Video: Using the Fox Engine to build Ground Zeroes
"To reproduce the real world, you need to study the real world."- Kojima Productions' Hideki Sasaki explains why the studio pushed its artists to focus on thoroughly understanding the design of real-world objects like shirts and conference tables before recreating them in-game.
Hideo Kojima and the Kojima Productions staff took the stage at GDC 2013 to spend nearly 90 minutes demonstrating and explaining the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine.
During the session they offer some interesting insight into the technical work of Kojima Productions, and cover the key components and unique graphical techniques the studio employs to create the visual effects seen in Ground Zeroes. They also offered an overview of how the team goes about creating assets and highlights some of the unique rendering tricks that are employed in the most recent Metal Gear Solid games.
It's a fascinating talk, so we've taken the liberty of embedding the free video of "Photorealism Through the Eyes of a FOX: The Core of Metal Gear Solid Ground Zeroes" above. You can also watch it here on the GDC Vault.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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