I would become a member of GDC just to watch these, especially after watching the first one. It’s fascinating. Seeing the underbelly of game development is eye-opening and positively cool. Anyway, enjoy the free one below. Consider a membership beyond that. I know I will.
Autodesk Developer Summit: ‘FINAL FANTASY XVI’: Wrangling Complexity to Deliver Top-Quality (Presented by Autodesk)
Uncover SQUARE ENIX’s strategies for reducing workload and complexity without compromising the quality of FINAL FANTASY XVI. This session explores how the studio seamlessly integrated Autodesk and in-house tools, allowing data to flow between the two for environment layout, animation and more, enabling them to create extraordinary realms and characters that have captivated a loyal audience of over three million players.
Cinematic Workflow and Pipeline of ‘FINAL FANTASY XVI’ (Members Only)
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 when designing FINAL FANTASY XVI. 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.
Designing Active Time Lore for ‘Final Fantasy XVI’ (Members Only)
In this session, Game Designer Momoka Aono will demonstrate how UIs can help players better understand the story of the game through examples of the lore support system called “Active Time Lore,” invented for FINAL FANTASY XVI. Attendees will learn the example of designing the new lore system and how to make players understand the in-game world and to be curious about its lore, through the three years’ development team struggling to create UIs, program and implement lots of data.