Director’s Cut: Japanese Developers Take GDC

Good morning everyone! One of the traditions we work hard to present at GDC is the tremendous wealth of Japanese developers on site. We’ve already talked about developers from Nintendo and Square Enix, but we’ve got a few more luminary folks to share with you. I’ll go through them quickly, as there’s a lot to cover.


As Ask a Ninja would say, it’s time for everyone get on the omnibus! Composer Masafumi Takada has kindly agreed to deliver a retrospective on his work, titled The Music of Killer 7, God Hand, Resident Evil: The Umbrella Chronicles, and No More Heroes.
Plus, our good friend Ray Nakazato, president of FeelPlus, is going to tell us what worked and didn’t work on his latest project, in a session titled Looking Back at Lost Odyssey: The Challenges of Cross-Cultural Development.
In what’s shaping up as an embarrassment of riches, we are also very pleased to feature Time Pilot and Street Fighter II creator Yoshiki Okamoto, now President of Game Republic. Okamoto-san has had a dramatic impact on the style of gameplay today, and he’s prepared to delve deeply into the subtely of his process in his session titled Creativity in the Form of Improvement.
Finally, we have a couple of talks dealing with Final Fantasy XIII. While most high profile Japanese sessions at GDC fall into the game design track, we are pleased to present advanced sessions for other key disciplines at this year’s GDC. Technical Research GM Taku Murata is back this year to give a detailed talk about Square Enix’s switchover to a common development platform, their creation of a new engine, and their decision-making process in not going third party. This programming session is titled The Technology of Final Fantasy.
Also, we get a lot of requests regarding the art style of Final Fantasy games, and so we are delighted to feature a companion session, The Art of Final Fantasy (link pending). Final Fantasy art director Isamu Kamikokuryo will talk about the art style of the series, his inspirations, and the flow from concept art to pixels in an interview with Bungie’s Steve Theodore.
One more note on Japanese participation at GDC this year: we’re going to two rooms with dual simultaneous wireless translation in both Japanese and English, so we’ve got an open door for Japanese attendees too! Feel free to forward this link to any Japanese developers you know who may be interested in coming to GDC.
Cheers,
Jamil Moledina
Executive Director
Game Developers Conference