増渕大輔
GDC振り返り
4月6日
IGDA Japan
GDCお仕事内容(2018)
3
安いご飯
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
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
GDC 2019 Experimental Gameplay Workshop
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
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.
Session List
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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)
11
https://www.tabletopgaming.co.uk/board-games/articles/i-think-of-edible-games-as-a-sort-of-new-technology-like-
vr-meet-the
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
Hypnospace Outlaw
14
https://store.steampowered.com/app/844590/Hypnospace_Outlaw/?beta=0
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。
Lucifer Within Us, a rashomon-simulation game
16
What the golf?
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https://twitter.com/timgarbos?lang=en
Carto game @sunheadgames
https://twitter.com/sunheadgames/status/966331392119353345
Plusminus
19
Juuso Toikka is a researcher in the Game
Research team at Aalto University,
https://twitter.com/PlayPlusminus
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!
Misshapen
21
Eloquence
22
23
Lucky me
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http://luckymegame.com/
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
26
http://gamasutra.com/view/news/339157/Boyfriend_Dungeon_dev_examines_why_game_fashion_sucks_and_what_to_do_about_it.php
27
"Clothes are clues that tell your player how
to connect with a character."
https://twitter.com/TheVTran
The Geeky Baju Project
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“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
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
Game Stack (by Microsoft)
30
Xbox Live のソーシャル、IDをスマフォでも
31
PlayFab
32
PlayFab MultiPlayer , MatchMake, Communication (Chat)
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ストリーミングサービス
34
Genvid ブースでのデモ
35
Genvid Trailer on Youtube
36
https://www.youtube.com/watch?v=49_kLub5JAI
Multiplayer Round Table
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
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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
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
●
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IMPROBABLE
41
PlayFab Thunderhead (Microsoft)
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。
補足資料
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
マイクロソフトのセッションの内容ご紹介
46
47
48
49
PlayFab
50
アクセシビリティ
51
xCloud Controler
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

GDC2019報告会 発表資料(Microsoft 増渕)