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GDCE: 'Feature: Integrating Xbox 360-Specific Features Into Games'

Continuing our live coverage of GDC Europe in London, UK, we bring you Microsoft employee Andre Vrignaud's fascinating lecture on how developers can integrate Xbox 360 fe...

Simon Carless, Blogger

August 31, 2005

2 Min Read
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Continuing our live coverage of GDC Europe in London, UK, we bring you Microsoft employee Andre Vrignaud's fascinating lecture on how developers can integrate Xbox 360 features into their games - Vrignaud explains a plethora of newly release details about the next-gen console. In this section, the report focuses on some of the compulsory features for Xbox 360 developers: "Vrignaud touched a little on some of the necessities for developers creating for the next-gen Xbox. He noted the compulsory requirement that all Xbox 360 titles must be 720p (1280 x 720) or above, and must also feature 16.9 (widescreen) modes, as well as anti-aliasing (2x, 4x, or software based). He also noted a minimum 15 frames per second requirement at all times, partly in order for Microsoft-authored features such as the Guide to function properly. Touching on Xbox 360 storage, it was pointed out that the storage medium is abstracted, so games will need to chose between multiple resources, but it shouldn't necessarily presume what that resource is. Nestled in here was perhaps a hint that Microsoft may eventually have a network-resident Xbox Live storage unit to store Xbox 360-related data, but all that is currently being said is that the system "automatically handles future devices". In addition, it was pointed out that the Xbox 360 music player allows players to choose their own music, effectively a 'free' jukebox for all games, and supporting the music player is compulsory. Game developers will need to flag background music with XACT or XAudio, and it will be removed and replaced with music stored elsewhere if gamers choose that option. Vrignaud acknowledged that many soundtracks are extremely game-specific, but indicated that Microsoft wanted to give gamers choice - he pointed out that they could turn down the volume and play music from another audio source if they wanted to anyhow, and this was a more elegant solution." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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