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 Visual Arts
This Session
In-House Tools Postmortem: For Developing Sonic The Hedgehog Series.
- Date
 - September 2 (Thu) 11:20 - 12:20
 - Format
 - Session (60min.)
 
Expected Skill | This session is intended for technical artists and programmers interested in developing or improving their own tools.  | 
|---|---|
Ideas Take Away | Attendees will learn about our approach to in-house tools for "Sonic Unleashed(PS3/360)", "Sonic and the Secret Rings(Wii)", "Feel The Magic: XY/XX(NDS)" and upcoming games.  | 
1.Preview environment for art designers.
 -Feel The Magic: XY/XX(NDS)
 -Sonic and the Secret Rings(Wii)
 -Sonic Unleashed(PS3/360)
 -upcoming games
 
2.In-house tools postmortem
 -difference between preview environment and game
 -function addition and use of additional function
 -handling huge amount resources
 -GUI custom for each person
 -understanding the usage only from seeing
 -approach to in-house tools for each project
3.How to make preview environment
 -preview environment on DCC tools / individual preview environment / host-target connection tool
 -C# managed code and native game engine
 -undo-able design /cross platform game development
 -icon, distribution and documentation
 -UAC
 -references
4.Future Work
 -preview environment for destruction and deformation
 -node-base animation control
5.QA
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* The session contents are based on the information provided by the speakers.
- 

Nobuo Nakagawa
Programmer
CS R & D Dept. #2
SEGA CORPORATION
 


