422:?", broke down its basic components and used them, along with added unusual elements, in the demo. A focus during the demo's development was the creation of Agni, the central character. For the demo, as it was a work-in-progress, they optimized it for graphical performance. While the story and themes were created by the Japanese staff, many of the character designs were done by staff from their western subsidiaries. The technology to create the demo was all sourced from then-existing high-end PCs. An initial mock up of Agni's hair was created using a mannequin and wig styled by a professional make-up artist. Each character's face was constructed around mo-capped footage of live actors, then tweaked and expanded in post-production. The entire development process, from conception through development, took approximately a year.
323:(AI), which had previously been liable to become unstable or poor under certain conditions or with poor programming due to the large number of individual codes needed. For Luminous, the team created a single unifying flexible framework to control the scale of the AI while also making it intuitive. It was intended to be used in-house rather than licensed out to other developers, but that western subsidiaries of the company would have access to it. In addition, they also built in the ability to blend graphical assets designed for CG scenery with highly advanced real-time animation, making the two graphically similar. Luminous Studio was publicly revealed in 2011.
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347:. Square Enix's western subsidiaries shared information about game engine development from their experience developing the CDC and Glacier 2 game engines and shared their source code with the Luminous Studio team. During 2012, one third of the final development team was from western subsidiaries of the company. Luminous was developed based on high-end
502:
re-reveal under its new title, the company used a specially-created engine environment named Ebony. In July 2014, Hashimoto left the company, citing personal reasons. While still working as an advisor for
Luminous Studio, his position as project leader was filled by Remi Driancourt, a senior engineer
322:
series. There were many major factors that the team considered while building the engine, as they wanted to ensure the highest possible quality for high-end games. Some of the environmental factors included lighting, shading and modeling. A core feature of the gameplay was the artificial intelligence
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to create new engines for their products, including
Luminous Studio. Talking about sharing the engine, Merceron said that he advised the company to avoid sharing between companies or internally between games until the engine had been finalized with the released game: this resulted in Luminous Studio
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in 2009 and became involved with development in 2011. Other key Square Enix staff members working on
Luminous Studio include Takeshi Nozue, Akira Iwata and Hiroshi Iwasaki. While ground work was being laid for Luminous, members of the team traveled to look at engine technology being developed by
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in that it incorporated all the development tools needed from asset editing onward, as well as being "high quality, easy to use, flexible, high speed, compact, and supporting both manual and automatic ". The development team drew inspiration for this concept and approach from Unreal Engine and
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CGI. Development of the demo took approximately half a year. Unlike previous technology demos created by the company, which were based on pre-existing games, Square Enix decided to create something completely original. The demo was themed around the
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as part of a special presentation by Square Enix. As part of the presentation, guest speakers paused the demo and adjusted elements of the characters on the fly to show off the engine's customization features. It was also shown at
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is a tech demo created by Square Enix to show off the capacities of
Luminous Studio. The demo was a collaboration between the cinematic Visual Works division—a section of the company generally associated with
530:. The inner hair for each character uses about 20,000 polygons, five times more than seventh generation hardware. The data capacity for textures is also much greater than before. Each character uses 30
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hardware. About 150 bones are used for the face, 300 for the hair and clothes, and 150 for the body. For the characters' hair, the team used the same technique as with the characters in
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model with body and wings, which proceed to merge to generate a summoned monster. Production for the demo began in June 2011, and was initially produced as pre-rendered
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cited the technology as a "hurdling leap into the future", and other reviews emphasised realistic 3D modeling of the human eye and real time rendering of graphics.
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had met with a disastrous launch due to development and technical problems. Faced with these issues, Square Enix decided to bring in former developers from
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was doubted, as those consoles did not support shaders. During this early stage, they were looking into the possibility of adjusting the engine for use on
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technique with memory usage prediction, an acceleration technique to efficiently generate lightmaps for fast global illumination in large scenes
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technology. While designed for eighth-generation video games, it was said to also be compatible with any console and hardware that could handle
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shown off at Tokyo Game Show and Jump Festa that year ran on
Luminous 1.4, which combined Luminous with components created for Ebony. The
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Hair simulation, for hair and beard, including hair simulation shader, GPU accelerated hair simulation, software to render hair using
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demo. The demo renders over 63 million polygons per frame, uses "8K by 8K" resolution textures, and her hair is rendered with over 50
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The head of the project was
Yoshihisa Hashimoto, Square Enix's Chief Technology Officer, who had moved over to the company from
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per frame, with approximately 300,000 to 400,000 polygons for each character model. There is a scene where 100,000 illuminated
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375:. The company were hoping to promote Luminous as a kind of brand, showing off the logo and tech demo when they were ready.
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have five million polygons per frame, with character models made up of about 100,000 polygons each. Character models for
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described the graphics of the game engine preview as "jaw dropping" and "stunning", and called it a real competitor to
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in the early 2010s, the concept for the new engine was born in 2011 while he was in the final stages of working on
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1548:"Practical Applications of Compute for Simulation in Agni's Philosophy: Final Fantasy Real Time Tech Demo"
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612:. In October 2016, Square Enix registered for the trademark "Luminous Studio Pro" before the release of
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used lighting technology from
Luminous along with a purpose-built proprietary gameplay engine. For its
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1737:"Final Fantasy XV shown behind closed doors at Paris Games Week [Update 3: Footage leaked]"
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989:, particle buffering, parallel particle updating, and individual particle adjustment of position,
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1351:"Former Luminous Engine Lead talks transition from Final Fantasy Versus XIII to Final Fantasy XV"
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via rasterisation, bidirectional sampling, and artifact suppression technique for glossy surfaces
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during development, while other major next-generation titles would use other outsourced engines.
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game demo ran on version 1.5, and the developers plan for the final game to run on version 2.0.
389:
Preview of the gaming engine while editing after a showing of "Agni's
Philosophy" at E3 in 2012.
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1260:"Square Enix Launches Luminous Productions Studio with Final Fantasy XV Director Hajime Tabata"
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textures. For the
Microsoft Windows port, Luminous Studio was upgraded using technology from
244:. The aim was to create new AAA video games for a global audience using the Luminous Engine.
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PC版『ファイナルファンタジーXV WINDOWS EDITION』の発売が決定! 2018年発売予定、4K(最大8K)解像度をサポートし、HDR10にも対応する“究極の『FFXV』”
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The existence of the gaming engine surprised many critics when it was unveiled in E3 2012.
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1891:"Square Enix showcases Witch Chapter 0 [Cry] Luminous Engine DirectX 12 tech demo"
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was hitting technical barriers as it transitioned to open-world environments its original
2110:
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affecting environment (such as grass) and characters (such as clothes), and GPGPU support
1587:"[CEDEC 2012]メイキングオブ「Agni's Philosophy」。スクエニの次世代ゲームエンジン「Luminous Studio」を使った技術デモ,その開発秘話"
779:
Fast global illumination baking via ray-bundle tracing, including radiance exchange via
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1960:"Square Enix Is Recruiting Game Engine Programmers For Its New Luminous Studio Engine"
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343:, western video game developers who became subsidiaries after the company bought out
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2478:"Project Athia Is Now Forspoken; New Glimpse of Luminous Productions' Debut Project"
1930:"Square Enix, Microsoft, NVIDIA Point Way Through Uncanny Valley at Microsoft BUILD"
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revealed a new real-time tech demo developed by Square Enix for the engine, called
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538:. While seventh-generation games used 50 to 100 MB of texture data for a scene,
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2557:"I Saw Square Enixs Jaw Dropping Luminous Studio Engine Running. It's For Real"
17:
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183:. The engine was developed for and targeted at eighth-generation hardware and
45:
2162:"Square Enix shows off newest Final Fantasy graphics tech in DirectX 12 demo"
1042:, including diffuse reflection, specular reflection and subsurface scattering
860:, and real-time adjustment of color, frizz, volume, style length and physics
205:
to be compatible with next generation consoles that their existing platform,
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were constructed with 600 bones, estimated as roughly 10-12 times more than
315:
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37:
4067:
1463:"Square Enix's CTO and Final Fantasy 14 tech director has left the company"
474:
with the
Luminous Studio engine, using the same assets as the CGI version.
817:
solutions, including ray tracing approximation and fake ray tracing shader
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by Visual Works before Square Enix attempted to reproduce it entirely in
447:
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360:
267:. This was a difficult period for Square Enix: the project then known as
188:
94:
1401:"西川善司の3Dゲームファンのための「Luminous Studio」講座 スクウェア・エニックスが開発中の次世代ゲームエンジンの秘密に迫る!"
503:
who had worked with games featuring Luminous technology. The version of
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accelerated particle system, particle effects, independent particles,
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can use about sixteen times this amount on the PlayStation 4 console.
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1933:
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856:, specular reflection, hair physics, tessellation, strand smoothing,
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363:. Its compatibility with Nintendo's seventh-gen hardware such as the
352:
318:. The name "Luminous" was chosen to reflect the crystal theme of the
311:
1055:
Water reflection, including screen-space reflection and cube mapping
257:
According to Julien Merceron, the Worldwide Technology Director for
829:
support, including GPGPU acceleration and GPGPU support for AI and
571:
In April 2015, Square Enix announced that the engine would support
3759:
3413:
3247:
2761:
1701:"『ファイナルファンタジーXV』の実機によるデモプレイもお披露目! 『FF零式 HD』緊急トークショウリポート【TGS 2014】"
1087:
953:
759:
405:
department, Advanced Technology Division, with a goal to create a
384:
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series: during discussions, the team asked the question "What is
401:
movie production for the company's video games—and Square Enix's
240:
was established by Square Enix as a new subsidiary studio dubbed
4032:
3987:
3129:
2019:"AGNI'S PHILOSOPHY" course for 3D gaming fan of Nishikawa Zenji"
1686:
1508:"Agni's Philosophy Final Fantasy Realtime Tech Demo Impressions"
762:, and eyeball shader, including eye depth and transparency layer
282:
3286:
2710:
2639:"Square Enix's Next-Gen Engine Sure Makes Eyeballs Look Pretty"
2505:"How Luminous Studio is preparing Square Enix for the next-gen"
4153:
2706:
2612:
1290:"Hajime Tabata Pulls Back the Curtain on Luminous Productions"
1196:
364:
220:
initially, and has since been used in two of company's titles—
1683:"Why is Final Fantasy Versus XIII Using the Luminous Engine?"
601:. The tech demo took a year to produce, and was running on a
2269:"Fast Global Illumination Baking via Ray-Bundles (sap_0046)"
409:
tech demo that has a quality coming as close as possible to
2531:"That Stunning New Final Fantasy Tech? That's Not For Sale"
2609:"E3 2012: SQUARE ENIX PRESENTS THE LUMINOUS STUDIO ENGINE"
2331:"Adaptive Ray-bundle Tracing with Memory Usage Prediction"
1322:"Julien Merceron revient sur sa carrière chez Square Enix"
872:
based geometry for hair and beard, including NURB curves,
971:, including point cloud culling for imperfect shadow maps
2366:"Real-Time Bidirectional Path Tracing via Rasterization"
2209:"Luminous Engine and Agni's Philosophy Pics and Details"
683:, including reactive AI, animation AI, and GPGPU support
733:
Dynamic day-night cycle, including time of day cycling
293:
The construction of Luminous was similar in concept to
2684:
791:, with performance of 200 million rays per second on
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Dynamic cloud system, including full cloud simulation
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2665:"Square Enix's new Luminous Engine demo is amazing"
2583:"Luminous Engine demo shots are drop dead gorgeous"
2025:. Impress Corporation. 13 June 2012. Archived from
1194:. VG24/7 called the graphics "drop dead gorgeous".
120:
108:
80:
62:
44:
1657:"FFXV Luminous Studios Developer Interview Part 1"
1613:"Square Enix lifts the lid on its next-gen engine"
2402:"Square Enix shows off Luminous tech demo on PS4"
1395:
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1344:
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2080:"Tech Analysis: Final Fantasy 15 Episode Duscae"
1389:
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583:, featuring the character Agni from the earlier
462:-like insects appear on screen, each one a full
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1776:"Final Fantasy XV further detailed in Famitsu"
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1423:
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1048:, including isoline tessellation and B-spline
158:
139:
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2722:
2309:"Publications - Advanced Technology Division"
199:. It was conceived during the development of
8:
838:computation, for particles, hair, cloth and
797:Adaptive ray-bundle tracing, using adaptive
30:
2073:
2071:
2069:
2067:
2065:
2063:
2013:
2011:
2009:
2007:
2005:
2003:
2001:
1456:
1454:
1403:. Impress Watch. 2011-08-26. Archived from
776:and real-time glossy indirect illumination
750:Eye shader, including specular reflection,
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3388:
3305:
3291:
3283:
3104:
2941:
2729:
2715:
2707:
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514:With Luminous Studio, real-time scenes in
36:
29:
1923:
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1817:"Why Final Fantasy XV Has Fantastic Hair"
1810:
1808:
1806:
1804:
1501:
1499:
1497:
1495:
1493:
236:. In early 2018, the development team of
27:Multi-platform game engine by Square Enix
2427:"FFXV - Quelques détails sur son moteur"
1580:
1578:
1106:
925:per-pixel order-independent transparency
3228:Localization of Square Enix video games
2691:
2484:from the original on September 14, 2021
1651:
1649:
1647:
1645:
1643:
1641:
1639:
1434:"Square Enix Luminous Studio Interview"
1250:
677:, and Yebis 2 image-based anti-aliasing
454:data per frame, and pushed ten million
2235:
2233:
2231:
2229:
1966:from the original on November 12, 2020
1108:Games developed using Luminous Engine
286:being restricted to what would become
2476:Valentine, Rebekah (March 18, 2021).
2111:"Square Enix Details Luminous Studio"
1038:coordinate system, shadows, and skin
230:franchise, and an original IP titled
7:
212:The engine powered the tech demos
25:
2581:Nunneley, Stephany (2012-06-05).
2160:McWhertor, Michael (2015-04-30).
1461:Corriea, Alexa Ray (2014-07-25).
175:developed and used internally by
3269:
3268:
2694:
1258:Sherman, Jennifer (2018-03-31).
1061:: 2048x2048, 4096x4096, 8K by 8K
2671:from the original on 2016-03-07
2645:from the original on 2016-06-10
2619:from the original on 2016-06-01
2589:from the original on 2016-09-19
2563:from the original on 2015-07-17
2537:from the original on 2014-12-23
2511:from the original on 2014-12-29
2458:from the original on 2015-04-18
2433:from the original on 2015-05-05
2408:from the original on 2015-04-27
2215:from the original on 2015-04-27
2178:from the original on 2015-06-10
2142:from the original on 2015-09-12
2117:from the original on 2014-12-24
2086:from the original on 2016-06-03
1940:from the original on 2015-04-30
1905:from the original on 2015-05-29
1871:from the original on 2017-08-23
1831:from the original on 2015-02-19
1790:from the original on 2014-12-22
1751:from the original on 2014-12-21
1717:from the original on 2014-09-20
1663:from the original on 2016-05-24
1625:from the original on 2016-03-03
1593:from the original on 2016-05-12
1585:Zenji, Nishikawa (2012-08-21).
1514:from the original on 2015-05-18
1506:Van Duine, Erren (2012-06-28).
1479:from the original on 2014-12-23
1357:from the original on 2015-12-23
1328:from the original on 2015-12-23
1302:from the original on 2018-12-17
1270:from the original on 2018-11-12
932:, such as for skin and clothing
783:, ray direction sampling, fast
187:-compatible platforms, such as
2663:Hillier, Brenna (2012-06-06).
2529:Toshi, Nakamura (2012-06-07).
2207:Gantayat, Anoop (2012-06-13).
2109:Gantayat, Anoop (2011-08-26).
1815:Ashcraft, Brian (2015-02-19).
1681:Gantayat, Anoop (2011-09-21).
1432:Donaldson, Alex (2012-06-25).
716:, animation, game editing and
637:screen space ambient occlusion
1:
4023:Lightweight Java Game Library
2637:Plunkett, Luke (2012-12-16).
2555:Narcisse, Evan (2012-06-06).
2452:"Key new features of YEBIS 3"
2078:Linneman, John (2015-03-21).
1288:Parish, Jeremy (2018-08-08).
1023:Shadow generation, including
787:baking via tessellation, and
484:Prior to its rebranding from
275:engine could not handle, and
4232:Global illumination software
3369:List of visual novel engines
2136:"Post-process Anti-aliasing"
1685:. Andriasang. Archived from
1349:Makuzawa, Red (2015-12-22).
888:High-dynamic-range rendering
644:system, including character
442:tech demo was running at 60
3335:First-person shooter engine
2503:Yoon, Andrew (2013-01-13).
2242:"Luminous studio tech demo"
1078:based exposure simulation,
1029:percentage closer filtering
1008:with real-time adjustment,
165:
146:
68:; 12 years ago
4258:
2400:Prahl, Kyle (2013-02-20).
1889:Romano, Sal (2015-04-30).
1774:Romano, Sal (2014-12-22).
1735:Romano, Sal (2014-10-30).
1611:Graft, Kris (2012-06-05).
1436:. RPG Site. Archived from
997:Physically based rendering
809:bidirectional path tracing
693:(light pre-pass rendering)
490:eighth-generation consoles
378:
3325:
3266:
3135:The Game Designers Studio
1928:White, Jay (2015-04-30).
534:of texture data, and ten
486:Final Fantasy Versus XIII
269:Final Fantasy Versus XIII
159:
140:
35:
2607:Nix, Marc (2012-06-05).
2404:. PlayStation Universe.
1853:
1320:Skypirate (2015-12-22).
1230:Panta Rhei (game engine)
1034:Skin shader, including
681:Artificial intelligence
3347:Game engine recreation
3115:Beautiful Game Studios
2757:Square Enix Collective
2745:Video game development
2429:(in French). Gamekyo.
2375:. 2013. Archived from
2340:. 2013. Archived from
1958:Sato (June 19, 2017).
1324:(in French). FFDream.
866:shader for hair volume
807:, including real-time
656:(inverse kinematics),
390:
171:, is a multi-platform
4058:Platinum Arts Sandbox
3903:Adventure Game Studio
2788:Image Studio Division
2240:Yoshihisa Hashimoto.
964:facial motion capture
930:Subsurface scattering
774:indirect illumination
772:global illumination,
631:, including shadows,
388:
4227:3D graphics software
3704:Visual3D Game Engine
3359:Game creation system
3191:Square Enix Montreal
3145:Luminous Productions
3056:Frequent contractors
2797:Lists of video games
1210:List of game engines
1092:chromatic aberration
993:and other properties
858:spline interpolation
658:procedural animation
652:routines, full body
264:Final Fantasy XIII-2
242:Luminous Productions
226:, an entry in their
209:, could not handle.
202:Final Fantasy XIII-2
181:Luminous Productions
152:, originally called
56:Luminous Productions
3973:Blender Game Engine
3805:Pixel Game Maker MV
1353:. Nova Crystallis.
1168:Microsoft Windows,
1109:
1059:Texture resolutions
917:volumetric lighting
913:specular reflection
831:physical simulation
766:Global illumination
742:Environment mapping
660:, and muscle based
633:spherical harmonics
607:GeForce GTX Titan X
488:and full move onto
426:was first shown at
32:
4242:Video game engines
3978:Bork3D Game Engine
3211:Compilation albums
3012:Hironobu Sakaguchi
2838:Square Enix Europe
2804:List of franchises
2752:Square Enix Europe
2454:. Silicon Studio.
2138:. Silicon Studio.
1264:Anime News Network
1107:
1002:Physics simulation
983:collision handling
921:per-pixel lighting
909:diffuse reflection
789:ray-bundle tracing
687:Deferred rendering
524:seventh generation
407:real-time graphics
391:
307:Unity Technologies
195:, and versions of
4207:
4206:
4203:
4202:
4103:Wintermute Engine
3864:
3863:
3725:Amazon Lumberyard
3520:Zillions of Games
3280:
3279:
3199:
3198:
3155:Tokyo RPG Factory
3150:Quest Corporation
3096:
3095:
3027:Tetsuya Takahashi
1298:. Gamer Network.
1177:
1176:
1138:Microsoft Windows
1080:color temperature
969:Occlusion culling
852:, hair lighting,
702:Development tools
691:deferred lighting
629:Ambient occlusion
585:Agni's Philosophy
553:are used for the
528:Agni's Philosophy
444:frames per second
440:Agni's Philosophy
424:Agni's Philosophy
394:Agni's Philosophy
380:Agni's Philosophy
345:Eidos Interactive
278:Final Fantasy XIV
214:Agni's Philosophy
197:Microsoft Windows
132:
131:
103:Microsoft Windows
16:(Redirected from
4249:
3877:
3830:UbiArt Framework
3795:Nvidia GameWorks
3389:
3307:
3300:
3293:
3284:
3272:
3271:
3204:Related articles
3176:Crystal Dynamics
3105:
3037:Toshiro Tsuchida
3032:Hiromichi Tanaka
3002:Kazushige Nojima
2992:Yasunori Mitsuda
2967:Shinji Hashimoto
2942:
2906:Hiroshi Minagawa
2901:Yoshinori Kitase
2843:Crystal Dynamics
2771:Other industries
2731:
2724:
2717:
2708:
2699:
2698:
2697:
2690:
2680:
2679:
2677:
2676:
2660:
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2500:
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2423:
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2397:
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2370:
2362:
2356:
2355:
2353:
2352:
2346:
2335:
2327:
2321:
2320:
2315:. Archived from
2305:
2294:
2293:
2291:
2290:
2284:
2278:. Archived from
2273:
2265:
2254:
2253:
2248:. Archived from
2237:
2224:
2223:
2221:
2220:
2204:
2187:
2186:
2184:
2183:
2157:
2151:
2150:
2148:
2147:
2132:
2126:
2125:
2123:
2122:
2106:
2095:
2094:
2092:
2091:
2075:
2038:
2037:
2035:
2034:
2015:
1976:
1975:
1973:
1971:
1955:
1949:
1948:
1946:
1945:
1925:
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1913:
1911:
1910:
1886:
1880:
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1760:
1759:
1757:
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1732:
1726:
1725:
1723:
1722:
1711:Enterbrain, Inc.
1697:
1691:
1690:
1678:
1672:
1671:
1669:
1668:
1653:
1634:
1633:
1631:
1630:
1608:
1602:
1601:
1599:
1598:
1582:
1573:
1572:
1570:
1569:
1563:
1557:. Archived from
1552:
1544:
1523:
1522:
1520:
1519:
1503:
1488:
1487:
1485:
1484:
1458:
1449:
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1429:
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1397:
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1337:
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1333:
1317:
1311:
1310:
1308:
1307:
1285:
1279:
1278:
1276:
1275:
1255:
1132:Final Fantasy XV
1110:
1006:cloth simulation
950:Materials system
946:software support
938:Levels of detail
848:technique, hair
662:facial animation
615:Final Fantasy XV
581:Witch Chapter 0
540:Final Fantasy XV
536:levels of detail
495:Final Fantasy XV
479:Final Fantasy XV
337:Crystal Dynamics
288:Final Fantasy XV
238:Final Fantasy XV
223:Final Fantasy XV
179:and later on by
170:
168:
166:Ruminasu Sutajio
162:
161:
151:
149:
143:
142:
76:
74:
69:
40:
33:
21:
4257:
4256:
4252:
4251:
4250:
4248:
4247:
4246:
4212:
4211:
4208:
4199:
4183:
4107:
4088:Thousand Parsec
4038:Open Wonderland
4013:Irrlicht Engine
3956:
3891:
3871:
3860:
3856:Unreal Engine 5
3839:
3835:Unreal Engine 4
3790:Luminous Engine
3745:Creation Engine
3708:
3689:Unreal Engine 3
3684:Unreal Engine 2
3524:
3505:Virtual Theatre
3500:Unreal Engine 1
3418:
3378:
3321:
3311:
3281:
3276:
3262:
3233:Luminous Engine
3216:Companion books
3195:
3164:
3092:
3078:Koichi Sugiyama
3073:Koichi Nakamura
3063:Yoshitaka Amano
3051:
2962:Masashi Hamauzu
2952:Kenichiro Fukui
2940:
2931:Motomu Toriyama
2921:Masayoshi Soken
2896:Akitoshi Kawazu
2886:Naoki Hamaguchi
2859:
2792:
2766:
2740:
2735:
2705:
2695:
2693:
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2098:
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2041:
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2017:
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1979:
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1957:
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1941:
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1369:
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1340:
1331:
1329:
1319:
1318:
1314:
1305:
1303:
1287:
1286:
1282:
1273:
1271:
1257:
1256:
1252:
1248:
1206:
1192:Unreal Engine 4
1182:
1105:
1100:
1072:post-processing
1018:wind simulation
975:Particle system
882:50 hair shaders
697:Depth buffering
624:
569:
566:Witch Chapter 0
482:
383:
255:
250:
218:Witch Chapter 0
156:
154:Luminous Studio
137:
135:Luminous Engine
72:
70:
67:
63:Initial release
54:
31:Luminous Engine
28:
23:
22:
18:Luminous Studio
15:
12:
11:
5:
4255:
4253:
4245:
4244:
4239:
4234:
4229:
4224:
4214:
4213:
4205:
4204:
4201:
4200:
4198:
4197:
4195:Open 3D Engine
4191:
4189:
4185:
4184:
4182:
4181:
4176:
4171:
4166:
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4156:
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3737:
3732:
3727:
3722:
3716:
3714:
3710:
3709:
3707:
3706:
3701:
3696:
3694:Vicious Engine
3691:
3686:
3681:
3676:
3671:
3666:
3661:
3653:
3648:
3643:
3638:
3633:
3628:
3623:
3618:
3613:
3608:
3603:
3598:
3593:
3588:
3583:
3578:
3573:
3571:Essence Engine
3568:
3563:
3558:
3553:
3548:
3543:
3538:
3532:
3530:
3526:
3525:
3523:
3522:
3517:
3512:
3507:
3502:
3497:
3492:
3487:
3482:
3477:
3475:Pie in the Sky
3472:
3467:
3462:
3457:
3452:
3447:
3442:
3437:
3432:
3426:
3424:
3420:
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3255:
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3218:
3213:
3207:
3205:
3201:
3200:
3197:
3196:
3194:
3193:
3188:
3186:IO Interactive
3183:
3181:Eidos-Montréal
3178:
3172:
3170:
3166:
3165:
3163:
3162:
3157:
3152:
3147:
3142:
3137:
3132:
3127:
3122:
3117:
3111:
3109:
3102:
3098:
3097:
3094:
3093:
3091:
3090:
3088:Akira Toriyama
3085:
3080:
3075:
3070:
3065:
3059:
3057:
3053:
3052:
3050:
3049:
3044:
3039:
3034:
3029:
3024:
3019:
3017:Yoko Shimomura
3014:
3009:
3004:
2999:
2994:
2989:
2987:Yasumi Matsuno
2984:
2979:
2974:
2972:Yasuyuki Honne
2969:
2964:
2959:
2954:
2948:
2946:
2939:
2938:
2933:
2928:
2926:Takashi Tokita
2923:
2918:
2916:Kazuko Shibuya
2913:
2911:Tetsuya Nomura
2908:
2903:
2898:
2893:
2888:
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2873:
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2711:
2704:
2703:
2682:
2681:
2655:
2629:
2599:
2573:
2547:
2521:
2507:. Shack News.
2495:
2468:
2443:
2418:
2392:
2357:
2322:
2319:on 2013-03-01.
2295:
2255:
2252:on 2015-04-24.
2225:
2211:. Andriasang.
2188:
2152:
2127:
2113:. Andriasang.
2096:
2039:
1977:
1962:. Siliconera.
1950:
1915:
1881:
1867:. 2017-08-21.
1841:
1800:
1761:
1727:
1692:
1689:on 2012-07-13.
1673:
1659:. 2015-01-30.
1635:
1603:
1574:
1524:
1489:
1450:
1417:
1367:
1338:
1312:
1280:
1249:
1247:
1244:
1243:
1242:
1237:
1235:Serious Engine
1232:
1227:
1222:
1217:
1212:
1205:
1202:
1181:
1178:
1175:
1174:
1172:
1166:
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1155:
1154:
1152:
1135:
1128:
1124:
1123:
1120:
1117:
1114:
1104:
1101:
1099:
1098:
1084:depth of field
1062:
1056:
1053:
1043:
1032:
1025:shadow mapping
1021:
999:
994:
987:alpha blending
972:
966:
960:Motion capture
957:
947:
941:
935:
934:
933:
894:
885:
884:
883:
880:
867:
842:
840:visual effects
833:
820:
819:
818:
812:
802:
795:
763:
748:
739:
738:
737:
731:
721:
699:
694:
684:
678:
664:
646:bone animation
639:
625:
623:
620:
610:graphics cards
568:
563:
509:Episode Duscae
481:
476:
382:
377:
341:Eidos Montréal
333:IO Interactive
254:
251:
249:
246:
147:Ruminasu Enjin
130:
129:
124:
118:
117:
112:
106:
105:
84:
78:
77:
66:June 2012
64:
60:
59:
48:
42:
41:
26:
24:
14:
13:
10:
9:
6:
4:
3:
2:
4254:
4243:
4240:
4238:
4235:
4233:
4230:
4228:
4225:
4223:
4222:2012 software
4220:
4219:
4217:
4210:
4196:
4193:
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4127:
4125:
4122:
4120:
4117:
4116:
4114:
4110:
4104:
4101:
4099:
4098:Vassal Engine
4096:
4094:
4091:
4089:
4086:
4084:
4083:Spring Engine
4081:
4079:
4076:
4074:
4071:
4069:
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4064:
4061:
4059:
4056:
4054:
4051:
4049:
4048:Papervision3D
4046:
4044:
4041:
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4019:
4018:jMonkeyEngine
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3126:
3125:Eidos Hungary
3123:
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3112:
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3106:
3103:
3101:Former assets
3099:
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3042:Nobuo Uematsu
3040:
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3022:Hajime Tabata
3020:
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2957:Nasir Gebelli
2955:
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2936:Naoki Yoshida
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2876:Kazuhiko Aoki
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2778:Gangan Comics
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2396:
2393:
2382:on 2016-01-19
2378:
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2358:
2347:on 2016-01-19
2343:
2339:
2332:
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2300:
2296:
2285:on 2016-01-19
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2082:. Eurogamer.
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2029:on 2012-06-15
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2014:
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1564:on 2016-04-10
1560:
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1455:
1451:
1440:on 2014-07-16
1439:
1435:
1428:
1426:
1424:
1422:
1418:
1407:on 2011-11-12
1406:
1402:
1396:
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1171:
1170:PlayStation 5
1167:
1165:
1164:
1160:
1157:
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1153:
1151:
1150:Google Stadia
1147:
1143:
1142:PlayStation 4
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1015:
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1010:water effects
1007:
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796:
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781:rasterisation
778:
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771:
767:
764:
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749:
747:
743:
740:
735:
734:
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719:
715:
714:level editing
711:
707:
703:
700:
698:
695:
692:
688:
685:
682:
679:
676:
672:
668:
667:Anti-aliasing
665:
663:
659:
655:
651:
647:
643:
640:
638:
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630:
627:
626:
621:
619:
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512:
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480:
477:
475:
473:
469:
468:CGI animation
465:
461:
457:
453:
449:
445:
441:
436:
434:
429:
425:
421:
420:Final Fantasy
417:
416:Final Fantasy
412:
408:
404:
400:
395:
387:
381:
376:
374:
370:
366:
362:
358:
357:PlayStation 3
354:
350:
346:
342:
338:
334:
329:
324:
321:
320:Final Fantasy
317:
313:
308:
304:
300:
299:Unreal Engine
296:
291:
289:
284:
280:
279:
274:
273:Crystal Tools
270:
266:
265:
260:
252:
247:
245:
243:
239:
235:
234:
229:
228:Final Fantasy
225:
224:
219:
215:
210:
208:
207:Crystal Tools
204:
203:
198:
194:
193:PlayStation 4
190:
186:
182:
178:
174:
167:
155:
148:
136:
128:
125:
123:
119:
116:
113:
111:
107:
104:
100:
96:
92:
91:PlayStation 5
88:
87:PlayStation 4
85:
83:
79:
65:
61:
57:
52:
49:
47:
43:
39:
34:
19:
4209:
3944:
3936:
3918:
3789:
3657:Silent Storm
3656:
3641:Retro Engine
3621:MT Framework
3450:Genie Engine
3314:Game engines
3253:Taito Type X
3232:
3220:
2977:Koichi Ishii
2891:Hiroyuki Ito
2881:Tomoya Asano
2673:. Retrieved
2658:
2647:. Retrieved
2632:
2621:. Retrieved
2602:
2591:. Retrieved
2576:
2565:. Retrieved
2550:
2539:. Retrieved
2524:
2513:. Retrieved
2498:
2486:. Retrieved
2471:
2460:. Retrieved
2446:
2435:. Retrieved
2421:
2410:. Retrieved
2395:
2384:. Retrieved
2377:the original
2360:
2349:. Retrieved
2342:the original
2325:
2317:the original
2287:. Retrieved
2280:the original
2250:the original
2217:. Retrieved
2180:. Retrieved
2165:
2155:
2144:. Retrieved
2130:
2119:. Retrieved
2088:. Retrieved
2031:. Retrieved
2027:the original
2022:
1968:. Retrieved
1953:
1942:. Retrieved
1907:. Retrieved
1894:
1884:
1873:. Retrieved
1858:
1833:. Retrieved
1825:Gawker Media
1820:
1792:. Retrieved
1779:
1753:. Retrieved
1740:
1730:
1719:. Retrieved
1713:2014-09-20.
1704:
1695:
1687:the original
1676:
1665:. Retrieved
1627:. Retrieved
1616:
1606:
1595:. Retrieved
1566:. Retrieved
1559:the original
1516:. Retrieved
1510:. RPG Site.
1481:. Retrieved
1466:
1442:. Retrieved
1438:the original
1409:. Retrieved
1405:the original
1359:. Retrieved
1330:. Retrieved
1315:
1304:. Retrieved
1293:
1283:
1272:. Retrieved
1263:
1253:
1220:Dunia Engine
1195:
1185:
1183:
1161:
1130:
1119:Platform(s)
1082:adjustment,
1074:, including
1052:tessellation
1046:Tessellation
1004:, including
977:, including
962:, including
952:, including
899:, including
892:HDR lighting
890:, including
805:Path tracing
768:, including
752:highlighting
746:cube mapping
744:, including
689:, including
669:, including
648:, animation
613:
593:pre-rendered
584:
580:
570:
565:
539:
527:
519:
515:
513:
508:
504:
493:
485:
483:
478:
464:polygon mesh
439:
437:
423:
419:
415:
411:pre-rendered
393:
392:
379:
369:Nintendo 3DS
325:
319:
303:Unity engine
292:
287:
276:
268:
262:
256:
237:
231:
227:
221:
217:
213:
211:
200:
153:
134:
133:
46:Developer(s)
4237:Square Enix
3993:Game Editor
3872:open-source
3626:PhyreEngine
3510:Voxel Space
3480:Reality Lab
3440:Dark Engine
3384:Proprietary
3330:Source port
3243:NESiCAxLive
3047:Yoichi Wada
3007:Soraya Saga
2982:Masato Kato
2871:Jun Akiyama
2809:Square Enix
2738:Square Enix
2701:Video games
2373:Square Enix
2338:Square Enix
2313:Square Enix
2276:Square Enix
2246:Square Enix
1899:CraveOnline
1784:CraveOnline
1745:CraveOnline
1555:Square Enix
1096:motion blur
815:Ray tracing
446:, used 1.8
259:Square Enix
177:Square Enix
173:game engine
127:Proprietary
115:Game engine
58:(2018-2023)
53:(2012-2018)
51:Square Enix
4216:Categories
4159:PlayCanvas
3926:Game-Maker
3800:Panta Rhei
3765:Fox Engine
3601:HeroEngine
3485:RenderWare
3068:Yuji Horii
2864:Key people
2783:PlayOnline
2675:2016-05-24
2667:. VG24/7.
2649:2016-05-24
2641:. Kotaku.
2623:2016-05-23
2593:2016-05-23
2585:. VG24/7.
2567:2015-06-23
2559:. Kotaku.
2541:2015-06-23
2533:. Kotaku.
2515:2015-06-23
2462:2015-06-06
2437:2015-06-06
2412:2015-06-06
2386:2015-06-06
2351:2015-06-06
2289:2015-04-24
2219:2015-06-06
2182:2015-06-06
2146:2015-06-06
2121:2015-06-06
2090:2016-05-23
2033:2016-05-23
2023:Game Watch
1944:2015-06-06
1909:2015-06-06
1875:2017-08-23
1865:Enterbrain
1835:2015-02-19
1794:2014-12-22
1755:2014-12-23
1721:2014-09-20
1667:2016-05-23
1629:2016-04-26
1597:2014-12-23
1589:. 4Gamer.
1568:2016-04-26
1518:2015-04-24
1483:2014-12-23
1444:2014-12-22
1411:2014-12-22
1361:2015-12-23
1332:2015-12-23
1306:2018-11-12
1274:2018-11-12
1246:References
1225:Fox Engine
1068:middleware
905:reflection
901:refraction
854:scattering
827:multi-core
756:refraction
728:DirectX 12
724:DirectX 11
605:with four
573:DirectX 12
355:, such as
349:DirectX 11
328:Sonic Team
295:Epic Games
185:DirectX 11
4008:id Tech 4
4003:id Tech 3
3952:Stratagus
3887:Z-machine
3851:id Tech 7
3810:RE Engine
3775:id Tech 6
3770:id Tech 5
3740:Construct
3720:4A Engine
3616:Marmalade
3611:Leadwerks
3596:GameSalad
3586:Frostbite
3551:CryEngine
3541:C4 Engine
3490:RPG Maker
3445:GameMaker
3435:Clickteam
3404:Freescape
3399:Filmation
3140:Ion Storm
3083:Yoko Taro
2997:Yuji Naka
2488:April 18,
2172:Vox Media
1970:April 26,
1618:Gamasutra
1473:Vox Media
1240:Frostbite
1215:CryEngine
1180:Reception
1163:Forspoken
1050:smoothing
956:rendering
878:T-splines
874:B-splines
846:mannequin
770:real-time
720:authoring
642:Animation
599:animation
548:4096×4096
544:2048×2048
472:real-time
316:CryEngine
233:Forspoken
160:ルミナス・スタジオ
141:ルミナス・エンジン
3998:GDevelop
3945:Quake II
3931:OHRRPGCE
3870:Free and
3825:Source 2
3815:Snowdrop
3735:Buildbox
3730:Bitsquid
3651:Shark 3D
3591:Gamebryo
3576:Euphoria
3465:LithTech
3409:Gold Box
3364:Game IDE
3274:Category
3222:DS:Style
3120:DigiCube
2669:Archived
2643:Archived
2617:Archived
2587:Archived
2561:Archived
2535:Archived
2509:Archived
2482:Archived
2456:Archived
2431:Archived
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