"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
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 Vault
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