Dude, depending on the number of projectors in your 360 and the number of IG's running the graphics you need to create a rig of cameras in Maya in the same configuration. I am a couple of years rusty on Maya, but such a rig should not be overly hard with parenting , the relationship editor or similar. If you have a system with a single IG and say 3 high end quadro's feeding the projectors you can simply render and comp to a single wide image and play it via VLC. If you are outputing for a specific system match the resolution to avoid scaling aretfacts. On a cluster you will need a video player that has some synchronisation capability, either via a software master/slave or timecode pulse etc. If you don't have this you will get very bad frame tearing. There are video players out there for this.
The 360 will likley contain software or some sort of hardware that deals with overlaps and screen geometry (bend and blend) so you don't normaly need to worry about this, otherwise it's a pain, needing rendering to geometry that matches the screen for pre bending the image so when it hits the wall it is warped correctly . Regardless just setup the cameras and maya's rendering to output each camera to some sort of naming/padding scheme that makes sense. Most 360 content does not work very well if you do too much rotation about the eye point in any axis, in my experience doing this ends after a while in people blowing chunks more ofen than not. Also motion is best smooth and with plenty of ease in/out. Sudden acceleraion/deceleration and rapid changes in direction will likwise trigger a green out. 360's show up any offset from the eyepoint, so the best perspective is from dead centre. You havn't mentioned , if the 360 is mono or stero and if stereo what tech is driving the stereo 3d, stereo of course requires double the camera count offset by the interpupilar distance, plus some fudge factor. Again most system let you tweak this so no big deal.