Definition of CEDEC Session Genres
*Items listed in green text is a topic that is of particular interest in CEDEC2014
ENG(Engineering)
The Engineering field deals with computer entertainment system development technology, development management and more.
* Very often challenges and technologies in software developement are discussed. For these presentations, we would like also include discussions about challenges and technologies in hardware.
Along with those presentations, we would like to take a step back and take a look at the whole picture of development. To that end, we would like to open the presentations to any developer related topics. Possible topics could include developer motivation, training, stress, environment, or project management.
- Examples of glasses, wearables, scanners, projectors and other devices to be used for entertainment
- Examples of using procedural techniques
- Utilizing server-side GPU
Development Technology
- Topics about programming languages.
- Low-Level programming (multi-core, multi-thread control, optimization and high-speed technologies, memory management, etc.)
- Examples and thoughts on Architecture designs (design patterns etc.)
- Platform specific technologies and examples (Console, smartphone, WEB, etc.)
- Topics about Development Environments(Compiler, toolchain, IDE and In-house tools, etc.)
- Development Environment Structure(Compiler, toolchain, IDE and In-house tools, etc.)
- Technology for enabling Cross platform/Cross generation development
- Digital content protection technology (DRM, encryption, etc.)
- How to effectively use the GPU and the APU
- An introduction to embedded device programming for software engineers
- Examples of collaboration between the computer entertainment industry and other types of industries
- Examples of resource and asset management
- Highly specialized technology (Physical simulation, AI, Drawing, Character control, collision, UI, etc.)
- Examples of using cloud computing effectively
Development Management
- Quality Assurance (QA) process and test engineering, Agile testing
- Workflow optimization, visualization
- Agile Practices, development process
- Organizational initiatives related to Adaptive development
- Initiatives to promote communication and information sharing
- Teamwork initiatives for motivation management and productivity improvement
VA(Visual Arts)
The Visual Arts genre covers production technologies and methods and instances relating to game art and animations.
Rendering expressions
- Shading control by artists
- Lighting control by artists
- Instances of the state-of-the-art lighting techniques
- Toon shading
- Image stylization
Model
- Sculpting modeling
- Procedural generation of resources
- 3D printer-related
- Image-based modeling
Animation
- Procedural animation
- AI collaboration
- Special animation expressions
- RIG-related
- Camera control
Effects
- Fluid simulations
- Dynamics and physical simulations
- Artistic particle control
- Instances of state-of-the-art effects
Motion capture
- Performance capture
- Image-based facial motion capture
- Motion capture systems such as Kinect
- Real-time character performance
- Coordination with game engines
GUI
- Multi-platform support
- 3D imaging support
- Instances of design techniques
Visual works
- Concept art
- Design works
- Character design
- Previs (previsualization)
Development Environment
- Coordination between development machines and tools
- Use of DCC tools
- Asset management and authoring-related
- Coordination with middleware, game engine and in-house tools
- Optimization for the mobile platforms
Others
- Image correction
- Linear workflow -related
- CUD(Color Universal Design)
- 3D imaging
- Visual expression of AR
- Visual expression of VR
- UGC-related
- New computer and visual expressions
SND (Audio)
The SND (Audio) genre covers the range of following technologies and instances;
- Interactive audio FX
- Composing music and SE
- Recording and editing
- Audio asset management and work-flow
- Audio localization
- The rest of all topics relates game audio.
- Techniques for interactive music production, dynamic generation and synthesis
- Audio implementation topics for smartphone and portable game devices
- Studies and technologies of digital audio signal processing.
- Cutting-edge proposals of sound FX creation (including production management, interactivity and foley)
- Improvements and proposals of huge volume of audio asset management.
- Experimental challenges of procedural audio generation.
- Legal knowledge relating to music copyright law, regulations and administration works.
- Audio-specific project management method (including human resources, money and time-frame)
- Technics and challenges of sound FX implementation based on real-physics simulation.
- Proposals and ideas of synchronizing voice and animation.
- Proposals and ideas of audio loudness and interactive mixing.
- Experimental challenges of next generation 3D audio and enhanced surround system.
- Experimental examples of how to debug your music. (debugging logs and histories)
- Proposals and ideas of audio asset managements (including data backups and archiving)
- Tips and techniques for audio localization (including culturization and geo-political reasons)
- Cutting-edge proposals sound FX (including production management, interactivity and foley)
- Proposals and ideas of game music composing and recording.
- Studies and techniques of instances and environmental management based on software based source audio.
- Ideas and examples of sound rendering based and neural and psychological approach.
- Proposals and ideas of voice over (including studio preparation, scripts, instruction and tips)
- Proposals and ideas of sound direction and producing.
- Proposals and ideas of utilize development assist tools and collaboration with commercial tools.
- Tips of technical cooperation from audio division to other divisions.
- Experimental examples and ideas of speech recognition and voice-chat.
- Tips on audio tuning for platforms.
NW(Online / Network)
The Online and Network genre covers technologies required for development or operation of online games and instances of their application. Examples of discussions include network, database, design and configuration of system/service, operation or structure, services, anti-fraud/ security measures and latest online game movement.
Server-side Technologies
- Database bottleneck investigation and tuning
- New database technologies and their application
- Examples of XaaS from the user's perspective (especially BaaS)
- Instances of implementation of Intercloud
- Application of Immutable Infrastructure in games
- Application of SDN in games
- Application examples and benchmarks for Flash Memory Devices and HDDs
Client side Technologies
- Linking consoles and mobile devices
- Application of ad-hoc communications to game (wireless LAN, bluetooth, NFC, etc.)
- Ideas to promote the acceleration of infrastructure (4G networks, IEEE802.11ac etc.)
- Design and implementation of P2P communications
Cross Server/Client technologies, content technologies
- Anti-fraud measures for online games
- Instances of use or implementation of HTML5
- Instances of next-gen web technologies (SPDY/QUIC, WebSocket, WebRTC , etc.)
- Communication/service usage methods for new consoles and devices
- Application of cryptographic /authentication technologies to online games
- Application of distributed processing technologies to online games
- Network delay solutions
- Instances of use or implementation of IPv6
- Ad technology for online games
- Application of sensor networks and Internet of Things to online games
Testing/Debugging methods
- Stress testing and other network testing techniques
- Debugging methods on a diverse range of mobile devices
Design and operation techniques
- Examples of DevOps in online games
- Automation of operation and infrastructure using Chef, Puppet, KickStart etc.
- Examples (techniques, BI tools) of efficient data mining of big data (playlogs etc.)
- Provision for everyday accessibility (infrastructure level, service level)
- Practical examples of Streaming and cloud gaming
- Social graph architecture from a new perspective
- Application of lifelogs in online games
GD(Game Design)
In the genre of Game Design, discussions will be held over mindset, actions and considerations required to design games that are truly entertaining and move users' hearts. Experts will share their views backed up by their broad practical knowledge, analytical views, insight and unique, valuable experiences.
- Instances of games that utilize touch displays
- Game mechanics design linked to the lifelog
- Game design for 7th generation pachinko and slot machines
- Business model-led game design
- Low workload prototype development methods
- Games using aspects of the cognitive science such as misperceptions and sensory interactions
- Applied game technology for home appliance OS
- Designing games requiring the use of motion controllers
- Designing games requiring stereoscopic vision
- Multi-touch games designed for tablets
- New examples of UX occurring in video content
- Examples of theme park design
- Customization of game design and UI for different input devices
- Educational tools to improve game designers' skills
- Media art that provides a totally new user experience
- Game design for infants
- Game design compliance
- New methods of localization
- Game design for senior citizens
- Creating UX in practical apps
- Examples of workshops for game designer training
- Practical examples of content usage and layout for commercial facilities
- Journey to develop an epoch-making game
- Use of new tools for game design
- Game design in a totally new genre
- Interface design that improves usability
- Game AI made from new concepts
- Instances of highly entertaining serious games
BP(Business & Production)
The Business & Production genre covers methods for success and improvement for the game and application business, commercially critical regulations and rules, market-related information and human resource development.
Business
- Successful and unsuccessful cases of using capital raising methods such as Crowd funding
- Copy right and IP protection
- Instances of collaboration with educational institutions and businesses
- Important points for licenses and legal matters, how to address industry specific issues
- Customer support operations
- Effective use of tests and monitoring
- Management and organizational operation
- Technological collaboration and partnership with educational institutions as part of an early HR development effort
- Management and growth of user and developer communities
- Successful and unsuccessful cases of realizing virtual studio development online
- Distribution of company media and existing media in information transmission
- Successful and unsuccessful instances of mixed media deployment
- Examples of transferring game technology to other industries
Production
- Post-launch/ post-market user analysis and measuring items and criteria
- Successful and unsuccessful examples of production and policies for the creation of new IP and further evolution of existing IP
- Examples of new discoveries of play areas and natural linkages with other fields
- Successful and unsuccessful examples of business models for every kind of platform
- Methods of business plan development, conditions for project kick-off and methods of ongoing management
- Instances of effective use of a trial version and beta test
- Production of the trailer
Production / Online
- Instances of online game & application operations
- Business model philosophy for online games and applications
Production /Management
- Desired leadership and management skills
Marketing
- Instances of a change in market or business model, decision criteria for the change and result of follow-up measurement
- Effective marketing and research methods
- Initiatives and specific actions for user acquisition
Global
- Business methods for worldwide deployment
- Situations of overseas markets
- Instances of off-shore development and its situation
- Approaches and methods for localization and culturalization
- State of infrastructure projects and online gaming in each country
Management
- Diversification of career paths and forms of employment in the gaming industry
- The current state of outsourcing and administration
- Balance of authority with the field on budget management, HR management and schedule management
- Efficient team management leveraging the scale
- Policies for mental health and increasing motivation
- General theory of engineer education
- Impressions from engineers who have less than 2 years of experience in the computer entertainment industry
Knowledge
- The meaning and current state of game archives
- Tips on how to run Gamejams, ways to facilitate networking and their results
- Original training methods for the development of human resources within a company
- Items necessary for conducting business presentations
- How to work with open source communities
- Training for online and network technicians
Recruiting
- Case studies of programming language learning environments from teenage years
- Critical policies and conditions for keeping talented human resources
- Some examples of using internship systems
AC(Academic / Fundamental Technologies)
The Academic/ Fundamental Technologies genre deals with the application of new and existing technologies, which cannot be thought about from the perspective of the entertainment industry. Also covered in this genre are the outcomes of elemental technologies and academic and business researches that form the basis for the development of entertainment content.
- Interaction technologies applicable to entertainment
- State-of-the-art information display technologies that may replace LCD and plasma displays
- Relationship-building between game and human backed by cognitive science, behavioral psychology, etc.
- Knowledge on tools for creating entertainment contents or the development of tools
- System using biometric data (finger print, retina, heart rate, skin conductive response, brain waves, line of sight, etc.)
- Interaction using sensations such as auditory, tactile and olfactory senses
- Sensing technologies that acquire movements and emotions of people
- Mechanism and application methods of the human interface devices
- Applications of wearable system and robot technology from the wider field of engineering for entertainment
- Applied research on entertainment for education and welfare etc.
- Technologies and •information for 3DCG/VR/AR/MR
- Latest technologies of direct-view displays
- Future displays such as hologram and projection displays
- Examples of research that use the latest technologies in Head Mounted Displays and their unique properties
- Latest technologies for 3D displays
- Latest trend of Wide Gamut Color Displays
- Human consumption behavior and conditions to attract attention
- Game operation screens and display of information designed based on cognitive science