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Session Name:

Real-Time Cutscenes in FINAL FANTASY XIII


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.

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