Video Game Development in the West: The Panel/欧米におけるゲーム開発:パネルディスカッション

08月24日(木) 14:50 〜 15:50

This panel is designed for developers interested to learn more about how things are done in the West. Due to the very varied background of our panelists, a wide variety of themes will be treated, making this panel very suitable for artists, designers, producers and managers. 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 development, get you to understand and consider seriously how the most successful western developers are doing things.



There is a significant difference between how Games are developed in Japan and in the West, in terms of Processes, Team Structures, decision making, Project Life Cycles and much more! In order to tackle a wide variety of topics and have cross discipline discussions, we have gathered for you speakers that have a very varied background: Design, Writing, Production, and Technology. In order to make sure you get the best recommendations possible, the speakers have the best background you could think of, including a special guest from Keywords, Guillaume Hansali, famous for his knowledge of East and West considerations and more, so he's involvement in the Panel will be very fruitful!

Come and learn from our panelists how they are doing things, and based on their experience, how they think things could be done even better!

Come and ask your questions to these extremely savvy developers that come to you to Tokyo to share their wisdom, passion, experience, and that are so much longing for meeting you to contribute to the Japanese Game Development Community success!




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。


Half Mermaid Productions


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Sam Barlow is the founder of Half Mermaid Productions and a director and writer of games that push the boundaries of interactive narrative. Silent Hill: Shattered Memories psychologically profiled its own players; Her Story reinvented the detective genre for the YouTube generation, and Telling Lies explored the conflict between government and intimacy via lives lived over video calls. His most ambitious project yet is IMMORTALITY, a horror story about 20th Century filmmaking, art and death.

サム・バーロウはHalf Mermaid Productionsの創設者であり、インタラクティブなストーリーの限界を押し広げるゲームのディレクターであり、ゲームクリエイターでもある。『サイレントヒル:シャッタードメモリーズ』ではゲームプレイヤーたちの心理的プロファイリングを行い『Her Story』ではYouTube世代向けに探偵というジャンルに再び光を当てた。また『Telling Lies』ではビデオ通話で生活する人生を通して政府と親密さの間の葛藤を探った。最も野心的なプロジェクトに、20世紀の映画製作、芸術、死をテーマにしたホラーゲーム『イモータリティ』がある。


Attendees interested in unconventional approaches to game design and who want to think more broadly about how videogames can tell stories without surrendering player expression and interactivity will find much to be inspired by as we take a deep dive into our award winning game IMMORTALITY





Chief Creative Officer

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As Genvid’s chief creative officer Stephan Bugaj brings a wealth of past creative and technical direction experience, including as CCO of DJ2 Entertainment, the Hollywood company behind the Sonic the Hedgehog movie, forthcoming Tomb Raider anime, and more. Stephan has held senior creative roles at Hanson Robotics (developing the AI personality of the Sophia android) and Telltale Games (overseeing creative and story for beloved narrative games including Game of Thrones and The Walking Dead). Earlier in his career, Stephan spent a dozen years at Pixar on both creative and technical teams, with credits including Cars, The Incredibles, Brave, and Wall-E.

Genvidのチーフクリエイティブオフィサーであるステファン・ブガージは、映画『ソニック・ザ・ヘッジホッグ』や近日公開予定のアニメ『トゥームレイダー』などを手がけたハリウッド企業、dj2 EntertainmentのCCOなど、クリエイティブディレクターやテクニカルディレクターとしての豊富な経験を発揮している。ステファンは、Hanson Robotics(アンドロイド「ソフィア」のAI人格を開発)やTelltale Games(『ゲーム・オブ・スローンズ』や『ウォーキング・デッド』などの人気シナリオゲームのクリエイティブとストーリーを監督)でシニアクリエイティブ職を歴任。キャリアの初期には、Pixarでクリエイティブチームやテクニカルチームに12年間在籍し『カーズ』『インクレディブル』『ブレイブ』『ウォーリー』などの作品を手がけた。


Hello CEDEC attendees. This is Stephan from Genvid. I am very excited about coming to Japan to participate in CEDEC for the first time. I am passionate about storytelling across multiple media formats, and I love working with people and stories from all over the world. I’ve spent a lot of my career working on global franchises seeking to develop cross-cultural entertainment based in ideas originating from either east or west. I am very excited to share my ideas about developing both across media formats and across cultures with the CEDEC community and hope I can help you bring more of your entertainment franchises to a worldwide audience.



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。



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。


Keywords International

Country Manager

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