I. Hasegawa, Tomohiro Hasegawa, Kazutaka Kurosaka, Akihiko Kishi, Akira Iwasawa, Youichiro Miyake
{"title":"How to build a fantasy world based on reality: a case study of Final Fantasy XV: part II","authors":"I. Hasegawa, Tomohiro Hasegawa, Kazutaka Kurosaka, Akihiko Kishi, Akira Iwasawa, Youichiro Miyake","doi":"10.1145/3134472.3134498","DOIUrl":null,"url":null,"abstract":"From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: \"a fantasy based on reality\". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the \"fantasy world based on reality\" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part II, we will talk about making \"believable characters\". First, we will discuss character art from the standpoint of a \"fantasy based on reality\". Then, we will explain how we went about sharing character assets between the pre-rendered CG and real-time CG, to produce high-quality and believable character assets within a short time frame. Lastly, we will talk about the work we did in AI and animation to make those characters appear grounded.","PeriodicalId":412128,"journal":{"name":"SIGGRAPH Asia 2017 Courses","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"SIGGRAPH Asia 2017 Courses","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3134472.3134498","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
From the onset and during the course of development for FINAL FANTASY XV, we built our world around the theme: "a fantasy based on reality". Under this slogan and based on this world, we created the real-time CG game FINAL FANTASY XV, as well as the pre-rendered CG movie KINGSGLAIVE FINAL FANTASY XV. In this case study, we will explain the problems that we encountered, as well as the solutions we came up with when implementing the "fantasy world based on reality" in the making of FINAL FANTASY XV. Reality has various aspects. For example, in order to create a world that is in a constant state of flux like the actual world we live in, we needed to support both time changes as well as changes in the weather. We also needed believable characters to inhabit the world we created. Moreover, we needed user interfaces and localization to realistically present this world to our users. In this course, Part II, we will talk about making "believable characters". First, we will discuss character art from the standpoint of a "fantasy based on reality". Then, we will explain how we went about sharing character assets between the pre-rendered CG and real-time CG, to produce high-quality and believable character assets within a short time frame. Lastly, we will talk about the work we did in AI and animation to make those characters appear grounded.