View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view session and speaker details for the 2024 Game Developers Conference. New sessions are regularly added leading up to GDC, and all dates and times will be announced about 4 weeks before the event. Once live, you will be able to build your schedule with the GDC Mobile App.
Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.
Eitaro Iwabuchi (Lead Technical Artist, Square Enix Co., Ltd.)
Pass Type: All Access Pass, Core Pass - Get your pass now!
Topic: Production & Team Leadership
Vault Recording: TBD
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.
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.
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.