Definition of CEDEC Session Genres

ENG (Engineering)

The Engineering genre covers technologies and examples of programming and  graphics rendering skills necessary for development, operation and management of computer entertainment systems; skills necessary for deep understanding and utilization of hardware; Skills of applying mathematical sciences, such as simulation; skills for developing efficiently; initiatives for sharing and advancing technologies; networks, databases, designing and building systems and services, operation and management systems, countermeasures for unauthorized use, security measures and other skills.

Practical Application of Advanced Technology

  • IoT (Internet of Things) and robotics in computer entertainment
  • Computer entertainment robotics
  • Effective examples of drones, wearables, sensors, projectors, and other devices in entertainment


Development Technology

  • Research and effective examples of deep learning in computer entertainment
  • Platform specific technologies and examples (Console, smartphone, WEB, etc.)
  • Technology for enabling Cross platform/Cross generation development
  • Technology to detect unfair practices and protect digital content/services from unfair practices (DRM, encryption, cheating countermeasures, etc.)
  • Utilization of low-level layer optimization and unique implementation packages for general use game engines
  • Examples of virtualization design of servers and networks
  • Graphics/rendering technology
  • Techniques for investigating and estimating database bottlenecks and techniques for tuning
  • Examples of runtime resource and asset management
  • Topics about programming languages.
  • Low-Level programming (multi-core, multi-thread control, optimization and high-speed technologies, memory management, etc.)
  • Examples and thoughts on Architecture designs (design patterns etc.)
  • Optimization of compiler, toolchain, IDE and In-house tools, etc.
  • How to effectively use the GPUphysicsdeep learning etc.
  • An introduction to embedded device programming for software engineers
  • Examples of collaboration between the computer entertainment industry and other types of industries
  • Software testing/debugging techniques for diverse devices such as Android devices, etc.
  • Examples of the effective use of radio communication (Wireless LAN, Bluetooth, NFC, etc.)
  • Examples of the development of large-scale online content or content played in real-time against online opponents by means of mobile devices
  • Instances of advanced web/network technologies (HTTP2, QUIC, WebSocket, WebRTC, etc.)
  • Technologies /techniques for testing network load, delay, loss, etc.
  • Automation technologies for building and operating servers
  • Techniques for efficiently mining big data (such as play logs) and examples of the effective use of BI tools
  • Explanation of server-less architecture and examples of applications
  • Highly specialized technology (Physical simulation, AI, Drawing, Character control, collision, UI, etc.)
  • Countermeasure techniques for server/service malfunction and maintenance


PRD (Production)

The Production genre covers concrete examples of the development process, methods and environments of product management, sharing and accumulation of knowledge, initiatives in education and development of human resources, etc. in computer entertainment.

Process Management (Discussions Related to Process and Strategy)

  • Effective contents asset creation with machine learning and procedure skills
  • Examples of methods and process of prototyping in a large-scale development
  • The cross-project effort about the productivity of the development team
  • Examples of workflow draw up for a large-scale operation title


Practice (Discussions Related to Methods and Techniques)

  • Automation method of process management
  • Examples of software testing through strengthened learning processes and AI
  • The technique for sustaining communication and joint development (digital and analog)
  • Examples of product improvement with the utilization of statistics and analysis of user activity information
  • Test and QA engineering


Knowledge Management (Discussions Related to Knowledge and Know-How)

  • Effective communication and information sharing within the company
  • Working to enhance psychological stability
  • Examples of improvements by transforming the organization, internal culture, and environment
  • Examples of information sharing and community activity outside of the company
  • Initiatives for building and management of teams
  • Initiatives for training capable personnel, and measurement of effects
  • Branding and hiring strategies for companies
  • The personnel evaluation system suitable to the contemporary working style


VA (Visual Arts)

The Visual Arts genre covers representation of digital contents in a wide sense, exploring new methods of expression and production flows in computer entertainment and methods of responding to a diversifying target base.

Rendering expressions

  • Expressions compatible with HDR displays
  • Instances of the state-of-the-art lighting techniques
  • NPR expressions



  • Modeling using capture technology
  • Modeling methods using physical simulations
  • Techniques for efficiently creating large-scale assets
  • Sculpting modeling



  • Animation utilizing AI
  • RIG-related
  • Special animation expressions
  • Methods of representing hand-drawn animation
    New skinning methods



  • Effect expressions in a PBR environment
  • Instances of state-of-the-art effects
  • Fluid simulations
  • Effect expression using dynamics
  • Artistic particle control


Motion capture

  • Motion-capture systems of various input equipment
  • Performance capture
  • Real-time character performance
  • Coordination with game engines
  • Facial capture/hand capture



  • Interface design based on UI/UX
  • Multi-platform support
  • UI design for the VR/AR/MR environment

Visual works, artist collection

  • Concept art
  • Design works
  • Previs (previsualization)
  • Character design


  • Animation
  • Modeling
  • Texturing
  • Terrain generation/level design


Technical art

  • Development environment building
  • Training for technical artists
  • Examples of quantitative evaluation of pipeline installations
  • Use of DCC tools, migration cases

Asset management and authoring-related

  • Visual expressions using new technologies
  • Issues related to linear work flow


  • Techniques for developing mobile and social game assets
  • Standardization of mobile devices’color expression and quality
  • Image correction
  • Visual expression of VR/AR/MR
  • Visual expressions in multimedia applications (video, games, theater, etc.)
  • Efficient reuse of legacy assets
  • Video production in game engines, examples of applications outside of games
  • Production methods for VR content, examples of behavior induction
  • Interface expression in relation to MR content
  • Examples of industry-academia cooperation in the visual arts field
  • Visual expression of e-sports


BP (Business & Producing)

The business & production field includes examples of success for computer entertainment as seen from a business angle, the environment around pro gamers and e-sports, the successful and unsuccessful examples with a business view point, funding, all kinds of analysis, sales techniques, rights issues, game programming training business, etc. and handling of expertise that is not limited to technology for game title production.

  • Examples of cultivating real events and a fan community
  • Examples of success from Japan in overseas markets
  • Examples of prize-based computer entertainment such as e-sports, etc.
  • Examples of marketing in the computer entertainment industry
  • Examples and proposals for a variety of working styles in the computer entertainment industry
  • Examples and proposals of virtual Youtubers and 3D avatar business
  • Examples and proposals of cross-platform and cross-play game business
  • Examples of IP creation
  • Examples of cross-media strategy such as IP made into anime and movies
  • Examples of and proposals for game utilization of chat systems
  • The know-how of sellout business for mobile games
  • The commentary of profitable business models with F2P and subscriptions.
  • Examples in GDPR correspondence
  • Examples of programming education using entertainment
  • Examples of utilization of a block chain
  • Examples and proposals related to business morals
  • Analysis of market data such as titles and user behavior
  • Methods of procuring funds through crowdfunding
  • Legal issues related to computer entertainment business
  • Matters of legal consideration regarding younger age groups such as parental controls
  • Examples on the indie scene
  • Examples of collaboration with businesses in other industries
  • Suggestion to the entertainment industry from media professionals
  • Techniques for building growth forecasts and business environments
  • Proposals from localization and culturization businesses
  • License management and legal examples
  • Examples of offshore development and explanations of current conditions
  • Proposals from the management in the computer entertainment industry

  * The examples in each item include successful / unsuccessful cases


SND (Audio)

The Sound genre covers production technologies and examples of all aspects of game sounds in computer entertainment, such as interactive uses of sound, production of music and sound effects, recording and editing of voice, the work flow of asset management and implementation, localization, signal processing technologies, etc.

Particular interested topics sought for the SND (Audio) genre

  • Interactive music production, dynamic generation and synthesis
  • Examples and research results for sound design and 3D echo effects compatible with new devices such as VR/AR/MR
  • Sound transmission using spatial sound and techniques of expressing reverberation
  • Proposals of new concepts and examples of taking challenges in sound effects, development tools, and authoring environments
  • Know-how of audio for mobile and hand-held consoles
  • Examples of effective use or know-how of sound design or technology compatible with live game commentary and e-sports
  • Individual browser dependency and sound design for browser-based sound (WebAudio)
  • Proposals and ideas of synchronizing voice and animation
  • Techniques and challenges of sound FX implementation based on real-physics simulation
  • Studies and technologies of digital audio signal processing, experimental challenges of procedural audio generation
  •  Utilization of machine learning and the audio of deep learning


Basic topics sought for the SND (Audio) genre

  • Game sound production (Music production, sound effects production, sound direction, sound production)
  • Voice (Voice recording to insertion, voice direction, localization, examples of using voice synthesis/input/voice chat)
  • Sound asset management (efficiency/automation of data editing, backup/archive)
  • In-game mixing (Interactive/dynamic mixing)
  • Sound programming (Examples of tool production/application and research & development)
  • Development environment (Personnel adjustment/cost/deadlines, work flow, cooperation with other work categories, QA, etc.)
  • Business (Legal knowledge relating to music copyright law, regulations and administration works
  • Postmortem


GD (Game Design)

In the genre of Game Design, discussions will be held over mindset, actions and considerations required to design games that are truly entertaining and move users' hearts. Experts will share their views backed up by their broad practical knowledge, analytical views, insight and unique, valuable experiences.

  • Designing games focusing on the narrative
  • Mechanics design adopting machine learning
  • Relationship of e-sports events and game designs
  • Successful game designs in the indie game
  • Simulation techniques for better VR experience
  • Examples of applying AI for optimization
  • Using new tools for game design applications
  • Discussion technique of game design according to the prevalence of telework and chat tools
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Game design incorporating thinking behind behavioral such as economics or psychology
  • Game mechanics design linked to the lifelog
  • Game designs with multi device consciousness
  • Applied game technology for home appliance
  • New examples of UX occurring in video content
  • Media art that provides a totally new user experience
  • Journey to develop an epoch-making game
  • Challenge of finding new genres completely unlike existing games
  • Examples of games utilizing open world
  • Game design with new business model
  • New methods of localization
  • Techniques for training game designers
  • Educational tools to improve game designers' skills
  • Examples of games using mutual intelligence with users
  • Examples of games enabling continuous user acquisition
  • Game design for infants
  • Game design for senior citizens
  • Instances of highly entertaining serious games
  • Examples of theme park design
  • Game design compliance
  • Examples of the unsuccessful cases in game development and operation, and the successful cases of improving with that mistake in mind



AC (Academic/Fundamental Technologies)

The Academic/Fundamental Technologies genre deals with the application of new and existing technologies, which cannot be thought about from the perspective of the entertainment industry. Also covered in this genre are the outcomes of elemental technologies and academic and business researches that form the basis for the development of entertainment content.

Cutting-edge interaction technology

Interaction technologies applicable to entertainment

Interaction technologies using sensations such as auditory, tactile and olfactory senses
Interaction technologies using virtual characters/avatars
Systems using body information (fingerprint, retina, pulse rate, skin conduction, brainwaves, eyes, etc.)

Technology for expanding experiences or ability and research examples Augmented Human TechnologySuperhuman Sports
Application of 3D printing and rapid prototyping technologies in entertainment content


Cutting-edge display technology

  • State-of-the-art information display technologies and research examplesdisplaysHMDprojection systems, etc.
  • The latest technologies for hologram, liquid, and air projection
  • The latest technologies for Head Mounted Display and research examples making use of its characteristics
  • The latest technologies for 3D displays
  • The latest technologies for wide gamut color displays

Fundamental Technologies

  • Technologies and information for VR/AR/MR
  • Sensing technology acquiring human movements and emotions
  • Examples of evaluation methods, evaluation technology, and evaluation analysis of entertainment
  • Relationship-building between entertainment contents and human backed by cognitive science, behavioral psychology, etc.
  • Knowledge on tools for creating entertainment contents or the development of tools
  • Mechanism and application methods of the human interface devices
  • Technologies and news topics about producing content using remote equipment, such as drones
  • Game operation screens and display of information designed based on cognitive science
  • The application of deep learning to the creation of entertainment content
  • Technologies for creating entertainment content based on big data

Applications in combination with other fields

  • Applied research on entertainment for education and welfare, etc.
  • Applications of wearable system and robot technology from the wider field of engineering for entertainment