FROM: GamePlayScreen.cs, HandleInput:
                // Otherwise move the player position. Modified to allow for DPad use as a test.
                Vector2 movement = Vector2.Zero;

                if (keyboardState.IsKeyDown(Keys.Left) || gamePadState.DPad.Left == ButtonState.Pressed)
                    movement.X--;

                if (keyboardState.IsKeyDown(Keys.Right) || gamePadState.DPad.Right == ButtonState.Pressed)
                    movement.X++;

                if (keyboardState.IsKeyDown(Keys.Up) || gamePadState.DPad.Up == ButtonState.Pressed)
                    movement.Y--;

                if (keyboardState.IsKeyDown(Keys.Down) || gamePadState.DPad.Down == ButtonState.Pressed)
                    movement.Y++;

                Vector2 thumbstick = gamePadState.ThumbSticks.Left;

                movement.X += thumbstick.X;
                movement.Y -= thumbstick.Y;

                if (movement.Length() > 1)
                    movement.Normalize();

                playerPosition += movement * 2;
                
FROM: GamePlayScreen.cs, Update:
                /// <summary> The old update code from the ScreenManager sample.
                /// // Apply some random jitter to make the enemy move around.
                ///                 const float randomization = 10;
                ///                 enemyPosition.X += (float)(random.NextDouble() - 0.5) * randomization;
                ///                 enemyPosition.Y += (float)(random.NextDouble() - 0.5) * randomization;
                ///                 // Apply a stabilizing force to stop the enemy moving off the screen.
                ///                 Vector2 targetPosition = new Vector2(200, 200);
                ///                 enemyPosition = Vector2.Lerp(enemyPosition, targetPosition, 0.05f);
                ///
                /// </summary>


From: GamePlayScreen.cs, Draw:

            // Our player and 'enemy' are both actually just text strings.
            SpriteBatch spriteBatch = ScreenManager.SpriteBatch;

            spriteBatch.Begin();

            spriteBatch.DrawString(gameFont, "// TODO", playerPosition, Color.Green);

            spriteBatch.DrawString(gameFont, "Insert Gameplay Here",
                                   enemyPosition, Color.DarkRed);

            spriteBatch.End();