TOPSessions Visual ArtsThis Session
Current and Future: How to create RealTime Demo for HD platform (2/2)
- Date
- September 2 (Thu) 14:50 - 15:50
- Format
- Panel Discussion
Expected Skill | Knowledge about DCC tools |
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Ideas Take Away | The attendees will be shown the approach and production workflow to develop RealTime Demo by established game developers. |
RealTime Demo has different aspects compared to pre-rendered movies.
How to create RealTime Demo with limitation of hardware specification, and how to resolve their problems.
Advantages and disadvantages between RealTime Demo and pre-rendered movies.
Workflow to develop RealTime Demo at each game developer
In this panel discussion, each game developer will explain their technical know-how to attendee in order to go forward to next stage.
This panel discussion presents the approach and production workflow of "Yakuza" series, "Metal Gear Solid" series, "Lost Planet 2" and "NARUTO Shippuden: Ultimate Ninja STORM 2".
* The session contents are based on the information provided by the speakers.
* In complying with speaker's requests, press is not allowed to cover this session.
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Akira Sugiyama
Producer
OLM Digital, Inc.
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Yuichi Higuchi
Lead Artist
CS R&D Dept. #1
Sega Corporation
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Hideki Sasaki
Technical Art Director
Production Dept. Kojima Productions
Konami Digital Entertainment Co.,Ltd.
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Masaya Kobayashi
Senior Artist
Production Dept. Kojima Productions
Konami Digital Entertainment Co.,Ltd.
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Yoshiaki Hirabayashi
Assistant Producer
R&D Strategic Planning Department Producers Section
CAPCOM co., LTD.
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Yukinori Kojima
CAPCOM CO., LTD.
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Koki Yamaguchi
Lead Designer
CyberConnect2 Co.,Ltd.
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Isao Takeshita
Senior Designer
CyberConnect2 Co.,Ltd.