パネルセッション:西洋におけるビデオゲームのテクノロジー【Video Game Technology in the West: The Panel】

09月05日(木) 14:50 〜 15:50

This panel is designed for all technical people (especially Programmers, Lead Programmers, Technology Directors and Technical Artists) interested to learn more about how things are done in the West. A wide variety of themes will be discussed, and to grasp all the subtleties of the panelists’ wisdom, it is required for the audience to have a certain level of experience in our industry.



The goal of this Panel it to make you think out of the box, think differently about how things could be done in terms of technology, get you to understand and consider seriously how the most successful western programmers are doing things.



What would you think if CEDEC was going to put on stage the World’s best Tech developers from the best Western Studios? What if these Studios were Guerrilla Games, Insomniac

Games, Ubisoft Massive and Avalanche Studios? What if Q-Games joined the Panel to bring their knowledge about both Japan and the West? What if they were here to not only touch base on critical Technology Development aspects, but to also answer your questions?

Well, this is what CEDEC is proposing to you.

Michiel, Ronald, Calle, Jacques and Jerome will be yours for an hour. The moderator will start the panel by introducing our panelists, and then steer the discussions toward various important technical aspects that the Japanese Game Development Community could benefit from; that said, all along the panel, the moderator will be giving priority to the questions

from the audience.

欧米のゲームスタジオからやってきた世界でもベストと認められたTech開発者がCEDECで何を披露しようとしていると思いますか?それが、Guerrilla Games、Insomniac Games、Ubisoft MassiveやAvalanche Studiosだとしたら、どうでしょうか?また、ただ彼らに会って技術開発の辛口な展望に触れるだけでなく、参加者の質問に直接答えてくれるとしたら、どうでしょうか。









Julien started as a programmer on the Atari Jaguar in the early 90s at Shen Technologies in Paris. He then joined Ubisoft Entertainment to work in game and engine teams before becoming the worldwide technical director of Ubisoft Entertainment in 1999. In this role, he played a major part in the studio's creation, organization, technology, production pipeline design, and multi-platform strategy, as well as in AAA features integration, on brands such as 'Rayman', 'Far Cry', 'Splinter Cell', 'Prince of Persia', and 'Assassin's Creed'. He also took responsibility for middleware and development strategy, communication and cooperation strategy, and hardware manufacturers and middleware relations. At the end of 2005, after having worked extensively on PS3 / XBox360, Julien pursued his career at Eidos, where he served as the worldwide CTO working on the technology strategy, before getting involved in initiating Eidos Montreal and Eidos Shanghai Studios. Julien became the worldwide technology director for Square Enix Group, working on a wide variety of engines and franchises including 'Tomb Raider', 'Final Fantasy', 'Hitman', 'Deus Ex' and 'Kingdom Hearts'. In 2013, he joined Konami as the worldwide technology director to oversee Fox Engine, work directly on the acclaimed 'Metal Gear Solid V: The Phantom Pain', and help advance many games in the group including 'Pro Evolution Soccer' 2015 and 2016.
Julien joined Bandai Namco Studios early 2016, where he now serves as their worldwide technology director.

ジュリアンは20年以上の経験をもつエンジン・テクノロジーの専門家です。UbisoftでRaymanやFar Cryなどのタイトルにかかわり、またミドルウエアの開発や戦略なども担当しました。2005年にWorldwide CTOとしてEidosに入社。その後、スクエアエニックスのWorldwide Technology Directorとしてエンジン開発やTomb Raider, Final Fantasy, Hitman, Deus EXなどのタイトルにかかわりました。2013年にKonamiに移籍してFox Engineの開発、Metal Gear Solid V、Pro Evolution Soccer等にかかわり、2016年からBandai Namco StudioのWorldwide Technology Directorとして活躍しています。



Technical Director



Michiel van der Leeuw has been coding games when he was a teenager. 21 years ago, at the age of 19, the first game he worked on - Jazz Jackrabbit 2 for Epic MegaGames – was released. Since then he’s been Game, Engine, Graphics or Tools coder on most of the Killzone series and recently Horizon: Zero Dawn. He’s been Technical Director at the studio for the last 11 years. He still codes quite a lot, mostly in the Low-level Tech or Tools parts of the engine.

Michiel van der Leeuw氏がゲームのコーディングを始めたのは10代の頃にさかのぼります。
van der Leeuw氏が19歳だった21年前、最初に手掛けたゲーム、「Jazz Jackrabbit 2」がEpic MegaGamesからリリースされました。
それ以来、ほとんどの「Killzone」シリーズ、また最近では「Horizon Zero Dawn」でゲーム、エンジン、グラフィック、ツールのコーダーを務めてきました。


Ubisoft Massive

Technical Director



Carl Johan “Calle” Lejdfors always dreamt of writing computer games. The road to the computer games industry started with his first computer, a Sinclair Spectrum 48k, and culminated with his earning a PhD in computer graphics. After that, he joined the games industry and has not to this day regretted that decision. He likes doing low-level optimizations and graphics but, above all, really likes solving hard problems. He is currently working as a technical director for The Division 2 where he tries to make wise decisions, but generally mostly listens to the smart people he has around him.

Carl Johan“ Calle” Lejdfors氏は常にコンピューターゲームを作ることを夢見ていました。コンピューターゲーム業界への道は、彼の最初のコンピューターであるSinclair Spectrum 48kから始まり、 コンピューターグラフィックスの博士号の取得で最高潮に達しました。Lejdfors氏はその後、ゲーム業界に就職し、今日までその決定を後悔したことはありません。Lejdfors氏は低レベルの最適化とグラフィックスを得意としますが、とりわけ得意なことは難題の解決です。Lejdfors氏は現在「ディビジョン 2」のテクニカルディレクターを務めています。彼は賢明な判断を下すように努めつつも周囲の賢明な声によく耳を傾けます。


Insomniac Games

Senior Engine Programmer



Ron Pieket is a game development veteran with more than 30 years of experience. He has worked for developers in the Netherlands, the United Kingdom, and now in the United States. He is currently working as a Senior Engine Programmer at Insomniac Games, where he focuses primarily on engine, tools, and asset pipeline.

Ron Pieketは30年以上の経験を有する熟練のゲーム開発者です。
これまでオランダ、イギリスの開発会社に勤めた経験があり、現在はアメリカでInsomniac Gamesのシニアエンジンプログラマーの職に就いています。主にエンジン、ツール、およびアセットパイプラインを扱っています。


Avalanche Studios

Principal Physics Engineer



Jacques Kerner is a Principal Physics Engineer at Avalanche Studios. Jacques started his career in 2000 in distributed military simulation, then joined the video games industry in 2005, working at Electronic Arts as Lead Physics Engineer of the Need for Speed Series. In 2009 Jacques joined Kaos Studios in New York to work on HomeFront, then joined Avalanche Studios in 2011 to work on the Just Cause series, shipping Just Cause 3 and Just Cause 4.

Jacques Kerner氏はAvalanche Studiosの主席物理エンジニアです。Jacques氏は2000年に分散型軍事シミュレーションに携わったのを皮切りに、2005年にはビデオゲーム業界に加わり、Electronic Artsで「ニードフォースピード」シリーズのリード物理エンジニアを務めました。2009年にはニューヨークのKaos Studiosに入社し、HomeFrontの開発に携わりました。さらに、2011年にはAvalanche Studiosに加わり、「ジャストコーズ3」と「ジャストコーズ4」のリリースを手がけました。






2002年にQ-Gamesに入社。以後、コンパイラ技術を含むPSPのプレローンチ、PlayStation3用のXMBやビルトイン・ビジュアライザー、OSグラフィックスそしてPlayStation Vitaや『PixelJunk(tm) Eden』用の開発ツールなどに携わる。
近年ではVR向けの新しいレンダリング技術や『エースコンバット7 スカイズ・アンノウン』の開発にQ-Gamesからの技術協力として参加している。