On any new platform, there usually exists a host of caveats, gotchas, and unique requirements that one needs to be cognizant of during development of a game. Any number of these, if not dealt with correctly, can prevent a game from shipping. Find out what some of these issues are, how to test for them, and how testing for Windows Phone differs from testing on other platforms.
The end of 2010 introduced the world to Windows Phone. As part of its launch portfolio, users gained access to games that connect to Xbox LIVE and the ability to score achievements. While this was a win for consumers and a great step forward for Microsoft, the launch of a new platform with a new type of LIVE-enabled games posed great challenges in Certification. This presentation reviews the lessons learned, examines the current state of affairs, and looks to the future of certification on a mobile platform.
Learn everything you always wanted to know but were afraid to ask about building cloud services for your mobile title. This presentation will give an introduction to Azure development, concrete code, and examples showing "tracer bullet" approaches to working with cloud storage on Windows Phone. It also gives examples of how you can use Azure cloud services to add exciting and novel functionality to your mobile game.
We’ve become accustomed to Xbox LIVE avatars in our living rooms and in our workplaces, but what about carrying them around in our pockets? Come explore what you can do today with avatars on mobile devices, and learn about the future of Xbox LIVE avatars on Windows Phone