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GDC2019報告会 発表資料(Microsoft 増渕)

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2019/4/6 に実施されたGDC2019報告会にて、登壇させていただきました。その際の発表資料をこちらに公開いたします。振返りなどにご活用ください。

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GDC2019報告会 発表資料(Microsoft 増渕)

  1. 1. 増渕大輔 GDC振り返り 4月6日 IGDA Japan
  2. 2. GDCお仕事内容(2018) 3 安いご飯
  3. 3. GDCお仕事内容(2019) 4 Xbox Live: Growing & Engaging Your Gaming Community Across Platforms DirectX: Boost rendering performance with hardware accelerated Variable Rate Shading (VRS) DirectX: Variable Rate Shading, a Deep Dive, Deriving Screen Space Shading Rate, Implementation Tips and Sparse Lighting Project xCloud: The future of streaming Xbox games on mobile devices and beyond. Best practices for building resilient, scalable, game services in Microsoft Azure. Save time for creativity: Unlocking the potential for your game’s data with Microsoft Azure’s flexible, reliable & secure database services. Accessibility as a 1st-class input for games Accessible Voice & Text Chat with PlayFab Introducing DirectML: How to move machine learning from research into production
  4. 4. 5
  5. 5. 報告内容 6 報告1 報告2 報告3 実験的なゲーム 服、ファッションについて オンライン、マルチプレイ
  6. 6. GDC 2019 Experimental Gameplay Workshop
  7. 7. 実験的とは This IS Experimental Gameplay: ● Creating unexpected play experiences or promoting unique feelings within players through mechanics (Gravitation, Passage, The Marraige). ● Generative games, where the gameplay or world changes based on choices the player makes (Spelunky, flOw). ● Emergent gameplay, where the game systems interact to provide suprising situations (ROM CHECK FAIL, Portal). ● Interactive storytelling, where the plot or dialog changes in a fine-grained manner, as opposed to discrete "branching points" (Facade). ● Innovative user interfaces - natural language processing, image recognition, gestural control, new hardware devices (Guitar Hero, RENGA) ● Novel multiplayer interactions (Journey) ● 結びついている二つの四角を片方の四角が消えたりないように延命させる、The Marraige ● Gravitation、Passage、The Marraige)を介して新しい体験を生む ● 海洋生物を抽象的にイメージしたクリーチャーを操作するflOwのようなもの
  8. 8. 実験的でないものとは This is NOT Experimental Gameplay: ● Novel content, narrative, settings, character designs, artwork, audio or plots - unless they affect the core gameplay in a major way. ● New hybrids of already-existing genres - unless the resulting gameplay is unexpectedly more than the sum of its parts. ● Purely technical innovation, experimental business models or distribution mechanisms, or games for under-served audiences - unless the game itself is experimental as outlined above.
  9. 9. Session List 10 Trynn Check (Game Designer/Manager of Production, Level You & iThrive Games) Nicolas Saraintaris (Founder, Beavl) Nicolas Recabarren (Founder, Nonsense Arts) Mohannad Al-Khatib (Co-Founder & Creative Director, Artifact 5) Jenn Sandercock (Designer, Inquisiment) Shawn Liu (Student, Rochester Institute of Technology) Dennis Carr (Game Designer and Programmer, Independent) Jonah Warren (Co-founder and Creative Director, Feedtank) Jay Tholen (Artist, Designer and Composer, Independent) Su Liu (Live Producer, Riot Games) Daniel Benmergui (Designer, Storyteller) Tim Garbos (Creative Director, Triband) Juuso Toikka (Game Developer and Researcher, Aalto University) Antti Sandberg (Game Developer and Designer, Aalto University) Frank DeMarco (Arcade Manager, Babycastles) Alex Bull (3D Artist, Kitfox Games) Jongwoo Kim (Co-founder and Programmer, Kitfox Games) Lee-Kuo Chen (Game Designer, Sunhead Games) Gerben Grave (Narrative Designer and Game Writer, Multiverse Narratives) Robin Hunicke (CEO, Funomena)
  10. 10. 11 https://www.tabletopgaming.co.uk/board-games/articles/i-think-of-edible-games-as-a-sort-of-new-technology-like- vr-meet-the
  11. 11. 12
  12. 12. Hostile User Interface by Shawn Liu 13 https://www.rit.edu/news/rit-students-experimental-game-highlighted-2019-game-developers-conference?utm_source=twitter&utm_mediu m=social&utm_campaign=student+success&utm_term=&utm_content=ShawnLiuGame
  13. 13. Hypnospace Outlaw 14 https://store.steampowered.com/app/844590/Hypnospace_Outlaw/?beta=0
  14. 14. Daniel Benmergui & Robin Hunicke 15 ストーリーテラーは、キャラクターや小道具をコミックのような一連のフ レームに配置してビジュアルストーリーを構築するパズルゲームで す。 各レベルには「嫉妬の殺害」や「愛の悲劇」などの目標があります。 あ なたはあなたが望むどのような方法ででもそれを果たすことは自由で す。
  15. 15. Lucifer Within Us, a rashomon-simulation game 16
  16. 16. What the golf? 17 https://twitter.com/timgarbos?lang=en
  17. 17. Carto game @sunheadgames https://twitter.com/sunheadgames/status/966331392119353345
  18. 18. Plusminus 19 Juuso Toikka is a researcher in the Game Research team at Aalto University, https://twitter.com/PlayPlusminus
  19. 19. Picture Processing 20 The goal of this puzzle game is to restore glitched-out NES screens. The tiles have been shuffled out of their memory addresses, and the screen looks like nonsense. It is your task to put tiles back in their proper addresses and fix your games! To do that, you telepathically access the NES's internal Picture Processing Unit and use a keyboard or gamepad and on-screen GUI to swap tiles between memory addresses. Try playing with a USB controller and pressing F11 to view full-screen! Progress is saved automatically each time you complete a level, so you can exit and return later. Based on 挿道 from My Famicase Exhibition 2015!
  20. 20. Misshapen 21
  21. 21. Eloquence 22
  22. 22. 23
  23. 23. Lucky me 24 http://luckymegame.com/
  24. 24. 報告内容 25 報告1 報告2 報告3 実験的なゲーム 服、ファッションについて オンライン、マルチプレイ
  25. 25. 26 http://gamasutra.com/view/news/339157/Boyfriend_Dungeon_dev_examines_why_game_fashion_sucks_and_what_to_do_about_it.php
  26. 26. 27 "Clothes are clues that tell your player how to connect with a character." https://twitter.com/TheVTran
  27. 27. The Geeky Baju Project 28 “As a community manager, I’m always looking for things to hook in players,” Tran explained. “Players want to embody their ideal selves, online and offline, and fashion is a great way to help them do that.” http://gamasutra.com/view/news/339157/Boyfriend_Dungeon_dev_examines_why_game_fashion_sucks_and_what_to_do_about_it.php
  28. 28. 報告内容 29 報告1 報告2 報告3 実験的なゲーム 服、ファッションについて オンライン、マルチプレイ
  29. 29. Game Stack (by Microsoft) 30
  30. 30. Xbox Live のソーシャル、IDをスマフォでも 31
  31. 31. PlayFab 32
  32. 32. PlayFab MultiPlayer , MatchMake, Communication (Chat) 33
  33. 33. ストリーミングサービス 34
  34. 34. Genvid ブースでのデモ 35
  35. 35. Genvid Trailer on Youtube 36 https://www.youtube.com/watch?v=49_kLub5JAI
  36. 36. Multiplayer Round Table 37
  37. 37. Multi Play エンジニアが 50 人程度集まって悩みを相談する会 38 Pacing MP Faster pacing / slow Sporing impact Space Sync data Sync/Asinc Language + db mongoDB Java Scala, C# Sync Position area of virtual world dynamically Single world, or separated world (Improbable?) Steaming Free to play Non determine 5G Steaming CPU Optimized - Linux - Windows - Hyper-V - Docker Free in pky
  38. 38. ベンチマークは世界共通の悩み 39 https://github.com/nxrighthere/BenchmarkNet?fb clid=IwAR0dgSV57Gekbr2JoANOhv9O18OjFC3 hqA7w0rXAwR_cQnIFcbAq50kQ1NE Supported networking libraries: ● ENet ● UNet ● LiteNetLib ● Lidgren ● MiniUDP ● Hazel ● Photon ● Neutrino ● DarkRift ●
  39. 39. 40
  40. 40. IMPROBABLE 41
  41. 41. PlayFab Thunderhead (Microsoft) 42
  42. 42. 報告内容 43 報告1 報告2 報告3 実験的なゲーム 服、ファッションについて オンライン、マルチプレイ おしまいです。 ありがとうございました。
  43. 43. 補足資料 44
  44. 44. お仕事内容(2019) 45 Xbox Live: Growing & Engaging Your Gaming Community Across Platforms DirectX: Boost rendering performance with hardware accelerated Variable Rate Shading (VRS) DirectX: Variable Rate Shading, a Deep Dive, Deriving Screen Space Shading Rate, Implementation Tips and Sparse Lighting Project xCloud: The future of streaming Xbox games on mobile devices and beyond. Best practices for building resilient, scalable, game services in Microsoft Azure. Save time for creativity: Unlocking the potential for your game’s data with Microsoft Azure’s flexible, reliable & secure database services. Accessibility as a 1st-class input for games Accessible Voice & Text Chat with PlayFab Introducing DirectML: How to move machine learning from research into production
  45. 45. マイクロソフトのセッションの内容ご紹介 46
  46. 46. 47
  47. 47. 48
  48. 48. 49
  49. 49. PlayFab 50
  50. 50. アクセシビリティ 51
  51. 51. xCloud Controler 52
  52. 52. Microsoft の GDC 関連サイト 53 •全セッションのビデオ レコーディング •GitHub 等のリソースへのリンクにより、 自宅にてブースのデモの多くを体験可能 •GDC での全ての質問および回答は FAQ として公開されます  http://aka.ms/gdc2019

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