Fox Engine Screens (taken from the live stream) and info

Here are a bunch of screens taken directly from Kojima Productions’ GDC presentation on Fox Engine. Some of the images used are from Metal Gear Solid V: The Phantom Pain. Click to enlarge.

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Some short info bits from the presentation:

  • Kojima Productions used PhotoScan to create character and object models.
  • For clothing and wrinkles, they used Marvelous Designer 2. This can save a lot of time for the modelers.
  • Metal Gear Solid V uses a linear workflow for lighting and textures, and simulates camera effects such as depth of field, bloom and motion blur.
  • Fox Engine uses ‘deferred rendering’
  • All light shaders support translucency.
  • Realism and artistic quality are both needed, sometimes breaking away from reality may give better results in the game.

At the short Q&A session afterwards, someone asked: How much detail do you have to sacrifice when making a model with PhotoScan when actually putting it in the game?

Kojima Productions responded: We use a normal map in order to overcome this limitation.

Kojima Productions also revealed the logo of their new studio in Los Angeles.

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Together Kojima Productions LA and Kojima Productions Japan see it as their mission is to become the top studio in the world. Both studios are currently hiring.

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