WEBVTT

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>> Everybody, welcome back.

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My name is Adam Szofran.

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We are live here at GDC
at the Microsoft booth.

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We've got some exciting things
going on today.

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Right now, I am here
with Diana and she is

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a Product Marketing Manager

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for the Xbox Live
Creators Program.

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And so, what is the Xbox
Live Creators Program?

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>> Well, hi. It's really
exciting to be here at GDC.

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So, the Xbox Live Creators
Program actually started

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and we first publicize
ourselves in August of 2017.

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So, I mean we've only been
around for about eight months.

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And this is the first GDC

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that we're talking straight

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up about the Creators Program.

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>> Cool.

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>> So, that's a really
exciting time for us.

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What is the Xbox Live Creators
Program? Good question.

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>> Right.

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>> Pretty basic. So, to kind

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of distill it down to
a couple of sentences.

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It's basically, we want to
empower indie developers of

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all skill levels to be able
to publish on to Xbox Live.

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On the Xbox as well as PC.

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And so, we've distill it

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down to make it as
easy as possible

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so there is no concept approval

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needed. You just have to follow.

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>> What you need if you
have like a AAA title.

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>> Exactly. But you
do have to follow

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the Windows Store policy.

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>> Yeah.

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>> That's pretty
basic stuff like

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you don't want something
that is explicitly.

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You don't want to have
explicitly negative things

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in your game and whatever.

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But, we mean, you can find

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those tools online
pretty easily.

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It's pretty easy to follow,
is what we're saying.

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So, no concept approval as
well as simple certification.

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As you mentioned,

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it's certification is
something that AAA studio

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or AAA games to you go
through and it's pretty heavy,

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it's arduous, and it's
just a long process.

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For us, with
the Creators Program,

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we wanted to make it as easy as

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possible and I can't
stress that enough like

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we have different programs
like ID@Xbox,

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we have another programs

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that make it a lot
harder and a lot.

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>> More in-depth.

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>> More in-depth. Yeah.

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And so the Creators Program
was designed with

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the indie developer in mind

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to be able to test their games,

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to show their games

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to a millions of people
on Xbox and on PC.

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>> Very cool.

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>> And, yeah, that what it is.

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>> So, what was

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the inspiration for
the program behind the program?

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>> Yeah. So, I answer that
with my previous answer.

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It's really, there's
two key words of

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empowering and inspiring

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indie developers of
all skill levels.

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So, whether you
are a AAA developer

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and you just kind of wanted to

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published your side
hobby game or we

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have a lot of
husband and wife teams

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that work on something,

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work on their games
and the after work.

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>> That's cool.

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>> So that's a side project
to bring themselves together.

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We have teams ranging from

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one developer to five developers
to more than that.

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>> It seems size doesn't
matter. I regret.

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>> Yeah, team size
doesn't matter,

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team funding doesn't matter.

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They're kind of just
people are working

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on whatever they're
passionate about.

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And when I talk to developers

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for the Creators Program
in the past,

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we've really just said like,

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"This was inspired by
a personal experience."

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Or, to something that

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is like very personal
to them and they

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wanted to create
something that they can

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share with the world
and I think that's,

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that's what really special.

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We really wanted to
empower and inspire

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developers to bring
their games to

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the world and this is what we're

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doing with the Creators Program.

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>> Is that what you love
so much about the program.

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>> Yeah, it is. Yeah. I am not

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a game developer myself

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but with this program, I,

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what I'm really inspired to
bring it to Xbox, I think,

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as a product marketing manager,

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this is something I cannot
100 and 50 percent get behind.

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I'm in marketing because we
really bringing a product to

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life that allows people to
reach their full potential.

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And like I said,

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it's people who
in their day job,

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they're doing something that

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they don't really care about.

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But when they come home and

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they get to work in their game.

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>> They want to do
fun stuff of games,

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which is why everybody's here.

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This is an exciting event and.

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>> Exactly.

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>> So, the marketing manager
that we have on our team

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before was Chrissy
and she developed,

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she had no Game Dev experience.

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>> Yeah.

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>> And she's like,
"You guys are all

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developing here. I wanted
to help develop the game."

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And it may have had
to do with birds

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flying around and doing
things with people's heads.

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We will discuss that but.

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>> Okay.

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>> There's hope, right?

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Let's talk after this about how

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maybe you can start
developing a game.

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>> Yeah. I think, I mean that

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everyone's doing it and
everyone plays a game.

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Statistic I really love.

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It's actually, as a woman
in gaming, technically.

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There are more female gamers
than there are

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male gamers especially
in the mobile world.

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>> That's great.

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>> And women don't tend to
consider themselves as gamers.

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But I think that

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that needs to be changed and
it's on the way of changing.

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People are gaming
more in gaming as

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encompassing more than
just, just playing the game

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on your Xbox but beyond that,

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on the PC, on mobile
and et cetera.

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And then more women are
becoming game developers.

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And that something that we're

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really invested in
as a program to.

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There are some, all-female teams

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that we found as we've been
talking to developers and so,

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we just really
want to make this,

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I just really want to make
this program as inclusive as

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possible and empowering as
possible to whoever you are.

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>> That's great. So, it
sounds like you have a lot of

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personal passion around this.

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>> I do, yeah.

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>> This is a lot of stuff.

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For me, it kind of
a good passion area.

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Is, I like empowering students.

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>> Yeah.

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>> And I know you guys
that something's

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going on on the
student side right now.

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You talk about what
you're engaging in

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the students and
student developers.

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>> Yes. So, like you said,

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we've only been around for about

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eight months but something

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that you realized was that
students are the future, right?

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>> Yep. Absolutely.

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>> That's right.

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That's what sounds
students are the future.

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I was a student pretty recently.

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And the tools that you
use as a student are

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the tools that you
were going to continue

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to use outside of school.

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As you graduate,
a common game developers and

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join a big studio or a small
studio or a medium studio.

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So with that in mind,

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we launched
the pilot program this

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January called The
Creator's Education Program.

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And with that, essentially,

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we're working with
two top game development schools

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in the U.S. currently.

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>> That's great.

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>> We're working
with professors and

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student teams and
the student teams

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are junior senior teams
comprising of,

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I think from a range of
maybe five to 20 students

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working on a game project
for the entire year.

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>> Okay.

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>> And so by nature of that,

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and they get graded for
this program, for these games.

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And so, you know that there
is a level of investment there

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and a level of skill that
we really wanted to happen.

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>> A little bit more committed.

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>> Exactly. So, so
we're working with

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the schools and student teams

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to answer any technical
questions that might come up.

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Provide them with
some extra resources.

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>> That's great.

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>> And seeing what this
Pilot Program will bring into

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the Creators Program by the
end of their spring semester.

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So, we're tracking
around May, June,

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May, June?

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June is after.

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Yeah. So, in that timeline,

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expecting a lot of really good

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student games coming
to that program.

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So, I'll check it out definitely
in that, in that time.

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And with this Pilot Program too,

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I want to emphasize that,

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that we want to get more
students and schools involved.

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>> Yeah. Some of the
hands down coolest

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indie games that I've seen

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were developed by students.

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I mean, they just

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inspiration to work in
what they're doing in

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school and I mean the fact that

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we now have Game Dev programs
as part of schools is.

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>> Yeah.

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>> Is amazing. I
think it's been a long

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time coming. So, really
happened to see it there.

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So, if you are a developer,
can you kind of distill down

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the steps that are required to

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get into the Xbox
Live Creators Program?

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>> Exactly. So,
it's pretty simple.

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One, you start a,

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you sign up for
Dev Center account.

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It's $20 for an individual.
It's a one time cost.

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If you're part of an
organization or a company, it's,

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I believe, $99 for
a group account.

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So, once you have
your Dev Center account,

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you're fully equipped to tap
into all of our resources.

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We have a lot of
great documentation

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that is available
just online for

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a community of developers

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specific to the
Creators Program as

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well as to the Universal
Windows Platform.

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And that's kind of
the next really important step.

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The second step,

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would be to integrate
Xbox Live features.

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>> Okay.

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>> And.

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>> Do the Dev Center account
integrate the features?

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>> Exactly.

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>> When you say to
integrate the features,

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what do you mean?

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>> Yeah. So, so what's
awesome is actually that

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you get to pick that engine
that you want to

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work on to publish your game.

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So, what's special is

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also that we have
partnerships with Unity,

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Construct 2 and 3, GameMaker,
Xenko, and MonoGames,

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and they all, we all
have plugins that are

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built-in with the Xbox Live
features including sign in,

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including presence, Gamertag

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and a bunch of
different features

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that you can deploy
into your game.

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So you can use whatever engine
you want to do that.

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And I forgot to mention Unity.

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Unity is one of them.

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And so, you use the engine of

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your choice to create your game.

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You publish as UWP,

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you integrate all the
Xbox Live features and at

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minimum it is Xbox Live
presence and Gamertag.

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The other stuff like
party chats, like clubs,

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game DVR, Cloud saves,

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those all come with
the Xbox Live package.

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But it's not necessary to
integrate those into your game.

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>> If you want them,
you can have them.

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>> If you want.

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>> So, you don't have to.

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>> Yeah. And I want to emphasize

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that like the more you do

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those social features
especially like

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party chats and clubs,

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the more you allow people
to engage within your game.

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So, you're tapping into,

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I don't know if I
mentioned this but

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55 million gamers
on the console.

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>> That's awesome.

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>> Hundreds of millions on PC.

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And I think those numbers,

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and they're not just the,
you know, the numbers.

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I think we've.

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shown that the Xbox community

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is a very very highly
engaged community of gamers.

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>> Absolutely.

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>> People come back
every day to play.

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>> Oh, yeah. I'm one of them.

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>> Yeah, exactly.

00:10:49.755 --> 00:10:53.820
And these games have
a lot of engagement.

00:10:53.820 --> 00:10:55.305
And so you're tapping into them.

00:10:55.305 --> 00:10:57.180
And the more you allow people to

00:10:57.180 --> 00:11:01.165
engage in the community
with each other as gamers,

00:11:01.165 --> 00:11:04.715
the more you allow
people to come back

00:11:04.715 --> 00:11:08.130
and enable them to come back
and talk to people. Yeah.

00:11:08.130 --> 00:11:09.950
>> So, I'm a developer.

00:11:09.950 --> 00:11:13.660
I'm going to create something
that I want to go in

00:11:13.660 --> 00:11:15.085
the Xbox Live Creators Program.

00:11:15.085 --> 00:11:16.730
What's the difference here
between if I'm doing it,

00:11:16.730 --> 00:11:19.505
let's say, PC versus console.

00:11:19.505 --> 00:11:20.600
>> PC versus?

00:11:20.600 --> 00:11:22.275
>> PC versus console.

00:11:22.275 --> 00:11:26.130
>> Yeah. So, so with
the Creators Program,

00:11:26.130 --> 00:11:29.950
you get the option of
deploying to or publishing to,

00:11:29.950 --> 00:11:32.735
to Windows PC to Xbox console.

00:11:32.735 --> 00:11:34.320
Both, either or whatever.

00:11:34.320 --> 00:11:36.610
Whatever you want to do.

00:11:36.610 --> 00:11:38.280
We've made that easy.

00:11:38.280 --> 00:11:41.025
But what we've noticed is that,

00:11:41.025 --> 00:11:44.180
obviously, publishing for PC

00:11:44.180 --> 00:11:46.825
vs Console is
a different experience.

00:11:46.825 --> 00:11:49.190
And so testing your game is

00:11:49.190 --> 00:11:51.830
an important part
of the process.

00:11:51.830 --> 00:11:54.360
Designing the game
for the living room is

00:11:54.360 --> 00:11:58.480
a very very different experience
and making sure.

00:11:58.545 --> 00:12:01.220
thatyour game is compatible

00:12:01.220 --> 00:12:03.170
with the right kind of setup.

00:12:03.170 --> 00:12:06.405
I think it would be
the main differentiation.

00:12:06.405 --> 00:12:09.250
In terms of
what games I feel like

00:12:09.250 --> 00:12:13.100
are better as PC or console,

00:12:13.100 --> 00:12:16.855
I think, honestly, people
know what good games are,

00:12:16.855 --> 00:12:20.200
and they love playing
them on PC or console.

00:12:20.200 --> 00:12:23.355
And we've made it, through
the Xbox live features,

00:12:23.355 --> 00:12:26.465
we've made it so that you can
pick up where you left off.

00:12:26.465 --> 00:12:29.240
So, as long as you're signed in.

00:12:29.240 --> 00:12:30.435
>> So, when you
say through the PC

00:12:30.435 --> 00:12:31.760
now, are we talking
specifically,

00:12:31.760 --> 00:12:33.555
these are universal
Windows applications

00:12:33.555 --> 00:12:34.655
pulled down from
the Windows Store?

00:12:34.655 --> 00:12:35.200
>> Yeah.

00:12:35.200 --> 00:12:37.745
>> Okay. And same thing,

00:12:37.745 --> 00:12:39.880
we'll talk about where we get
those on the Xbox as well.

00:12:39.880 --> 00:12:40.135
>> Cool.

00:12:40.135 --> 00:12:42.300
>> Now on the Xbox,

00:12:42.300 --> 00:12:45.355
I'm going to need, I want
to deploy something there.

00:12:45.355 --> 00:12:47.805
Can I have in-game purchases

00:12:47.805 --> 00:12:49.450
and can I set
the price for my title?

00:12:49.450 --> 00:12:51.265
>> Yes. Yes, you can. Yeah.

00:12:51.265 --> 00:12:52.665
>> It's easy to do?

00:12:52.665 --> 00:12:53.535
>> It's easy to do. Yeah.

00:12:53.535 --> 00:12:54.980
>> All right. Very good.

00:12:54.980 --> 00:12:58.815
So, a number of years back,
we announced, ID@Xbox.

00:12:58.815 --> 00:12:59.905
And that was a way
that we kind of

00:12:59.905 --> 00:13:01.455
enabled any developers
that were to come,

00:13:01.455 --> 00:13:02.735
get your title in the Xbox.

00:13:02.735 --> 00:13:05.290
What differentiates
the Xbox Live Creators Program

00:13:05.290 --> 00:13:06.970
for what we have at ID@Xbox?

00:13:06.970 --> 00:13:09.090
>> Yeah. We get
that question a lot.

00:13:09.090 --> 00:13:12.385
And the way that I would
consider the relationship

00:13:12.385 --> 00:13:13.905
between ID@Xbox and

00:13:13.905 --> 00:13:16.070
the Creators Program
is that we're really,

00:13:16.070 --> 00:13:17.820
we stand by each other.

00:13:17.820 --> 00:13:21.880
So, the ID@Xbox program is for

00:13:21.880 --> 00:13:24.360
teams that want
to publish a game

00:13:24.360 --> 00:13:27.190
that is not yet at AAA levels.

00:13:27.190 --> 00:13:28.285
>> Okay.

00:13:28.285 --> 00:13:30.390
>> Yeah. But they are.

00:13:30.390 --> 00:13:31.025
>> Indie devs.

00:13:31.025 --> 00:13:33.145
>> Indie devs, who are

00:13:33.145 --> 00:13:35.675
really passionate about bringing
their game to the world.

00:13:35.675 --> 00:13:37.515
So, they work with
account managers,

00:13:37.515 --> 00:13:39.745
they work with
the specialist within

00:13:39.745 --> 00:13:42.755
the ID@Xbox team
through a timeline,

00:13:42.755 --> 00:13:43.835
and they bring their game,

00:13:43.835 --> 00:13:45.175
like Cuphead, for example,

00:13:45.175 --> 00:13:48.950
that recently launched, was
through the ID@Xbox program.

00:13:48.950 --> 00:13:51.880
So, the way to think
about the Creators Program

00:13:51.880 --> 00:13:56.095
is as a stepping stone
into the ID@Xbox program.

00:13:56.095 --> 00:14:01.130
So, we have two major
differentiations.

00:14:01.130 --> 00:14:05.350
We don't allow for achievements
for online multiplayer.

00:14:05.350 --> 00:14:06.755
>> In the Creators Program.

00:14:06.755 --> 00:14:07.845
>> In the Creators Program.

00:14:07.845 --> 00:14:10.775
Our main caveat with
the multiplayer,

00:14:10.775 --> 00:14:15.235
is that couch co-op is
something that you can deploy.

00:14:16.325 --> 00:14:20.795
But those are the kind of
the two main differentiators.

00:14:20.795 --> 00:14:24.620
From the ID@Xbox program
and the Creators Program.

00:14:24.620 --> 00:14:27.735
Beyond that, as I
mentioned previously,

00:14:27.735 --> 00:14:31.105
at concept approval is

00:14:31.105 --> 00:14:34.315
zero and it's
a simple certification

00:14:34.315 --> 00:14:36.355
for the Creators Program.
So you can think of.

00:14:36.355 --> 00:14:37.985
>> Little bit easier
to release the title.

00:14:37.985 --> 00:14:39.210
>> Yeah, you can think of us as

00:14:39.210 --> 00:14:43.980
just an easier way to
publish on to Xbox and PC.

00:14:43.980 --> 00:14:46.665
And you don't get to

00:14:46.665 --> 00:14:48.900
tap into achievements
for online multiplayer.

00:14:48.900 --> 00:14:50.785
>> All right, so we've kind

00:14:50.785 --> 00:14:53.965
of lesser certification
requirement so to say.

00:14:53.965 --> 00:14:56.785
Do these games go where

00:14:56.785 --> 00:14:57.965
all the rest of
the AAA titles and

00:14:57.965 --> 00:14:59.115
everything else are
on the Xbox or there's

00:14:59.115 --> 00:15:01.720
a particular area that folks
go to find these games?

00:15:01.720 --> 00:15:04.025
>> Yeah. So, we've
made it easy to find

00:15:04.025 --> 00:15:05.630
the Creators Program games

00:15:05.630 --> 00:15:08.140
within the Xbox console for one.

00:15:08.140 --> 00:15:10.430
So, if you go to "All games",

00:15:10.430 --> 00:15:12.405
"Browse games" there is

00:15:12.405 --> 00:15:15.475
a grey box that'll say
"Creators Collections".

00:15:15.475 --> 00:15:16.895
So, all the games within

00:15:16.895 --> 00:15:18.345
the Creators Program are

00:15:18.345 --> 00:15:19.825
housed within
the "Creators Collection",

00:15:19.825 --> 00:15:22.545
and then you can access
them all right there.

00:15:22.545 --> 00:15:25.480
It's been really good to have,

00:15:25.480 --> 00:15:29.045
we have reco channels
that show on "Top paid".

00:15:29.045 --> 00:15:32.015
We have some new reco channels

00:15:32.015 --> 00:15:34.445
coming in that we'll
be excited about.

00:15:34.445 --> 00:15:36.300
The "Top paid," like,

00:15:36.300 --> 00:15:38.540
"Best rated" you know,

00:15:38.540 --> 00:15:40.735
they're pretty
standard reco channels.

00:15:40.735 --> 00:15:42.595
But we've made it so you can

00:15:42.595 --> 00:15:44.695
really find the games
that you want,

00:15:44.695 --> 00:15:48.615
that people are receiving well.

00:15:48.615 --> 00:15:50.715
And things that, yeah,

00:15:50.715 --> 00:15:53.325
people are enjoying to play
on the Creators Program.

00:15:53.325 --> 00:15:55.175
>> Now, we've talked
that we can also

00:15:55.175 --> 00:15:57.850
have these features
on the PC as well.

00:15:57.850 --> 00:15:59.925
So, how do find

00:15:59.925 --> 00:16:01.825
it on the Windows Store
to say you're on a PC?

00:16:01.825 --> 00:16:04.660
>> Yeah. So when you

00:16:04.660 --> 00:16:08.500
go and browse games
on the Windows Store,

00:16:08.500 --> 00:16:10.385
if you find a game

00:16:10.385 --> 00:16:11.815
that is within
the Creators Collection,

00:16:11.815 --> 00:16:13.435
it'll say Creators
Collection when you

00:16:13.435 --> 00:16:15.360
scroll down onto the game page.

00:16:15.360 --> 00:16:16.045
>> Got you, okay.

00:16:16.045 --> 00:16:17.175
>> But as of now,

00:16:17.175 --> 00:16:20.395
we don't have a curated space

00:16:20.395 --> 00:16:21.815
for Creators Collection games.

00:16:21.815 --> 00:16:23.835
>> Okay, got you. On the Xbox,

00:16:23.835 --> 00:16:25.135
yes. Windows Store, no.

00:16:25.135 --> 00:16:25.720
>> Not just yet.

00:16:25.720 --> 00:16:28.165
>> That's pretty cool.

00:16:28.165 --> 00:16:30.915
Now, the program is
fairly new, right.

00:16:30.915 --> 00:16:32.040
August of this past year.

00:16:32.040 --> 00:16:33.575
And sometimes giving
a game new console

00:16:33.575 --> 00:16:34.800
can be a decent effort.

00:16:34.800 --> 00:16:37.565
How many games do we have
now inside of that area?

00:16:37.565 --> 00:16:41.875
>> Yeah, so we had
100 hundred a few months ago.

00:16:41.875 --> 00:16:43.775
So, people are really

00:16:43.775 --> 00:16:45.345
finding out about
the Creators Program,

00:16:45.345 --> 00:16:49.790
and really it's been amazing
just to kind of to uptake.

00:16:49.790 --> 00:16:52.025
And now, I think
we're at in the range

00:16:52.025 --> 00:16:54.600
of 150 to 200 games across the.

00:16:54.600 --> 00:16:56.875
platforms, which is awesome.

00:16:56.875 --> 00:16:58.615
>> That's cool. What kind of
games do you see in there?

00:16:58.615 --> 00:17:02.895
>> Honestly, you see
a lot of throwbacks,

00:17:02.895 --> 00:17:04.935
you see a lot of
like arcade games,

00:17:04.935 --> 00:17:07.665
and things that really like
bring your nostalgia back.

00:17:07.665 --> 00:17:10.640
About the games, like I
loved my game boy back then.

00:17:10.640 --> 00:17:12.905
And I'm seeing a lot
of games like are

00:17:12.905 --> 00:17:15.425
reminiscent of
those, of that style.

00:17:15.425 --> 00:17:18.085
>> I do love what's going
on in that area right now.

00:17:18.085 --> 00:17:20.175
Growing up on some of
the early Atari days.

00:17:20.175 --> 00:17:21.375
For me, I'm just

00:17:21.375 --> 00:17:23.055
excited about what we see
right now. This is pretty cool.

00:17:23.055 --> 00:17:26.145
>> I mean, I think it tugs
at your heartstrings, right.

00:17:26.145 --> 00:17:29.520
In a way that shooter
games might not.

00:17:29.520 --> 00:17:32.385
But there are
those kinds of games,

00:17:32.385 --> 00:17:34.695
there are some horror games,

00:17:34.695 --> 00:17:36.380
and some thriller games,

00:17:36.380 --> 00:17:38.560
and others just
like cartoon games.

00:17:38.560 --> 00:17:41.065
Like, we really have
just a diverse range.

00:17:41.065 --> 00:17:42.640
And, as I said,

00:17:42.640 --> 00:17:46.840
I think once you talk to
developers and understand what

00:17:46.840 --> 00:17:49.435
the story line is and
how it connects to

00:17:49.435 --> 00:17:52.015
their life's experiences,
it's really awesome.

00:17:52.015 --> 00:17:54.855
And telling of the fact
that people have had

00:17:54.855 --> 00:17:57.065
such interesting experiences
in their lives

00:17:57.065 --> 00:17:59.400
and they're bringing it to
life through these games.

00:17:59.400 --> 00:18:01.605
>> That's really
great. Now, being

00:18:01.605 --> 00:18:04.015
here at GDC and talking
to game developers,

00:18:04.015 --> 00:18:05.580
what's some of the feedback

00:18:05.580 --> 00:18:06.885
that you've heard
about the program,

00:18:06.885 --> 00:18:08.015
and excitement
about the program,

00:18:08.015 --> 00:18:09.425
or what's the overall
reception been like?

00:18:09.425 --> 00:18:11.625
>> Yeah, I think
the reception is good.

00:18:11.625 --> 00:18:13.175
We're still early in GDC.

00:18:13.175 --> 00:18:16.685
So, my ears are in-tune,

00:18:16.685 --> 00:18:19.020
so whatever feedback
that we get, I think,

00:18:19.020 --> 00:18:20.505
because we're so new,

00:18:20.505 --> 00:18:23.345
we're always open to feedback,

00:18:23.345 --> 00:18:26.220
whatever feature expansions
that people are looking for.

00:18:26.220 --> 00:18:28.595
Kind of support that
they might need,

00:18:28.595 --> 00:18:30.475
"Is our documentation
a little out of date?"

00:18:30.475 --> 00:18:32.150
Like, let us know.

00:18:32.150 --> 00:18:35.190
But I think that
a really good piece

00:18:35.190 --> 00:18:36.380
of feedback has been,

00:18:36.380 --> 00:18:38.340
that people are really excited

00:18:38.340 --> 00:18:41.320
that Xbox is reinvesting
in indie developers.

00:18:41.320 --> 00:18:42.985
And now we have ID@Xbox,

00:18:42.985 --> 00:18:46.460
but I think with
the Creators Program,

00:18:46.460 --> 00:18:49.295
they're saying that you're

00:18:49.295 --> 00:18:52.095
reaching a wider range
of indie developers.

00:18:52.095 --> 00:18:54.540
Indie developers is not
just this small section

00:18:54.540 --> 00:18:57.545
of people in indie dev studios.

00:18:57.545 --> 00:18:59.935
It's people who as I said,

00:18:59.935 --> 00:19:03.530
work on this, work on game
projects in their free time.

00:19:03.530 --> 00:19:05.060
They're husband and wife teams.

00:19:05.060 --> 00:19:08.185
They're student teams and

00:19:08.185 --> 00:19:09.610
they're not getting
paid for their work

00:19:09.610 --> 00:19:11.045
or they're getting
paid for their work.

00:19:11.045 --> 00:19:12.125
But with the Creators Program,

00:19:12.125 --> 00:19:16.115
we're finally reaching all
of them, the entire spectrum.

00:19:16.115 --> 00:19:16.525
>> Make it easy.

00:19:16.525 --> 00:19:18.085
No matter what the background,
it's easy to get into.

00:19:18.085 --> 00:19:19.815
>> Exactly, and I think

00:19:19.815 --> 00:19:22.425
people are really
appreciative of that.

00:19:22.425 --> 00:19:25.015
So, I'm really liking
that and hopefully,

00:19:25.015 --> 00:19:26.570
we're over to hear some negative

00:19:26.570 --> 00:19:28.365
feedback and positive feedback.

00:19:28.365 --> 00:19:30.850
So, I'm really excited to
hear what people have to say.

00:19:30.850 --> 00:19:32.015
>> I'm a developer and as

00:19:32.015 --> 00:19:33.175
soon as this came
out I tried it.

00:19:33.175 --> 00:19:36.380
I said, "Let me see how
easy this workflow is."

00:19:36.380 --> 00:19:38.265
Also, about to say it
in a second but how

00:19:38.265 --> 00:19:40.610
does a developer get
started in this?

00:19:40.610 --> 00:19:43.325
>> So, as I said, the first step

00:19:43.325 --> 00:19:45.095
would be to start at Dev Center.

00:19:45.095 --> 00:19:47.800
So, you sign up for
a Dev Center account.

00:19:47.800 --> 00:19:50.695
And then you would
publish as a UWP

00:19:50.695 --> 00:19:52.865
and integrate
Xbox Live features.

00:19:52.865 --> 00:19:53.935
>> So, we've got a handful

00:19:53.935 --> 00:19:55.440
different engines that
are supported there.

00:19:55.440 --> 00:19:57.275
>> Exactly.

00:19:57.275 --> 00:19:59.225
To reiterate, it was Unity,

00:19:59.225 --> 00:20:03.905
MonoGames, Xenko, Construct
2 and 3 and GameMaker.

00:20:03.905 --> 00:20:06.355
>> And if you want to do
direct in Visual Studio,

00:20:06.355 --> 00:20:07.125
if you want to just hand-code

00:20:07.125 --> 00:20:08.235
everything yourself,
that's cool too.

00:20:08.235 --> 00:20:08.665
>> Exactly.

00:20:08.665 --> 00:20:09.755
>> And we talked about

00:20:09.755 --> 00:20:11.180
Dev Center, I think
the account is,

00:20:11.180 --> 00:20:12.740
for 19 bucks a year,

00:20:12.740 --> 00:20:14.225
lasts you for life, right?

00:20:14.225 --> 00:20:14.555
>> Yes.

00:20:14.555 --> 00:20:18.775
>> Which is kind of nice.
Export from your own engine,

00:20:18.775 --> 00:20:20.415
deploy to the Xbox in dev mode

00:20:20.415 --> 00:20:22.905
or export from the engine
to Visual Studio,

00:20:22.905 --> 00:20:24.780
deploy to the engine
in dev mode,

00:20:24.780 --> 00:20:27.280
and deploy to
the Xbox in dev mode.

00:20:27.280 --> 00:20:29.505
Easy as that. Like it
literally is easy as that.

00:20:29.505 --> 00:20:31.015
I tested it myself.
It's pretty good.

00:20:31.015 --> 00:20:32.465
>> Yeah, so you can

00:20:32.465 --> 00:20:34.605
publish your game and
you'll get approved.

00:20:34.605 --> 00:20:36.195
There's a range
of days depending

00:20:36.195 --> 00:20:38.490
on what the queue
is for approvals.

00:20:38.490 --> 00:20:43.230
But I've seen games go up in
a day after they published.

00:20:43.230 --> 00:20:45.615
So, it's really quick

00:20:45.615 --> 00:20:47.810
and you get to
iterate on your game,

00:20:47.810 --> 00:20:50.740
you can publish different
versions of your game,

00:20:50.740 --> 00:20:53.645
you can publish a preview of
your game before you launch.

00:20:53.645 --> 00:20:56.415
So, this is just a
platform for people

00:20:56.415 --> 00:20:58.135
to do with it what they

00:20:58.135 --> 00:20:59.835
will and show
their games to the world.

00:20:59.835 --> 00:21:02.345
>> All right, lastly. How
does somebody get started?

00:21:02.345 --> 00:21:03.405
Another is, where
do they go to find

00:21:03.405 --> 00:21:05.195
information out
about the program?

00:21:05.195 --> 00:21:07.365
What they need to do
is a developer to?

00:21:07.365 --> 00:21:09.580
What are the steps,
not what are the steps.

00:21:09.580 --> 00:21:11.535
How do they find out about
where they can do this at?

00:21:11.535 --> 00:21:15.055
>> Yeah. So, we have a lot
of documentation online.

00:21:15.055 --> 00:21:20.165
So, if you check on
Microsoft's homepage,

00:21:20.165 --> 00:21:23.485
if you check in or if you
type in the Creators Program,

00:21:23.485 --> 00:21:24.675
you'll find our home page,

00:21:24.675 --> 00:21:27.110
you'll find all those steps
distilled down,

00:21:27.110 --> 00:21:29.860
you'll find all the links
to the Dev Center,

00:21:29.860 --> 00:21:34.280
links to documentation,

00:21:34.280 --> 00:21:37.865
pictures of all the engines
that we support, et cetera.

00:21:37.865 --> 00:21:39.120
So, you have all
of the resources

00:21:39.120 --> 00:21:40.880
right there on our homepage.

00:21:40.880 --> 00:21:43.945
>> Right before we
started the interview,

00:21:43.945 --> 00:21:44.975
I decided to check it out,

00:21:44.975 --> 00:21:46.195
because we've had
a huge motion at

00:21:46.195 --> 00:21:49.755
Microsoft to really get
our new documentation,

00:21:49.755 --> 00:21:51.845
really revamped
and in one location

00:21:51.845 --> 00:21:53.255
because we've kind of
been all over for a while.

00:21:53.255 --> 00:21:54.735
So, now we've got
docs at Microsoft.com.

00:21:54.735 --> 00:21:56.500
I was just like, you
know what, let me see,

00:21:56.500 --> 00:21:58.485
if this is up on docs
at Microsoft.com.

00:21:58.485 --> 00:22:00.075
And sure enough,
getting started with

00:22:00.075 --> 00:22:01.355
the Xbox Live Creators Program

00:22:01.355 --> 00:22:02.465
was there with
all the steps I needed.

00:22:02.465 --> 00:22:03.660
So, you guys have done

00:22:03.660 --> 00:22:05.195
a great job with getting
that information out there.

00:22:05.195 --> 00:22:05.935
So, I appreciate that.

00:22:05.935 --> 00:22:06.275
>> Thank you.

00:22:06.275 --> 00:22:07.765
>> This is exciting, I
can't wait to talk to

00:22:07.765 --> 00:22:09.535
some other developers
during the rest of GDC

00:22:09.535 --> 00:22:11.185
and let's move
back and talk about

00:22:11.185 --> 00:22:13.060
game development for you
as the next step too.

00:22:13.060 --> 00:22:13.395
>> Yeah.

00:22:13.395 --> 00:22:13.715
>> All right.

00:22:13.715 --> 00:22:14.265
>> All right. Thank you.

00:22:14.265 --> 00:22:16.155
>> Thank you Diane, this has
been a pleasure to have you,

00:22:16.155 --> 00:22:17.240
and we'll chat some more,

00:22:17.240 --> 00:22:19.365
and tune into us in
just a little bit.

00:22:19.365 --> 00:22:20.445
We have some more
exciting interviews

00:22:20.445 --> 00:22:22.455
to come up and
thank you very much.

