My Shopping Cart

[ 0 ]

View Cart | Checkout

Game Developer Research
bullet Research Reports

bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before

Newest Item(s)

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)

Storefront > GDC Vault Store - Audio Recordings > Topic > Game Design

View larger image


Postmortem: The Emotional Character Control of Shadow of the Colossus
Price $5.95
Stock Unlimited
Weight 0 lb, 0 oz
SKU GDC-06-179
Postmortem: The Emotional Character Control of Shadow of the Colossus,

Game Design, Lecture

Atsuko Fukuyama
Animator, Sony Computer Entertainment

Hajime Sugiyama
Lead Programmer, Sony Computer Entertainment Inc

Junichi Hosono
Lead Game Designer, Sony Computer Entertainment

Masanobu Tanaka
Animator, Sony Computer Entertainment Inc
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 Masanobu Tanaka, and animators Junichi Hosono and Atsuko Fukuyama, along with celebrated director and producer duo, Fumito Ueda and Kenji Kaido. The session begins by outlining the team’s 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.

Takeaway to follow.

Prerequisites to follow.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.