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.
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.
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.