"Unity" reduces various value to the community through session and booth display. GTMF 2017 Lords, Mr. Ito talks in a lecture
"Game Tools & Middleware Forum 2017" held in Tokyo on June 30th in Tokyo, "Game Tools & Middleware Forum 2017" will be described in the latest information of Unity, which boasts the largest user community. What messages do you issue firmly rooted in Japan's game development? What messages will be issued to the audience? I heard about the company's Route of the company based on the recent industry trends.
# Unity used in a wide range of games, video, gaming machines and gaming machines
Unity that lists "democratization of game development". GlobalGameJam is used in various hackasons and workshops, and is now a compulsory tool for students to learn game development. In particular, Japan is also the effort of Unity Technologies Japan, which is responsible for sales and support, and develops unique marketing measures including "Unity-chan". The world was created a unique user community. It can be said that the existence of this thick community is the biggest asset of Unity.
On the other hand, Unity's core business is on technical support in commercial game development, which does not change in the Japanese market. An example of UNITY hiring of domestic developers is advanced along with the native application of smartphone games, and now it is a game application that is mostly adopted by the upper game application ranking. Based on these conditions, Mr. Ito, University of Unity Technologies Japan, who wants to deliver to a listener in GTMF and "Corresponding to high-end graphics" and "Multi-platform development".
The CG video "Ultimate Bowl 2017" published in UNITE 2017 TOKYO held in May was a joint production title with the CG Studio Masa Animation Planet, but in the CG Studio Masa Animation Planet. It is the CG video "ULTIMATE BOWL 2017" published in May. . A 50-second work based on the future American football, is a high-end visual with a photoreaistick. However, while "video", it is actually not a prelender movie, but it is a demonstration of real-time rendering.
However, the game and the movie are water and oil even though the same video. In the same way, there is also unsuitable for production tools. Unity, originally produced for game development, can not be used as a good tool for video production. In order to fill the gap, "Ultimate Bowl 2017" was used by "Timeline" and "Cinemachine" for video production of Unity. Mr. Ito explains this utilization method with demonstration while losing this time.
"Timeline is a function towards video representation along the time axis. It is easy to display characters and effects at a specific timing. Event-like production, such as opening the treasure chest in the game, from the game movie You can show it smoothly as a series of scenes without switching the image. On the other hand, Cinemachine is a function that enables painting-contained creation on Unity. If you set the location and angle angle, the camera Adjust automatically if you do not set the location and angle of the angle. "(Mr. Ito)
If you have a creator with experience in Game development in Unity, you will find it well. The game is a non-linear video content that changes the content by the user's operation. Therefore, to create film-based content with Unity, it was necessary to install various assets from ASEET STORE. Such functions will be installed as the official functions on the Unity side in the future. As in the case of the treasure chest above, it would be an effective feature that is a valid feature in the game industry as well as the video industry.
By the way, even if the two functions do not explain in words, it can be understood as soon as you actually see the demo. Therefore, it is most suitable for GTMF lectures. Moreover, the project data of "Ultimate Bowl 2017" is planned to be open nearby. After the image of how to use it in the demonstration, "Ultimate Bowl 2017" is a mechanism that allows you to confirm the actual use example for sample data. Among them, it goes without saying that the know-how of Masa's video production is clogged.
In addition, the real-time demonstration is in progress not only to the game but also in video production for the game machine industry. Background is the improvement of the performance improvement of the board for gaming machines and the image quality to be demanded. In a limited ROM capacity, to produce more beautiful images, we have no choice but to efficient utilization of assets. For that purpose, it is required to combine the asset in real time instead of the prelender movie, and to output an image. In the booth, demo exhibitions using AMD game machine boards are also implemented.
Movement that actually uses the game engine as a rendering engine is steadily progressing in the video industry. Because the rendering result is obtained high, it is because it is possible to increase iteration. Even in April 2017 TV anime "Calm", unity is used for the geometric pattern representation drawn on the surface of the huge cube-caddue appearance that appeared in the earth, even with the TV anime "correct cadd" that appeared in the earth. Mr. Ito said, "UNITY is more used by Unity in the video industry, and it is a place where you have a strong interest as a headquarters as a head office."
By enabling high-end video expression with Unity, the benefits received by the game industry are also large. In Japan, in Japan, in the mobile games market centered, there will be a need for an effort to develop application development for high-end terminals that will continue to continue in the future. Matting of the mobile game market is progressing, and the development cost per master continues to rise, while the user's eyes are becoming more and more and more fertile, and a rich and innovative game experience is required. Any studio will be welcome if you have a high-end visual representation on the familiar UNITY.
However, the increase in development load has a chicken race aspect. A studio gambling new possibilities has also appeared in this way. That is a PC and consumer multi-platform development. In particular, it is STeam sale that is called quiet boom in Japan since last year. Bidarnobe, some Indies games, which have been directed to domestic, are triggered, and in recent years, STEAM development of medium-sized developers is in progress. Some of the titles that record several times more selling.
Also, in the latest example, the development of Nintendo Switch is also increasing. Originally Nintendo Switch architecture is compatible with smartphones and is easy to transplant titles. Even UNITY, UNITY has promoted Nintendo Switch support quickly, and at the time of looping of the main unit, five games made on Unity-based were released. Nintendo also expresses domestic support of index domestic support in Nintendo Switch, and Mr. Ito says that it is a valid measure for risk reduction.
Japanese game industry, which has experienced rapid trend changes from commercial use to home and mobile. It is a non-constant innovation that is in the background. A rapid shift from Garakeet to smartphone games and the increase in native apps associated with it are also new. From there, it is to be a new risk factor if you optimize your current environment too much. The evolution of the technology is easily overwritten with existing business rules. That's why the game industry has kept unique dynamism that can not be found in other industries.
"In order to respond to these changes, it is important to always secure multiple possibilities and options even if you look at the cost increase. It is also one of the introduction of real-time rendering technology in the game machine industry. Implementations require Unity engineers, which also enable new deployment such as VR and AR. Pc Games and Console Deployment are also similar. Winy high-performance visual capabilities and abundant multi-platforms Correspondence is a valid way for that, "(Mr. Ito)
# What is needed for the next generation of game developer development
In addition, Unity Technologies Japan is also working on the next generation game developer education. It is planned to be able to offer from Japan to the world from July to the "design course to learn from elementary school students". Mr. Hiro Aoi who worked on a number of hit titles, such as the "Sonic The Hedge Hog" and "Uncharted" series, which designed teaching materials. The teaching materials for teachers for 15 class teaching materials and the unity project data for learning are provided free of charge.
Mr. Ito explained that "the use of Unity's usage course, but a tool to be aware of the source of the source of creating the game". Even if you can learn how to use Unity, you can make a sample game, many students will not be able to create an original game. It is because there is a big gap to remember the operation of the tool and create new plays. This project started from the problem awareness of whether this groove is not filled. This summary will be introduced in the GTMF session.
However, Mr. Ito said, "Not only primary school students but also vocational schools, universities, and people other than a game company's planning job will be interesting." Learning about the basis of play is that it is an interesting experience not only for children but also for adults. Mr. Ito said that many games are expected to be created throughout this effort. The company also offers a place for the original game announcement through Unity Inter High.
"If you can give a game, you want to post to the elementary and junior high school student department" (Mr. Ito)
This year's exhibition that focused not only for the session but also the booth exhibition. The demonstration of real-time rendering for gaming machines by AMD boards described above is one of them. In addition to this, the portal site "Unity Connect" connecting Unity Engineer, Corporate and School is also performed. On the human resource matching site with UNITY's utilization skills, the creator can post their own portfolio and project and also have a function similar to SNS. There is already a registration of nearly 40,000 people worldwide, and the booth is a mechanism that applicants can register directly.
Especially in recent years, foreign creators who want to work in the Japanese game industry are in progress. On the other hand, overseas expansion is urgently needed for many companies. In this way, both employment mismatches continue despite the relationship between the affairs. It is because there is no opportunity to get to each other. On the other hand, this site is also valid for students who want to go to the game industry. If you have skilled skills, it is possible to connect directly with the enterprise. While new graduation batch adoption is broken, this site is expected to be the gospel of the Unity creator in various ways.
In addition to the expansion of use in the video industry, there is also a corner that receives a request for functional extensions. In a Claused environment, it is possible to talk directly about bottlenecks and required functions to leverage Unity on your pipeline.
"Usually this functionality is that each company's technical artist is resolved. However, there are few ta in Japan. Therefore, we think that our side can be implemented as a new feature" (Ito)
By the way, the expansion of the approach in the UNITY video industry is not only Unity Technologies Japan but also company-wide intention. For that purpose, it is focused on digging the needs in the video industry in Japan. It is because there is a rare CG video culture in Japan, including cellulex expressions that utilize Tonon shading. On the other hand, it is ambitious to the implementation of such a "functional function" on the side of the head office.
Mr. Ito raised Unity's MeshSync feature as one of these extensions. The 3DCG asset of normal games is produced by superimposing scene data exchange on the game engine side with MAYA and 3DS MAX. At this time, if the artist side is directly checked on the DCC tool, the work efficiency is significantly increased. Unity's MeshSync feature is just realizing this in real time. In this way, we intend to consolidate the requests required for the scene and connect to the update. At this GTMF venue, we conducted "Unity Development Site Hearing" where you can consult your Development site engineers and artists to use Unity. From a given form, it is possible to apply for a prior application with time.
Unity Development Field Hearing Preliminary Applicable Form http://urls.unity3d.jp/hearing-gtmf2017
In this way, the entire digital entertainment industry has a large presence. However, it is not different from that in its background. In fact, it is one of the most experienced game engines in Japan, leading to human resource recruitment and ease of problem solving, and is one of the reasons why companies adopt Unity for game development. If the adoption case increases, the corresponding middleware and tools will also increase, and the convenience of Unity will increase. It is a diagram that they are returned to the user community.
However, for tool vendors and engine vendors, the opportunity to listen to live voices from professional game developers is not present. Under such circumstances, GTMF is a place where you can interact directly in two places in Tokyo and Osaka. Mr. Ito summarized that he wanted to use this opportunity fully.
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