GDC 2024 is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Cinematic Workflow and Pipeline of 'FINAL FANTASY XVI'

Eitaro Iwabuchi  (Lead Technical Artist, Square Enix Co., Ltd.)

Location: Room 2006, West Hall

Date: Wednesday, March 20

Time: 9:00 am - 10:00 am

Pass Type: All Access Pass, Core Pass - Get your pass now!

Topic: Production & Team Leadership

Format: Session

Vault Recording: Video

Audience Level: All

Good workflow and pipeline are essential in the development of AAA titles. This session explains the steps to design the workflow and pipeline for FINAL FANTASY XVI.

Eitaro Iwabuchi, Lead Technical Artist at Square Enix Co., Ltd., details the method of transferring data from MotionBuilder to Maya and the tools utilized to support their workflow. The workflow is designed with a combination of tools that have been used internally for other projects and tools that were developed from scratch exclusively for this project.

Other specialized tools used for the making of cut scenes, systems for voice placement, and tools for cameras creation will be covered—and concludes with the data flow and their progress management method with a customized ShotGrid API.

Takeaway

Attendees will gain knowledge on how to design workflow and pipeline for cinematic cut scene in game projects, as well as examples of the cinematic workflow and pipeline used in FINAL FANTASY XVI.

Intended Audience

This is for anyone who want to know how to design workflow and pipeline for cinematics in game projects. This includes project managers, narrative designers, programmers, and technical artists involved in developing tools for the pipeline.



Connecting the Global Game Development Community

GDC Vault icon
Game Developers Choice Awards icon
Independent Games Festival (IGF) icon
GameDeveloper.com icon