Definition of CEDEC Session Genres

Definition of CEDEC Session Genres

PRD (Production)
VA(Visual Arts)
BP(Business & Produce)

SND (Audio)
GD (Game Design)
AC (Academic/Fundamental Technologies)

*Items listed in red text is a topic that is of particular interest in CEDEC 2016

ENG (Engineering)

The Engineering genre covers technologies and examples of programming skills necessary for developing computer entertainment systems; skills necessary for deep understanding and utilization of hardware; Skills of applying mathematical sciences, such as simulation; skills for developing efficiently; initiatives for sharing and advancing technologies; networks, databases, designing and building systems and services, operation and management systems, countermeasures for unauthorized use, security measures and other skills necessary for the development and management of online content, etc.

Topics sought for the ENG genre of CEDEC 2016

Practical Application of Advanced Technology
  • IoT (Internet of Things) in computer entertainment
  • Computer entertainment robotics
  • Effective examples of drones, wearables, sensors, projectors, and other devices in entertainment
Development Technology
  • Research and effective examples of deep learning in computer entertainment
  • Platform specific technologies and examples (Console, smartphone, WEB, etc.)
  • Technology for enabling Cross platform/Cross generation development
  • Protection technology of digital content service (DRM, encryption, etc.)
  • Examples of virtualization design of servers and networks
  • Techniques for investigating and estimating database bottlenecks and techniques for tuning
  • Examples of runtime resource and asset management
  • 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.)
  • Development Environment Structure (Compiler, toolchain, IDE and In-house tools, 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
  • Highly specialized technology (Physical simulation, AI, Drawing, Character control, collision, UI, etc.)
  • Application examples of procedural technology
  • Effective examples of initiatives focusing on DevOps
  • Techniques for debugging software to be deployed for a wide variety of mobile devices
  • Examples of the effective use of near field radio communication (Wireless LAN, Bluetooth, NFC, etc.)
  • Examples of the development of large-scale online content or content played in real-time against online opponents by means of mobile devices
  • Examples of the developmenmt of cloud gaming
  • Instances of next-gen web/network technologies (HTTP2, SPDY/QUIC, WebSocket, WebRTC, etc.)
  • Examples of the effective use of cloud services (Xaas, mBaaS, GPU, hybrid cloud, intercloud, etc.)
  • Technologies /techniques for testing network load, delay, loss, etc.
  • Automation technologies for building and operating servers using Chef, Puppet, KickStart, etc.
  • Techniques for efficiently mining big data (such as play logs) and examples of the effective use of BI tools

PRD (Production)

The Production genre covers concrete examples of the development process, methods and environments of product management, sharing and accumulation of knowledge, initiatives in education and development of human resources, etc. in computer entertainment.

Topics sought for the PRD genre of CEDEC 2016

Process Management (Discussions Related to Process and Strategy)
  • Examples of implementing an environment for efficient communication
  • Initiatives for building strong teams and management
  • Examples of agile practices, Scrum development
  • Examples of prototyping methods and processes
  • Organizational initiatives related to productivity of development teams
  • Production of procedural assets
  • Examples of production using data captured in the real world
Practice (Discussions Related to Methods and Techniques)
  • Examples of imprementation of automated testing
  • Examples of implementation of ChatOps
  • Technologies supporting the harmonious collaboration between development and operation (DevOps)
  • Initiatives for improving usability, user testing
  • QA engineering
  • Continuous Integration (CI)
  • Continuous Deployment (CD)
  • Techniques for managing asset pipelines
  • QA and optimization using automated data analysis such as heat maps and data visualization
  • Automation technologies for environment building and operation management (Chef, Puppet, KickStart, Docker, Ansible, etc.)
Knowledge Management (Discussions Related to Knowledge and Know-How)
  • Initiatives to adapt as an organization to new platforms and technologies
  • Effective examples of sharing information internally
  • Know-how of hosting game jams, hackathons
  • Goals and effects of hosting seminars for external attendees
  • Initiatives in development of human resources and measurement of its effects 

VA (Visual Arts)

The Visual Arts genre covers representation of digital contents in a wide sense, exploring new methods of expression and production flows in computer entertainment and methods of responding to a diversifying target base.

Topics sought for the VA genre of CEDEC 2016

Rendering expressions
  • Shading control and Lighting control by artists
  • Instances of the state-of-the-art lighting techniques
  • Toon shading
  • Image stylization
  • Techniques for efficiently creating large-scale assets
  • Image-based modeling
  • Examples of prototype creation
  • Sculpting modeling
  • AI collaboration
  • Procedural animation
  • Special animation expressions
  • RIG-related
  • Methods of representing hand-drawn animation
  • Instances of state-of-the-art effects
  • Fluid simulations
  • Dynamics and physical simulations
  • Artistic particle control
Motion capture
  • Performance capture
  • Real-time character performance
  • Coordination with game engines
  • Image-based facial motion capture
  • Motion-capture systems of various input equipment
  • Interface design based on UI/UX
  • Multi-platform support
  • Rendering the best GUI for each interface
Visual works
  • Concept art
  • Design works
  • Previs (previsualization)
  • Character design
Development Environment
  • Coordination with middleware, game engine and in-house tools
  • Coordination between development machines and tools
  • Use of DCC tools
  • Asset management and authoring-related
  • Techniques for developing mobile and social game assets
  • Image correction
  • Linear workflow-related
  • CUD (Color Universal Design)
  • Visual expression of AR
  • Visual expression of VR
  • UGC-related
  • New computer and visual expressions
  • Visual expressions in multimedia applications (video, games, theatre, etc.)
  • Examples of quantitative evaluation of pipeline implementations
  • Efficient reuse of legacy assets

BP (Business & Producing)

The Business and Producing genre covers the scope of knowledge which cannot be confined within the skills of producing a title: examples of success from the viewpoint of computer entertainment as a business, successful examples on the indie scene, funding, various analyses, operation techniques, copyrights, game programming education businesses, etc.

Topics sought for the BP genre of CEDEC 2016

  • Successful instances of smartphone business
  • Analysis of market data such as titles and user behavior
  • Instances and successful examples of company management
  • Methods of procuring funds through crowdfunding
  • Know-how regarding virtual currency transactions and advice from a legal standpoint
  • Matters of legal consideration regarding younger age groups such as parental controls for smartphone applications
  • Operation methods from live cloud gaming
  • Commentary on F2P from a financial standpoint
  • Successful examples of indies that succeeded
  • Experiences shared by indies that have just recently entered the entertainment industry
  • Advice to the entertainment industry from media professionals
  • Successful examples of companies soon to be listed on the market for their entertainment business
  • Technological explanations of hardware, gadgets, arcade circuit boards, housing units
  • Techniques for building growth forecasts and business environments
  • Successful examples of localization and culturalization
  • Skills for getting title applications approved
  • Examples and countermeasures of ban s such as for stealth marketing and manipulation of rewards, boosts, and leaderboards
  • Examples of game education as a business
  • License management and legal examples
  • Techniques for building new markets
  • Management and growth of user and developer communities
  • Distribution of company media and existing media in information transmission
  • Examples of collaboration with businesses in other industries
  • Successful examples from a producer's point of view
  • Analysis of market trends and how to adapt
  • How to create new IP
  • Successful examples of sequels to existing IP
  • Examples of platform business
  • Examples of collaboration in entertainment machines
  • Marketing methods in the entertainment industry
  • Initiatives and specific actions for user acquisition
  • Examples of success in foreign markets
  • Instances of off-shore development and its situation
  • Examples of cooperation between community activities and real business
  • Successful examples of the open source community and real business
  • Explanation of a business model that met with success
  • Advice for field staff from the viewpoint of a manager

SND (Audio)

The Sound genre covers production technologies and examples of all aspects of game sounds in computer entertainment, such as interactive uses of sound, production of music and sound effects, recording and editing of voice, the workflow of asset management and implementation, localization, signal processing technologies, etc.

Topics sought for the SND (Audio) genre of CEDEC 2016

  • Techniques for interactive music production, dynamic generation and synthesis
  • Examples of research or know-how regarding sound design and acoustic effects for VR content
  • Know-how of audio for mobile and hand-held consoles
  • Proposals of new concepts and examples of taking challenges in sound effects, development tools, and authoring environments
  • Know-how specific to games for music creation and recording by a composer
  • Studies and technologies of digital audio signal processing
  • Experimental challenges of procedural audio generation
  • Improvements and proposals of huge volume of audio asset management
  • Legal knowledge relating to music copyright law, regulations and administration works
  • Audio-specific project management method (including human resources, money and time-frame)
  • Techniques 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 culturalization and geo-political reasons)
  • Cutting-edge proposals sound FX (including production management, interactivity and Foley)
  • Studies and techniques of instances and environmental management based on software based source audio
  • Ideas and examples of sound rendering based on 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
  • Examples and know-how of effective use of the cloud, such as server-side voice analysis
  • Examples of effective use or know-how of sound design or technology compatible with live game commentary

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.

Topics sought for the GD genre of CEDEC 2016

  • Game design that leads large-scale VR content to success
  • Game design incorporating theories of behavioral economics
  • Designing games focusing on the narrative
  • Game mechanics design linked to the lifelog
  • Examples of games using noncontact 3D haptic rendering technology
  • Examples of application to haptic games
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Designing games requiring the use of motion controllers
  • Multi-touch games designed for tablets
  • Applied game technology for home appliance OS
  • UI design in VR-compatible content
  • New examples of UX occurring in video content
  • Customization of game design and UI for different input devices
  • Media art that provides a totally new user experience
  • Examples of theme park design
  • Game design for infants
  • Game design for senior citizens
  • Changes in skills and knowledge required of a game designer
  • Educational tools to improve game designers' skills
  • Game design compliance
  • Examples of operation in multiple regions overseas
  • New methods of localizationMethods of localization and UI design with the Arabic script in mind
  • Game design for senior citizens
  • Journey to develop an epoch-making game
  • Use of new tools for game design
  • Game design in a totally new genre
  • Instances of highly entertaining serious games

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.

Topics sought for the AC genre of CEDEC 2016

  • Interaction technologies applicable to entertainment
  • Methods and technologies for evaluating entertainment
  • State-of-the-art information display technologies(display,HMD,projection system, etc.)
  • Applied research on entertainment for education and welfare, etc.
  • Technologies and information for VR/AR/MR
  • Relationship-building between entertainment contents 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
  • Technologies for interaction with virtual characters
  • Applications of wearable system and robot technology from the wider field of engineering for entertainment
  • Technologies and news topics about producing content using remote equipment, such as drones
  • Expansion of the experience through technology (augmented human, superhuman sports)
  • 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
  • The application of deep learning to the creation of entertainment content
  • Technologies for creating entertainment content based on big data