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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 2011

03/03_Thu

CyberConnect2CEO & Representative Director

 Hiroshi Matsuyama

Game Developers Conference 2011

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 

15th Anniversary

❖Attention

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

❖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

Game Developers Conference 2011

Project Concept& Dev. Organization

Part 1

❖Project Concept   プロジェクトコンセプト

Evolution ofGame and Animation

“super-fusion”さらに“進化”したゲームとアニメの超融合

❖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

 

❖Development period   開発期間

From November 2008 

   to September 20102008年11月~2010年09月

Total: 23 Months計23ヶ月

❖Team Organization   組織編成

0

50

60

70

80

40

30

About80 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

About60 persons

約 60 名About40 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

❖Model creation based on the previous title   前作を踏まえたモデル作成

STORM

Face :2,400 Tris

Total :16,000 Tris

HGTotal :

8,000 TrisFace :1,400 Tris

MGTotal :

4,000 TrisFace :700 Tris

LG Total :

20,000 TrisFace :2,500 Tris

HG

STORM2

MGTotal :12,000 TrisFace :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.

❖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

MSTORM

⇒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

❖Exclusive tools for work optimization①   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.

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 optimization②   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

❖Exclusive tools for work optimization③   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 」

About40 personsAbout

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

About80 persons

2008/11 - 2009/4 09/5 - 8 09/9 - 12 2010/01 - 06

Production 2

About60 persons

Production1

①Ninjyutsu Editorスキルエディター

②Flow Editorフローエディター

Prepare all the toolsbefore the mass production

2 manmonth

1 man month

Facial Rigsetup

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

7man-day

20man-day

12man-day

12 人月

7man-day

7 人月

8man-day

8 人月

13man-day

13 人月

① スキルエディター

With outtool

Withtool

190man-day190 人月

200man-day200 人月

30man-day30 人月

② フローエディター

25man-day25 人月 18

man-day18 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

toolWithtool

With outtool

Withtool

❖Summary of the 1st 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。

Game Developers Conference 2011

ArtworkPart 2

CyberConnect2Lead Artist

  Isao Takeshita

Game Developers Conference 2011

“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

❖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。

❖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

❖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

❖“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.

❖“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

Evolved Anime effects

Anime effects created from  multiple combinations 

Example of “water” expressionExample 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

❖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

違う角度から

❖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

❖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

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

❖Super Anime Background   超アニメ背景

Realization of a Theatrical   anime-like high qualityPoint

Eliminate the 3DCG particular polygons feeling

指針

問題点

Problem

s

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

❖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

❖Super Anime Background Production flow   超アニメ背景制作の流れ

STEP 1Rough production

STEP 2Model

STEP 3Painting

STEP 4Polish

STEP 0Prototype

①Verification 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

②Order background paintings

   to “Studio Pierrot”

③Adjustment 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

❖Summary of the 2nd 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

Game Developers Conference 2011

SummaryPart 3

❖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.

❖Approach   取り組み

Participation of 20 developers in Jump Festa 2011

Purchase all the goodsStorage 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 DVDsParticipation of events abroad

❖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”

❖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。

❖In conclusion…   最後に・・・

Japanimationis the BEST

in the world !!!日本のセルアニメーションは世界一だ!!

Game Developers Conference 2011

Thank you !

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