Film Production Pipelines and Artist Techniques 4


Our topic will be FX and infrastructure for film production and game development. Present-day infrastructure--including linking with cloud services and everything from building test environments to carrying out operations tests at larger scales, and also the asset management for these among other things, not to mention diverse OSs, an understanding of the dependency relationships of various software, the speed of pipeline construction and the building of management systems that are both disposable and provide for long-term storage, as well as things ranging from the application-specific usage of container technology to reporting systems, etc.--is becoming increasingly more challenging to build, manage, and do speedy cost calculation for, among other things. We can assume that these challenges will be turning up prominently in the field of FX. At the same time, as the development environments and techniques for games and for film production grow increasingly more intermingled, figuring out how to integrate the know-how from both sides while still preserving a space for artists to exercise their individuality is an extremely important topic for the industry as whole when it comes to improving skills.

In this session, while discussing these challenges, we will also expound on the infrastructure challenges that were brought up by participating studios in Polygon Pictures' and Studio Phones' introductory session on building film production pipelines and other previous seminars. While coming up with a plan that will facilitate discussion for people in both the film production and game development fields, our goal is to discuss the improvements that need to be made in the future based on the challenges found in both fields.

Details will be announced via additions to this page at a later date. This time I would like to take the approach of seeking out in advance people who wish to participate in the session including the lecture, and improve the plan from there.

Previous seminars:
http://a-film-production-technique-seminar.com/fppat/fppat_20171006.html
http://a-film-production-technique-seminar.com/fppat/fppat_20171003.html
http://a-film-production-technique-seminar.com/fppat/fppat_20170325.html

■Event Information
●Date and time:
3 February 2018 (Sat.)
10:30-18:00 (However, there may be minor changes.)

*A socializing event is planned starting from 19:00 on the day.
You are warmly invited to participate.

●Venue and details:
Aiming Inc. Osaka Studio
18th Floor, Grand Front Tower B, Ofukacho 3-1, Kita-ku, Osaka-shi, Osaka

●Program:
Details for Program can be found here.

●Discussion:
Details for Discussion can be found here.

●In cooperation with:
Studio Phones, Aiming Inc.

●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).
For venue-related reasons, people who register in advance will be given priority.

●Keywords:
FX in general, cloud infrastructure, distributed task processing, asset management systems, progress management systems, cost evaluation systems, automatic report generation, patent check systems, system restoration in emergencies and clarification of system for rebuilding, etc.

●Organizer:
Tohru Yamamori (Corporate Officer, Technology Department, Polygon Pictures)

For inquiries, questions about attending, etc., please contact contact@a-film-production-technique-seminar.com .