partner of choice for Microsoft's XNA platform, working with it to bring developers and publishers the very best in cross-platform game audio support." — George Thorn
Director of Developer Relations
Creative Labs Inc.
http://news.teamxbox.com/xbox/7778/Microsoft-Announces-XNA-Studio/





more :)


http://www.gamasutra.com/gdc2005/features/20050307/xna_01.shtml
Interview: From Redmond With Love?
Microsoft's Chris Satchell On XNA Studio

At Game Developers Conference, Microsoft has taken the opportunity to more fully flesh out its XNA concept with the announcement of a major new product, named XNA Studio. Based on the Microsoft Visual Studio 2005 Team System, XNA Studio is an integrated, team-based development environment tailored specifically for video game development, and will likely launch as a retail product early in 2006.






In particular, XNA Studio builds on top of Visual Studio, currently the tool of choice for the majority of game programmers, and adds asset management, defect tracking, and project automation tools, as well as significant workflow functionality. This new build framework and integrated tool suite is intended to make XNA Studio important to artists, designers, QA testers, and even producers.

In relation to this major announcement, Gamasutra.com had a chance to discuss XNA Studio in detail with Chris Satchell, the general manager of XNA at Microsoft. Satchell, who moved from post-graduate research in distributed artificial intelligence through multiple game companies to a position as director of engineering at Microsoft Game Studios dealing with games such as Project Gotham Racing, Counter-Strike, and Fable, now heads up the team working on XNA, and is charged with overseeing all aspects of development for the software development platform.

XNA Studio's Concepts

Firstly, Satchell makes it clear that XNA Studio can definitely be described as Visual Studio for games development, but targeted at the whole development team, not just programmers. Microsoft and the XNA team have apparently been talking to people in the industry about the problems they're going to face going into the next generation of consoles: The issues are clear: "Consumers are demanding richer experiences. There's both a complexity problem and a volume problem [for assets]."

Thus, the XNA team has been addressing what they consider to be the major problem - how can game developers be enabled to get their content through to their game in an efficient manner when game teams are getting so large and data so complex? The answer, they believe, is one tool to handle the code, art assets, physics data, collision data, and sundry other chunks of information which make up a game, and the ability to build in a robust, scalable, repeatable build process alongside a unified file format, currently called XIF, which drives that build process.

The game assets are then packaged in an asset management system, also including both bug tracking and workflow tools, all built around Visual Studio as the core tool for programming and compiling. But Satchell is keen to explain that the team is "making sure we do the work to make [XNA Studio] specific to the games industry." The close relationships between code, art, audio, QA, and production are intended to be very directly addressed in the tool.

For example, it was suggested that art assets could be checked into the asset management system, and then workflow tools could be used so that the producer could view and sign off on specific major art assets within the XNA Studio interface, and an exportable document created which listed which assets had been approved. It's also intended that artists should be able to compare several versions of previously checked-in textures, which vertices have changed. With the same package, a programmer would be able to view a particular software bug, fix the error in code, and have the bug marked as fixed in the bug tracking part of XNA Studio as the code is checked in. Automation workflows for code testing will also be part of the application, and fairly complex plug-ins should be possible - even graphical workflow tools such as polygon reduction pipelines. [However, it's important to note that art creation is not part of XNA Studio, just asset control and workflow/export related tasks.]

Remote Working, Bedroom Programming?

XNA Studio is also particularly intended to help content creation across distributed teams. Increasingly, certain aspects of code or particular art creation are outsourced in the game industry, or studios owned by the same developer/publisher in different physical locations will work on the same project. According to Satchell, XNA Studio has been specifically designed to allow groups to collaborate who are digitally remote, helping deal with this new trend in gaming.

Interestingly, "people out there in universities and bedroom developers" are also a target for the XNA team. Satchell hopes the tool will help answer the question of many who aren't lucky enough to work for a major games company, and are asking: "I don't have ten people and a million dollars, how can I do something relevant?" He particularly notes that the remote collaboration should allow completely virtual teams to exist fairly easily.

Middleware Reactions?

So, what do game middleware creators think of this relatively large move to unite multiple tools? Although it's conceded that some companies, particularly those in the bug tracking or asset management arenas, will view XNA Studio as competition, Satchell comments that most middleware companies "see this as a real enabler." In fact, major backers have already appeared for XNA Studio, or at least, tool companies prepared to go on the record with their enthusiasm regarding the possibilities for the format, particularly in the art and physics tool business, with representatives from Alias, Avid/Softimage, Autodesk/Discreet, Havok, and Ageia/Novodex all contributing verbal support.

For example, Marc Petit, VP of product development at Discreet, commented: "We are excited to be working with Microsoft to help integrate the great technology of 3ds max software with Microsoft's XNA Studio." Manju Hegde, CEO of Ageia Technologies, has also contributed comments suggesting: "XNA Studio brings a unifying workflow foundation to help games artists and programmers drive advanced physics content more effectively into their games through standardization of tools interfaces."

Open Issues?

Nonetheless, there are some important questions to be asked about XNA Studio. For one, Microsoft owns or controls a number of the major platforms that games are created on (Windows, Xbox, next-generation Xbox) , but certainly does not own the others (PlayStation 2, next-generation PlayStation, GameCube, Nintendo's next machine, and the portable systems.) How easy will it be to create content in XNA Studio which easily exports to those consoles and handhelds?

In answering this question, Satchell makes it clear that, while XNA Studio runs on Windows for development purposes, there's no reason why any exported data shouldn't be used anywhere, much as Visual Studio data can be compiled for many purposes. However, Microsoft has built or is building more tools closer to the run-time end of the business to give XNA Studio users significant ease in building content for Microsoft platforms, because exported XNA Studio data can be specifically designed to work with these tools.

Satchell notes that the company is "doing everything we can on the other XNA components to make it easy to develop for our platforms." Nonetheless, XNA Studio has no barriers to entry other than buying a retail copy of the utility, and so there's no reason to suppose that it will be excessively obtuse to repurpose XNA-exported data to any non-Microsoft game platform - although there's obviously no definitive answer on this.

He also suggests that it seems very easy to transition from Windows to Xbox to Microsoft's next-gen platform using the XNA structure (which presumably includes XNA Studio), and gives the example of a test porting project inside Microsoft Game Studios, which transitioned an Xbox game to the next-gen Xbox hardware in just three man-weeks.

Conclusion

When XNA was originally launched at Game Developers Conference in 2004, there was some confusion from casual observers as to its true nature, likely due to the early stages of its development and the relatively vague nature of the initial announcement. With this concrete product unveiling, Microsoft appears to have made its XNA strategy much clearer.

On the one hand, Microsoft will continue to develop APIs and tools on the run-time side of XNA, such as PIX, XACT, the XAudio API, and the High-Level Shader Language - DirectX is also technically part of XNA. Some of these, particularly for the Xbox and next-generation Xbox, will only be available to licensed developers, and will help with practical run-time aspects of game creation. On the other, for actually managing and collaborating on the creation side of making games, Microsoft's main product will be XNA Studio, which will be available to all. But with the XNA 'concept' being fairly broad, the XNA umbrella can still be marginally confusing.

But when will XNA Studio be available? It was indicated that the full version of Visual Studio 2005 Team System will debut in Fall 2005, and that targeted alpha versions of XNA Studio, which is based off the former product, should appear toward the end of 2005. The XNA team is hoping to have the publically usable version of XNA Studio usable by Game Developers Conference in March 2006. By then, it should be much easier to see if Microsoft's grand plans to help manage the ever-expanding game development process are starting to work out.
 
Content creation and content management are huge issues that I'm glad to see are moving up in priority of game development. I know many studios that have issues with making an art pipleine work smoothly.

I don't know how many days are wasted in development studios making builds that don't work correctly because someone either checked in some piece of art, or forgot some art, thus preventing a build from functioning.

I wasn't all that interested in XNA before, but it certainly has got my attention now.
 
That's quite cool, one day devs will just have to buy or maybe just use standard models, which will look real, and they will just have to change the features to make them look different from one another... Add clothes (which can be designed by other people too, imagine the D&G of CG models).
In the end it will speed up content creation and leave devs time to focus on other stuff.
If then a certain game needs different looking models, they will have to create them themselves, but i guess "real looking" games will be able to get away with using customizable standard models...
Thumbs up from me.
 
That's quite cool, one day devs will just have to buy or maybe just use standard models, which will look real, and they will just have to change the features to make them look different from one another... Add clothes (which can be designed by other people too, imagine the D&G of CG models).

No, that's not really what I meant... IMO I odn't think it will ever go the direction of standardized models. really I shouldn't have said content creation, as this really isn't going to go in that direction (it was a bad choice of words on my part).

It's more about the pipeline from the art package into the game that I'm talking about. Tons of time is wasted on projects that don't have a streamlined art to engine process. Then, managing all that art is also a nightmare since multiple people can be involved at different stages. For instance a character can go through the hands of 3 people (in some cases) and multiple revisions from each person before even reaching a game engine:

1. Modeler
2. Texture artist
3. Animator

Managing the multiple revisions of something touched by so many people can be a nightmare. There are some other packages out there that do a good job of managing art assets, but there simply isn't enough choice available.

This isn't going to affect the modeling, or painting of textures, or animation of a character model directly as those will still take the same amount of time, but it can help the process of art going from one person to the next and/or going into the game engine.
 
3D model agencies
3D model celebrities
Multimillion dollar 3D model superstars
3D model superstar scandals
3D model superstar phone p0rn
.
.
.
.
the possibilities are endless!
 
Key gaming middleware partners continue to support the XNA software development platform and have joined Microsoft in recognizing the need to bring stability and consistency to the game development process. Companies such as AGEIA Technologies Inc; Alias Systems Corp.; Discreet; Havok; and Softimage Co., a subsidiary of Avid Technology Inc., see the value in the XNA Studio development environment.

Looks like Microsoft obtained the support of most of the key middleware providers. Nice to see Havok in there... I always thought MS should buy them and offer the tech to those developing on their platforms. Too bad AI is such a game-specific issue because it would be neat to see an AI-API some day, but I do not see that happening. But it is nice to see that large chunks of the game development process are being streamlined to meet the increasing demands of consumers.
 
3D model agencies
3D model celebrities
Multimillion dollar 3D model superstars
3D model superstar scandals
3D model superstar phone p0rn

Once again, that's not really what they are talking about. You've always been able to purchase art in that fasion. however games will almost always use art created from scratch in house.
 
Acert93 said:
Looks like Microsoft obtained the support of most of the key middleware providers. Nice to see Havok in there... I always thought MS should buy them and offer the tech to those developing on their platforms. Too bad AI is such a game-specific issue because it would be neat to see an AI-API some day, but I do not see that happening. But it is nice to see that large chunks of the game development process are being streamlined to meet the increasing demands of consumers.
We already have AI APIs. AI Implant, Massive, Renderware AI, ...
 
Back
Top