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|Session Name:||Postmortem: The Emotional Character Control of Shadow of the Colossus|
|Speaker(s):||Atsuko Fukuyama, Junichi Hosono, Hajime Sugiyama, Masanobu Tanaka|
|Company Name(s):||Sony Computer Entertainment, Sony Computer Entertainment, Sony Computer Entertainment Inc, Sony Computer Entertainment Inc|
|Track / Format:||Game Design|
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|Overview:||SHADOW OF THE COLOSSUS features a rich character and world design, balanced with the unique gameplay element of combining boss and level into one. However, despite the apparent simplicity of the challenge to defeat the 16 colossi and save the girl, developing the art, characters, and collision system was far from simple. In this session, a panel from the development team who created 2001's ICO, delivers a postmortem on the making of SHADOW OF THE COLOSSUS. Lead programmer Hajime Sugiyama guides the panel discussion with the lead game designer Junichi Hosono, and animators Masanobu Tanaka and Atsuko Fukuyama. The session begins by outlining the teams philosophical approach to developing epic experiences, and expands to describe the overall development environment, with each panelist describing how that environment impacted his discipline. The panel then focuses on the character control technique, which enabled the programming of emotion in the game, and will also address the collision system they developed to bring their vision to life. Fumito Ueda and Kenji Kaido will be in the audience for a brief Q&A.|