Film Production Pipelines and Artist Techniques 6


■Program


General moderator : Tohru Yamamori (Polygon Pictures Inc.) / Yusuke Kiriu (Studio Phones)



●26 May 2018 (Sat.)

11:30 - 12:20
Transition to server side development and departure from standard pipeline (Tohru Yamamori (Polygon Pictures Inc.) / Yusuke Kiriu (Studio Phones))

12:30 - 13:30 Lunch
Round table (Discussion)
Transition to server side development and departure from standard pipeline
Panelists
(Moderator)

13:40 - 14:10
Regarding procedural modeling in the game effects (Akiko Takayasu (SQUARE ENIX CO., LTD.))

14:30 - 15:10
Possibility concerning construction of pipeline in film and game of load balancer (Akihiro Sugeno (FPTS Field Researcher))

15:30 - 16:10
About server-side UserInterface development (Takeshi Yamanouchi (Polyphony Digital Inc.))

16:30 - 17:10
Issues of procedural building seen from asset assembly (Tomohiro Akiyama (Polygon Pictures Inc.))<

17:30 - 18:10
Automation and tasks such as simulation in film production (Hiromu Saito (Digital Frontier Inc.))

18:30 - 19:10 Round table (Discussion)
What is the future discussion about film production and game development?
Panelists
(Masaru Ijuin (CAPCOM CO., LTD.) / Takashi Makiishi (CAPCOM CO., LTD.) / Moderator)

19:30 -
Convivial party
Coordinator (Akinobu Fujii (Aiming Inc.) / Takashi Makiishi (CAPCOM CO., LTD.))



●27 May 2018 (Sun.)

10:30 - 11:10
Transition to development on server side, its issues and progress (Yusuke Kiriu (Studio Phones))

11:30 - 12:10
What will be added to JupyterLab to become a production ready? (Tohru Yamamori (Polygon Pictures Inc.))

12:30 - 13:30 Lunch
Round table (Discussion)
film production and game development pipeline, what kind of difference do you see there?
Panelists
(Takahito Tejima (Polyphony Digital Inc.) / Takenobu Tomita (Polyphony Digital Inc.) / Moderator)

13:40 - 14:20
Character modeling with Cel-look CG as seen from a procedural perspective (Yoshinori Nakashima (Polygon Pictures Inc.))

14:30 - 15:10
Present status and game asset creation by procedural workflow(Akira Saito (Polygon Pictures Inc.))

15:10 - 16:00 Break and free talk

16:00 - 16:40
Monster Hunter:World Implementation of GPU Particle [Special Edition] (Teppei Yoneyama (CAPCOM CO., LTD.))

17:00 - 17:40
Houdini Utilization for Geometry Processing in Asset Pipeline (Takenobu Tomita (Polyphony Digital Inc.))

18:00 - 18:40 Round table (Discussion)
Where it is difficult to become a procedure
Panelists
(Moderator)

19:00 -
Convivial party
Coordinator (Takashi Makiishi (CAPCOM CO., LTD.))


Details for Discussion can be found here.
Related Materials for Discussion can be found here.
Details for Seminar can be found here.