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Table of Contents - Acacia Research Group

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-- -- -- What kind <strong>of</strong> T&M have you used so far?<br />

Actually, we have been using many T&M<br />

products.<br />

We have been using Alias|Wavefront's Maya,<br />

S<strong>of</strong>timage's S<strong>of</strong>timage | XSI, discreet's 3ds max and<br />

NewTek's LightWave 3D as 3D tools. We use web<br />

technology's OPTPiX iMageStudio for<br />

PlayStation®2 as a 2D tool and Metrowerks'<br />

CodeWarrior for PlayStation®2 and SN Systems'<br />

ProDG for PlayStation®2 as programming tools.<br />

We also use many middleware products such as<br />

CRI Middleware's ADX for sound, ACCESS' AVE-<br />

TCP for PlayStation®2 protocol stack for network,<br />

and Conexant Systems' modem driver. We use<br />

Criterion S<strong>of</strong>tware's RenderWare and DWANGO's Mr. Shinichi Ueyama <strong>of</strong> Capcom Co., Ltd.<br />

systems for a certain title.<br />

In addition, we use Hoei Sangyo's DVD mastering system.<br />

-- -- -- Could you explain the reasons that you chose these T&M products?<br />

We have as many background stories as the T&M products we have chosen.<br />

In short, we chose to use them because we needed them in the developing process<br />

<strong>of</strong> game titles.<br />

The T&M products meet our needs in two ways; The use <strong>of</strong> T&M Products can cut<br />

back the development cost and time. Those products help us bring our game titles to<br />

market much faster than if we were required to develop game titles from scratch. This<br />

prevents us from missing any market opportunities.<br />

For example, it is almost impossible for us to build a DVD writer system.<br />

In choosing middleware products, versatility and portability are also important items.<br />

-- -- -- How do you judge whether or not a T&M product is necessary for a title?<br />

Title by title or case by case.<br />

Development requirements are increased according to the specifications <strong>of</strong> each<br />

title. When developing a title, we consider, for example, whether it is a 2D or 3D title,<br />

whether or not it supports communication capabilities, and whether or not it needs a<br />

handle controller if it is a racing game.<br />

-- -- -- Do you have any other development requirements?<br />

I have a requirement in building the same title on multiple platforms.<br />

To do so, it was necessary for us to repeat the same work twice such as re-creating<br />

the same sound data and image data. This is because hardware and s<strong>of</strong>tware <strong>of</strong> game<br />

consoles have specialized mechanisms based on state-<strong>of</strong>-the-art technologies. Even<br />

for sound, each product has a data format and a method <strong>of</strong> outputting data that are<br />

completely different from other products.<br />

We can then adopt middleware products to unify program development work related<br />

to sound and CD/DVD medium access.<br />

It helps us unify data formats. And if we can tell our sound designers that they can

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