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03/26_THU "PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the 'Other Side' of Super Anime-like Visual Elements" Game Developers Conference.

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Presentation on theme: "03/26_THU "PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the 'Other Side' of Super Anime-like Visual Elements" Game Developers Conference."— Presentation transcript:

1 03/26_THU "PS3 & Xbox360 NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2 Exploring the 'Other Side' of Super Anime-like Visual Elements" Game Developers Conference 2011 03/03_Thu

2 CyberConnect2 CEO & Representative Director Hiroshi Matsuyama Game Developers Conference 2011

3 What is CyberConnect2 ? ■ Trade name CyberConnect2 Co., Ltd. ■ Staff [Fukuoka Studio] 145 [Tokyo Studio] 24 ■ Establishment February.1996 ■ Business contents Development of home video game software ©.hack Conglomerate © 2004-2010 NBGI © 2002 MASASHI KISHIMOTO. All Rights Reserved. © 2002-2010 NBGI ■ NARUTO ″ULTIMATE NINJA″ series 2002 – 2010 ■ ″.hack″ series 2002 – 2010 World total Over 8,000,000 Sales World total Over 3,0000,000 Sales ■ ASURA’S WRATH © CAPCOM CO., LTD. ALL RIGHT RESERVED. Under development [Fukuoka Studio] Kearny Place Hakata Bld 11F.,1-5-1, Hakataekimae, Hakata-ku, Fukuoka-city,Fukuoka,812-0011 Japan [Tokyo Studio] NT Building 6F., 1-47-1, Oi, Shinagawa-ku, Tokyo, 140-0014 Japan ■ Address 15 th Anniversary

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5 ❖ Attention Photography of slides with this mark are strictly prohibited. Thank you for your cooperation.

6 ❖ Agenda アジェンダ 15 : 00 ▼ 16 : 00 Part 1 (20min) Part 2 (35min) Part 3 (5min) プロジェクトのコンセプトと体制 Project Concept& Dev. Organization Artwork 1.“Kami-sakuga” Real-time Demo 2. Evolved anime effects 3. Super-anime background Summary まとめ アートワーク手法 神作画を意識したリアルタイムデモ 進化したアニメエフェクト 超アニメ背景

7 Game Developers Conference 2011 Project Concept & Dev. Organization Part 1

8 ❖ Project Concept プロジェクトコンセプト Evolution of Game and Animation “super-fusion ” さらに “ 進化 ” したゲームとアニメの超融合

9 ❖ Project Concept プロジェクトコンセプト Play the game like your living inside the ANIME world ドラマ体験型シネマアクション

10 ❖ Development period 開発期間 From November 2008 to September 2010 2008年11月~2010年09月 Total: 23 Months 計23ヶ月

11 ❖ Team Organization 組織編成 0 50 60 70 80 40 30 About 80 persons 約 80 名 2008/11 - 2009/4 09/5 - 8 09/9 - 12 2010/01 - 06 Production 2 プロダクション 2 About 60 persons 約 60 名 About 40 persons 約 40 名 Production 1 プロダクション 1 About 30 persons 約 30 名 Prototype 1 プリプロ1 Prototype 2 プリプロ 2 About 50 persons 約 50 名 10/07 - 09 Post-production & Debug ポストプロダクション & デバッグ

12 ❖ Model creation based on the previous title 前作を踏まえたモデル作成 STOR M Face : 2,400 Tris Total : 16,000 Tris HGHG Total : 8,000 Tris Face : 1,400 Tris MGMG Total : 4,000 Tris Face : 700 Tris LGLG Total : 20,000 Tris Face : 2,500 Tris HG STORM 2 MG Total : 12,000 Tris Face : 1,500 Tris Optimization without LG LG なしで効率化 NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved.

13 ❖ High-quality shadow expression ハイクオリティな影の表現 Form a solid model shadow to a MG model shadow ソリッドモデル影からMGモデル影へ STOR M STORM 2 ⇒ Cost reduction & High precision shadow NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. Demand to NU Library team to add 「 Create shadows from Skin model 」 function NUライブラリに「スキンモデルから影を生成す る」 機能の追加要望を提出 ⇒コスト削減・精度の高い影

14 ❖ Exclusive tools for work optimization ① 効率化を求めた専用ツール① Ninjyutsu Editor スキルエディター NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved.

15 demo scenes of a total length of 14 hours 」 「 A tool that allowed us to create efficiently 「総尺 14 時間のイベントデモを効率よく作成するツール」 ❖ Exclusive tools for work optimization ② 効率化を求めた専用ツール② フローエディター NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. Flow Editor Camera Control ON Camera Control OFF Camera Position Camera Target Settings Camera Angle Settings Camera Movement Camera Player Character Facing Support Character Player Character Facing Mob Character Player Character Facing Mob Character at Frame Player Character Display Settings Player Character Walks Player Character Runs Player Character Animation Setting Player Character Animation Setting (Set Frame) Play SE Play SE (Set 3D Placement) Play SE (At Current Point in 3D Field) Stop SE Play SE Standing Demo Load BGM Unload BGM Fade Fade (Set Color) Create Effect With UI Effect(Not Displayed) With UI Effect (Displayed) Fog Settings Glare Settings Color Change Filter Settings Soft Focus Settings Field Depth Settings Screen Effect

16 ❖ Exclusive tools for work optimization ③ 効率化を求めた専用ツール③ NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. 「リグ」+「フェイシャルツール」で効率的に豊かな表情を生み出す Create efficiently rich expressions with 「 Rig 」 & 「 Facial Tool 」

17 About 40 persons About 30 persons Prototype 1 Prototype 2 ❖ Production period of the tools ツールの制作期間 0 50 60 70 80 40 30 About 80 persons 2008/11 - 2009/409/5 - 8 09/9 - 12 2010/01 - 06 Production 2 About 60 persons Production1 ① Ninjyutsu Editor スキルエディター ② Flow Editor フローエディター 2 man month 1 man month Facial Rig setup リグ+フェイシャルツール 各種ツールを本格的な量産体制前に揃えた

18 7 man-day 20 man-day 12 man-day 12 人月 7 man-day 7 人月 8 man-day 8 人月 13 man-day 13 人月 ①スキルエディター With out too l With tool 190 man-day 190 人月 200 man-day 200 人月 30 man-day 30 人月 ②フローエディター 25 man-day 25 人月 18 man-day 18 人月 ③リグ+フェイシャルツール ❖ Comparison of production cost between the two titles ツール有無での工数比 較 Programmers production cost プログラマ工数 Artist production cost アーティスト工数 Reduction of programmers production cost プログラマー工数はほぼかから ない 20 人月 7 人月 Ninjyutsu Editor ( For one Ninjyutsu ) Flow Editor ( For one QTE ) Facial Animation ( For one character ) ツール無 し ツール有り With out too l With tool With out too l With tool

19 ❖ Summary of the 1 st part 1部まとめ The concept for the next sequel is sure ⇒ Optimization of the operations NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. Preparing all the tools before the production ⇒ Reduction of production cost and Quality improvement ! 続編タイトルでコンセプトがしっかりしている⇒どこに手をいれれば効率化に繋がるかが明白 各種ツールを先に揃える事で全体の工数削減とクオリティアップに繋がった。

20 Game Developers Conference 2011 Artwork Part 2

21 CyberConnect2 Lead Artist Isao Takeshita Game Developers Conference 2011

22 “Kami-sakuga” Real-time Demo Video Super Anime like motion blur Anime-like speedy & dynamic RTD “Itano Circus” “Gekiga” touch 神作画を意識したリアルタイムデモ 超アニメ的モーションブラー ダイナミックなシーンの作成手法 神作画パスアニメーション 劇画タッチ Illusion of 2D Magic Game Developers Conference 2011

23 ❖ What is “Kami-sakuga” 神作画とは Please check this. NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. こちらをご覧ください。

24 ❖ Super Anime-like motion blur 超アニメ的モーションブラー Putting unnatural afterimages for Anime-like exaggerated representations NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. ありえない残像をあえて入れるアニメ的誇張表現

25 ❖ Anime-like speedy & dynamic Real-time Demo ダイナミックなシーンの作成 手法 Create a Anime-like dynamicity moving the background and the camera view NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. 背景やカメラを動かすことでアニメの様なスピード感を出す

26 ❖ “Itano Circus” 神作画パスアニメーション Create a “Kami-sakuga” like “Itano circus” NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved.

27 ❖ “Gekiga touch” 劇画タッチ The emotional feeling of “the 2D touch” NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. 2Dならではの感情表現

28 Evolved Anime effects Anime effects created from multiple combinations Example of “water” expression Example of “fire” expression 進化したアニメエフェクト Game Developers Conference 2011 組み合わせで作るアニメエフェクト 水の表現作例 炎の表現作例

29 ❖ Anime effects created from multiple combinations NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. From a different angle 組合わせで作る アニメエフェ クト アニメエフェ クト 違う角度から

30 ❖ Example of water explosion 水爆発作例 Add bones to make it movable NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. ボーンを仕込んで動かせるモデルへ

31 ❖ Example of fire effect 炎エフェクト作例 Falloff + vertex color NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. フォールオフ +頂点カラー

32 Super Anime Background Anime backgrounds creation techniques 超アニメ背景 Game Developers Conference 2011 アニメ背景作成手法

33 ❖ Super Anime Background 超アニメ背景 Realization of a Theatrical anime-like high quality Point Eliminate the 3DCG particular polygons feeling 指針 問題点 Problems 劇場版アニメのようなハイクオリティの実現 Eliminate the monotonous “repeating texture” 3DCG特有のポリゴン臭さを無くしたい テクスチャを繰り返しマッピングしているループ感を無くしたい

34 ❖ Super Anime Background 超アニメ背景 Artistic representation using “Perspective Map” NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. 手法 Technique パースマップを使用した美術表現

35 ❖ Super Anime Background Production flow 超アニメ背景制作の流れ STEP 1 Rough production STEP 2 Model STEP 3 Painting STEP 4 Polish STEP 0 Prototype ① Verification of the realization techniques with the prototype NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved. プロトタイプ ラフ制作 モデル地塗り仕上げ ② Order background paintings to “Studio Pierrot” ③ Adjustment during the output プロトタイプで表現技法を検証 実際の絵はスタジオぴえろに発注 実機に出力する際の調整

36 ❖ Summary of the 2 nd part まとめ 2) A new method with a combination of simple techniques. Its importance to decide and aim firmly the visual art concept. 1) Incorporating the cell animation technique,we were able to give “Storm 2” its originality. セルアニメーションの現場の技術を取り入れる事でストーム2独自の特徴をもたせる事が出来た 単純な技法の組み合わせでも新しい表現が可能。大切なのは目指すべきアートをしっかり決める事

37 Game Developers Conference 2011 Summary Part 3

38 ❖ Dev. Environment 環境 NARUTO SHIPPUDEN™: Ultimate Ninja®: STORM 2 software © 2004-2010 NAMCO BANDAI Games Inc. NARUTO artwork and elements © 2002 MASASHI KISHIMOTO / 2007 SHIPPUDEN All rights reserved.

39 ❖ Approach 取り組み Participation of 20 developers in Jump Festa 2011 Purchase all the goods Storage of all 5 years copies of “Weekly Shonen Jump” Purchase 15 copies per comic. participation of 80 developers to see 2010’s movie Purchase all DVDs Participation of events abroad

40 ❖ Future vision 今後の展望 We received many opinions from users that “Naruto Ultimate Ninja Storm 2”is “beyond the Anime” but we don’t think so yet. との声を多く頂いているが、我々としては、超えているとは到底思っていない。 ユーザー様から『ナルティメットストーム2』は “ アニメを超えている ”

41 ❖ Future vision 今後の展望 To realize that we’ll create more efficient toolsspending the rest of the time to improve the quality of our games. そのために、ツール化できる部分をもっと増やし、 クオリティアップに費やせる時間を増やしていきたい。

42 ❖ In conclusion… 最後に・・・ Japanimation is the BEST in the world !!! 日本のセルアニメーションは世界一だ!!

43 Game Developers Conference 2011 Thank you !


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