Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Hitoshi Mishima (Systems & Applications Engineer, CAPCOM)
Tomonori Takano (Art Director, CAPCOM)
Morimasa Sato (Director, CAPCOM)
Yixiong Gong (Systems & Applications Engineer, CAPCOM)
Pass Type: All Access Pass, Core Pass
Topic: Design, Visual Arts
Vault Recording: TBD
Audience Level: I acknowledge GDC 2021 is an all-digital event and commit to participating virtually.
This session introduces the approach that went into making Resident Evil Village a game that "disturbs the player's emotions," focusing on three major aspects: game design, art direction, and graphic technology.
The game design segment explains how we went about controlling the player's emotional experience, particularly how we dealt with player's becoming accustomed to fear, and the logic architecture of tension and relief. The art direction segment covers our methods for realizing the visual concept of a "beautiful, yet terrifying village." Finally, in the graphics segment we use concrete examples to show how we implemented ray tracing to realize our visual concept within the project's constraints.
Through the development of Resident Evil Village, you will gain technical expertise in game design, art direction, and how to incorporate it into graphics.
・Those who are interested in Capcom's game development methods
・Those who are interested in game graphics in the PS5 generation