Cinematic Workflow and Pipeline of ‘FINAL FANTASY XVI’
DescriptionGood workflow and pipeline are essential in the development of AAA titles. This session explains the steps to design the workflow and pipeline for FINAL FANTASY XVI.
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. 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.
Other specialized tools used for the making of cut scenes, systems for voice placement, and tools for cameras creation will be covered—and concludes with the data flow and their progress management method with a customized Flow Production Tracking API.
Speaker
Lead Technical Artist, Creative Studio 3
Event Type
Games
TimeTuesday, 3 December 20241:00pm - 2:00pm JST
LocationG502, G Block, Level 5
Registration Categories
Language Formats