Foreword

Back in 2006, the XNA team started working on a technology that would evolve into the product you’ll soon be reading about — XNA Game Studio 3.0. At the heart of all the technical efforts we had going on, such as prototyping, designing, and testing, we had a vision that we were trying to achieve. That vision was to enable anyone to create games for the Xbox 360 console, even if it was only one person and he or she didn’t have much programming experience. In essence, we wanted to lower the barrier to entry for game development and, to put it simply, bring back some of the “fun” of playing the roles of designer, artist, and programmer on your own game.

For me, this vision brings back many fond memories of game development and some of the ...

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