May 28 (Thursday) Event 'DCC's "GO BACK TO SEE THE FUTURE" ~A Look Back at the History of Digital Content Creation Tools and Understanding Their Technical Significance Leading to the Present~ #TANight' to be Held

Creek & River Co., Ltd. will hold an event on May 28 (Thursday) titled 'DCC's "GO BACK TO SEE THE FUTURE"' for technical artists and creators involved in game and CG development. The event will explore the history of digital content creation tools and their technical significance.
イベントNQ 79/100出典:PR Times

📋 Article Processing Timeline

  • 📰 Published: May 9, 2026 at 05:30
  • 🔍 Collected: May 8, 2026 at 21:02
  • 🤖 AI Analyzed: May 8, 2026 at 21:35 (32 min after Collected)
Creek & River Co., Ltd. (C&R Co.) will hold an event on May 28 (Thursday) for technical artists (TA) and creators involved in game development and CG development, titled 'DCC's "GO BACK TO SEE THE FUTURE" ~A Look Back at the History of Digital Content Creation Tools and Understanding Their Technical Significance Leading to the Present~ #TANight'. In the late 1980s, numerous 3D production tools emerged in the world of digital content creation. With the evolution of workstations and the development of computer graphics research, software supporting 3D graphics production appeared one after another, each developing with its own unique philosophy and technology. The evolution of these tools has become the foundation for a wide range of digital content creation today, including CG production, game development, video production, and animation production. Many of the DCC (Digital Content Creation) tools and production workflows we use daily today inherit technologies and concepts born from this history. However, in production environments, the focus is often on 'using' tools and file formats, and there are not always many opportunities to consider their origins, design philosophies, and technical implications. Understanding the history and background of tools leads to a deeper understanding of the current production environment. This event will unravel the technical flow leading to modern digital content creation, while looking back at the origins and characteristics of 3D production tools that have appeared since the late 1980s. It will introduce the production environment and tool design philosophies of that time, and how they connect to current production pipelines and workflows, with concrete examples. For example, the file format 'FBX', widely used today in game development and video production. Many production sites use this format as a matter of course, but did you know that it was originally used as the standard file format for MotionBuilder? Also, the fact that the name 'FBX' itself is an abbreviation for 'Film Box' is one of the surprisingly little-known facts. In this way, widely used tools and technologies in today's production environment each have their own origins and development philosophies. For those who have been involved in this industry for many years, it will be an opportunity to reminisce about the tools and technologies of that time. On the other hand, for younger generations of developers and creators, it will be a learning opportunity to understand how the current production environment is built upon a accumulation of history. Please feel free to join us for this opportunity to reflect on the history of digital content creation tools, re-examine the current production environment, and consider the possibilities of future production technologies.
・Origin of file formats such as FBX, OBJ, DXF ・Backbone of 3D production tools ・Evolution of digital content creation tools ・Technical implications leading to current production workflows ・Broad perspective as 3D developers and engineers  *Contents may be subject to change. DCC's "GO BACK TO SEE THE FUTURE" ~A Look Back at the History of Digital Content Creation Tools and Understanding Their Technical Significance Leading to the Present~ #TANight ■Date May 28, 2026 (Thursday) 19:00-21:00 (Venue opens: 18:30) ■Location Creek & River Co., Ltd. MSC Onarimon Building 12F 3-20-1 Nishi-Shinbashi, Minato-ku, Tokyo 105-0003 Map here ■Target Audience ・Technical Artists ・3D Designers / 3D Modelers / Animators ・Those with many years of experience in game development / CG development ・Newcomers and young professionals entering the digital content creation industry ・Students interested in technical art and game development / CG development ・Those interested in technical artist careers and organization building ■Speaker HexaDrive Inc. Human Resources Development Department, TA Section, Tokyo Studio, Technical Artist Mr. Rintaro Okamoto Technical Artist at HexaDrive Inc. Development Department Tokyo Studio, with over 35 years of experience in the game industry. He is a motion TA specializing in animation, and also works on effects and shader development, with a long involvement in ToonShader systems. He has published his Python scripting for Maya tool development, including the development process, on a site called UsersNotes. ■Participation Fee General: 2,000 yen Student: