Capcom Co., Ltd. owns many popular IPs such as "Resident Evil," "Monster Hunter," and "Street Fighter."
Capcom is one of Japan's leading game developers, and in 2017, the company made headlines with the development of its original next-generation game engine, RE ENGINE.
Capcom has announced that it will hold " Capcom Open Conference RE:2022 " in two cities, Osaka and Tokyo. If you are interested in game development, this is a must-attend event!
Learn about Capcom's game development
Capcom is well-known for its proactive approach to game development information dissemination.
Capcom has been active in providing information on game development and has been a speaker at many game development conferences such as "CEDEC" and "GAME CREATORS CONFERENCE" to further the development of the game industry.
Capcom also provides information to the general public through social networking services such as Capcom Giken's official account(@CAPCOM_RandD ) and Capcom 's official CAP'ARTWORK(@CAPCOM_AWT ).
In particular, Capcom's official CAP'SPERIENCE(@CAPCOM_UXD ), which provides production stories about game UI and artwork, has a lot of very interesting information about game surface design, which is very interesting from the perspective of a gamer. It's interesting!
Capcom Open Conference RE:2022: Touch and Learn
Capcom Open Conference RE:2022" will be held as the successor to "Capcom Open Conference RE:2019", which closed in 2019 with great success.
Conferences tend to be one-sided, lecture-style events that often bore people to death.
Capcom Open Conference RE:2022" will be held in a hands-on game development style, based on the concept of " touch and understand "!
Capcom Open Conference RE:2022" will consist of 21 booths with a total of 7 themes.
Capcom's world-class AAA titles, "Resident Evil Village" and "Monster Hunter Rise", will be the subjects of the conference, where you can learn about the development environment, methods, and workflow using "RE ENGINE". You can learn about the development environment, methods, workflow, etc. using RE ENGINE through hands-on experience!
Registration is now open!
The Osaka venue will be held on September 30, 2022 (Friday) and the Tokyo venue on October 14 and 15, 2022 (Friday and Saturday), and registration has been open since July 11, 2022 (Monday).
Participation is free of charge, but those under the age of 18 or high school students are not allowed to attend.
Please refer to the official website of "Capcom Open Conference RE:2022" for more information.
Osaka Venue | |
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Application period | From Monday, July 11 to Sunday, September 11, 2022 |
Date and Time | Friday, September 30, 2022, from 9:00 a.m. |
Place | Umeda Crystal Hall, Umeda Center Building B1F, 2-4-12 Nakazakinishi, Kita-ku, Osaka-shi, Osaka |
Tokyo Venue | |
Application period | From Monday, July 11, 2022 to Sunday, September 25, 2022 |
Date and Time | October 14, 2022 (Friday) from 5:00 p.m.
Saturday, October 15, 2022 from 9:00 a.m. |
Place | Bellesalle Akihabara 2F Sumitomo Fudosan Akihabara Building, 3-12-8 Sotokanda, Chiyoda-ku, Tokyo |
Booth Information
Detailed information on each booth will be updated on the official "Capcom Open Conference RE:2022" website.
At the time of writing, we are still waiting for the "What is the concept? What are the highlights? Director Interview" booth.
We interviewed the directors of "Resident Evil Village" and "Monster Hunter Rise," two titles that will be introduced behind the scenes of game development at RE:2022, about the concept, the technical approach used to realize it, and development with RE ENGINE. We interviewed the directors of "Resident Evil Village" and "Monster Hunter Rise" about the concept, the technical approach to realize it, and the development with RE ENGINE. The planning of any blockbuster game starts with a single concept. We delve deeper into the game development process by asking about the two directors' perspectives and beliefs."カプコン オープンカンファレンスRE:2022"公式サイト
Theme | Booth |
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1. everything starts here, planning | 01. what is the concept? What are the main points of interest? Director Interview
02. various concept art in the planning conception stage |
2. designing fun, prototyping | 03. production process of "gray box", a playable blueprint
04. "Ecosystem" in the game! Field Survey with a Free Camera 05. it's not what it looks like? A world of hit detection only |
3. more beautiful! Faster! Asset Creation | 06. Every game is different! Character Asset Workflow
07. facial technology to make facial expressions more natural and rich 08. in-house modular rigging system for efficient rigging 09. Collaboration with Studios Around the World! Cut Scene Production Site 10. instant confirmation after change! 10. Check your changes instantly! Adjust attack effects freely in the actual game! |
4. character creation that creates charm | 11. motion matching for realistic motion without disturbing the sense of horror
12. 3 secrets behind monster animations 13. creating enemy AI that balances game experience and horror experience 5. |
5. confirming the response and issues, mid-term check | 14. confirm the concept by actually playing! What is "Vertical Slice"? |
6. one more push! Improvement of perfection | 15. not a matter of course! Techniques to realize stable real-time communication
16. shader expression with simple parameters for rich variation 17. customize every setting! DIP" function for check play 18. "I like this! Fix it!" and "Fix it! Scene Memo" function for instant "I like this! 19. automatic background data imaging flow for efficient map image creation |
7. last spurt! Toward commercialization | 20. automatic play for QA according to game characteristics
21. asset management for low-capacity packages even for very large games |