You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name:

Real-Time Cutscenes in FINAL FANTASY XIII

Overview:

This presentation explains the workflow that was used for real-time (in-game model) cutscene production in FINAL FANTASY XIII. To take on the daunting task of creating the massive volume of assets needed for (the cutscenes in) FF XIII, we had to come up with ways to minimize mistakes while maintaining a high level of quality. A large-scale, highly compartmentalized production team such as the FINAL FANTASY development group must be able to work on multiple tasks simultaneously and minimize issues caused by upper process delays. We will explain how we maximized efficiency through the use/creation of appropriate tools, systematic decision-making methods and new technology. The presentation will contain video and stills taken during the actual development period, chronologically documenting steps in the workflow from storyboard to actual implementation. We hope that by sharing our experience with you, we can lay down the foundation for a productive forum on the topic of workflow/production management.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC 2010
  • Koji Kobayashi
  • Square-Enix
  • Yusuke Tanaka
  • Square Enix
  • free content
  • Production
  • Production