Thanks for sharing that here.
Out of curiosity, and since the kind of viewer this thread will attract, I have a question to pose to anyone who passes through.
I think XNA was a great thing, why do you think it was great? What was or wasn't great about it?
A few things to ponder:
Being based on C# is touted as simplifying in large part because of its garbage collection, but in reality you often had to manage object lifetimes carefully anyways, lest your collection activity spike and cause you to drop several frames. Was C# really as beneficial to XNA as people say, or was it the simplified, internally-consistent framework end-to-end? Docs? Samples? Something else?
If ease-of-use was on a similar level, would an XNA-ish API based on C++ be attractive to you, or is C++ too high a hurdle, or a complete non-starter?
How usable was the content pipeline? Did you ever need to extend it to support your own content types or was it mostly good as is?
What was it lacking? What does a hypothetical XNA of tomorrow look like compared to XNA as it exists today?
What drew you to XNA in the first place? Was it the ease-of-use? Docs and Samples? Xbox 360 deployment? Windows Phone? Because it was an "official" path for game dev with .Net? Maybe you were a Managed DirectX refugee?
I've been thinking a lot about this space and the refugee XNA developer base, so I'd really be interested in hearing people's thoughts.