クラフツマンシップとアーティストのテクニック 20190202
Craftsmanship and Artist Techniques 20190202
今回のトピックスは、映像制作のプリプロ工程から見たゲームエンジンと、映像制作とゲーム開発領域のパイプラインの違いになります。
ここまでの「映像制作パイプラインとアーティストのテクニック」シリーズでは、数多くのゲーム領域からの参加者に恵まれておりました。会合から得られた知見として、映像とゲームでのお互いへの知見の乗り入れや、異なる分野を見ることによる自身の分野の見直し、ワークフローやパイプラインとそれを支えるインフラへの要求の違いを理解し合うことなど、お互いの様々な発展性や土台の違いに関して議論されて来たように思われました。しかしその側面の多くは、スタジオ内でのアーティストの文化やそこで制作して行く対象に合わせたかたちで展開されていることが多く、スタジオとしての職人性や文化を意識したものが様々なかたちで紹介されて来ました。
そこで今回は、「映像制作パイプラインとアーティストのテクニック」での要素を取り入れた「クラフツマンシップとアーティストのテクニック」シリーズを新たに展開していく上で、映像制作でのプリプロ工程にいかにしてリアルタイムの各種計算を取り入れていくか、映像制作の高負荷計算で培って来たパラダイムをどのようにゲーム開発領域で展開していけるかなどの各スタジオでの取り組みやスタンスの違いに焦点を当て、ここまでの会合でのディスカッションの多くを振り返りながら、その可能性に関して特集したいと思います。
本会合では、ここまでの会合で特集して来た様々な知見を総合してディスカッションを行っていくため、サーバーサイドでの話題を多く想定し企画を進めますが、そこに限定せず、各社でのリアルタイム処理とバッチ処理に関する様々な話題を扱いたいと思います。
■開催要項
●開催日時 :
2019年2月2日(土) 11:30-19:30
(ただし、講演が多数の場合は、翌日2月3日の午前も開催する可能性があります)
※2日は19:30時から懇親会を予定しています。
是非、ご参加ください。
●会場及び詳細 :
会場は、神戸大学内です。
●プログラム :
プログラム内容の詳細はこちらになります。
●ディスカッション :
ディスカッション内容の詳細はこちらになります。
●運営 :
ポリゴン・ピクチュアズ 、スタジオフォンズ
●参加費 :
無料
●対象者 :
密な議論のもと今後の発展を深くディスカッションしていく目的のため、モデレーターの方から参加依頼ということで参加者への直接依頼を行うかたちで開催したいと思います。
●キーワード :
ゲームエンジン、リアルタイムレンダリングやシミュレーション、クラウドインフラ、クラウドゲーミング、クラウドグラフィックス、建築分野のCADとBIM、タスク分散処理、アセット管理システム、進捗管理システム、コスト評価システム、レポート自動生成、パテントチェックシステム、有事におけるシステム復旧と再構築体制の明確化など
ご質問などのお問い合わせは、contact@a-film-production-technique-seminar.com までお問い合わせください。
The topics this time will be game engines as seen from the pre-production phase of film production, and the differences between pipelines in film production and the game development field. In the "Film Production Pipelines and Artist Techniques" series up to now, we have been fortunate to have a large number of participants from the game field. In terms of knowledge acquired from the seminars, I believe we have been able to debate such things as the mutual linkage of knowledge between film and games, the reevaluation of one's own field as a result of looking into differing fields, a mutual understanding of the differences in requirements to workflow, pipelines, and the infrastructure which supports them, and various kinds of expandability and mutual differences in foundations.
However, for the majority of those dimensions, development is conducted in alignment with artist culture within the studio and with the work being produced, so that we have seen the introduction of various forms of things in which the studio's artisanship or culture has been taken into consideration.
This time, therefore, as we newly develop the "Craftsmanship and Artist Techniques" series, into which have been incorporated elements of "Film Production Pipelines and Artist Techniques", we should like to focus on difference in stance between studios or the way in which each studio handles questions such as how the various forms of real-time calculation can be incorporated into the pre-production phase of film production, or how the film production paradigm built upon high-load calculation can be developed within the game development field, and to focus on the possibilities of this, as we also look back on much of the discussion held at prior seminars.
At this seminar, so that we can hold discussions that synthesize the various sorts of knowledge that prior seminars have focused on, we shall proceed with planning on the assumption of a large number of topics pertaining to the server side, but rather than limiting ourselves to this, we should like to take up a variety of topics related to real-time processing and batch processing at each studio.
■Event Information
●Date and time:
2 Feb 2019 (Sat.) 13:00-19:00
(However, there may be minor changes.)
*A socializing event is planned starting from 19:30 on 2 Feb.
You are warmly invited to participate.
●Venue and details:
Kobe University.
●Program:
Details for Program can be found here.
●Discussion:
Details for Discussion can be found here.
●Operation:
Polygon Pictures Inc. Studio Phones
●Admission fee:
Free
●Intended audience:
Developers and technical staff working on in-house pipelines intended for a certain scale in terms of number of artists (roughly ten or more artists).
●Keywords:
Game Engine, Realtime Rendering and Simulation, Cloud infrastructure, Cloud gaming, Cloud graphics, CAD and BIM in construction, distributed task processing, asset management systems, progress management systems, automatic report generation, patent check systems, system restoration in emergencies and clarification of system for rebuilding, etc.
For inquiries, questions, etc., please contact contact@a-film-production-technique-seminar.com .
The topics this time will be game engines as seen from the pre-production phase of film production, and the differences between pipelines in film production and the game development field. In the "Film Production Pipelines and Artist Techniques" series up to now, we have been fortunate to have a large number of participants from the game field. In terms of knowledge acquired from the seminars, I believe we have been able to debate such things as the mutual linkage of knowledge between film and games, the reevaluation of one's own field as a result of looking into differing fields, a mutual understanding of the differences in requirements to workflow, pipelines, and the infrastructure which supports them, and various kinds of expandability and mutual differences in foundations.
However, for the majority of those dimensions, development is conducted in alignment with artist culture within the studio and with the work being produced, so that we have seen the introduction of various forms of things in which the studio's artisanship or culture has been taken into consideration.
This time, therefore, as we newly develop the "Craftsmanship and Artist Techniques" series, into which have been incorporated elements of "Film Production Pipelines and Artist Techniques", we should like to focus on difference in stance between studios or the way in which each studio handles questions such as how the various forms of real-time calculation can be incorporated into the pre-production phase of film production, or how the film production paradigm built upon high-load calculation can be developed within the game development field, and to focus on the possibilities of this, as we also look back on much of the discussion held at prior seminars.
At this seminar, so that we can hold discussions that synthesize the various sorts of knowledge that prior seminars have focused on, we shall proceed with planning on the assumption of a large number of topics pertaining to the server side, but rather than limiting ourselves to this, we should like to take up a variety of topics related to real-time processing and batch processing at each studio.
■Event Information
●Date and time:
2 Feb 2019 (Sat.) 13:00-19:00
(However, there may be minor changes.)
*A socializing event is planned starting from 19:30 on 2 Feb.
You are warmly invited to participate.
●Venue and details:
Kobe University.
●Program:
Details for Program can be found here.
●Discussion:
Details for Discussion can be found here.
●Operation:
Polygon Pictures Inc. Studio Phones
●Admission fee:
Free
●Intended audience:
Developers and technical staff working on in-house pipelines intended for a certain scale in terms of number of artists (roughly ten or more artists).
●Keywords:
Game Engine, Realtime Rendering and Simulation, Cloud infrastructure, Cloud gaming, Cloud graphics, CAD and BIM in construction, distributed task processing, asset management systems, progress management systems, automatic report generation, patent check systems, system restoration in emergencies and clarification of system for rebuilding, etc.
For inquiries, questions, etc., please contact contact@a-film-production-technique-seminar.com .