< HOME

Definition of CEDEC Session Genres

>> ENG(Engineering)
>> VA(Visual Arts)
>> SND (Audio)
>> NW(Online / Network)

>>GD(Game Design)
>> BP(Business & Production
>> AC(Academic / Fundamental Technologies)

*Items listed in orange text is a topic that is of particular interest in CEDEC2013.

ENG(Engineering)

Engineering (ENG) is a category that covers programming technologies applicable to game development and operational methods and instances of development environments and workflows.
Note: This genre encompasses not only programming-related technologies of last year but more widely development environments and project management methods.

Topics sought for the ENG genre of CEDEC2013

  • Consumer, smartphone, Web and other platform-related discussions
  • Programming languages (C/C++, Java, JavaScript, Python, etc., ranging from low-level to high-level languages)
  • Architecture designs
  • Coding protocol
  • Multi-core and multi-thread control
  • Optimization and high-speed technologies
  • Memory management
  • Resource and asset management-related
  • Test-driven development
  • Automation and continuous integration
  • Procedural and auto-generation
  • User interface control technologies
  • AI
  • Character control technologies
  • Drawing technologies
  • 2D and 3D control technologies
  • Use and control of peripherals including input devices
  • Physical simulation
  • Server-side programming
  • Cloud-related
  • Database operation
  • In-house tools, public-domain tools
  • Open source-related
  • Compiler, toolchain, and IDE-related
  • Collaboration environment with other functions (e.g. designers)
  • Man-hour and schedule management
  • Teamwork initiatives for motivation management and productivity improvement

VA(Visual Arts)

The Visual Arts genre covers production technologies and methods and instances relating to game art and animations.

Topics sought for the VA genre of CEDEC2013

●Rendering expressions

  • Shading control by artists
  • Lighting control by artists
  • Instances of the state-of-the-art lighting techniques
  • Toon shading
  • Image stylization

●Model

  • Sculpting modeling
  • Procedural generation of resources

●Animation

  • Procedural animation
  • AI collaboration
  • Facial
  • Special animation expressions
  • RIG-related
  • Camera control

●Effects

  • Fluid simulations
  • Dynamics and physical simulations
  • Artistic particle control
  • Instances of state-of-the-art effects

●Motion capture

  • Performance capture
  • Motion capture systems such as Kinect
  • Real-time character performance
  • Coordination with game engines

●GUI

  • Multi-platform support
  • 3D imaging support
  • Instances of design techniques

●Visual works

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

●Development Environment

  • Coordination between development machines and tools
  • Use of DCC tools
  • Asset management and authoring-related
  • Coordination with middleware, game engine and in-house tools
  • Optimization for the mobile and other platforms

●Image correction

●3D imaging

●AR

●UGC-related

  • New computer and visual expressions

SND (Audio)

The SND (Audio) genre covers the range of following technologies and instances;
・Interactive audio FX
・Composing music and SE
・Recording and editing
・Audio asset management and work-flow
・Audio localization
・The rest of all topics relates game audio.

Topics sought for the SND(Audio) genre of CEDEC2013

  • Audio implementation topics for mobile-phones and portable game devices.
  • Studies and technologies of digital audio signal processing.
  • Cutting-edge proposals of sound FX creation (including production management, interactivity and foley)
  • Improvements and proposals of huge volume of audio asset management.
  • Experimental challenges of procedural audio generation.
  • Legal knowledge relating to music copyright law, regulations and administration works.
  • Audio-specific project management method (including human resources, money and time-frame)
  • Technics and challenges of sound FX implementation based on real-physics simulation.
  • Proposals and ideas of synchronizing voice and animation.
  • Proposals and ideas of audio loudness and interactive mixing.
  • Experimental examples of how to debug your music. (debugging logs and histories)
  • Proposals and ideas of audio asset managements (including data backups and archiving)
  • Tips and technics of audio localization (including calturization and geo-political reasons)
  • Cutting-edge proposals sound FX (including production management, interactivity and foley)
  • Proposals and ideas of game music composing and recording.
  • Studies and technics of instances and environmental management based on software based source audio.
  • Ideas and examples of sound rendering based and neural and psychological approach.
  • Proposals and ideas of voice over (including studio preparation, scripts, instruction and tips)
  • Proposals and ideas of sound direction and producing.
  • Tips of technical cooperation from audio division to other divisions.
  • Experimental examples and ideas of speech recognition and voice-chat.

NW(Online / Network)

The Online and Network genre covers technologies required for development or operation of online games and instances of their application. Examples of discussions include game network technology, database technology, system design, configuration, operational technology or structure, services, anti-fraud/ security measures and latest online game movement.

Topics sought for the NW genre of CEDEC2013

  • Instances (methods, BI tools, etc.) of efficient data mining on the play log (bid data)
  • Instances of use or implementation of HTML5
  • Structure of the content operation team
  • What's happening behind service operation
  • Relationships with the open source community
  • Instances of scaling of the server
  • Anti-fraud measures for network games
  • Network support for mobile devices (3G, LTE, Wi-Fi, etc.)
  • Failure recovery preparation
  • Instances of JavaScript application in the server
  • Network delay solutions
  • Instances of use or implementation of IPv6
  • Instances of next-gen web technologies (SPDY, WebSocket, etc.)
  • Training for online / network engineers
  • Network test technologies, e.g. load test
  • Application of ad-hoc communications to game (wireless LAN, bluetooth, NFC, etc.)
  • Private cloud virtualization technologies
  • Streaming and cloud gaming
  • Database bottleneck investigation and tuning
  • Application of distributed processing technologies to online games
  • Design and implementation of P2P communications
  • Debugging methods on various mobile devices
  • Situation of overseas infrastructure businesses and network games
  • New database technologies and their application (NewSQL)
  • Methods of capturing the social graph

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.

Topics sought for the GD genre of CEDEC2013

  • Journey to develop an epoch-making game
  • Game design based on motivation-building
  • Effective use of social graph vs. virtual graph
  • Business model-led game design
  • Game mechanics design linked to the lifelog
  • Multi-touch games designed for tablets
  • UI(user interface) and UX(user experience)
  • Games using aspects of the cognitive science such as misperceptions and sensory interactions
  • Use of mew tools for game design
  • Use of procedurals for level design
  • Customization of game design and UI for different input devices
  • Game design such as interactive attractions catered for different markets
  • Game design elements unique to female game designers
  • Game design in a totally new genre
  • Applied game technology for home appliance OS
  • Media art that provides a totally new user experience
  • Analysis of KPIs and initiatives
  • Interface design
  • Game AI
  • Gamification
  • Serious game
  • Use of downloadable content
  • Use of logs
  • Game design compliance
  • Methods of localization
  • Games using game engines

BP(Business & Production

The Business & Production genre covers methods for success and improvement for the game and application business, commercially critical regulations and rules, market-related information and human resource development.

Topics sought for the BP genre of CEDEC2013

  • Instances of online game & application operations
  • Business model philosophy for online games and applications
  • Conditions and initiatives required for securing talented resources
  • Status of outsourcing
  • Points to note when rolling out globally
  • Situations of overseas markets
  • Instances of off-shore development and its situation
  • Selection of a business model having highest potential of success
  • Post-launch/ post-market user analysis and measuring items and criteria
  • Copy right and IP protection
  • Instances of a change in market or business model, decision criteria for the change and result of follow-up measurement
  • Instances of success/ failure of new IP generation or production initiatives
  • Instances of success/ failure of production of a sequel
  • Balance of authority with the field on budget management, HR management and schedule management
  • Effective budget allocation for production and advertising, and effect of the budget allocation
  • Methods of media exposure and effect and impact of CM
  • Instances and results of internal/ external workshops and internal training
  • Instances of proprietary HR development training methods
  • Instances of collaboration with educational institutions and businesses
  • Instances of success and failure of a business model for various platforms
  • Methods of business plan development, conditions for project kick-off and methods of ongoing management
  • Monetization policy for online games and applications
  • Selective application of localization and "culturization" with a result and the key to success
  • Effective marketing and research methods
  • Initiatives and specific actions for user acquisition
  • Key to a successful presentation
  • Points to note for licensing and regulations and industry efforts
  • Financing
  • Order (placement and receipt) management
  • Licensing out
  • Instances of effective use of a trial version and beta test
  • Customer support operations
  • Effective use of tests and monitoring
  • Efficient team management leveraging the scale
  • Wanted leadership an management skills
  • Production of the trailer
  • Management and organizational operation
  • Technological collaboration and partnership with educational institutions as part of an early HR development effort

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.

Topics sought for the AC genre of CEDEC2013

●Interaction technologies applicable to entertainment 

  • Computer operation using biometric data (finger print, retina, heart rate, skin conductive response, brain waves, line of sight, etc.) 
  • Use of sensations such as tactile and olfactory senses 
  • Sensing technologies that acquire movements and emotions of people 
  • Latest movements of the technology 
  • Possibility of application of the technology to entertainment such as game 
  • Mechanism and application methods of the human interface devices

●State-of-the-arts information display technologies that may replace LCD and plasma displays  

  • Latest technologies of direct-view displays 
  • Future displays such as hologram and projection displays 
  • Latest technologies for 3D displays 
  • Must-have color engineering knowledge for game developers

●3D imaging technologies for entertainment 

  • 3D imaging reproduction/ screening environment at present and in the future 
  • Tips for various 3D content production for games and beyond

●Relationship-building between game and human backed by cognitive science, behavioral psychology, etc.  

  • Human consumption behavior and conditions to attract attention 
  • Game operation screens and display of information designed based on cognitive science

●Fundamental mathematical knowledge for 3DCG expressions