Getting started with virtual production How do you balance flexibility with initial costs? ~Looking towards a successful future for the film industry~ 今すぐ始めるバーチャルプロダクション 柔軟性と導入コストを両立させながら始めるには? ~今後を見据えた映像事業を成功に導こう~
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Speaker(s):
Kazuya Hayashi, Unity Technologies Japan
Talk Description: An increasing number of live-action film projects are incorporating "virtual production" into their workflows through the use of tools such as game engines,LED walls, etc. However, virtual production also comes with substantial initial costs. This is the subject of this session, where speakers will discuss practical examples of virtual production used by Toei Films in the last year. From there, the session will also cover the balancing act between flexibility and initial costs, and also touch on the current quality and future possibilities of virtual production. There is something here for everyone from those simply interested in virtual production to those who are already using it in their workflows, and are looking for some new perspectives. ゲームエンジンとLEDウォールなどを活用する実写合成手法「バーチャルプロダクション」で撮影された作品が増えてきました。とはいえ、導入するには相応の投資が必要です。そこで、講演者が過去1年間に東映特撮作品で行ってきたバーチャルプロダクションの事例を踏まえ、柔軟性と導入コストを両立させながら始められるポイントを解説し、バーチャルプロダクションの本質や可能性を紐解いていきます。バーチャルプロダクションに興味がある方にはもちろん、すでにバーチャルプロダクションを導入されている方にも新たな視点が見出していただける内容です。
Speaker(s) Bio: Mr. Hayashi has worked as a producer and director in every position in film production from start to finish, and is currently applying his passion for the latest tech as Technical Director at Unity Technologies Japan. His focus is on spreading Unity throughout the world of film. In recent years he developed live-composite systems for Toei's Kikai Sentai Zengaiger, which he also used while directing 3 films for Toei Tokusatsu Fanclub Direct Production Theater: Kamen Rider Saber.
映像制作の入口から出口までのオールポジションを守備範囲にプロデューサー/ディレクサーとして活動。最新技術が好物で、高じてユニティ・テクノロジーズ・ジャパンにテクニカルディレクターとして所属。現在はUnityの映像分野での活用の伝導に励んでいる。東映では、近年、機界戦隊ゼンカイジャーのライブ合成システム構築、それを活用した『TTFC産直シアター 仮面ライダーセイバー』3作を監督。