This is a special interest seminar series in Game Development, of Kobe Studio Seminar for Studies. Each seminar has been planned on a nonregular basis and has had discussions with the smallest possible number of participants, on several kind of topics related to Game Development. This series is managed with discussions on the topics, by Technology R&D Department, CAPCOM CO., LTD. and moderator of KSS Projects for Communication.
This series had been held at the meeting room, CAPCOM CO., LTD. in 2018, and is held at Kobe University from March, 2019, following the knowledge and remarks concluded in 2018.
We have a discussion on the talks and their remarks.
We had a discussion on the relation between the pre-production phase of film production and game engines at "Craftsmanship and Artist Techniques 20190202". In this talk, we would like to try to reconsider the relation by introducing a draft version of requirements for a product, and have a discussion on any expansibility in our technologies. In addition, if we have time left, we give some remarks on recent issues noticed from our experiences of real-time operations related to rendering.
Game development and animation production uses computer graphics. Upon delivering the end product, there are a lot of differences on the tradition, motivation behind each task that should be addressed in order to enable discussion between game development and animation production. This session will discuss development phase and workflow focusing on asset structures as we analyze the asset creation pipelines, the motivation on creating such pipelines, advantages and challenges on using those asset structures.
The technology of animating character naturally based on user input in real-time is very important in game. In this session, we will present a case study on implementing various techniques in character animation that enable smooth transition between movements and blend-tree for generating rich variation of movements. We also will take a closer look on how terrain with the consideration of character proportion and its center of gravity will affect hands and legs placement in order to achieve natural and believable character pose.
Game engine development that is highly technical, has recently tended to acquire knowledge in various fields for its rapid innovations. In this talk, we introduce some recent developments in the field of game development, and the direction of this special interest seminar series.
In the recent years, with rapid ICT development, the common issues of pipeline techniques in various industry fields may have tended to become larger and larger, and well be thought beyond the difference among the fields. In fact, at "Film Production Pipelines and Artist Techniques 7" (Sep 2018), we had a discussion on issues of backdrops in Japanese Anime, game and film production pipeline. We think that most of issues can be categorized into organizational common issues and field specific issues from the artistic point of view. In this talk, we report on "Film Production Pipelines and Artist Techniques 7", and introduce some issues of pipeline techniques in several stages from planning to delivery, and prospect from the academic point of view.
Cities and their inter-connected transport networks form part of the fundamental infrastructure developed by human societies. Their organisation reflects a complex interplay between many natural and social factors, including inter alia natural resources, landscape, and climate on the one hand, combined with business, commerce, politics, diplomacy and culture on the other. Nevertheless, despite this complexity, there has been some success in capturing key aspects of city growth and network formation in relatively simple models that include non-linear positive feedback loops. However, these models are typically embedded in an idealised, homogeneous space, leading to regularly-spaced, lattice-like distributions arising from Turing-type pattern formation. Here we argue that the geographical landscape plays a much more dominant, but neglected role in pattern formation. To examine this hypothesis, we evaluate the weighted distance between locations based on a least cost path across the natural terrain, determined from high-resolution digital topographic databases for the Hokkaido region of Japan. These weights are included in a co-evolving, dynamical model of both population aggregation in cities, and movement via an evolving transport network. We compare the results from the stationary state of the system with current population distributions from census data, and show a reasonable fit, both qualitatively and quantitatively, compared with models in homogeneous space. Thus we infer that that addition of weighted topography from the natural landscape to these models is both necessary and almost sufficient to reproduce the majority of the real-world spatial pattern of city sizes and locations in this example.