A Comprehensive Collection Of Pixel Art Resources “Here is a collection of various links that will probably come in handy from time to time.”...
Character Heads Creation Pipeline and Rendering in Bungie’s Destiny “In Face Animation Retargeting in Destiny, the authors explain how they were able to achieve high-quality face animation...
Synchronizing Gameplay And Animation With Music “If an animation’s prominence builds over a few frames, triggering it before the beat can provide a better...
A Look At Riot Games’ Keyframe Animation For League Of Legends “We settled on this technique years ago… because it’s integral to maintaining our in-house style and helps us...
Multi-Resolution Facial Rigging “No one wants to have different character skeletons on each hardware platform.”...
How To Be An Animation Director Climax Studios’s Gary Welch discusses the key skills needed for his role in animation. Read the interview here....
Jeremy Yates – Le Réalisme Par L’animation Interview with Naughty Dog animation lead Jeremy Yates. English translation below....
Five Guidelines For Effective VR Design Called it. “[VR] renders a host of visual and storytelling techniques cribbed from cinema almost obsolete.”...
On Photo-Realism In Games Below is an interview I gave a few months ago for a UK magazine on the topic of photo-realistic graphics...
MAP Visibility Estimation For Large-Scale Dynamic 3D Reconstruction Hopefully we’ll be saying goodbye to mocap suits in the near future....
Interview With Assassin’s Creed 1 & 2 Animation Director Alex Drouin Rare interview with Assassin’s Creed 1 & 2 animation director Alex Drouin, (google translated from French)....
Video Documenting The Inspirational Pixel Art Of eBoy Great article and video documenting the inspirational pixel art of eBoy. I have the London pixorama in my...
Living Crowds: AI & Animation in Assassin’s Creed Brotherhood My amazing colleagues Aleissia Laidacker and Nicolas Barbeau talk about the living crowds in Assassin’s Creed Brotherhood....
Ellie: Buddy AI in The Last of Us In this GDC 2014 talk, Naughty Dog’s Max Dyckhoff discusses the techniques used to generate a believable “buddy”...