Post on 23-Dec-2015
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
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
❖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 !