リアルタイムデモの制作手法

"PS3 & Xbox360
NARUTO SHIPPUDEN: ULTIMATE NINJA STORM 2
Exploring the 'Other Side'
of Super Anime-like Visual Elements"
03/03_Thu
03/26_THU
Game Developers Conference 2011
CyberConnect2
CEO & Representative Director
Hiroshi Matsuyama
Game Developers Conference 2011
What is CyberConnect2 ?
■ NARUTO ″ULTIMATE NINJA″ series 2002 – 2010
■Trade name
CyberConnect2 Co., Ltd.
■Address
© 2002 MASASHI KISHIMOTO. All Rights Reserved.
© 2002-2010 NBGI
[Fukuoka Studio]
Kearny Place Hakata Bld 11F.,1-5-1,
Hakataekimae, Hakata-ku,
Fukuoka-city,Fukuoka,812-0011 Japan
World total Over 8,000,000 Sales
■ ″.hack″ series 2002 – 2010
[Tokyo Studio]
NT Building 6F., 1-47-1, Oi, Shinagawa-ku,
Tokyo, 140-0014 Japan
■Establishment
February.1996
■Staff
[Fukuoka Studio] 145
15th Anniversary
World total Over 3,0000,000 Sales
© .hack Conglomerate
© 2004-2010 NBGI
■ ASURA’S WRATH
[Tokyo Studio] 24
■Business contents
Development of home video game software
Under development
© CAPCOM CO., LTD. ALL RIGHT RESERVED.
❖Attention
Photography of slides with this
mark are strictly prohibited.
Thank you for your cooperation.
❖Agenda
アジェンダ
Part 1
(20min)
Project Concept& Dev. Organization
プロジェクトのコンセプトと体制
Artwork
15:00
アートワーク手法
1.“Kami-sakuga” Real-time Demo
▼
Part 2
(35min)
神作画を意識したリアルタイムデモ
2. Evolved anime effects
進化したアニメエフェクト
3. Super-anime background
16:00
超アニメ背景
Part 3
(5min)
Summary
まとめ
Project Concept
& Dev. Organization
Part 1
Game Developers Conference 2011
❖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
❖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 2010
2008年11月~2010年09月
Total: 23 Months
計23ヶ月
❖Team Organization
組織編成
Production 2
プロダクション2
80
70
Production 1
Post-production
& Debug
プロダクション1
60
Prototype 2
50
40
About
80 persons
プリプロ2
Prototype 1
About
60 persons
プリプロ1
About
40 persons
約60名
30
About
30 persons
0
約30名
2008/11 - 2009/4
ポストプロダクション
&デバッグ
約80名
About
50 persons
約50名
約40名
09/5 - 8
09/9 - 12
2010/01 - 06
10/07 - 09
❖Model creation based on the previous title 前作を踏まえたモデル作成
Optimization without LG LGなしで効率化
STORM
LG
Total :
4,000 Tris
Face :
700 Tris
STORM2
MG
HG
Total :
8,000 Tris
Face :
1,400 Tris
Total :
16,000 Tris
Face :
2,400 Tris
MG
Total :
12,000 Tris
Face :
1,500 Tris
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.
HG
Total :
20,000 Tris
Face :
2,500 Tris
❖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
STORM2
STORM
Demand to NU Library team
to add 「Create shadows from Skin
model」 function
⇒Cost reduction & High precision shadow
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
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.
❖Exclusive tools for work optimization①
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.
効率化を求めた専用ツール①
❖Exclusive tools for work optimization②
Flow Editor
フローエディター
効率化を求めた専用ツール②
「A tool that allowed us to create efficiently
Camera
demo
scenes of a total length of 14 hours」
Screen Effect
「総尺14時間のイベントデモを効率よく作成するツール」
Camera Control ON
Fade
Camera Control OFF
Fade (Set Color)
Camera Position
Create Effect
Play SE
Camera Target Settings
Player
Facing Support Character
With UICharacter
Effect(Not Displayed)
Play SE (Set 3D Placement)
Camera
Player
FacingAngle
Mob Settings
Character
With UICharacter
Effect (Displayed)
Play SE
(At Current
Point in at
3DFrame
Field)
Player
Character
Facing
Mob
Character
Fog Settings
Camera
Movement
Player
Character
Glare Settings
Stop SEDisplay Settings
Player
Character
Walks
Color Change
Filter
Settings
Play SE Standing Demo
Player Character Runs
Soft Focus Load
Settings
BGM
Player Character Animation Setting
Field Depth Settings
Unload BGM
Player Character Animation Setting (Set Frame)
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.
❖Exclusive tools for work optimization③ 効率化を求めた専用ツール③
Create efficiently rich expressions with 「Rig」&「Facial Tool」
「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
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.
❖Production period of the tools
①Ninjyutsu Editor
80
スキルエディター
②Flow Editor
フローエディター
70
60
2 man
month
50
40
30
0
Facial Rig
setup
Production1
1 man
month
Prototype1
2008/11 - 2009/4
Production 2
リグ+フェイシャルツール
Prototype2
About
30 persons
ツールの制作期間
About
各種ツールを本格的な量産体制前に揃えた
80 persons
About
60 persons
About
40 persons
09/5 - 8
09/9 - 12
2010/01 - 06
❖Comparison of production cost between the two titles
Programmers production cost
Reduction of programmers
production cost
ツール無し
With out
tool
ツール有り
With
tool
12
13
man-day
man-day
12人月
プログラマー工数はほぼかからな
い
プログラマ工数
Artist production cost
アーティスト工数
With out
tool
With
tool
30
20
man-day
man-day
man-day
With out
tool
With
tool
7
20人月
man-day
30人月
7人月
25
13人月
7
ツール有無での工数比較
8
man-day
190
200
man-day
man-day
200人月
190人月
man-day
25人月
18
man-day
18人月
8人月
7人月
Ninjyutsu Editor
Flow Editor
Facial Animation
(For one Ninjyutsu)
①スキルエディター
(For one QTE)
②フローエディター
(For one character)
③リグ+フェイシャルツール
❖Summary of the 1st part
1部まとめ
The concept for the next sequel is sure
⇒ Optimization of the operations
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
Preparing all the tools before the production
⇒ Reduction of production cost
and Quality improvement !
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。
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.
Artwork
Part 2
Game Developers Conference 2011
CyberConnect2
Lead Artist
Isao Takeshita
Game Developers Conference 2011
“Kami-sakuga” Real-time Demo Video
Illusion of 2D Magic
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
Super Anime like motion blur
Anime-like speedy & dynamic RTD
“Itano Circus”
“Gekiga” touch
Game Developers Conference 2011
❖What is “Kami-sakuga”
神作画とは
Please check this.
こちらをご覧ください。
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.
❖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
ありえない残像をあえて入れるアニメ的誇張表現
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.
❖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
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
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.
❖“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”
2Dならではの感情表現
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.
Evolved Anime effects
進化したアニメエフェクト
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
Example of “water” expression
Example of “fire” expression
Game Developers Conference 2011
❖Anime effects created from multiple combinations
From a different angle
違う角度から
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.
組合わせで作る
アニメエフェクト
❖Example of water explosion
水爆発作例
Add bones to make it movable
ボーンを仕込んで動かせるモデルへ
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.
❖Example of fire effect
炎エフェクト作例
Falloff +
vertex color
フォールオフ
+頂点カラー
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.
Super Anime Background
超アニメ背景
アニメ背景作成手法
Anime backgrounds creation techniques
Game Developers Conference 2011
❖Super Anime Background
Point
指針
Problems
問題点
超アニメ背景
Realization of a Theatrical anime-like high quality
劇場版アニメのようなハイクオリティの実現
Eliminate the 3DCG particular polygons feeling
3DCG特有のポリゴン臭さを無くしたい
Eliminate the monotonous “repeating texture”
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
Technique
手法
超アニメ背景
Artistic representation using
“Perspective Map”
パースマップを使用した美術表現
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.
❖Super Anime Background Production flow
超アニメ背景制作の流れ
STEP 0
STEP 1
STEP 2
STEP 3
STEP 4
Prototype
Rough production
Model
Painting
Polish
プロトタイプ
ラフ制作
モデル
地塗り
仕上げ
①Verification of the realization
techniques with the prototype
プロトタイプで表現技法を検証
②Order background paintings
to “Studio Pierrot”
実際の絵はスタジオぴえろに発注
③Adjustment during the output
実機に出力する際の調整
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.
❖Summary of the 2nd part
まとめ
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
2)A new method with a combination of simple techniques .
Its importance to decide and aim firmly the visual art concept.
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
Summary
Part 3
Game Developers Conference 2011
❖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
Purchase all the goods
Participation of 20 developers in Jump
Festa 2011
Storage of all 5 years copies of
“Weekly Shonen Jump”
Purchase all DVDs
Purchase 15
copies per comic.
participation of 80
developers to see 2010’s
movie
Participation 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.
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”
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。
❖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・・・
Japanimation
is the BEST
in the world !!!
日本のセルアニメーションは世界一だ!!
Thank you !
Game Developers Conference 2011