Ryse: 3Lateral Face Rigs In Action “About 70 scans were taken at Infinite Realities Ltd. which we tracked and used to produce context sensitive...
PS4, Xbox One And The Quest To Escape The Uncanny Valley “If graphics aren’t combined with better animation, all these games are going to dive into the uncanny valley.”...
L.A. Noire Gag Reel L.A. Noire (2011) outtakes/gag reel – possible only because of the advanced facial animation tech. An unedited version...
Full Performance Capture on Far Cry 3 Here is a video on Far Cry 3’s full performance capture technology, which is virtually identical to Assassin’s...
Quantic Dream’s “Kay” Demo at GDC While I may disagree with their approach to interactive storytelling, one can’t deny Quantic Dream’s ambition and accomplishment in...
This Is Next-Gen This generation’s long life-cycle has been a mixed blessing. On the one hand, so many years without new...
L.A. Noire’s MotionScan Performance Capture Everyone’s talking about it so it would be rude not to post that the new trailer for Rockstar’s...
Yet Another Uncanny Valley Crossing Claim Activision CEO Bobby Kotick says a lot of things. While he has talked at previous investor conferences about...
Street Fighter IV Facial Controls Still with Capcom’s fighter, the more I play it the more I realise the actual animation is merely...
More Metal Gear Details At the risk of coming across as a fanboy, here is a second dose of Metal Gear 4...
Final Fantasy Face-Driven Technology This, the final talk I’ll post from GDC’08, centred on the development of the first company-wide technology platform...
It’s In The Details During game development, we often refer to fighting games as the best example of where real-time animation can...
Morph Management Another small post, this time on a different approach to morph-target lip-sync. Di-O-Matic: Efficient methods for creating lip-sync...