SVG in XNA
Wam Games shares some insight (and code!) about utilizing SVG in XNA.
Scalable Vector Graphics (SVG) seemed an ideal format for authoring the enemy paths in Retrofit: Overload but it turned out to be much harder to parse than it appeared at first sight. Fortunately the open-source SVG Rendering Engine works very nicely for reading SVG files in our content pipeline.
It might be worth noting that this does not cover rendering of the SVG, only the extraction of definitions.
External Happenings
Promit Roy shares a KISS way to serialize interfaces with the .NET serializers (with a bit more work it might even be possible to emit valid XML).
Nick Gravelyn scales retro sprites at build time with a KISS custom content importer.
And last but not least Stephen Styrchak found the code for his custom game template exporter and pushed it onto CodePlex.