"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
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