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	<title>Blogs &#187; Graphics &amp; Media</title>
	<atom:link href="http://software.intel.com/en-us/blogs/category/graphics-media/feed/" rel="self" type="application/rss+xml" />
	<link>http://software.intel.com/en-us/blogs</link>
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	<lastBuildDate>Fri, 25 May 2012 22:49:19 +0000</lastBuildDate>
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		<title>How Blizzard saved approximately $44 million on Diablo 3</title>
		<link>http://software.intel.com/en-us/blogs/2012/05/25/how-blizzard-saved-approximately-44-million-on-diablo-3/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/05/25/how-blizzard-saved-approximately-44-million-on-diablo-3/#comments</comments>
		<pubDate>Fri, 25 May 2012 22:49:19 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Intel® AppUp Developer Program]]></category>
		<category><![CDATA[Mobility]]></category>
		<category><![CDATA[Ultrabook]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Diablo 3]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[PC Gaming]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/05/25/how-blizzard-saved-approximately-44-million-on-diablo-3/</guid>
		<description><![CDATA[So I’ll caveat this up front by saying that there might be a little voodoo math going on here; however, be that as it may it’s still good food for thought. In short: Diablo 3, as of today (5/25/2012) has now hit 6.3 million in sales. Quite impressive! Huge congratulations going out to all my [...]]]></description>
			<content:encoded><![CDATA[<p>So I’ll caveat this up front by saying that there might be a little voodoo math going on here; however, be that as it may it’s still good food for thought. </p>
<p>In short:  Diablo 3, as of today (5/25/2012) has now hit 6.3 million in sales.  Quite impressive!  Huge congratulations going out to all my friends at Blizzard!  That’s an amazing milestone; and even better, it’s always nice to surpass expectations.  Article <a href="http://www.maximumpc.com/article/news/diablo_iii_shatters_pc_sales_records_server_woes_postpone_real-money_auction_house_launch">here</a>.  </p>
<p>So this got me to thinking.  IF this game had shipped on just (1) of the Consoles; how much revenue in royalties would they have normally had to cough up to: Microsoft, Sony, or Nintendo?   (For the ostensible privilege of being on that platform?)   Well… if rumors are true.. and believe me, I’ve  heard a ton of them….  Royalty rates are typically between $7-10/unit.   So.. let’s go on the low side of the scale.  6.3 million units at $7 ea = $44,100,000 (US) dollars!!!  That’s a ton of money no matter how it’s sliced/diced.   </p>
<p>In short:   I think the savings that can be had by shipping on the PC, and not paying that royalty are spot on.  It’s hard to argue with their track record.   Those kinds of savings, if managed properly and keeping the quality of the product high, and by being able to hit a much broader global market continue to provide them a very strong recipe for success.  Again.. congratulations Blizzard! </p>
<p>Thx for following everyone! Hope you all have a great Memorial Day Weekend!<br />
Matt<br />
PS: If anyone does have more clarity on those royalty rates I'd love to hear them! </p>
]]></content:encoded>
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		<item>
		<title>Game Trailers Bring the Game to Your Audience</title>
		<link>http://software.intel.com/en-us/blogs/2012/05/24/game-trailers-bring-the-game-to-your-audience/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/05/24/game-trailers-bring-the-game-to-your-audience/#comments</comments>
		<pubDate>Thu, 24 May 2012 22:32:59 +0000</pubDate>
		<dc:creator>Kevin Murphy</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Intel SW Partner Program]]></category>
		<category><![CDATA[Intel® AppUp Developer Program]]></category>
		<category><![CDATA[business and marketing]]></category>
		<category><![CDATA[Computer Game]]></category>
		<category><![CDATA[how to]]></category>
		<category><![CDATA[marketing and business development resources]]></category>
		<category><![CDATA[software marketing]]></category>
		<category><![CDATA[Storyboard]]></category>
		<category><![CDATA[Video Editing]]></category>
		<category><![CDATA[Video Game Trailer]]></category>
		<category><![CDATA[Video Shoot]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/05/24/game-trailers-bring-the-game-to-your-audience/</guid>
		<description><![CDATA[<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/05/Video-Game-Trailer-Glasses.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/05/Video-Game-Trailer-Glasses-150x150.jpg" alt="Gaming Trailer Glasses - How to Create a GamingTrailer" title="Gaming Trailer Glasses" width="150" height="150" class="alignleft size-thumbnail wp-image-48193" /></a>The video game industry is expected to reach <a href="http://bit.ly/JjCUhN">$82 billion in sales by 2015</a>. To take a piece of the billion-dollar pie, your video game needs to get users interested and excited. How do you do that? Gamers are visual people, so a great way to get them excited about your game is a video game trailer. 
<br /></br>
With today’s technology, you don’t need millions of dollars or professional equipment to get thousands of fans.  Here’s how to get started on creating an exciting game trailer with a few inexpensive tools.
<br /></br>
<strong><a href="http://software.intel.com/en-us/blogs/2012/05/24/game-trailers-bring-the-game-to-your-audience/">Read more...</a></strong>]]></description>
			<content:encoded><![CDATA[<p><a href="http://software.intel.com/en-us/business-network/"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/BacktotheSoftwareBusinessNetwork.png" alt="Back to the Software Business Network" title="Back to the Software Business Network" /></a><br /></br><br /><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/05/Video-Game-Trailer-Glasses.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/05/Video-Game-Trailer-Glasses-300x251.jpg" alt="Gaming Trailer Glasses - How to Create a GamingTrailer" title="Gaming Trailer Glasses" width="300" height="251" class="alignright size-medium wp-image-48193" /></a>The video game industry is expected to reach <a href="http://bit.ly/JjCUhN">$82 billion in sales by 2015</a>. To take a piece of the billion-dollar pie, your video game needs to get users interested and excited. How do you do that? Gamers are visual people, so a great way to get them excited about your game is a video game trailer. </p>
<p>With today’s technology, you don’t need millions of dollars or professional equipment to get thousands of fans.  Here’s how to get started on creating an exciting game trailer with a few inexpensive tools:</p>
<p><strong>Tell Your Story</strong><br />
Whether it’s an action-packed 3D thriller or a 2D game like Angry Birds, there is always a story to tell. People connect with stories, and once they are invested in the story they will keep coming back for more. </p>
<p>Most video game trailers show the setup, the scene, and the situation with audio voiceover to generate extra excitement and suspense. </p>
<p>To start developing the story, you need to get organized:</p>
<ul>
<li>Create a storyboard or a draft of all the different cuts and shots you will use. When choosing your shots, think about the pace you want your video to run. If it’s a fast-paced game, use many short clips and different angles to keep the rapid pace and general feeling.</li>
<li>Write a script and include voiceover, audio, and a brief description of the scene. Unlike the storyboard, more is not necessarily merrier with the script. Keep your sentences short and to the point. Your audience will have a hard time remembering long sentences while taking in all of your visuals. Try to stay away from conjunctions.</li>
<li>Begin thinking about audio. Audio includes the type of voice, ambient sounds, and music included in the video. They should all match the feeling that you want to demonstrate to your audience. </li>
</ul>
<p><strong>What to Shoot</strong></p>
<p>When deciding what to shoot, remember these three things:</p>
<ul>
<li>Establishing shots: When you want to set the scene, use an establishing shot. Establishing shots are distance shots that show the entire area of your scene. It establishes the location in which your story takes place. </li>
<li>Medium shots are used to establish and show dialogs of characters. </li>
<li>Close-ups are just that – close. Filming close on a character or object creates drama and feeds the emotion of the video. There should be at least 10 close-up shots for every one establishing shot.</li>
</ul>
<p>Now that you know what the shots are, you need to know what kind of footage to capture. Answer these three questions to decide which footage to use:</p>
<ul>
<li>Which footage sets the scene?</li>
<li>What footage visually shows the situation?</li>
<li>What footage is the most engaging?</li>
</ul>
<p>Take all of those shots, include their relative close-ups and there you have it.</p>
<p><strong>Equipment</strong></p>
<p>You picked your shots, organized a storyboard, wrote a script, and now it’s time to shoot. Unlike traditional video shoots, you’re filming a program, so the equipment is much different.</p>
<p>Here are several different options to shooting video from your computer.</p>
<ul>
<li><a href="http://bit.ly/JmaPCU">Fraps</a>: Fraps is a PC-specific Windows application that can record up to 2560x1600 and 120 frames per second (perfect for slow-motion editing). </li>
<li>
<a href="http://bit.ly/JmbGDG">Dazzle</a>: Dazzle is a Pinnacle product that can capture video from camcorders, digital cameras, phones, DVDs, and gaming consoles. This is an inexpensive choice for recording video on game consoles.</li>
<li>
<a href="http://bit.ly/Jmc316">Hauppauge HD PVR Gaming Edition</a>: More expensive than Dazzle, the Hauppauge HD PVR Gaming Edition recorder captures full 1080i resolution and is much more robust than Dazzle. The HD PVR has low latency and can record straight to your computer during game play.</li>
</ul>
<p><strong>Share</strong></p>
<p>The whole point of making a game trailer is to share it with the world and generate interest. Hosting your video on the 2nd largest search engine, YouTube, is the best way to get eyes on your video. Along with your YouTube video, include a title, keywords, and a brief description that introduces the game--focusing on what makes your game special. </p>
<p>Linking your video to your other websites, forums, and social media channels will increase your searchability and keep your viewers connected to all channels. </p>
<p>Thanks to your social media strategy with YouTube and your professional-quality video, your game is in a better position to gain the interest it deserves.</p>
]]></content:encoded>
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		<title>Meetup HTML5, CSS3 &amp; Pizzas le 16 Mai</title>
		<link>http://appdeveloper.intel.com/en-us/blog/2012/05/09/meetup-html5-css3-pizzas-le-16-mai</link>
		<comments>http://appdeveloper.intel.com/en-us/blog/2012/05/09/meetup-html5-css3-pizzas-le-16-mai#comments</comments>
		<pubDate>Wed, 09 May 2012 12:33:07 +0000</pubDate>
		<dc:creator>Slim Soussi</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Intel® AppUp Developer Program]]></category>
		<category><![CDATA[blog]]></category>
		<category><![CDATA[cross-platform]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[Intel® Atom™]]></category>
		<category><![CDATA[meetup]]></category>

		<guid isPermaLink="false">http://appdeveloper.intel.com/en-us/blog/2012/05/09/meetup-html5-css3-pizzas-le-16-mai</guid>
		<description><![CDATA[Je suis heureux de vous annoncer que le Meetup HTML5 est de retour à&#160;l'IESA Multimédia&#160;(Campus Opéra) pour une troisième édition haute en couleurs!!Encore une fois, 4 speakers à l'affiche :&#160;SYLVAIN WEBER,&#160;MARTIN GORNER,&#160;M...]]></description>
			<content:encoded><![CDATA[<p style="margin-top: 0px; margin-right: 0px; margin-left: 0px; margin-bottom: 0.7em; font-family: arial, sans-serif; font-size: 14px; color: #272727; line-height: 18px; padding: 0px;">Je suis heureux de vous annoncer que le Meetup HTML5 est de retour à&nbsp;<a href="http://www.iesamultimedia.com/" style="display: inline; font-family: inherit; color: #3e94d2; text-decoration: none; cursor: pointer;">l'IESA Multimédia</a>&nbsp;(Campus Opéra) pour une troisième édition haute en couleurs!!</p><p style="margin-top: 0px; margin-right: 0px; margin-left: 0px; margin-bottom: 0.7em; font-family: arial, sans-serif; font-size: 14px; color: #272727; line-height: 18px; padding: 0px;">Encore une fois, 4 speakers à l'affiche :&nbsp;<a href="http://fr.linkedin.com/in/sylvainw" style="display: inline; font-family: inherit; color: #3e94d2; text-decoration: none; cursor: pointer;">SYLVAIN WEBER</a>,&nbsp;<a href="http://fr.linkedin.com/in/martingorner" style="display: inline; font-family: inherit; color: #3e94d2; text-decoration: none; cursor: pointer;">MARTIN GORNER</a>,&nbsp;<a href="http://fr.linkedin.com/in/mathiasdesloges" style="display: inline; font-family: inherit; color: #3e94d2; text-decoration: none; cursor: pointer;">MATHIAS DESLOGES</a>,&nbsp;<a href="http://fr.linkedin.com/pub/antoine-rogliano/42/31a/286" style="display: inline; font-family: inherit; color: #3e94d2; text-decoration: none; cursor: pointer;">ANTOINE ROGLIANO</a>.</p><p style="margin-top: 0px; margin-right: 0px; margin-left: 0px; margin-bottom: 0.7em; font-family: arial, sans-serif; font-size: 14px; color: #272727; line-height: 18px; padding: 0px;"></p><p style="margin-top: 0px; margin-right: 0px; margin-left: 0px; margin-bottom: 0.7em; font-family: arial, sans-serif; font-size: 14px; color: #272727; line-height: 18px; padding: 0px;"><strong>Date:</strong> Mercredi 16 Mai 2012 a partir de 19h30</p><p><a href="http://appdeveloper.intel.com/en-us/blog/2012/05/09/meetup-html5-css3-pizzas-le-16-mai" >read more</a></p>]]></content:encoded>
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		<title>Intel Announces the New Intel® SDK for OpenCL* Applications 2012</title>
		<link>http://software.intel.com/en-us/blogs/2012/04/25/intel-announces-the-new-intel-sdk-for-opencl-applications-2012/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/04/25/intel-announces-the-new-intel-sdk-for-opencl-applications-2012/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 11:38:33 +0000</pubDate>
		<dc:creator>Arnon Peleg (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Parallel Programming]]></category>
		<category><![CDATA[Performance and Optimization]]></category>
		<category><![CDATA[Server]]></category>
		<category><![CDATA[Software Tools]]></category>
		<category><![CDATA["Intel OpenCL SDK"]]></category>
		<category><![CDATA["Intel OpenCL"]]></category>
		<category><![CDATA[openCL]]></category>
		<category><![CDATA[vcsource_product_oclsdk]]></category>
		<category><![CDATA[vcsource_type_event]]></category>
		<category><![CDATA[vcsource_type_news]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/04/25/intel-announces-the-new-intel-sdk-for-opencl-applications-2012/</guid>
		<description><![CDATA[In support of the recent announcement of the 3rd Generation Intel® Core™ Processors, Intel has released the Intel® SDK for OpenCL* Applications 2012. For the first time, OpenCL* developers using Intel® architecture can utilize compute resources across both Intel® Processors and Intel® HD Graphics Driver 4000/2500]]></description>
			<content:encoded><![CDATA[<p><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/OpenCL_Logo_RGB.jpg"><img class="size-thumbnail wp-image-47080 alignnone" title="OpenCL_Logo_RGB" src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/OpenCL_Logo_RGB-150x150.jpg" alt="" width="64" height="64" /></a></p>
<p>In support of the recent announcement of the<a href="http://www.intel.com/content/www/us/en/processors/core/core-processor-family.html"> 3<sup>rd</sup> Generation Intel® Core™ Processors</a>, Intel has released the Intel® SDK for OpenCL* Applications 2012. For the first time, OpenCL* developers using Intel® architecture can utilize compute resources across both Intel® Processors and Intel® HD Graphics Driver 4000/2500</p>
<p>From a person who, for the last couple of years has closely followed the emergence of the OpenCL standard, this announcement was something worth waiting for.  Less than a year ago, on this blog, I posted the news that the <a title="Permanent Link to Intel® OpenCL SDK 1.1 gold released" href="http://software.intel.com/en-us/blogs/2011/06/29/intel-opencl-sdk-11-gold-released/">Intel® OpenCL SDK 1.1 gold  was released</a>,  This was the first production OpenCL implementation from Intel targeting Intel® processors on Windows* OS. This current announcement is special, the Intel SDK for OpenCL Applications 2012 now supports not only the CPU but also the Intel HD Graphics 4000/2500 for Windows* 7 users.  We’ve come a long way in a year.</p>
<p style="text-align: center;"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/product_overview.jpg"><img class="aligncenter size-medium wp-image-47079" title="product_overview" src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/product_overview-300x300.jpg" alt="Introducing the Intel(R) SDK For OpenCL* Applications" width="170" height="170" /></a></p>
<p>OpenCL <a href="http://www.intel.com/content/www/us/en/processors/core/core-processor-family.html">on the 3<sup>rd</sup> Generation Intel® Core Processor Family</a> extends Intel’s line of tools and APIs on Intel platforms and adds interoperability with other graphics APIs like DirectX*, OpenGL* and Intel® Media SDK, directly on the Intel HD Graphics device.</p>
<p>So what else is new in this release?</p>
<ul>
<li>A Single OpenCL* platform enables shared context for OpenCL applications running on both the CPU and Intel HD Graphics 4000/2500. The OpenCL platform with both CPU and HD Graphics devices is available seamlessly on the <a href="http://www.intel.com/p/en_US/support/detect/graphics">Intel® HD Graphics Drivers</a>.</li>
<li>Interoperability with the <a href="http://www.intel.com/software/mediasdk">Intel Media SDK</a> with no memory copy overhead</li>
<li>Improved performance for OpenCL applications running on Intel® Xeon® Processors and Intel® Core™ Processors. This CPU support is also available for Linux* OS developers.</li>
<li>Intel® SDK for OpenCL* applications development tools includes an offline compiler and a step-by-step OpenCL Kernel debugger (for CPU) integrated in Microsoft Visual Studio* 2010 integrated development environment.</li>
<li>10 OpenCL code samples, three of them new, are now available for independent download.</li>
</ul>
<p>The list above is just a sample of what is available with this new SDK. I recommend you read <a href="http://software.intel.com/file/43384">the product brief</a> or watch the <a href="http://software.intel.com/en-us/videos/channel/visual-computing/new-intel%C2%AE-sdk-for-opencl-applications-2012/1571382381001">introduction video</a> to get started with this new SDK.</p>
<p><strong>Download the SDK for free at <a href="http://www.intel.com/software/opencl">www.intel.com/software/opencl</a> and begin optimizing your applications for the 3<sup>rd</sup>Generation Intel® Core™ Processors today.</strong></p>
<p>Don’t forget to follow us on Twitter at <a href="https://twitter.com/#!/IntelOpenCL">@IntelOpenCL</a></p>
<p>&nbsp;</p>
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<p>&nbsp;</p>
<p><strong><a href="https://twitter.com/#!/IntelOpenCL"></a></strong></p>
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		<title>Ultrabook Work, Create, Play Challenge - 15mm of Game Dev Goodness</title>
		<link>http://software.intel.com/en-us/blogs/2012/04/24/ultrabook-work-create-play-challenge-15mm-of-game-dev-goodness/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/04/24/ultrabook-work-create-play-challenge-15mm-of-game-dev-goodness/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 07:20:14 +0000</pubDate>
		<dc:creator>Bob Duffy (Intel)</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Intel® AppUp Developer Program]]></category>
		<category><![CDATA[Ultrabook]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[Code sample]]></category>
		<category><![CDATA[MyPaint]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/04/24/ultrabook-work-create-play-challenge-15mm-of-game-dev-goodness/</guid>
		<description><![CDATA[<p><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/blog.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/blog-300x172.jpg" alt="Ultrabook Game Dev" title="blog" width="300" height="172" class="alignleft size-medium wp-image-47062" /></a>At CES2012 will.i.am expressed that when he grew up, music was made in a music studio  then played on records, but how cool it is that today music is created on computers and played on computers.  I've been thinking about this idea.  Can the Ultrabook be versatile for other work/create/play scenarios.  So why not game development?  How well can you both create and play games on an Ultrabook? </p>
<p>Here's the task I've challenge the Ultrabook with<br />
- Create concept art<br />
- Model game objects from concept art<br />
- Code sample game<br />
- Play sample game<br />]]></description>
			<content:encoded><![CDATA[<p><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/blog.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/blog.jpg" alt="Ultrabook Game Dev" title="blog" width="500" class="alignnone size-full wp-image-47062" /></a></p>
<p>At CES2012 will.i.am expressed that when he grew up, music was made in a studio  then played on records, but how cool it is that today music is created on computers and played on computers.  I've been thinking about this idea.  Can the Ultrabook be versatile for other work/create/play scenarios.  So why not game development?  How well can you both create and play games on an Ultrabook? </p>
<p>Here's the task I've challenge the Ultrabook to complete<br />
- Create concept art<br />
- Model game objects from concept art<br />
- Code sample game<br />
- Play sample game</p>
<p><strong>Conceptualizing: </strong><br />
So first I set out to find is there a low cost to free sketch application I can use to start testing my app idea.  I tried a number of applications but eventually settled on an open source app called <a href="http://mypaint.intilinux.com/">MyPaint</a>.  MyPaint has been developed for mobile devices and PCs and allows for input using drawing tablets and styluses. </p>
<p>I found MyPaint to be exceptional allowing me to control brush pressure and styles.  I have just as much control if not more with MyPaint then paper and pencil.  The ability to quickly zoom and provide detail, change colors on the fly and undo make sketching a breeze.  I finished a set of doodles to get some ideas out.  I believe with an app like MyPaint, the Ultrabook can have you sketch and illustrate virtually anything.  The only limitation is the skill of the artist.<br />
<div id="attachment_46991" class="wp-caption aligntop" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/sketch.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/sketch-300x210.jpg" alt="Doodling with MyPaint" title="MyPaint Sketch" width="300" height="210" class="size-medium wp-image-46991" /></a><p class="wp-caption-text">Doodling with MyPaint</p></div></p>
<p>Within the set of doodles you'll see I scribbled a spaceship, which is based on a vector arcade game I had developed a year ago.  I then decided to take the idea further and sketch out a more detailed 3D version of the craft. The Ultrabook made is very easy for me to quickly bang out these idea.  I did these over a few hours over a weekend, when I had spare cycles.  Never powering down the Ultrabook, I was able to jump right into my app faster than I could on my mobile device.<br />
<div id="attachment_46992" class="wp-caption alignnone" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/altmega1.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/altmega1-300x150.jpg" alt="Altmega1 Detailed Ship Sketch" title="Altmega1 Detailed Ship Sketch" width="300" height="150" class="size-medium wp-image-46992" /></a><p class="wp-caption-text">MyPaint Detailed Ship Sketch</p></div></p>
<p><strong>Modeling:</strong><br />
Next step was to model the object in 3D.  I needed an application that would allow me to work with shape primitives and do some boolean subtraction especially to create the shell body of the craft.  I looked for a number of simple modelling applications then realized I needed to use something subtancial  So I settled on <a href="http://www.blender.org/">Blender</a>, an open souce 3D application that is on par with 3DS and Maya and used to produce cinematic level 3D films and animations.</p>
<p>Creating the ship was quick and simple.  Again I really never shut down my Ultrabook.  Like a mobile device I could pick up, press a key and boom I'm in and working in Blender.  Having immediate access to a power app like this is SUPER convenient.  With Blender I was able to easily create the craft using spheres and boxes. I figure the easiest way to create the body section was to create an elongaged sphere and intersect it with a cylinder.  I then used the Boolean feature to cut away the part where the cylinder intersected the sphere.  That created the bowed shape of the mid section of my craft. I then applied some procedural textures to give it a real world look.<br />
<div id="attachment_47023" class="wp-caption alignnone" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ship-render.png"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ship-render-300x168.png" alt="Ship Rendered From Blender" title="ship-render" width="300" height="168" class="size-medium wp-image-47023" /></a><p class="wp-caption-text">Ship Rendered From Blender</p></div></p>
<p><strong>Development:</strong><br />
Now came a decision on how to code an application using this ship.  I first considered HTML5 and exporting Blender images as 2D PNG files, to create a top down arcade shooter.  I've used Canvas before and I figure that would be pretty simple to do.  But in the end I realized a 2D HTML5 app could be built on nearly any device. So, decided to create a 3D game to push the limits of the Ultrabook.  So I drove head first into Unity.  Good thing, it allows for Javascripting so I didn't have too far to learn how to code for it.</p>
<p>Unity installed like a charm and imported my Blender files, but my procedural maps did not come over. I quickly learned about UV Mapping, to create the Normal (Bump) maps and Texture (image) maps for each section of my craft.  After bringing in the texture maps I was able to show off my craft in Unity.<br />
<div id="attachment_47050" class="wp-caption alignnone" style="width: 310px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/unity-ship.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/unity-ship-300x168.jpg" alt="UnityShip" title="unity-ship" width="300" height="168" class="size-medium wp-image-47050" /></a><p class="wp-caption-text">Unity Ship</p></div></p>
<p>Now to control the ship in my game I would need to add some javascript.  I first created simple script to transform the X &#038; Z position of my craft depending on what arrow keys I hit.  But I then thought, I'm not taking advantage of the physics engine and really only animating the ship.  So I re-coded the inputs to add Force physics to the object. I then added some barriers to the scene with collision component, to interact with the ship via the physics engine.  Here's my sample script attached to my ship.  With this in place and the ship set with a RigidBody component it properly react to any object with physics.<br />
<div id="attachment_47052" class="wp-caption alignnone" style="width: 652px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ship-movement.png"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ship-movement.png" alt="Ship Movement Script" title="ship-movement" width="642" height="362" class="size-full wp-image-47052" /></a><p class="wp-caption-text">Ship Movement Script</p></div></p>
<p>I then coded a smooth camera follow script based on a sample version provided by Unity.  I adjusted the script to allow for X &#038; Z variation in the camera, allowing the camera to follow behind as the ship accelerates away, then to catch up and hover over the ship when at rest. And thus I have the basics of my game. I found I could run in full resolution at a 60 frames per second frame rate.  My ship renders nicely with textures and shadows. My ship zips with my camera in tow, rotating and swinging left and right to align to my object</p>
<p>I could do more, to spawn enemy ships, create missiles, add audio events, particle effects and explosions, but that's just an iteration of the work completed.  I'm pretty satisfied that Ultrabooks can be used for gaming work, create, and play. Here's a video of the game in process.<br />
<iframe width="560" height="315" src="http://www.youtube.com/embed/g1ZwD9SLH8E" frameborder="0" allowfullscreen></iframe></p>
<p>Based on my experience I think the Ultrabook is a pretty compelling device, and not just for game developers. You can play the same scenario out for just about any profession, hobby or interest.  From will.i.am's perspective he sees the Ultrabook as great professional music studio, and as today's new ghetto blaster.  Ultrabooks, as amazing work/create/play devices, have broad potential for app usage across all sorts of interests. For developers this translates to an opportunity.   </p>
<p>***</p>
<p>For more information on developing Ultrabook apps for distribution and monetization via Intel AppUp, visit our <a href="http://software.intel.com/en-us/ultrabook">Ultrabook Community</a></p>
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		<title>Ray Tracing, RenderMan, Radiosity, Antialiasing and Much, Much, More</title>
		<link>http://software.intel.com/en-us/blogs/2012/04/06/ray-tracing-renderman-radiosity-antialiasing-and-much-much-more/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/04/06/ray-tracing-renderman-radiosity-antialiasing-and-much-much-more/#comments</comments>
		<pubDate>Fri, 06 Apr 2012 20:30:01 +0000</pubDate>
		<dc:creator>Randi Rost (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
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		<description><![CDATA[A Collection of Luminaries Earlier this week, I had the privilege to attend an uncommon event in the field of computer graphics and visualization. There were some 130 people in attendance including: People who have written or contributed to approximately 20 papers accepted for publication in the upcoming SIGGRAPH 2012 proceedings 8 people who have [...]]]></description>
			<content:encoded><![CDATA[<h2>A Collection of Luminaries</h2>
<p>Earlier this week, I had the privilege to attend an uncommon event in the field of computer graphics and visualization. There were some 130 people in attendance including:</p>
<ul>
<li>People who have written or contributed to approximately 20 papers accepted for publication in the upcoming SIGGRAPH 2012 proceedings</li>
<li>8 people who have won SIGGRAPH achievement awards, including two lifetime achievement award winners and four of the past eight “Significant New Researcher” award winners</li>
<li>The primary inventors or originators of ray tracing (Turner Whitted), radiosity (Don Greenburg), antialiasing (Frank Crow), and RenderMan (Pat Hanrahan)</li>
<li>Three or four dozen of the best computer graphics PhD students in the world</li>
</ul>
<p>Some of the comments I heard from people during the event were, "This is a collection of the finest graphics researchers in the world," "Yesterday I saw SIGGRAPH Fast-Forward for 2012", and "A good chunk of the people I like to see at SIGGRAPH all brought together in a nice, small group."</p>
<h2>The Unpronounceable Acronym</h2>
<p>What was the nature of this event and what was its purpose? It was the 2012 retreat for people involved in the Intel Science and Technology Center for Visual Computing (ISTC-VC). This Intel-funded research consortium, launched a little over a year ago, has a mission to solve the biggest, baddest problems that remain in computer graphics. The ISTC-VC (and other ISTCs) were created by Intel Labs to focus on technology areas that align with its research focus areas. The lead university is Stanford, and the other universities involved are Washington, UC/Berkeley, UC/Davis, UC/Irvine, Princeton, Cornell, and Harvard. Others notable attendees included people from The Guildhall at SMU, University of Texas/Austin, KAUST, University of Illinois, Disney, Microsoft, Canada's GRAND (Graphics, Animation and New Media) Network, and of course lots of people from Intel.</p>
<p>Why was I there? As one of the SSG representatives to the ISTC effort, I was there to learn from the collected brainpower and share information about powerful visual computing tools and technologies such as <a title="Intel® Graphics Performance Analyzers" href="http://software.intel.com/en-us/articles/vcsource-tools-intel-gpa/">Intel® Graphics Performance Analyzers</a> (Intel® GPA) and <a title="Intel® Media SDK" href="http://software.intel.com/en-us/articles/vcsource-tools-media-sdk/">Intel® Media SDK</a>. I also manage SSG’s Visual Computing Academic Program which has become highly aligned with the ISTC-VC over the last 12 months. (I was a welcome participant to the meeting since I was able to bring T-shirts featuring the URL for the newly launched <a title="Visual Computing Source web site" href="http://software.intel.com/en-us/articles/vcsource/">Visual Computing Source web site</a>…it doesn’t hurt to come bearing gifts!)</p>
<h2>A Packed Agenda</h2>
<p>The event exceeded everyone’s expectations and the progress of the ISTC-VC over the past year astounded us all. The venue was the fantastic Oceano Hotel &amp; Spa in Half Moon Bay, California. During the morning of the first day, we got updates on the research projects underway within the ISTC-VC’s four major research themes (Simulation, Perception, Content Creation, and Systems). There was so much progress that each of the theme leaders had to talk a mile a minute in order to get through the significant advances in the state of the art that have been made over the last twelve months. The afternoon session consisted of working meetings for each of the research themes. Over dinner, Turner Whitted of Microsoft Research painted a challenging vision for where the technology needs to go. He complemented the ISTC-VC, calling it a collection of world-class talent such as had never before been assembled. He urged students and researchers involved in the center to look upon it as both a challenge and an opportunity…great things are expected when so much great talent is working together to solve problems.</p>
<p>The after-dinner reception featured demos and posters of the various projects (46 altogether!). Some SSG colleagues and I were able to show demos of Diablo III and Skyrim running on our 3rd generation Core (Ivy Bridge) processors, some cool games running on second-generation core Ultrabooks, and give demos of the latest version of our Intel® GPA tool suite. Unfortunately, this meant that I didn’t have any time to check out the many interesting posters and demos being shown, but I intend to follow up and learn more about them and share my thoughts in future blog posts.</p>
<h2>Lofty Goals</h2>
<p>Details of many of the research projects will be made public at SIGGRAPH 2012. Indeed, it is the aim of the ISTC-VC to publish its results in a timely fashion and put in the public domain all software and results. The intention is to accelerate the visual computing industry in a significant fashion over the next 3-5 years. I can’t wait to tell you more about these research projects, but the research agenda is no less ambitious than:</p>
<ul>
<li>Develop a virtual human with appearance and behavior that is indistinguishable from reality</li>
<li>Revolutionize photography</li>
<li>Build tools that allow users of all skill levels to create compelling 3D objects and environments</li>
<li>Build models the size and complexity of large, real world cities and render them at interactive rates</li>
<li>Automatically extract semantic information from images and videos</li>
<li>Develop methods for real-time sound generation</li>
<li>Develop methods to bring cinematic quality natural phenomenon (water, smoke, fire) to interactive games</li>
<li>Make virtual worlds an application platform as powerful as the world wide web</li>
</ul>
<p>An explicit goal for all of the projects is help Intel learn what is needed for the graphics hardware and software of the future. Working together with so many bright minds in academia, Intel hopes to more quickly enable the entire computing industry to move to a place where astonishing interactive visual experiences are commonplace.</p>
<h2>Stay Tuned</h2>
<p>One thing about top-notch university researchers – they’re not afraid to take on daunting challenges. Whether they ultimately succeed or not, they are undoubtedly going to make key breakthroughs in advancing the state of the art in visual computing technology. I’m going to tag along for the ride and share some of the details of these projects with you…it might get bumpy at times, but it’s sure going to be a lot of fun!</p>
<div id="attachment_46533" class="wp-caption aligncenter" style="width: 610px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ISTC-VC-Retreat-2012.jpg"><img class="size-full wp-image-46533 " title="ISTC-VC Retreat 2012" src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/ISTC-VC-Retreat-2012.jpg" alt="ISTC-VC Retreat 2012" width="600" height="376" /></a><p class="wp-caption-text">A veritable who&#39;s who of computer graphics researchers gathered for the ISTC-VC 2012 Retreat</p></div>
<p>&nbsp;</p>
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		<title>My wife bought an Ultrabook – and LOVES it!</title>
		<link>http://software.intel.com/en-us/blogs/2012/04/02/my-wife-bought-an-ultrabook-and-loves-it/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/04/02/my-wife-bought-an-ultrabook-and-loves-it/#comments</comments>
		<pubDate>Tue, 03 Apr 2012 05:17:31 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
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		<category><![CDATA[PC Gaming Ultrabook]]></category>

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		<description><![CDATA[Right now we have 4 PC laptops in our house; 5 if you count the iPad 2 being a ‘personal computing’ device. There’s my work HP Pavilion dv6, my personal Alienware M11x, her former Dell XPS M1530, which just got replaced by the Asus Zen book UX 31. In my sixteen years of being in [...]]]></description>
			<content:encoded><![CDATA[<p>Right now we have 4 PC laptops in our house; 5 if you count the iPad 2 being a ‘personal computing’ device.   There’s my work HP Pavilion dv6, my personal Alienware M11x, her former Dell XPS M1530, which just got replaced by the Asus Zen book UX 31.  In my sixteen years of being in the tech industry, and thirteen being with my wife, I’ve never seen her get so excited, and delighted, about technology and or a PC.  The only other time that gets this close would have been when I bought her an iPhone.  Sure…. We love our iPad 2, but tend to use it more for what’s termed ‘snacking’, or simply just casually surfing the internet, looking something up, perusing the occasional YouTube video, etc.   So this got me thinking that if something like an Ultrabook can have that sort of an impact on my wife, and reach a broader demographic than myself, then it warrants taking a closer look at.  </p>
<p>So what things does she like most about it? The below is in her words.</p>
<p>1) She loves the design, how sleek it is, and the brushed metal appearance.<br />
2) Loves the small form factor – fits in most of her handbags.<br />
3) Loves the Keyboard. Likes the spacing between the keys &#038; the way they feel.<br />
4) Setup was seamless, found all her ‘piles of different devices’.  “Right out of the box everything worked”.<br />
5) Liked the fact she didn’t have to download a bunch of updates.  Was up and running quickly.<br />
6) The Solid State drive.  (I asked her how she knew about that) – ‘because she read up on it’.<br />
7) Boots up super-fast.<br />
8) Likes the attention to detail.<br />
9) Out of box experience was great.  Wasn’t like unpacking something from just a bunch of cardboard.<br />
10) Likes the Case it came with, it’s like an envelope case.<br />
11) Loves the battery life.</p>
<p>	Ok… so I realize this is a sample of one; but I’m struck at how quickly she rattled off all the above features without even thinking about it.  So… about ten minutes later I asked her – ‘So what do you like about the iPad 2’?   (Note: It took her about three times the length of time to list the following things)</p>
<p>1) Touch screen.<br />
2) Size of the Form Factor.<br />
3) Convenience that it offers in being able to multi-task.<br />
4) Can play games on it.<br />
5) Good for reading stuff.<br />
6) Quickly checking email.</p>
<p>That’s where it ended… and then about three minutes later she says … ‘well, now with my Ultrabook, the iPad has now pretty much been relegated to being a kitchen gadget’.<br />
Interesting….<br />
So then I flipped the bit and asked her – ‘Is there anything you don’t like about your Ultrabook?’ – Answer: “not yet”.   IMO that's pretty cool.</p>
<p>Ok - so now onto some gratuitous pics of most of these devices.   (Note:  I didn’t include my Alienware M11x this time around).   In the foreground – bottom to top:  iPad 2, Asus Ultrabook, HP dv6, and then the Dell M1530<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1251.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1251-224x300.jpg" alt="4 PC devices" title="IMG_1251" width="224" height="300" class="aligncenter size-medium wp-image-46409" /></a></p>
<p>In this next pic.. I’m comparing the thickness of the Dell to the Asus Ultrabook.<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1254.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1254-300x224.jpg" alt="Ultrabook on top of Dell 1530" title="IMG_1254" width="300" height="224" class="aligncenter size-medium wp-image-46410" /></a</p>
<p>In this following pic I’m comparing the thickness of the Ultrabook (on the bottom) as compared to the iPad 2<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1256.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1256-300x224.jpg" alt="iPad 2 on top of UB" title="IMG_1256" width="300" height="224" class="aligncenter size-medium wp-image-46411" /></a></p>
<p>In this final pic I’m comparing the iPad 2 (I had to put the case back on it in order to prop it up), the Ultrabook, and then the HP dv6<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1261.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/04/IMG_1261-300x224.jpg" alt="iPad 2 - UB - HP" title="IMG_1261" width="300" height="224" class="aligncenter size-medium wp-image-46412" /></a> </p>
<p>For those concerned about the dimension of weight.  The Dell XPS for example weighs 5.9lbs  (2.6 kg), the Ultrabook comes in at 2.9lbs (1.3 kg).  This weight factor alone is one of the biggest selling points for me.  The best part is that I’m seeing little to no tradeoffs yet with regards to overall performance. These devices are packing a pretty serious punch.</p>
<p>So – in a nutshell I’m having some serious PC Laptop envy right now.   I might wait a few more months though.  For those that have been following the Ultrabook category – we should also start seeing the Ultrabooks that also integrate ‘touch’ – and convert into being either a Laptop and or a Tablet when you want it.   At any rate, I’m very sold on the concept, and yes, I’m keeping a very close eye on ensuring that all the games we PC Gamers love to play – play well on these!  Stay tuned!</p>
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		<title>Porting existing Game Engines to Metro</title>
		<link>http://software.intel.com/en-us/blogs/2012/03/26/porting-existing-game-engines-to-metro/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/03/26/porting-existing-game-engines-to-metro/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 10:19:20 +0000</pubDate>
		<dc:creator>Steve Hughes (Intel)</dc:creator>
				<category><![CDATA[Game Development]]></category>
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		<category><![CDATA[Visual studio 2011]]></category>

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		<description><![CDATA[I’ve been looking at <a href="http://msdn.microsoft.com/en-us/windows/apps/br229512">Windows 8 Metro</a>, wondering what issues may arise when developers try to port existing games to Metro and <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx">DX11.1</a>, as well as converting to <a href="http://msdn.microsoft.com/en-us/library/dd831853(v=vs.110).aspx">Visual Studio 11</a>.  As we’ve seen already, some old favorites have disappeared from DirectX so I started looking at porting my “half an engine” (we all have one, right?) over to Metro to see what would happen.  I’m going to describe some of the hoops I jumped through, and some of the epiphanies I had while getting it all working.
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			<content:encoded><![CDATA[<p><strong>Introduction.</strong><br />
I’ve been looking at <a href="http://msdn.microsoft.com/en-us/windows/apps/br229512">Windows 8 Metro</a>, wondering what issues may arise when developers try to port existing games to Metro and <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/hh404562(v=vs.85).aspx">DX11.1</a>, as well as converting to <a href="http://msdn.microsoft.com/en-us/library/dd831853(v=vs.110).aspx">Visual Studio 11</a>.  As we’ve seen already, some old favorites have disappeared from DirectX so I started looking at porting my “half an engine” (we all have one, right?) over to Metro to see what would happen.  I’m going to describe some of the hoops I jumped through, and some of the epiphanies I had while getting it all working.</p>
<p><strong>R.I.P. D3DXCompileShaderFromFile().</strong><br />
What started me off thinking this would be a port, not just a recompile was that D3DX has gone, and I used it a lot. I compiled all my shaders at runtime using D3DXCompileShaderFromFile(), so that promised to be a headache.  I use a fairly simple and flexible technique for making shaders. I have a main() for most shaders in one file, then some #defines which control what is included in that main.  Features are bought in as fragments from other files as required so you can build just the shader(s) you need at runtime.  My initial reaction was that with no D3DXCompileShaderFromFile(), you will need to compile every possible shader at compile time and include them in the app!<br />
Luckily, that’s not to be.  Although D3DXCompileShaderFromFile() has gone, you can still use D3DCompile() as long as you jump through a couple of hoops. To start with, You can replace existing calls to D3DXCompileShaderFromFile() with calls to D3DCompile() fairly trivially.  The only change is you have to preload the source for the shader, which you then pass to D3DCompile().  Pretty easy, and there is lots of samples about how to load files on Metro, don’t get into a panic when you add CreateFile() and it comes up as unresolved extern!.</p>
<p><strong>Loading Shader source and other data files.</strong><br />
An interesting problem is where do you load your shader source from?  When you run an app you’ve compiled to run on Metro in Visual Studio 11, you quickly realize the app is actually installed on the Metro side in its sandbox before its run.  This means your shader source has to be installed in the sandbox as well so that the app can find the files. The easy way I found to do this is to add the shader source file to the project, open the properties dialog for the file, change the “General / Content” field to “Yes” and the file is magically added to the sandbox so that you can open it at runtime.<br />
Next problem is in order to use D3DCompile() you need to add d3dcompiler.lib to your app. This lib, of course, needs to find D3DCompiler_44.dll in the sandbox. It turns out you can do the same with the dll as you did with the source: add it to the project and mark it as content.  In fact, you can do this with all your data files and it’s a quick and dirty way to get things up and running when you have data files you need to load at runtime.</p>
<p><strong>What happened to D3DX Math then?</strong><br />
It turns out that for a good while, Microsoft have been advocating using xnamath and leaving D3DX math behind.  This is pretty good advice, in fact, xnamath uses a lot of SSE and is way more efficient than using floats.  Thats what we all want, right?<br />
The first thing I noticed when I started the port was that xnamath.h is no longer available – millions of compile errors.  On the MSDN site on porting to Metro I saw that Microsoft now advocate using something called <a href="http://msdn.microsoft.com/en-us/library/windows/desktop/ee415574(v=vs.85).aspx">DirectXMath</a>, “Oh great,” I thought, “let’s go port the math again…”.<br />
Well, it turns out the whole problem is a non issue.  You can port from xnamath.h to DirectXMath just by using the DirectX namespace.  All the XMxxxx functions &#038; types etc are there in the DirectX namespace.  I personally added “using namespace DirectX;” to a strategically placed include file and all the compiler errors vanished.  If you want to play by the book, you should really use the namespace just in the files where you need it, of course.  I went global with it in the end because I have a lot of math in header files (lazy me ).</p>
<p><strong>GUIDs, and other animals.</strong><br />
So DXGUID.lib has gone.  The rather obvious symptom during porting is that you get unresolved externs for all the DX interfaces that use GUIDs, like the shader reflection interfaces for example.  I use reflections to extract which constant buffers are used by a given shader.  I was getting quite frustrated over the fact that you can use IID_ID3D11ShaderReflection and all its related GUIDs in your code, and you can right click and “Go to Definition”, but the linker insists that it’s still unresolved.<br />
Shame on me: the solution was pretty obvious in the end.  Does anyone remember the days before DXGUID.lib?  All you need to do is #define INITGUID somewhere in the code (preferably before you include all the directx includes) and all the GUIDs magically appear.<br />
What do I do about the “Windows loop”?<br />
Well, I don’t know what your solution will need to look like; this depends very much on how you’ve written your engine.  My engine has learned, over the last few ports it’s been through, that the smaller the interface to OS specific stuff is, the better.  I have basically three entry points: Init(), Render(), and Destroy().  Render() will draw one frame from the scene contained in the engine.<br />
When you call Init() to start up the engine, you pass in an interface to a set of functions which the engine can call for machine specific actions. Things like reading files, getting Input, Getting timer data, things like that. The upshot is that when you port to the new OS, you implement these functions and pass the pointers to the engine.<br />
This interface means that you can just build the basic DX sample from Visual Studio 11, add calls to Init() Render() and Destroy() in appropriate places, build the machine specific functions you need and that’s it. Job done.</p>
<p><strong>Final thoughts.</strong><br />
All in all the port to Metro doesn’t look that bad.  There may still be some gotcha’s waiting for me, but the process looks fairly painless at the moment.  A nice bonus is that changes you make to the DirectX pipeline in your game, if you’re careful, will still work on a Win32 desktop app!  Win – win!</p>
<p><strong>Engine Geneology.</strong><br />
As I said at the start, mine is really only half an engine, and hasn’t been used in anger.  I use mine to keep my coding hand up to scratch and to investigate new OS’s and such.  It started out on Win32, It’s been ported to Linux, Meego, Android, and now back via Win32 to Metro and lots of little bits have been dropped along the way.  It’s gone from DirectX 9, to OGL, to GLES, and finally now to DX11.1 via DX10.    </p>
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		<title>Hear what other developers are saying about the new Ultrabook™</title>
		<link>http://software.intel.com/en-us/blogs/2012/03/12/hear-what-other-developers-are-saying-about-the-new-ultrabook/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/03/12/hear-what-other-developers-are-saying-about-the-new-ultrabook/#comments</comments>
		<pubDate>Tue, 13 Mar 2012 00:02:30 +0000</pubDate>
		<dc:creator>Rick Puckett (Intel)</dc:creator>
				<category><![CDATA[Game Development]]></category>
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		<category><![CDATA[Ultrabook]]></category>

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		<description><![CDATA[By now you’ve probably heard about Ultrabook and this next evolution in personal computing. Like me, you are probably curious about all of the cool things you’ve been hearing; they’re really light and thin, fast, and have longer battery life than traditional laptops. Well here is your chance to hear what other developers are saying [...]]]></description>
			<content:encoded><![CDATA[<p>By now you’ve probably heard about <a href="http://software.intel.com/en-us/ultrabook/?cid=sw:ubcomm011">Ultrabook</a> and this next evolution in personal computing. Like me, you are probably curious about all of the cool things you’ve been hearing; they’re really light and thin, fast, and have longer battery life than traditional laptops. Well here is your chance to hear what other developers are saying about them as they conduct an 8 week evaluation of Ultrabooks from Asus, Acer and Toshiba. It’s all here including comments, videos, and perceptions from 10 developers from the around the world. <a href="http://www.codeproject.com/KB/hardware-review/?cid=sw:ubblog001">Hear what your peers are saying!</a> </p>
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		<title>PC Gaming hits an all time high of $18.6B in Software Revenues for 2011!</title>
		<link>http://software.intel.com/en-us/blogs/2012/03/06/pc-gaming-hits-an-all-time-high-of-186b-in-software-revenues-for-2011/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/03/06/pc-gaming-hits-an-all-time-high-of-186b-in-software-revenues-for-2011/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 08:51:05 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
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		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/03/06/pc-gaming-hits-an-all-time-high-of-186b-in-software-revenues-for-2011/</guid>
		<description><![CDATA[Wow… what a year for PC Gaming! The PC Gaming Alliance has just released our latest Press Release results covering PC Gaming’s latest revenue milestone now exceeding $18.6B. The in-depth details are available to PC Gaming Alliance members provided in our Horizon’s Research Reports. The best part about all this is that this is just [...]]]></description>
			<content:encoded><![CDATA[<p>Wow… what a year for PC Gaming!  </p>
<p>The PC Gaming Alliance has just released our latest Press Release results covering PC Gaming’s latest revenue milestone now exceeding $18.6B.  The in-depth details are available to PC Gaming Alliance members provided in our Horizon’s Research Reports.   The best part about all this is that this is just the tip of the iceberg!  PC Gaming Revenues are on a trajectory to once and for all pass up all 3, yes, all 3 Consoles Revenues combined - this year!</p>
<p>So for those of you that follow the news about Gaming – results haven’t really been all that rosy over the past quarter or more right?  So I’m sure some of you are going what? How can PC Gaming be doing this well?  There's no way! Right?  So this gets better… as I’m sure the Console Giants, Strategists, Biz-Dev, Marketing-PR, Academics, several Analysts, and Investor types, et al are convinced that Consoles are crushing PC Gaming blah blah blah. Right? Well.... </p>
<p>WRONG<br />
WRONG<br />
And<br />
WRONG</p>
<p>Here’s what’s really going on.  The reports coming out from Retailers that Gaming sales are way down leave out the most critical detail.  It’s not so much the PC Games being impacted…it’s mostly Console Games.   I’m not trying to gloat here or anything but let’s face it; Console Games are going to go through the same pains that PC Games did in the last decade.  Put another way…. PC Games can’t really fall any further at Retail since that’s pretty much already happened.   However; Console Games have a much much much further distance to fall before they hit ground.  It’s most likely not an if, but when, that happens.  So… welcome to our PC Gaming Party!</p>
<p>So… should we do to the Console PR machine what they did to PC Gaming and spin this as… “Consoles are dying”?  Nah… I don’t believe we should.  I think the smarter way of pitching this is that Consoles are both obsolete and irrelevant.  Those paying attention already see that.  However; given that, I don’t they’ll die out per se, but rather evolve &#038; be re-spun as some sort of new, evolved, or transformed product.  (Have fun with that several hundred million dollar PR re-invention story).  Besides… for all the propaganda about PC Gaming dying… the reality is that the only platforms that actually did die in the last decade actually turned out to be 2 Consoles.   (Xbox 1, &#038; GameCube – if I must spell them out).   A shame that people can’t keep their facts straight, or conveniently overlook these things.  </p>
<p>Unfortunately; the real victims are likely going to be more of the Retail stores.   I don’t relish seeing that.  I think we’ve all seen too much of that happen already with Music stores, Book stores, Video/Movie stores, and even with Games stores.  <sigh></p>
<p>So.. in a nutshell for those wondering how PC Gaming can be this healthy, strong, and vibrant.<br />
1) PC Gaming is far more global<br />
2) Gaming capable PC’s sell more units in one year typically than any individual Console can in 3 to 5 years<br />
3) PC Gaming, for quite some time now, has had far less reliance on Retail than Consoles<br />
4) PC Gaming shifted &#038; embraced newer more lucrative business models &#038; formats more quickly than Consoles have.  (e.g. Subscriptions, Free to Play/Freemium/Micro-transactions, Advertising, etc). They’re also able to do this because the form-factor itself is far more flexible &#038; iterative.<br />
5) PC Gaming, believe it or not, is far more profitable.  Consoles are swimming in veritable ‘Red-Oceans’.  ARPU’s are way up on PC Gaming.  Especially so when taking advantage of the latest and greatest formats and business models.  I have far more details here for PCGA members-only.  <Sorry><br />
6) PC Gaming practically invented the 'Free to Play' model which nearly eliminates Piracy. This has proven to be a very effective approach and adopted quite heavily in some Geo's.  Piracy can be further reduced by other simple things such as offering more value, or services, back to Gamers.  This includes localizing your game content for as many Geo’s as possible on day 1 launch.<br />
7) PC Gaming doesn’t suffer nearly as much from the ‘Secondary Sales’, ‘Pre-Owned’, ‘Loaned-out’ games scenarios as the Consoles do.<br />
8) PC Gaming's value-proposition smokes the Console.   Savvy Gamers across the world realize PC Gaming has never been more affordable.  Have you checked out all the great laptop and desktop bargains lately?  Absolutely incredible deals out there for extremely respectable PC’s ranging from $350-800 (US) that blow Consoles of today completely out of the water.<br />
9) PC Gaming can be done in your Living Room, using an HDMI cable, and wireless game-pads.  I do this all the time.  Now.. if your game isn’t available for the PC, or the PC version isn’t working like the Console version does.  Email and contact the Games ISV in question!  Vote with your wallet!  </p>
<p>I’m going to hit the ‘pause’ button now as I could keep going with tons of more reasons as to why PC Gaming is doing so well.  That said, I’ll try to share more of the research report over time.  It’s a great time to be a PC Gamer, and honestly, I believe this is just only the beginning.</p>
<p>Thanks for reading everyone.<br />
Hopefully I’ll bump into a few of you at GDC this week!</p>
<p>Sincerely,<br />
Matt </p>
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		<title>Software and TV Watching evolve: improving and adapting to new models</title>
		<link>http://software.intel.com/en-us/blogs/2012/03/05/software-and-tv-watching-evolve-improving-and-adapting-to-new-models/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/03/05/software-and-tv-watching-evolve-improving-and-adapting-to-new-models/#comments</comments>
		<pubDate>Mon, 05 Mar 2012 19:25:01 +0000</pubDate>
		<dc:creator>Dale Taylor (Intel)</dc:creator>
				<category><![CDATA[Embedded Computing]]></category>
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		<category><![CDATA[remote]]></category>
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		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/03/05/software-and-tv-watching-evolve-improving-and-adapting-to-new-models/</guid>
		<description><![CDATA[In my previous blog [Software and TV Watching evolve: Pay no attention to that man behind the curtain] I mentioned how our TV viewing abilities have changed dramatically in the last few years. Starting with the VCR, then DVD recorders, DVR’s and now digital streaming services we can choose to watch essentially whatever we went, [...]]]></description>
			<content:encoded><![CDATA[<p>In my previous blog [<a title="Software and TV Watching evolve: Pay no attention to that man behind the curtain" href="http://software.intel.com/en-us/blogs/2012/02/24/software-and-tv-watching-evolve-pay-no-attention-that-man-behind-the-curtain/">Software and TV Watching evolve: Pay no attention to that man behind the curtain</a>] I mentioned how our TV viewing abilities have changed dramatically in the last few years.  Starting with the VCR, then DVD recorders, DVR’s and now digital streaming services we can choose to watch essentially whatever we went, whenever we desire.  This can be quite a different experience sitting in front of a TV with all of these abilities in place.</p>
<p>How does this involve the computer?  Google among others continues to push this.  Here’s a news article describing one such addition.[<a title="Is Cloud TV on the horizon for Google" href="http://money.msn.com/top-stocks/post.aspx?post=0bb73307-595c-47db-ad9c-595734e855d9">Is Cloud TV on the horizon for Google</a>]</p>
<p>What features and usages make sense as a user with nearly instant ability to watch about anything you want?  I believe that to make the experience useful requires a front end ability to balance sources with cost and desire, along with maintaining a viewing database and suggestion engine that is able to work across platforms and media services.  I’ll explain this.</p>
<p>I want to be able to watch “Rubicon” a TV show and not have to worry about which service has it, or which might charge and which might be free.  Software on my computer system should be able to pick the lowest price to view this content and present it to me.  Perhaps with my confirmation if I need to buy it vs it’s available on a pre-paid service.</p>
<p>To really make this all useful I need a suggestion and search engine that knows not only what I viewed on Netflix, but also Amazon, Vudu and Hulu.  That way I can get reasonable suggestions for things I might enjoy that actually make sense.  By placing this ability under my control I could also control the privacy of my viewing data by limiting access to the providers I choose due to their ability to offer me services I desire.</p>
<p>Now we can really take this another step.  Presume I’m sitting in front of my TV with all of these viewing abilities and a tablet in my hand.  How can that tablet add value?  Perhaps by analyzing my viewing and presenting me with options to learn more about the topic, location or other aspects of the currently watched content such as the director, actors etc.  All of this is possible with our current technology, we just need it to be implemented and then it can be used to improve our experience as we use the technology.  That is really the bottom line, improving our experiences as we go about life; thus changing the world for the better.</p>
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		<title>Software and TV Watching evolve: Pay no attention that man behind the curtain!</title>
		<link>http://software.intel.com/en-us/blogs/2012/02/24/software-and-tv-watching-evolve-pay-no-attention-that-man-behind-the-curtain/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/02/24/software-and-tv-watching-evolve-pay-no-attention-that-man-behind-the-curtain/#comments</comments>
		<pubDate>Sat, 25 Feb 2012 00:05:36 +0000</pubDate>
		<dc:creator>Dale Taylor (Intel)</dc:creator>
				<category><![CDATA[Embedded Computing]]></category>
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		<description><![CDATA[Working with Consumer electronics and being a Techno Geek I find the evolution of our Radio and TV Viewing habits an interesting commentary on our connected world. In the early days of Radio, shows were broadcast at a certain time, and the family would gather around the radio in the evenings to listen to their [...]]]></description>
			<content:encoded><![CDATA[<p>Working with Consumer electronics and being a Techno Geek I find the evolution of our Radio and TV Viewing habits an interesting commentary on our connected world.</p>
<p>In the early days of Radio, shows were broadcast at a certain time, and the family would gather around the radio in the evenings to listen to their favorite show.  Radio was augmented by TV but essentially had the same consuming method.  I have wonderful memories as a family watching the Sunday night movies together.  As kids we would anxiously await the yearly viewing of favorite films such as the Wizard of OZ.  The “Pay no attention to the man behind the curtain!” line was forever etched as a powerful unveiling of the mysteries of what we believe vs what is real.</p>
<p>We have been moving for several years from a mode of “what is on now?” to “What do I feel like watching?”  A lazy evening pushing buttons on the remote to see “what’s on” is still possible as you move through hundreds of digital cable or satellite channels, but that isn’t how viewing works now.  Instead we have several on demand venues where you can build a list of movies, shows, concerts etc you would like to watch and place them in your Queue.  Then when you have time for viewing, instead of watching what happens to be on, you can decide to watch what you previously determined you would like to watch.</p>
<p>Netflix was an early leader in on-demand viewing, with many others out there with various specialties.  Vudu for current movies, Hulu for TV shows, Amazon for a mix of about everything.  This shift in viewing methods has caused me to rethink how I spend my time in front of a TV and additionally just how the TV and Computer are evolving in my home.</p>
<p>A recent Netready Vizio TV adds more to this equation.  The remote includes buttons for one press access to Amazon, Netflix and Vudu.  All of which I have access to now in a very simple UI.  I’ll include a picture of the remote below so you can see the buttons too.  On the back of the remote is a micro keyboard used to enter user names, passwords and URL’s as necessary to configure the players.<br />
This evolution while powerful and changing to the viewing habits, leads me to consider new ways to apply this technology.  I’ll cover ideas for augmenting and improving these new abilities in my next blog.</p>
<p>It’s great technology which gives us the ability to “Pay no attention to that man behind the curtain” and yet consume the media as we freely desire.<br />
<div id="attachment_45166" class="wp-caption alignnone" style="width: 650px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/02/VizioRemoteFront1.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/02/VizioRemoteFront1.jpg" alt="" title="Vizio Netready TV remote control front side" width="640" height="277" class="size-full wp-image-45166" /></a><p class="wp-caption-text">Vizio Netready TV remote control front side w/Amazon Netflix and Vudu buttons</p></div></p>
<div id="attachment_45169" class="wp-caption alignnone" style="width: 650px"><a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/02/VizioRemoteBack.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/02/VizioRemoteBack.jpg" alt="" title="Vizio Netready TV remote control back side" width="640" height="228" class="size-full wp-image-45169" /></a><p class="wp-caption-text">Vizio Netready TV remote control back side, with micro keyboard</p></div>
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		<title>GDC 2012 –   Session:  Security Best Practices</title>
		<link>http://software.intel.com/en-us/blogs/2012/02/23/gdc-2012-session-security-best-practices/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/02/23/gdc-2012-session-security-best-practices/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 23:09:07 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
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		<category><![CDATA[GDC 2012]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/02/23/gdc-2012-session-security-best-practices/</guid>
		<description><![CDATA[Hi Everyone – I hope to see some of you in a few weeks at GDC. This year I’ll be doing an Introductory Session on Security Best Practices. This is going to be a fast paced debrief and introduction of the spectrum of: Piracy, Secondary Sales, and Account Theft solutions available to Game Developers. I’ll [...]]]></description>
			<content:encoded><![CDATA[<p>Hi Everyone – </p>
<p>I hope to see some of you in a few weeks at GDC.   This year I’ll be doing an Introductory Session on Security Best Practices.  This is going to be a fast paced debrief and introduction of the spectrum of:  Piracy, Secondary Sales, and Account Theft solutions available to Game Developers.  I’ll also be providing a quick snapshot of some common Piracy ‘misconceptions’; and touching on some other related topics such as domestic legislation that impacts our industry as a result of Piracy. </p>
<p>GDC Conference Link: <a href="http://schedule.gdconf.com/session/13473324/Security_Best_Practices_%26%238211%3B_Piracy%2C_Secondary_Sales%2C_%26_Account_Theft_Solutions"> http://schedule.gdconf.com/session/13473324/Security_Best_Practices_%26%238211%3B_Piracy%2C_Secondary_Sales%2C_%26_Account_Theft_Solutions </p>
<p>DAY / TIME / LOCATION: Thursday 6:00- 6:30 Room 3005, West Hall, 3rd Fl<br />
TRACK / DURATION / FORMAT / AUDIENCE LEVEL: Business and Marketing and Management / 25-Minute / Sponsored / All<br />
GDC VAULT RECORDING: Video Recorded<br />
DESCRIPTION:<br />
The question is: how do you protect both consumers, and your content?  Evolutions in gaming business models, distribution methods, and the rising sophistication of pirates have pushed the gamut of issues that plague gaming far beyond piracy.  In order to better address piracy, it’s necessary to also reflect on secondary sales, and the emergence of new threats such as account and identity theft.  This session will take a broader and more holistic view at the range of solutions designed to address these increasingly complex set of issues in an effort to assist game developers &#038; publishers to be more successful.</p>
<p>ELIGIBLE PASSES:  All Access Pass, Main Conference Pass </p>
<p>We will also be posting these materials up on: <a href="www.intel.com/software/gdc"> www.intel.com/software/gdc</a> </p>
<p>Hope to see you there!<br />
Matt </p>
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		<title>Intel Level Up Game Demo Contest - What gets our judges out of bed in the morning?</title>
		<link>http://software.intel.com/en-us/blogs/2012/02/17/intel-level-up-game-demo-contest-what-gets-our-judges-out-of-bed-in-the-morning/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/02/17/intel-level-up-game-demo-contest-what-gets-our-judges-out-of-bed-in-the-morning/#comments</comments>
		<pubDate>Fri, 17 Feb 2012 21:37:00 +0000</pubDate>
		<dc:creator>Mitchell Lum (Intel)</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[LevelUp2011]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/02/17/intel-level-up-game-demo-contest-what-gets-our-judges-out-of-bed-in-the-morning/</guid>
		<description><![CDATA[Picture yourself in ten years. You’ve been making games for a decade. You’ve been to the wars, returned with some successes, some failures (trophies and scars). But you wake up and…what is it that motivates you out of bed? The Level Up Game Demo judges all have to get out of bed in the morning, [...]]]></description>
			<content:encoded><![CDATA[<p>Picture yourself in ten years. You’ve been making games for a decade. You’ve been to the wars, returned with some successes, some failures (trophies and scars). But you wake up and…what is it that motivates you out of bed?</p>
<p>The <a href="http://software.intel.com/sites/campaigns/levelup2011/">Level Up Game Demo</a> judges all have to get out of bed in the morning, but each has a different motivation for doing so. So we put them to the question for you and come back with their thoughts.</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#BlairHerter">Blair Herter, G4TV</a></p>
<p><img src="http://software.intel.com/file/39399"></p>
<p>“While there’s not any one specific thing that gets me out of bed in the morning, I can say that in almost a decade of covering the video game industry I’ve never woken up and thought ‘Man, I have to go to WORK today’.  That is a very good thing.”</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#RomeroBrathwaite">John Romero, Loot Drop, Inc.</a></p>
<p><img src="http://software.intel.com/file/40377"></p>
<p>“Working with a great team that's inspired to do their best every day, and have fun in the process.”</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#ChrisTaylor">Chris Taylor, Gas Powered Games</a></p>
<p><img src="http://software.intel.com/file/38959"></p>
<p>“For me it’s a chance to do something new, something the world has never seen before.”</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#JeffVogel">Jeff Vogel, Spiderweb Software</a></p>
<p><img src="http://software.intel.com/file/38315/"></p>
<p>“The persistent need to buy more food for my children. Alas, after 17 years, a lot of the thrill of creation is done. Now it's just a job, albeit one that is excellent and rewarding in many ways.”</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#WolfgangEngel">Wolfgang Engel, Confetti Special Effects, Inc.</a></p>
<p><img src="http://software.intel.com/file/38316/"></p>
<p>“That I can render a scene so well that it creates excitement and a smile on the face of the people who play the game :-)”</p>
<p><a href="http://software.intel.com/en-us/articles/level-up-2011-judges/#AndySchatz">Andy Schatz, Pocketwatch Games</a></p>
<p><img src="http://software.intel.com/file/40554"></p>
<p>“When I was 7, I used to make games in the living room with my friends.  We made games about the things we were passionate about.</p>
<p>When I was 25 I commuted to work, sat in a cubicle, and made games that were supposed to make money.  They didn't.</p>
<p>Now that I'm 33 I'm making games in the living room again.  They are games that I'm passionate about.  They are games that can support my family.  The thing I love about the game industry is that passion can drive productivity.  I can make the games I want to make, and someone out there will share an interest in them.”</p>
<p><strong>What about you?</strong><br />
What gets you motivated? Leave a comment and let us know!</p>
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		<title>2011 Game Piracy Observations – Have Consoles Failed the Piracy Litmus Test?</title>
		<link>http://software.intel.com/en-us/blogs/2012/01/31/2011-game-piracy-observations-have-consoles-failed-the-piracy-litmus-test/</link>
		<comments>http://software.intel.com/en-us/blogs/2012/01/31/2011-game-piracy-observations-have-consoles-failed-the-piracy-litmus-test/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 23:53:57 +0000</pubDate>
		<dc:creator>Matt Ployhar (Intel)</dc:creator>
				<category><![CDATA[Academic]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Graphics & Media]]></category>
		<category><![CDATA[Intel SW Partner Program]]></category>
		<category><![CDATA[Intel® AppUp Developer Program]]></category>
		<category><![CDATA[Manageability & Security]]></category>

		<guid isPermaLink="false">http://software.intel.com/en-us/blogs/2012/01/31/2011-game-piracy-observations-have-consoles-failed-the-piracy-litmus-test/</guid>
		<description><![CDATA[So I’ll let you all draw your own conclusions; but I’ve been mulling over a few articles released earlier this month around the piracy statistics released via TorrentFreak. The first article I read was Tom’s article on Gamasutra titled “Report: Crysis 2 named most-pirated game of 2011”. That article led me to the link he [...]]]></description>
			<content:encoded><![CDATA[<p>So I’ll let you all draw your own conclusions; but I’ve been mulling over a few articles released earlier this month around the piracy statistics released via TorrentFreak.  The first article I read was Tom’s article on Gamasutra titled “Report: Crysis 2 named most-pirated game of 2011”.  That article led me to the link he posted that takes you to Ernesto’s article posted up on TorrentFreak titled “The Most Pirated Games of 2011”.   They’re both great reads and for those interested in the topic of Piracy I recommend reading through them both; the posted comments are always good to scan as well.  However; I think both articles lead me towards wanting to scrutinize these claims in FAR more depth.</p>
<p>Links to both articles here:<br />
Gamasutra: http://www.gamasutra.com/view/news/39461/Report_Crysis_2_named_mostpirated_game_of_2011.php<br />
TorrentFreak:  http://torrentfreak.com/top-10-most-pirated-games-of-2011-111230/</p>
<p>Here’s a screen capture from the latter site that I’ll be discussing:  (Attributes/Thanks to TorrentFreak &#038; Ernesto)<br />
<a href="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/01/2011_Stats.jpg"><img src="http://software.intel.com/en-us/blogs/wordpress/wp-content/uploads/2012/01/2011_Stats-203x300.jpg" alt="" title="2011_Stats_TorrentFreak" width="203" height="300" class="aligncenter size-medium wp-image-44488" /></a></p>
<p>So let’s dissect this &#038; put things in more context. Besides the obvious exclusion of PS3 data – what stands out to you all? ………………………….  Give up?  Here are the things that stand out the most to me. </p>
<p>1) Does anyone see any Games here that lean on Free to Play/Freemium?  (w/Micro-transactions)<br />
2) Does anyone see any MMO, or Subscriptions based Games here?<br />
3) Does it strike anyone else that these games all appear to originate in the Western Hemisphere?<br />
4) Aren’t most of these games still leaning heavily on the Retail fire &#038; forget release model?<br />
5) Most of the games listed also stand out as those that are candidates for Secondary Sales. <ouch></p>
<p>Ok… yes…. Before I get flamed I do realize that a few of these are dabbling in things like Online Pass, &#038; some platform specific exclusives, Co-Op modes that lean on a great multi-player experience etc., and so forth.  However; I really believe that what we’re seeing occur in Piracy is largely (but not always) a function of these ‘Pirated’ games perhaps not taking, or leveraging more fully, the full tool-set of Business Model Options, Game Design Choices, &#038; or Current Technology that can help reduce, or even in some cases eliminate Piracy outright.  I honestly don’t get it.  That said, not every game might be a good candidate for say the Freemium/Free-to-Play model, or warrants a subscription; however, it seems like the Western Hemisphere’s Game ISVs – could at least consider some form of a hybrid approach to implement at least (1) of these new trends or technologies to tackle Piracy issues.   The alternative is to continue to blame the PC for being a bad platform to publish your game on.  However; I don’t hear this kind of story coming out of Eastern Hemisphere Games Companies such as:  Nexon, TenCent, Shanda, Netease, etc.  So again… I’m at a loss as to why.  Also; is the PC really that bad to publish on after all?  I believe the PC as a platform to bring your games to is far superior as long as one's willing to tap into some of those relatively newer game design choices, business, and distribution models; but it's going to require some changes in our thinking and playing some catch up to other parts of the world.  (Note: Worth adding that localizing your content on day 1 release as globally as possible is also extremely important - especially if you want to reduce Piracy)</p>
<p>Last but not least we have to ask ourselves the following question.  When looking at the links or the posted pic we see that PC is leading piracy rates, then it’s the Wii, then it’s the Xbox 360.  Interestingly enough though, how much of this is due to the active install base of players on those respective platforms?  It’s interesting to note that the higher the Install base, the higher the Piracy rates.  Mere coincidence?  I doubt it. Bear in mind, the volume of GPU capable PC Gamers over say the Xbox 360 platform is at least 4:1. (~250mu to ~60mu).  The Wii has to be somewhere in the neighborhood of at least ~85-90mu or ~3:1 PC to Wii Gamers.  Which is an extremely conservative estimate by the way for PC Gaming but I digress.  So I’ll leave you with this thought.  What would the Piracy rates be on the 360, Wii, or even the PS3 *if* the Active User Install base were at least comparable to that of the PC global install base?   Sadly… I think what you’d see is comparable rates of Piracy; regardless of what platform a Publisher chooses.   The net is this – and in my opinion it appears that:  One: Consoles have failed to truly curb Piracy, and Two: As a result we’ve ended up with an experiment in Consoles that have unfortunately held back gaming and left us with sub-par gaming experiences.  </p>
<p>Perhaps it’s time to break those shackles?!</p>
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