Definition of CEDEC Session Genres

ENG (Engineering)

The engineering genre deals with technology that is necessary to develop and operate computer entertainment systems, including technology for programing, graphics/rendering, how to understand and utilize hardware fully, and how to apply the mathematical sciences such as simulations. It also deals with ways to sustain the efficiency of development and operation, and relates to designing and building systems/services of a network and database, and to the prevention of illegal activities and security measures, as well as related cases.

 

Commercializing leading-edge technologies

  • The IoT and robotics in computer entertainment
  • Examples of various devices such as drones, AI speakers, wearable devices, and projectors utilized in entertainment

 

Development Technology

  • Research on machine learning and utilization examples in computer entertainment
  • Technology and actual examples unique to the platform (console, smartphone, Internet, and others)
  • Technology to actualize cross-platform systems with scalability
  • Technology to detect illegal activity, and to protect digital content and services from illegal activity (DRM, encryption, cheat measures, and other)
  • Optimization of low layer and utilization of self-implementation in general-purpose game engines
  • Container/virtualization example designs of servers/networks
  • Graphics and rendering technology
  • Research/estimation methods of database bottleneck, tuning method
  • Examples of resource/asset management in runtime
  • General programing language
  • Low-level programing (multi-core, multi-thread control, optimization, acceleration, memory management, and other)
  • Examples and discussion of architecture design (design patterns and others)
  • Optimization of compilers, toolchains, IDE, in-house tools, and others
  • Utilization example of GPU (physics, deep-learning, and others)
  • Presentation of embedded device programing for software/engineers
  • Utilization example of procedure technology
  • Testing/debugging techniques for software targeting a variety of devices such as Android ones
  • Utilization examples of wireless communication (Wireless LAN, Bluetooth, NFC, LPWA, and others)
  • Development examples of large-scale on-line content and real-time communication competition content thru mobile devices
  • Utilization examples of advanced web/network technologies (HTTP/2, HTTP/3, WebSocket, WebRTC, IPv6, and others)
  • Design technology and test techniques dealing with network load, delay, loss, and others
  • Automation technology for server building/operation
  • Efficient data mining techniques of big data (play logs and others), and utilization examples of a BI tool
  • Explanation and utilization examples of server-less architecture
  • Technology in the genre in much detail (VR, AR, physical simulation, AI, drawing, character control, collision, UI, and others)
  • Countermeasures for server/service failure and maintenance
  • Detailed examples for quality enhancement of software such as automation of a new interface test of the content by utilizing haptic technology, voice and image recognition, and optimization of QA
  • Auto-adjustment of game-play catered to the user
  • Application examples of blockchain
  • Automatic generation method of stories and game levels
  • Implementation of chatbot technology and dialog systems
  • Virtualization or decentralization of building systems and development environments
  • Communization and optimization of the game processes utilizing the cloud environment
  • Video streaming centering on virtual character/avatar, motion capture, and interactive technology

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 content asset creation with machine learning and procedure skills
  • Role and scope of work of the project manager
  • Examples of methods and process of prototyping in a large-scale development
  • Effort to promote self-organization in the team
  • Examples of drawing up a workflow for a large-scale operation title
  • Cooperative collaboration examples of development and operation (DevOps)

 

Practice (Discussions Related to Methods and Techniques)

  • Examples of software tests applying machine learning
  • 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
  • Quantification methods to grasp the condition of the project and teams
  • Test and QA engineering
  • Effort for automation in development

 

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

  • Initiatives for building and management of teams
  • Effort for and effect of changing the organizational culture
  • Effective communication and information-sharing within the company
  • Examples of information-sharing and community activity outside of the company
  • Working to enhance psychological stability
  • Education of managers and leaders
  • Cooperate branding as in recruiting strategy
  • Personnel evaluation system suitable to the contemporary working style

Topics sought for tutorials

  • PMBOK utilization in game development
  • JSTQB utilization in game development
  • DevOps of game industry
  • Implementation of test framework
  • Concept of agility in game development
  • Knowledge in building infrastructural environment within development

VA (Visual Arts)

The Visual Arts genre covers representation of digital content 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 state-of-the-art lighting techniques
  • NPR expressions

 

Model

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

 

Animation

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

 

Effects

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

 

Motion capture

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

 

GUI

  • 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
  • CI of design asset

 

Procedural

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

 

Technical art

  • Visual expression with new technology
  • Selective asset system utilizing AI
  • Education and learning of technical artists
  • Development environment building
  • Examples of quantitative evaluation of pipeline installations
  • Use of DCC tools, migration cases
  • Asset management, authoring-related cases
  • Linear-workflow-related systems

 

Others

  • Techniques for developing mobile and social game assets
  • 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 esports
  • New expressions produced through collaboration with other genres
  • Education and learning in all the above genres

 

Topics sought for tutorials

  • Tips presentation boot camp in VFX, TA, and procedure
  • Scan, capture, sculpting method, and workflow
  • Basic expression to be the template of visual expression
  • Visual expression utilization of machine learning and AI
  • Tool optimization in scripting language such as Python

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 esports, successful and unsuccessful examples from a business viewpoint, 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.

 

  • Analysis of market including titles and user trends
  • Examples of cultivating real events and a fan community
  • Examples of and proposals for computer entertainment that utilizes 5G
  • Examples of and proposals for cases utilizing Edge AI
  • Examples of and proposals for SDK that send the game state to SNS, and cases utilizing them for live streams
  • Examples of utilization of a block chain
  • Digital marketing methods reach, world-wide
  • Examples of prize system computer entertainment such as esports
  • Examples and proposals for a variety of working styles in the computer entertainment industry
  • Examples of cross-media strategy such as computer entertainment made into animated films and movies
  • Examples of and proposals for game utilization of chat systems
  • Examples in GDPR correspondence
  • Examples of game creator education for both domestic and international areas
  • Examples of programing education utilizing computer entertainment
  • Examples and proposals related to business morals
  • Matters of legal consideration regarding younger age groups such as parental controls
  • Examples of Indies making whatever they wish to make
  • Methods of procuring funds through crowdfunding
  • Examples of collaboration with businesses in other industries
  • Examples of and proposals for cross-platform and cross-play businesses
  • Suggestions to the entertainment industry from media professionals
  • Examples of and proposals for virtual character and avatar business
  • Proposals from localization and culturization businesses
  • License management and legal examples
  • Examples of offshore development and explanations of current conditions
  • Examples of success from Japan in overseas markets
  • Legal issues related to computer entertainment business
  • Examples of marketing in the computer entertainment industry
  • 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, and signal processing technologies.

 

Topics of particular interest sought for the SND (Audio) genre

  • Interactive music production, dynamic generation and synthesis
  • New concept proposals and examples of tried cases of sound effects (application of signal processing technology, efforts to interlock with animation, expression methods in responding to physical items, and others)
  • Examples of automation/optimization of developing tool/authoring environment, and interworking with other software
  • Examples and research results of Immersive Audio (multi-channel, sound propagation, dealing with VR/AR/MR)
  • Examples and know-how of cases utilizing sound designs/handling technology for esports and interactive attractions
  • Regarding the utilization of machine leaning and deep learning in audio

 

Basic topics sought for the SND (Audio) genre

  • Game sound production (music production, sound effects production, in-game mixing, sound direction, sound production)
  • Voice (voice recording to insertion, voice direction, localization, examples of using voice synthesis/input/voice chat)
  • 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)

 

Topics sought for tutorials

  • Basic knowledge to utilize machine learning in game sounds
  • Explanation and applied knowledge of Higher-Order Ambisonics (HOA)
  • Applied knowledge of 3D audio (reproduction of sound field, HRTF, utilization of multi-channel, and others)

GD (Game Design)

In the genre of Game Design, discussions will be held over mindsets, 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.

 

  • Mechanics design adopting machine learning
  • Relationship between esports events and game designs
  • Concrete examples of game designs together with a new business model
  • Game designs with the assumption of world-wide distribution
  • Game designs unique to the cloud game platform
  • Simulation techniques for better VR experience
  • Examples of applying AI for optimization
  • Discussion technique of game design according to the prevalence of telework and chat tools
  • Games using aspects of cognitive science such as misperceptions and sensory interactions
  • Game design incorporating thinking behind behaviors such as economics or psychology
  • Game designs with multi-device consciousness
  • Applied game technology for home appliances
  • New examples of UX occurring in video content
  • Media art that provides a totally new user experience
  • Challenge of finding new genres completely unlike existing games
  • 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
  • Mechanics design in the initial development and operation that enabled long-term operation
  • Game design for infants
  • Game design for senior citizens
  • Game design that can be utilized in education
  • Instances of highly entertaining serious games
  • Game design compliance
  • Examples of unsuccessful cases in game development and operation, and successful cases of improving with that mistake in mind
  • Game design that has succeeded in Indie games
  • Well-thought out game designs in creating continuously popular series products
  • Game design to resurrect the IP that was once discontinued
  • Game design pursuing merit/benefit in the real world
  • Game design that provides interaction with the watchers of game-play video streaming

 

Topics sought for tutorials

  • Usage of a new tool for game designs
  • Process leading to production of an epoch-making game
  • Things to learn from gaming design history for further advancement

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 research 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 Technology, Superhuman 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 examples (displays,HMD, projection systems, etc.)
  • The latest technologies for Head Mounted Display and research examples making use of its characteristics

 

Fundamental Technologies

  • Technologies and information for VR/AR/MR
  • Next technology to follow VR/AR/MR, and its utilization method
  • Sensing technology acquiring human movements and emotions
  • Examples of evaluation methods, evaluation technology, and evaluation analysis of entertainment
  • Relationship-building between entertainment content and humans backed by cognitive science, behavioral psychology, etc.
  • Knowledge of tools for creating entertainment content or the development of tools
  • Mechanism and application methods of human interface devices
  • Technologies and news topics about producing content using remote equipment, such as drones
  • The application of deep learning to the creation of entertainment content
  • Technologies for creating entertainment content based on big data
  • New game design that expands the frame of existing games

 

Applications in combination with other fields

  • Applied research on entertainment for education and welfare, etc.
  • Applications of wearable systems and robot technology from the wider field of engineering for entertainment
  • Humanities research on entertainment and its utilization method

 

Topics sought for tutorials

  • The latest trend of every kind of display technology
  • Configuration method of expressions and experiences utilizing sense of touch
  • Experimental design and statistical method for experimental data analysis