Programs- ストリーミング番組 -

  • Featured games will be played and reviewed by professors and prominent game streamers, and the student designers will share their production experience in a live talk with their peers and mentors.
    *All dates and times are Japan.

- 配信番組スケジュール -

  • 10:00-11:30 LIVE
    Critique Session and Faculty/Students Roundtable
    Moderator: USC Professor Andreas Kratky
    Translator: Tokyo Geidai Associate Professor Asako Eguchi
    11:30-12:30 LIVE
    Play & Critique by USC Professors Andreas Kratky and Peter Brinson
  • 10:00-11:30 LIVE
    Game Streaming by Sean "Day[9]" Plott
    14:00-16:00 LIVE
    Critique by External lecturer
    *in Japanese only
    Game Streaming by LayerQ
    *in Japanese only
  • Rebroadcast of above recordings
  • ショーン・プロット/Sean “Day[9]“ Plott
    Sean “Day[9]“ Plott
    is an evangelist for gaming, eSports and the gamer lifestyle. His videos attract more than 4 million views a month. Plott’s autobiographical special, “My Life of StarCraft“ has been widely acclaimed as an articulate and entertaining defense of gaming and has become a YouTube sensation, with more than 3.8 million views to date. In 2010, Plott was named PC Gamer’s “Gamer of the Year.“ In 2011 he was honored on the Forbes “30 Under 30“ list for entertainment, and again in 2014 for games. In 2013 The Guardian called him “The biggest star in esports“ and in 2016 the Golden Joysticks named him “Gaming Personality of the Year.“
  • LayerQ
    is an indie games streamer on YouTube who mainly introduces unique game titles from overseas to the Japanese fans. He also serves as PR for Kakehashi Games, an organization which assists foreign game developers and publishers to release their products in Japan.

On-site VR- VR参考展示 -

Among the works exhibited in GEIDAI GAMES 02, which is held online, only the works that use VR equipment are displayed for reference.
In order to prevent the spread of infection, we will limit the number of visitors and provide minimal guidance.
There are 5 works on display, and it will take about 30~40 minutes to view them all.

Preface- ご挨拶 -

  • 桐山 孝司/Takashi Kiriyama
    桐山 孝司 Takashi Kiriyama
    東京藝術大学大学院映像研究科 研究科長
    メディア映像専攻 教授
    Professor, Department of New MediaDean,
    Graduate School of Film and New Media Tokyo University of the Arts

    On the Exhibition of Geidai Games 02

    We are deeply grateful for your interest in the game course.

    This year, Yueqi Wu in our first cohort exhibits her graduation work Small Life. She depicted the chaos in Shenzhen with plenty of lovely bits of humor. As the two-year program is so short, she has always been under pressure to stay on production schedule. Though her ideas are incredible and expansive, she manages to concentrate on the most effective elements in the final product. Such an ability of realization is essential even in pursuing games in the context of fine arts.

    Following her career in a game company, Yueqi came to our animation program, which is a foreign school for her. In the game course, she participated in the USC-Geidai joint project to extend her global experiences. She surpassed our expectations for the first games cohort, and we sincerely hope for her success in all of her future endeavors. The same goes to her classmate, Akimi Miyamoto, who also demonstrated amazing talent in creating an interactive piece as her graduation work from the animation department. We expect our future graduates will continue to go far beyond our imagination.

  • 岡本 美津子/Mitsuko Okamoto
    岡本 美津子 Mitsuko Okamoto
    Vice President, Tokyo University of the Arts Professor, Department of Animation
    Graduate School of Film and New Media Tokyo University of the Arts

    A to G The Truth of Year Four

    Tokyo Geidai saw the potential for applying animation expression to game expression and since 2017 has undertaken the “A to G (Animation to Games)” project that creates games from animation. Notably in 2019 we established the Game Course within the Department of Animation and have implemented various curricula. With this exhibition, I am delighted to see the first graduates emerge from the Game Course.
    For the two works that serve as graduation projects, I think that the overall worlds created through the spaces, characters and the behaviors, i.e. actions, turned out to be extremely powerful and compelling. The small stories and exacting movements that unfold simultaneously in “Small Life” feel like a cheer to people living nobly in gigantic urban spaces, and the psychedelic temples and characters of “WANDALA!” convey the energy flowing from the samsara world of the living. These works have the power to make the very boundary between games and animation irrelevant.
    Having a theme and concept that you want to convey and expressing that through visuals and movements is the bedrock of creation shared across fields and techniques. I was able affirm those things anew through this two-year process with the graduates.

× Industry - 産学協同 -

  • About the Mentor System

    This year the Square Enix Group selected one mentor who comprehensively looked at all of the students’ projects, which was a departure from last year when a mentor was assigned to each student. This year’s mentor was producer Tokita Takashi, who participated in the Game Course seminar (online) each Friday and provided advice from various perspectives.

  • 時田貴司/Takashi Tokita
    時田貴司 Takashi Tokita
    株式会社スクウェア・エニックス 第二開発事業本部ディビジョン6 プロデューサー
    代表作はFINAL FANTASY Ⅳ、LIVE A LIVE、クロノ・トリガー、半熟英雄シリーズ、ナナシ ノ ゲエムなど。
    Producer Division 6 Creative Business Unit II SQUARE ENIX CO.,LTD.

    On the Mentor Experience

    To all of you who have transcended nationalities and disciplines to gather together.
    Your free and individualistic endeavors in game production gave me a jolt each session. I could think anew of wide-ranging approaches precisely because it was with you, who flexibly and greedily sift through the current inundation of both information and technology in your quest for imaginative games.

    The sheer fun of roughly hewn but free-wheeling game production prior to being established as industry. You gave me renewed hope in the unlimited potential of games as a way of offering experiences with the aggregation of diverse expressions.

    What you want to do, what you can do, and what you have to do.
    You hit all three, and I have high hopes for the future opening up through your special individuality!

Credits- クレジット -

Organized by
Tokyo University of the Arts, Graduate School of Film and New Media
Exhibition Cooperation
Tokyo University of the Arts Center of Innovation
University of Southern California School of Cinematic Arts
Luminous Productions Co.,Ltd.
City of Yokohama Culture and Tourism Bureau
Mitsuko Okamoto  Takashi Kiriyama
Tokyo University of the Arts, Graduate School of Film and New Media
Tokyo University of the Arts, Graduate School of Film and New Media
Nahomi Maki  Yuichi Matsumoto  Asako Eguchi
Tomoyuki Nomura Isamu Kubota  Yoriko Nishikawa
Tokyo University of the Arts, International Initiatives Planning Section
Mihoko Toshima  Motoshiro Fujii
Square Enix
Takashi Tokita
University of Southern California School of Cinematic Arts
Andreas Kratky  Peter Brinson  Jane Pinckard
Margaret Moser
Main visual
Getsuki Kure (Tokyo University of the Arts, Graduate School of Film and New Media)