Video Game Technology in the West: The Panel/欧米のゲームテクノロジー:パネルディスカッション

対象プラットフォーム:コンシューマ, アーケード, PC, モバイル
08月24日(木) 13:30 〜 14:30

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 various horizons, and leading analysts? What if these Studios were the likes of Ubisoft Montreal and Microsoft? What if Q-Games joined the Panel to bring their knowledge about both Japan and the West? This is what we propose (see Sessions details)

Jiten, Sangbae and Dylan 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.

CEDECが、さまざまな分野の世界最高の技術開発者や一流のアナリストをステージに招いたとしたら、どう思いますか?もしそのスタジオがUbisoft MontrealやMicrosoftだったらどうでしょうか?Q-Gamesがパネルに参加し、日本と欧米の両方についての知識を共有してくれたらどうでしょうか?まさにこれをCEDECは実現させます(セッションの詳細をご参照ください)


マーセロン ジュリアン

Bandai Namco Studios


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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

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CTOとして活躍しています。



La Forge

Research and Development Scientist

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Joshua Romoff is an R&D Scientist at Ubisoft La Forge, where he works on pushing the state of the art of Deep Reinforcement Learning for video game development. He completed his PhD at McGill university where he focused on methods for decomposing the Reinforcement Learning problem into simple components.

ジョシュア・ロモフはUbisoft La Forgeの研究開発サイエンティストで、ビデオゲーム開発のために深層強化学習の最先端技術の推進に取り組んでいる。マギル大学で強化学習問題を単純な構成要素に分解する方法に焦点を当て、博士号を取得した。





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Jennifer Yoshino is a Senior Technical Producer at Xbox Game Studios Japan, where she works with amazing partners to make incredible games with envelope-pushing technology. Originally from Toronto, Canada, she completed an undergraduate degree in Computer Science at the University of Toronto in 2010 and moved to Tokyo in 2014 to chase a dream of working in the game industry. She joined Amazon Japan in 2014 and followed up with a role at Bandai Namco Studios in 2021 before transitioning to her current role at Xbox in Microsoft Japan in 2022. She has worked in all levels of software development, including engineering, program development, and product management, with teams distributed all over the world.

吉野ジェニファーはXbox Game Studios Japanのシニアテクニカルプロデューサーであり、優れたパートナーと協力して、限界に挑むテクノロジーで素晴らしいゲームを作っている。カナダのトロント出身であり、2010年にトロント大学でコンピューターサイエンスの学部を修了し、2014年にゲーム業界で働く夢を追って東京に移った。2014年、アマゾンジャパンに入社し、2021年にバンダイナムコスタジオを経て、2022年に日本マイクロソフトのXboxで現在の職務に就いた。世界中に分散するチームと共に、エンジニアリング、プログラム開発、製品管理など、あらゆるレベルのソフトウェア開発を手掛けてきた。


Teams require high performance, secure networks that support enormous data transfer speeds to develop the groundbreaking gameplay experiences being made in the cloud-focused, remote world we find ourselves in today. This talk will go over our latest strategies for enabling and accelerating large-scale game development that occurs in distributed environments. We are really looking forward to sharing our experiences with the community in Japan!



Rendered VC


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Jiten Dajee is an early stage investor and M&A advisor specializing in 3D industries. He has deep technical and commercial experience from serving as a trusted advisor for product & go to market strategy to key leaders in the games industry such as Epic Games, Adobe, Unity, and NVIDIA.

ジテン・ダジーは、3D産業を専門とするアーリーステージの投資家であり、M&Aアドバイザーでもあります。Epic Games、Adobe、Unity、NVIDIAといったゲーム業界をリードする企業から信頼される製品・市場戦略のアドバイザーとして、技術的にも商業的にも深い経験を持つ。


In this session, Rendered VC will present a 2023 study conducted across 500 studios on the ‘state of technology’ used in game development. We will share deep insights on where game developers are struggling with their technology and how these create business problems for studios. It is important to also compare the difference in key issues for indie studios vs AAAs, mobile vs console, and even comparing Japanese to western studios.
Finally, Rendered VC will explain what the path forward looks like for the future state of technology in the games industry.

本セッションでは、Rendered VCが500のスタジオを対象に実施した、ゲーム開発で使用される「テクノロジーの現状」に関する2023年の調査を紹介します。ゲーム開発者が技術面で苦労している点や、それがスタジオにとってどのようなビジネス上の問題を引き起こしているのかについて、深いインサイトをお伝えします。また、インディーズスタジオとAAAスタジオ、モバイルとPC、さらには日本と欧米のスタジオの主要課題の違いを比較することも重要です。
最後に、Rendered VCがゲーム業界における今後のテクノロジーのあり方について、どのような道筋を描いているのかを説明します。

南 相培

Unity Technologies

Lighthouse, Unity Game Studios

Manager, Software Engineering

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I have developed a lot of popular video games like ACE COMBAT series and Super Smash Bros. series. And then I also worked on an in-house game engine. Currently I lead the software engineering team of Games Studio in Japan at Unity Technologies.

過去に「エースコンバット」シリーズや「大乱闘スマッシュブラザーズ」シリーズなど、多くの人気ゲームの開発を手がけてきました。その後、内製のゲームエンジンの開発にも取り組み、現在はUnity Technologies の Games Studio で日本のエンジニアリングチームを率いています。


The trend is towards open world or 'Big World' games as a matter of course. Furthermore, such ‘worlds’ require a convincing representation. The same is required not only for high-end consoles but also for mobile devices, and how to achieve this with lightweight methods is becoming increasingly important. In this session we will present our own answers.





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の開発に携わる。その後、SCEAを経てSCEJに入社、PlayStation2の技術デモである 『お風呂に浮くアヒルちゃん』を制作。

そして、2001年9月有限会社キュー・ゲームスを立ち上げる。これまでに、 任天堂発売の『bit Generationsシリーズ:
デジドライブ(GBA)』『スターフォックスコマンド(DS) 』、『X-RETURNS(DSiウェア)』、『スターフォックス64