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	<title>Channel 9 - Entries tagged with Corrinne Yu</title>
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    <itunes:summary></itunes:summary>
    <itunes:author>Microsoft</itunes:author>
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      <title>Channel 9 - Entries tagged with Corrinne Yu</title>
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    <description>Channel 9 keeps you up to date with the latest news and behind the scenes info from Microsoft that developers love to keep up with. From LINQ to SilverLight – Watch videos and hear about all the cool technologies coming and the people behind them.</description>
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    <pubDate>Tue, 21 May 2013 13:23:36 GMT</pubDate>
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  <item>
      <title>Corrinne Yu - Principal Engine Architect for Halo Team Microsoft: Part Two</title>
      <description><![CDATA[
<p>Corrinne Yu is the Principal Engine Architect for Halo Team Microsoft. In this video, she drops by the&nbsp;Channel 9 Studio for Part Two of her interview. You can watch
<a shape="rect" href="http://channel9.msdn.com/shows/InsideXbox/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft-Part-One/" shape="rect">
Part One here</a>. All questions for Corrinne were asked by YOU, the Channel 9 audience. Here is a list of some of the questions she answers:&nbsp;
<br /><br /><strong>JamboGT:</strong> I am currently at a University where I am studying C&#43;&#43; programming, game design and game system architecture as well as a few other related modules. What I want to ask you is what extra things should I take onboard myself to learn
 that would help in regards to the industry and help me stand out from the other prospective games programmers?&nbsp;
</p>
<p><strong>Keithoconor:</strong> Given the possibilities the raw horsepower of the SPU has opened up for parallelizing graphics techniques that would otherwise be impractical in real-time, what sort of processor architecture would you like to see prevailing
 in the next generation of Xbox and consoles in general?</p>
<p>&nbsp;<br /><strong>Ion Todirel:</strong> Suppose you are on a team who develops a game for 2 different platforms, e.g. XBOX360 and PS3. You (Corrinne) mentioned that you prefer to own the code bases, what would you do in this case, have 2 separate code bases with some
 common ground or use an engine that has ports on both platforms? Or port your own engine to PS3 (that would presumably end with another code base)?</p>
<p>&nbsp;</p>
<p><strong>Ion Todirel:</strong> What do you think about XNA, does it have a place outside of arcade games? Could there be a place for Bartok in the video games industry?</p>
<p>&nbsp;</p>
<p><strong>Magicalclick:</strong> I want to know, anything from mesh/texture generation concept? And tools that can produce a really nice looking mesh/texture during gameplay without much processing?</p>
<p>&nbsp;</p>
<p><strong>Ecaradec:</strong> You talked about frequency space in a precedent interview. What kind of issues are best solved in frequency space? How much of an engine is rewritten between games? Do you have some advice on software design?</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/corrinne-yu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:344ebd80ef464012a7a19deb000d8ec9">]]></description>
      <comments>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-for-Halo-Team-Microsoft-Part-Two</comments>
      <itunes:summary>
Corrinne Yu is the Principal Engine Architect for Halo Team Microsoft. In this video, she drops by the&amp;nbsp;Channel 9 Studio for Part Two of her interview. You can watch

Part One here. All questions for Corrinne were asked by YOU, the Channel 9 audience. Here is a list of some of the questions she answers:&amp;nbsp;
JamboGT: I am currently at a University where I am studying C&amp;#43;&amp;#43; programming, game design and game system architecture as well as a few other related modules. What I want to ask you is what extra things should I take onboard myself to learn
 that would help in regards to the industry and help me stand out from the other prospective games programmers?&amp;nbsp;
 
Keithoconor: Given the possibilities the raw horsepower of the SPU has opened up for parallelizing graphics techniques that would otherwise be impractical in real-time, what sort of processor architecture would you like to see prevailing
 in the next generation of Xbox and consoles in general? 
&amp;nbsp;Ion Todirel: Suppose you are on a team who develops a game for 2 different platforms, e.g. XBOX360 and PS3. You (Corrinne) mentioned that you prefer to own the code bases, what would you do in this case, have 2 separate code bases with some
 common ground or use an engine that has ports on both platforms? Or port your own engine to PS3 (that would presumably end with another code base)? 
&amp;nbsp; 
Ion Todirel: What do you think about XNA, does it have a place outside of arcade games? Could there be a place for Bartok in the video games industry? 
&amp;nbsp; 
Magicalclick: I want to know, anything from mesh/texture generation concept? And tools that can produce a really nice looking mesh/texture during gameplay without much processing? 
&amp;nbsp; 
Ecaradec: You talked about frequency space in a precedent interview. What kind of issues are best solved in frequency space? How much of an engine is rewritten between games? Do you have some advice on software design? 
</itunes:summary>
      <itunes:duration>2804</itunes:duration>
      <link>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-for-Halo-Team-Microsoft-Part-Two</link>
      <pubDate>Wed, 19 May 2010 20:00:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>7</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-for-Halo-Team-Microsoft-Part-Two/RSS</wfw:commentRss>
      <category>Corrinne Yu</category>
      <category>Xbox Halo</category>
    </item>
  <item>
      <title>Corrinne Yu - Principal Engine Architect, Halo Team Microsoft:  Part One</title>
      <description><![CDATA[
<p>Corrinne Yu stops by the Channel 9 Studio once again to answer your questions.&nbsp; We split this interview into Two Parts because we talked for well over an hour and a half.&nbsp; Some of your questions&nbsp;she answers in Part One include:&nbsp; &nbsp;</p>
<p><b>Intelman:</b>&nbsp; What are her thoughts on PC gaming?&nbsp; What does she think about the future of console gaming?</p>
<p><b>Intelman:</b>&nbsp; If she could reconstruct gaming how would she do it?&nbsp; Would there still be separate consoles, separate developing platforms or would she like it unified?</p>
<p><b>Intelman:</b>&nbsp; I’d like to know where she see’s game programming going forward and by proxy Direct X/Open GL as well as programming languages?</p>
<p><b>W3bbo:</b>&nbsp; It’s been over seven years now, what do you and your development team think about focusing and developing a single engine (from a technical perspective) over such a long period of time as opposed to having broader interests and IPs as other
 companies have done like Blizzard and EA’s SAGE?<br /><br /><b>Spivonious</b>:&nbsp; With the current push for 3D on TVs, are game developers once again looking at 3D? I remember shutter glasses back in the mid 90s but they never really caught on.&nbsp; Or is this more a driver issue?</p>
<p>&nbsp;<b>ZippyV:</b>&nbsp; Does she work together with other big people in the gaming world like John Carmack and Tim Sweeney?</p>
<p>&nbsp;<b>CreamFilling512:</b>&nbsp; The Xbox 360 will be 5 years old soon, how much further can graphics be pushed on the console?&nbsp; Can we still expect to see new rendering techniques implemented, or is it starting to show its age?<br /><br />If you missed our very first interview with Corrinne Yu you can <a shape="rect" href="http://channel9.msdn.com/shows/InsideXbox/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft/" shape="rect">
watch it here</a>.&nbsp; </p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/corrinne-yu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:9017afec43ea4de481509deb000d94ef">]]></description>
      <comments>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft-Part-One</comments>
      <itunes:summary>
Corrinne Yu stops by the Channel 9 Studio once again to answer your questions.&amp;nbsp; We split this interview into Two Parts because we talked for well over an hour and a half.&amp;nbsp; Some of your questions&amp;nbsp;she answers in Part One include:&amp;nbsp; &amp;nbsp; 
Intelman:&amp;nbsp; What are her thoughts on PC gaming?&amp;nbsp; What does she think about the future of console gaming? 
Intelman:&amp;nbsp; If she could reconstruct gaming how would she do it?&amp;nbsp; Would there still be separate consoles, separate developing platforms or would she like it unified? 
Intelman:&amp;nbsp; I’d like to know where she see’s game programming going forward and by proxy Direct X/Open GL as well as programming languages? 
W3bbo:&amp;nbsp; It’s been over seven years now, what do you and your development team think about focusing and developing a single engine (from a technical perspective) over such a long period of time as opposed to having broader interests and IPs as other
 companies have done like Blizzard and EA’s SAGE?Spivonious:&amp;nbsp; With the current push for 3D on TVs, are game developers once again looking at 3D? I remember shutter glasses back in the mid 90s but they never really caught on.&amp;nbsp; Or is this more a driver issue? 
&amp;nbsp;ZippyV:&amp;nbsp; Does she work together with other big people in the gaming world like John Carmack and Tim Sweeney? 
&amp;nbsp;CreamFilling512:&amp;nbsp; The Xbox 360 will be 5 years old soon, how much further can graphics be pushed on the console?&amp;nbsp; Can we still expect to see new rendering techniques implemented, or is it starting to show its age?If you missed our very first interview with Corrinne Yu you can 
watch it here.&amp;nbsp;  
</itunes:summary>
      <itunes:duration>2139</itunes:duration>
      <link>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft-Part-One</link>
      <pubDate>Tue, 11 May 2010 07:19:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>17</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft-Part-One/RSS</wfw:commentRss>
      <category>Corrinne Yu</category>
    </item>
  <item>
      <title>Corrinne Yu:  Principal Engine Architect, Halo Team Microsoft </title>
      <description><![CDATA[
<p>Corrinne Yu is Principal Engine Architect at Halo Team Microsoft. She is a 1st Party Halo Lead. She is the first and only female Technical Lead of the whole Microsoft Game Studios. With almost 20 years of programming experience in large companies, she has
 programmed games and engines since the beginning of the 3D game industry and was an early pioneer of game engine development. She has worked as Director of Technology of several 3D game companies like ION Storm and Gearbox and was Lead Programmer of an early
 version of the Prey engine. She is the first female founding member of Microsoft's Direct 3D Advisory Board and Graphics Advisory Board. Besides gaming, she had programmed on the Space Shuttle Project at Rockwell International California. She had designed
 and conducted accelerator experiments at LINAC in California and the accelerator at Brookhaven National Laboratory. Her nuclear physics research had won her a national award from the U.S. Department of Energy. She volunteered time in the past to advise on
 CUDA, visual computer and GPU simulation at NVidia. She remains active on the GAB and continues to volunteer time to review the designs of new Direct 3Ds.</p>
 <img src="http://m.webtrends.com/dcs1wotjh10000w0irc493s0e_6x1g/njs.gif?dcssip=channel9.msdn.com&dcsuri=http://channel9.msdn.com/Tags/corrinne-yu/RSS&WT.dl=0&WT.entryid=Entry:RSSView:49270ca81a8442f09c999deb002afed5">]]></description>
      <comments>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft</comments>
      <itunes:summary>
Corrinne Yu is Principal Engine Architect at Halo Team Microsoft. She is a 1st Party Halo Lead. She is the first and only female Technical Lead of the whole Microsoft Game Studios. With almost 20 years of programming experience in large companies, she has
 programmed games and engines since the beginning of the 3D game industry and was an early pioneer of game engine development. She has worked as Director of Technology of several 3D game companies like ION Storm and Gearbox and was Lead Programmer of an early
 version of the Prey engine. She is the first female founding member of Microsoft&#39;s Direct 3D Advisory Board and Graphics Advisory Board. Besides gaming, she had programmed on the Space Shuttle Project at Rockwell International California. She had designed
 and conducted accelerator experiments at LINAC in California and the accelerator at Brookhaven National Laboratory. Her nuclear physics research had won her a national award from the U.S. Department of Energy. She volunteered time in the past to advise on
 CUDA, visual computer and GPU simulation at NVidia. She remains active on the GAB and continues to volunteer time to review the designs of new Direct 3Ds. 
</itunes:summary>
      <itunes:duration>2253</itunes:duration>
      <link>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft</link>
      <pubDate>Mon, 23 Nov 2009 15:34:00 GMT</pubDate>
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      <dc:creator>Tina</dc:creator>
      <itunes:author>Tina</itunes:author>
      <slash:comments>33</slash:comments>
      <wfw:commentRss>http://channel9.msdn.com/Shows/TechWithTina/Corrinne-Yu-Principal-Engine-Architect-Halo-Team-Microsoft/RSS</wfw:commentRss>
      <category>Corrinne Yu</category>
      <category>Halo</category>
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