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Nintendo’s 3-D Gadget Faces Software Hurdle

As Nintendo Co. readies to launch its 3DS hand-held game player Saturday in Japan, software developers are still wrestling with how to best utilize the device’s three-dimensional graphics.

“The next step may be to forget about the way we’ve been designing games and think of a completely new approach only possible with 3-D games,” said Yosuke Hayashi, who produced the coming 3DS fighting game “Dead or Alive Dimensions” for Tecmo Koei Games Co. “If making games is like cooking, we haven’t figured out if 3-D is a spice, or maybe a main ingredient.”

The uncertainty about how best to apply 3-D isn’t unique. Major technological shifts come with a certain amount of apprehension from content creators as they test the boundaries of what works and what doesn’t. For example, early TV shows were essentially radio programs shot in front of a video camera.

The videogame industry’s move to 3-D comes as sales of traditional console games are declining and losing ground to easy-to-play casual games played online through social networks or on ever-smarter smartphones.

Videogames started using virtual 3-D graphics in the early 1990s, allowing games to move not only side-to-side but also front-to-back. Game characters and virtual environments became more realistic with improvements in processing capability, but the 3-D graphics weren’t fully showcased on the conventional 2-D displays.

With 3-D displays, the user can now see sparks flying out from the screen during a sword fight or watch a plane navigate through clouds with a real sense of depth. Strictly in terms of graphics, transforming a 2-D game into 3-D has been relatively easy for developers, since the graphics have been made with 3-D design software for some time.

Sony said there are currently 14 3-D titles on the PS3 including car racing game “Gran Turismo 5,” which has shipped more than six million units since late November 2010. For Sony’s 3-D titles, a user can choose whether to play the game in 2-D or 3-D.

Sony wouldn’t disclose what percentage of its PS3 owners are using the 3-D feature. In general, the adoption of 3-D televisions, a prerequisite to play 3-D PlayStation games, has been slower than the television industry had expected. In a chicken-or-egg problem, many manufacturers cite the lack of content for the slow uptake of 3-D TVs.

Nintendo said Saturday’s 3DS debut in Japan will feature eight 3-D games on sale, including one developed in-house. By the time the hand-held launches in the U.S. on March 27, Nintendo said, there will be a total of 18 games available. Nintendo’s 3DS games cost about $40, a slight premium to most 2-D titles.

One launch title will be Nintendo’s own “nintendogs + cats,” a sequel to its popular dog-rearing game. By incorporating 3-D into the game, a playful puppy or kitten, as the title suggests, can appear as though it is jumping out of the screen and onto its owner’s lap.

“This will make it easier to convey what is fun about the games. It really ramps up the intensity of the graphics,” said Hirokazu Hamamura, president of Enterbrain, a Japanese publisher of videogame magazines.

Another area of focus for developers is how to create games in a safe way and prevent causing eyestrain or other signs of discomfort that some people experience after looking at 3-D content.

Scientists said applying 3-D in extreme ways—such as content that pops or fades from the screen in a pronounced fashion—can heighten safety risks.

Developers said they are already working within safety restrictions such as avoiding sudden changes in 3-D viewing angles.

The game system makers are also doing their best to make sure developers don’t overdo it on the 3-D. A Sony spokesman said the PlayStation 3 features a software mechanism that adjusts the 3-D effects to appropriate levels based on the television’s screen size. For its part, the 3DS has a sliding bar that allows a user to control 3-D levels.

See the original story here: http://online.wsj.com/article/SB10001424052748703408604576163850793544480.html?KEYWORDS=nintendo

Nintendo America Pres/COO Reggie Fils-Aime describes 3DS social experience (video)

In an interview with WSJ’s Lauren Goode, Nintendo America President and COO Reggie Fils-Aime says the company’s new gaming device, the 3DS, offers a social experience as well as a 3-D one, and talks about sales expectations for the device this year.

See the source for this video here: http://online.wsj.com/article/SB10001424052748703408604576163850793544480.html?KEYWORDS=nintendo

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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