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	<title>Game Anim</title>
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	<link>http://www.gameanim.com</link>
	<description>Jonathan Cooper : Videogame Animation Director</description>
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		<title>ACIII Gameplay Premiere</title>
		<link>http://www.gameanim.com/2012/05/10/aciii-gameplay-premiere/</link>
		<comments>http://www.gameanim.com/2012/05/10/aciii-gameplay-premiere/#comments</comments>
		<pubDate>Thu, 10 May 2012 19:01:25 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[alpha]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[assassin's creed 3]]></category>
		<category><![CDATA[trailer]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2777</guid>
		<description><![CDATA[Here&#8217;s a first look at in-game animation for AC3, captured earlier this year. The idea was to revitalise the Assassin &#8211; hopefully our new moves like the running assassinations and completely reworked jumping and rock-climbing will look and feel very different from previous installments.]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a first look at in-game animation for AC3, captured earlier this year. The idea was to revitalise the Assassin &#8211; hopefully our new moves like the running assassinations and completely reworked jumping and rock-climbing will look and feel very different from previous installments.</p>
<p><a href="http://www.gameanim.com/2012/05/10/aciii-gameplay-premiere/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>Go Right &#8211; A Triumph Of Endurance</title>
		<link>http://www.gameanim.com/2012/05/06/go-right-a-triumph-of-endurance/</link>
		<comments>http://www.gameanim.com/2012/05/06/go-right-a-triumph-of-endurance/#comments</comments>
		<pubDate>Sun, 06 May 2012 21:02:45 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game General]]></category>
		<category><![CDATA[16-bit]]></category>
		<category><![CDATA[8-bit]]></category>
		<category><![CDATA[nostalgia]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[run cycle]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2749</guid>
		<description><![CDATA[A fantastic collection of run-cycles and more in this retro piece that recalls many a childhood adventure, going some way to justify all those years of lateral movement with the singular goal of finishing. More than mere nostalgia, it&#8217;s a powerful reminder to never give up despite repeated set-backs.]]></description>
			<content:encoded><![CDATA[<p>A fantastic collection of run-cycles and more in this retro piece that recalls many a childhood adventure, going some way to justify all those years of lateral movement with the singular goal of finishing. More than mere nostalgia, it&#8217;s a powerful reminder to never give up despite repeated set-backs.</p>
<p><a href="http://www.gameanim.com/2012/05/06/go-right-a-triumph-of-endurance/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>Mass Effect: Team Assault</title>
		<link>http://www.gameanim.com/2012/04/21/mass-effect-team-assault/</link>
		<comments>http://www.gameanim.com/2012/04/21/mass-effect-team-assault/#comments</comments>
		<pubDate>Sat, 21 Apr 2012 12:54:53 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[bioware montreal]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[team assault]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2682</guid>
		<description><![CDATA[Revealed in the Mass Effect 3 Final Hours iPad app, here is early footage I captured, (you can see my login name appear as I take the base), of the Battlefield-esque multiplayer prototype we made at BioWare Montreal following the completion of Mass Effect 2. Basically a total conversion of Unreal Tournament, I integrated every character, [...]]]></description>
			<content:encoded><![CDATA[<p>Revealed in the Mass Effect 3 <em>Final Hours</em> iPad app, here is early footage I captured, (you can see my login name appear as I take the base), of the Battlefield-esque multiplayer prototype we made at BioWare Montreal following the completion of Mass Effect 2.</p>
<p><a href="http://www.gameanim.com/2012/04/21/mass-effect-team-assault/"><em>Click here to view the embedded video.</em></a></p>
<p>Basically a total conversion of Unreal Tournament, I integrated every character, (we later had several races), weapon and vehicle into the Unreal 3 engine, including rigging, skinning &amp; animating, setting up shaders and scripting the vehicle handling and cameras.</p>
<p>It was a fun diversion for a few months and one which I believe proved the studio&#8217;s initiative for multiplayer content, but ultimately one that led to my departure, with the studio&#8217;s future being out of sync with my own goals.</p>
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		<title>AI &amp; Animation In Assassin&#8217;s Creed Brotherhood</title>
		<link>http://www.gameanim.com/2012/04/14/ai-animation-in-assassins-creed-brotherhood/</link>
		<comments>http://www.gameanim.com/2012/04/14/ai-animation-in-assassins-creed-brotherhood/#comments</comments>
		<pubDate>Sat, 14 Apr 2012 18:25:38 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[ai]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[assassin's creed brotherhood]]></category>
		<category><![CDATA[gdc]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2603</guid>
		<description><![CDATA[Ubisoft has recently opened the doors to its technology blog Engine Room and one of the first posts focuses on the data-driven systems developed for Assassin&#8217;s Creed: Brotherhood that afford animators more freedom in giving personality to the crowdlife. A summary of their GDC 2011 talk, my extremely talented team-mates Aleissia Laidacker and Nic Barbeau take us [...]]]></description>
			<content:encoded><![CDATA[<p>Ubisoft has recently opened the doors to its technology blog <a title="Engine Room" href="http://engineroom.ubi.com/" target="_blank">Engine Room</a> and one of the first posts focuses on the data-driven systems developed for Assassin&#8217;s Creed: Brotherhood that afford animators more freedom in giving personality to the crowdlife.</p>
<p style="text-align: center;"><a href="http://engineroom.ubi.com/crowd-life-data-driven-ai-animation-systems/" target="_blank"><img class="aligncenter" title="Assassin's Creed Brotherhood" src="http://www.gameanim.com/images/posts/ACB.jpg" alt="Assassin's Creed Brotherhood" width="640" height="272" /></a></p>
<p>A summary of their GDC 2011 talk, my extremely talented team-mates Aleissia Laidacker and Nic Barbeau take us through Brotherhood&#8217;s <a href="http://engineroom.ubi.com/crowd-life-data-driven-ai-animation-systems/" target="_blank">Crowd Life, Data-Driven AI and Animation Systems.</a></p>
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		<title>Unity Character Animation System</title>
		<link>http://www.gameanim.com/2012/03/24/unity-character-animation-system/</link>
		<comments>http://www.gameanim.com/2012/03/24/unity-character-animation-system/#comments</comments>
		<pubDate>Sat, 24 Mar 2012 10:55:42 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[blend tree]]></category>
		<category><![CDATA[character animation]]></category>
		<category><![CDATA[morpheme]]></category>
		<category><![CDATA[naturalmotion]]></category>
		<category><![CDATA[state machine]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2610</guid>
		<description><![CDATA[Wow. Unity just got a whole lot more appealing as a valid game-creation tool for the future. Looking a lot like NaturalMotion&#8217;s Morpheme state machine, except fully integrated into an engine and FREE, this GDC 2012 video showcases their forthcoming character animation system with all the bells and whistles a technically-adept animator could dream of. Blend [...]]]></description>
			<content:encoded><![CDATA[<p>Wow. Unity just got a whole lot more appealing as a valid game-creation tool for the future. Looking a lot like NaturalMotion&#8217;s <em>Morpheme</em> state machine, except fully integrated into an engine and FREE, this GDC 2012 video showcases their forthcoming character animation system with all the bells and whistles a technically-adept animator could dream of. Blend trees, automatic rigging and input control should have animators working in Unity producing some incredibly fluid characters in future games.</p>
<p><a href="http://www.gameanim.com/2012/03/24/unity-character-animation-system/"><em>Click here to view the embedded video.</em></a></p>
]]></content:encoded>
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		<title>The Art Of Videogames</title>
		<link>http://www.gameanim.com/2012/03/14/the-art-of-videogames/</link>
		<comments>http://www.gameanim.com/2012/03/14/the-art-of-videogames/#comments</comments>
		<pubDate>Thu, 15 Mar 2012 03:41:12 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[pac man]]></category>
		<category><![CDATA[smithsonian]]></category>
		<category><![CDATA[The art of video games]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2612</guid>
		<description><![CDATA[The Art of Video Games: From Pac-Man to Mass Effect, which I took interest in not only because of the titular reference to one of my own games but also because I already have several similar books on the subject, is the hard-backed accompaniment released to coincide with this week&#8217;s opening exhibition of the same name [...]]]></description>
			<content:encoded><![CDATA[<p><em>The Art of Video Games: From Pac-Man to Mass Effect</em>, which I took interest in not only because of the titular reference to one of my own games but also because I already have several similar books on the subject, is the hard-backed accompaniment released to coincide with this week&#8217;s opening exhibition of the same name at the Smithsonian American Art Museum.</p>
<p style="text-align: center;"><img class="aligncenter" title="Smithsonian The Art of Videogames" src="http://www.gameanim.com/images/posts/Smithsonian.jpg" alt="Smithsonian The Art of Videogames" width="640" height="360" /></p>
<p>I initially thought this would be another coffee-table art book celebrating the long journey from pixels and sprites to the fully mocapped characters we enjoy today, and this assumption met disappointment as aesthetically the book is all over the place. Each spread is customised to the game in question for better or worse, and many of the screenshots showing less-than-flattering views of games I know to have much more to offer visually as well as featuring a notable absence of any form of concept art.</p>
<p>Thankfully, the term &#8220;art&#8221; appears to cover more of a general creative expression than just visual, with selection criteria including creative use of technologies, and how world events and popular culture influenced the games; referring to games as <em>&#8220;an artistic medium, both technologically and creatively&#8221;</em>. Broken down into four epochs of the authors&#8217; determination, the book chronologically charts the evolution of the medium in a series of eighty 2-page spreads, voted for by the public from an assembled pool of 240.</p>
<p>Where the book shines is in the blurb accompanying each game, which more often than not features insightful commentary on the game&#8217;s relevance to the medium &#8211; sometimes providing societal references from which they were drawn, and often their place in the technological progression. Perhaps of most interest to the casual reader, (i.e. videogame fan), will be the colourful anectdotes on the game&#8217;s creation. One good example is Shigeru Miyamoto&#8217;s supposed inspiration for the Zelda series being taken from his real life lamp-lit exploration of  forest caves as a child. I myself  noted the near carbon-copy similarities between the layout of Hyrule Field and the game series&#8217; development home of Kyoto when visiting there some years ago.</p>
<p>There&#8217;s a lot to gain from a developer&#8217;s perspective also. Of perhaps even more value are the exclusive interviews with industry vets &#8211; though I must admit I haven&#8217;t heard of the half of them. Ploughing the usual roster from the speaking circuit, there&#8217;s an injection of relevance from the likes of the ever-entertaining Tim Schafer. Notably, when taken out of the context of a web interview and placed into a book like this, his hilarious musings are given an added weight. <em>&#8220;I didn&#8217;t like the way early 3D appeared; it always looked like someone had printed an image of a body or a face and stretched it over a bunch of cardboard boxes&#8221;</em>, giving rise to the visual style of Grim Fandango.</p>
<p>Coincidentally also releasing this week, thatgamecompany&#8217;s <em>Journey</em> producer Robin Hunicke offer&#8217;s insight into the studio&#8217;s consistently successful approach to game development, with a focus on collaboration and simplification: <em>&#8220;At that stage of the process, we&#8217;re thinking about what items we could leave out. What can we take away from these ideas that would make it even closer, even more compressed, like a diamond&#8221;</em>.</p>
<p>While not an exercise in visual design, <em>The Art of Video Games: From Pac-Man to Mass Effect</em> is not only a solid attempt at recording the young history of our medium, but more importantly stands as a testament to the value of chronicling its progression as not only this century&#8217;s newest form of creative expression, but as part of our culture as a whole. I hope this is the beginning of a larger movement to archive and document our burgeoning artform, and that the Smithsonian exhibition is only the first of many.</p>
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		<title>Quantic Dream&#8217;s &#8220;Kay&#8221; Demo at GDC</title>
		<link>http://www.gameanim.com/2012/03/08/quantic-dreams-kay-demo-at-gdc/</link>
		<comments>http://www.gameanim.com/2012/03/08/quantic-dreams-kay-demo-at-gdc/#comments</comments>
		<pubDate>Thu, 08 Mar 2012 18:09:58 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[facial]]></category>
		<category><![CDATA[kay]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[performance capture]]></category>
		<category><![CDATA[quantic dreams]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2575</guid>
		<description><![CDATA[While I may disagree with their approach to interactive storytelling, one can&#8217;t deny Quantic Dream&#8217;s ambition and accomplishment in terms of performance capture. Probably more than just the purported tech demo, the level of emotion captured in this piece sets a high standard with simultaneous body, facial and VO capture fast becoming the standard in our post-L.A.Noire [...]]]></description>
			<content:encoded><![CDATA[<p>While I may <a href="http://www.gameanim.com/2010/04/23/cinematics-sans-cutscenes/4/">disagree with their approach to interactive storytelling,</a> one can&#8217;t deny Quantic Dream&#8217;s ambition and accomplishment in terms of performance capture. Probably more than just the purported tech demo, the level of emotion captured in this piece sets a high standard with simultaneous body, facial and VO capture fast becoming the standard in our post-L.A.Noire era.</p>
<p><a href="http://www.gameanim.com/2012/03/08/quantic-dreams-kay-demo-at-gdc/"><em>Click here to view the embedded video.</em></a></p>
<p>UPDATE: Behind the scenes video <a href="http://www.youtube.com/watch?v=mSnFN8Ja58s" target="_blank">here.</a></p>
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		<title>Assassin&#8217;s Creed III</title>
		<link>http://www.gameanim.com/2012/03/05/assassins-creed-iii/</link>
		<comments>http://www.gameanim.com/2012/03/05/assassins-creed-iii/#comments</comments>
		<pubDate>Tue, 06 Mar 2012 01:54:33 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Work]]></category>
		<category><![CDATA[animation director]]></category>
		<category><![CDATA[assassin's creed 3]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2541</guid>
		<description><![CDATA[Today I can finally share the project I&#8217;ve been working on these last two years. Assassin&#8217;s Creed III As a gamer I was sold on the series after receiving a copy of AC2 from Ubisoft, and was fortunate enough to be asked to join that same team soon after completion of Mass Effect 2, (before AC [...]]]></description>
			<content:encoded><![CDATA[<p>Today I can finally share the project I&#8217;ve been working on these last two years. <a title="Assassin's Creed III" href="http://assassinscreed.ubi.com/ac/en-US/" target="_blank">Assassin&#8217;s Creed III</a></p>
<p style="text-align: center;"><img class="aligncenter" title="Assassin's Creed 3" src="http://www.gameanim.com/images/posts/AC3.jpg" alt="Assassin's Creed 3" width="640" height="824" /></p>
<p>As a gamer I was sold on the series after receiving a copy of AC2 from Ubisoft, and was fortunate enough to be asked to join that same team soon after completion of Mass Effect 2, (before AC Brotherhood and Revelations were created), to immediately set about creating the next big leap.</p>
<p>With a new Assassin in a new era, along with probably the largest animation team ever assembled for a videogame project, I have been tasked with refreshing the entire animation of one of videogaming&#8217;s favourite characters.</p>
<p>I really hope you&#8217;ll like it &#8211; and can&#8217;t wait to show you more of what we&#8217;ve been doing in the coming months&#8230;</p>
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		<title>Deus Excess</title>
		<link>http://www.gameanim.com/2012/02/26/deus-excess/</link>
		<comments>http://www.gameanim.com/2012/02/26/deus-excess/#comments</comments>
		<pubDate>Sun, 26 Feb 2012 17:48:42 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Personal]]></category>
		<category><![CDATA[Work]]></category>
		<category><![CDATA[deus ex]]></category>
		<category><![CDATA[deus ex human revolution]]></category>
		<category><![CDATA[dx3]]></category>
		<category><![CDATA[eidos montreal]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2468</guid>
		<description><![CDATA[Deus Ex 3 (later to be subtitled &#8220;Human Revolution&#8221;) was what can best be described as a learning experience for me. I had just arrived in Montreal to work at another studio and while awaiting a visa was contacted regarding the mystery project at the recently announced Eidos Montreal. I honestly thought it was a [...]]]></description>
			<content:encoded><![CDATA[<p>Deus Ex 3 (later to be subtitled &#8220;Human Revolution&#8221;) was what can best be described as a learning experience for me. I had just arrived in Montreal to work at another studio and while awaiting a visa was contacted regarding the mystery project at the recently announced Eidos Montreal. I honestly thought it was a Soul Reaver sequel, never dreaming I&#8217;d have the opportunity to work on a re-imagining of one of my favourite games of all time. I joined as the 5th or 6th DX3 team-member, (featuring in several of the credit roll photos, wearing an N7 T-shirt no less), and for a time all was great and exciting. A new city, new studio, new project, new team, new technology&#8230; they were all adding up to a lot of new, which anyone with any experience will tell you&#8230; that&#8217;s a lot of risk.</p>
<p><a href="http://www.gameanim.com/images/posts/Deus_Ex.jpg" rel="thumbnail"><img class="aligncenter" title="Deus Ex Human Revolution" src="http://www.gameanim.com/images/posts/Deus_Ex_s.jpg" alt="" width="640" height="400" /></a></p>
<p>Over the proceeding year, beyond the expected growing pains of a newly formed team it was rapidly becoming apparent that it was impossible to see eye to eye with others on the leadership team when developing something as large and complex as an action-RPG, especially coming straight from successfully doing so on Mass Effect. I could say a lot worse, but will instead acquiesce to many of the disagreements falling on my shoulders as I took literal the Eidos mandate that we were to create games with modest team sizes and schedules, myself always looking for the most dynamic and efficient solution rather the grand ideas of my colleagues, wherein lay the conflict. Having now worked in Montreal for around 5 years I have a better understanding of the culture that many of my former team-mates had come from, and simply accept that they just didn&#8217;t know any other way. Their risky gambles ultimately paid off with the miraculous purchase of Eidos by Japanese publisher Square Enix granting an additional two years of development.</p>
<p>And what happened with those extra years? I honestly enjoyed much of the game. The level design is as tight as it comes. The feeling of &#8220;being&#8221; in a cyberpunk future is unmatched. The visuals swing between some of the worst character realisation ever to moments of real beauty, (so in that respect it is a very accurate homage to the original), and the audio landscape lends itself the credibility of its forebears, (again an homage for better or worse). Certainly by no means a game worthy of 4 years of development, I remain confident I made the right choice in leaving during pre-production to start the BioWare Montreal studio and with a few good friends instead helped ship what was to be one of 2010&#8242;s games of the year in Mass Effect 2.</p>
<p>In summary, much like the &#8220;choice and consequences&#8221; mantra of the game&#8217;s design, Deus Ex : HR ended up playing out exactly as a consequence of choices made early on in the development cycle &#8211; with Square Enix&#8217;s intervention providing a literal <a href="http://en.wikipedia.org/wiki/Deus_ex_machina" target="_blank">Deus Ex Machina</a> to that project&#8217;s story.</p>
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		<title>This Is Next-Gen</title>
		<link>http://www.gameanim.com/2012/02/09/this-is-next-gen/</link>
		<comments>http://www.gameanim.com/2012/02/09/this-is-next-gen/#comments</comments>
		<pubDate>Thu, 09 Feb 2012 13:55:03 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Facial Animation]]></category>
		<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Infinite realities]]></category>
		<category><![CDATA[Next-gen]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=2470</guid>
		<description><![CDATA[This generation&#8217;s long life-cycle has been a mixed blessing. On the one hand, so many years without new hardware has allowed us to push the limits of our current engines and learn so much about finesse and polish without the need to relearn or start from scratch.  The challenge this time around has been more about [...]]]></description>
			<content:encoded><![CDATA[<p>This generation&#8217;s long life-cycle has been a mixed blessing. On the one hand, so many years without new hardware has allowed us to push the limits of our current engines and learn so much about finesse and polish without the need to relearn or start from scratch.  The challenge this time around has been more about real artistry in both visuals and game design without the ability to hide behind some major leap in visual fidelity or previously-impossible technology opening up new game concepts. On the other, we&#8217;re getting to a state of diminishing returns In terms of effort to rewards, and as a gamer I really want to see something that gets me excited again in a way that only realtime interactive CG can provide. And this is the first glimpse of where we&#8217;re going.</p>
<p><a href="http://www.gameanim.com/2012/02/09/this-is-next-gen/"><em>Click here to view the embedded video.</em></a></p>
<p>While mostly a lighting demo of <a href="http://www.ir-ltd.net/" target="_blank">Infinite Realities</a>&#8216; scanned head we&#8217;ve encountered before, seeing it running in realtime on a PC at work both terrifies and exhilirates me. Once he opens his eyes and begins to move around, it will be our task to breathe life into characters that look like this in immersive worlds that are consistent and do not break the suspension of disbelief.</p>
<p>Since arriving in Canada, I&#8217;ve worked exclusively on games with character casts are in the hundreds, requiring procedural and systemic solutions to create their animation. Perhaps this leap in character realisation will instead force us to concentrate on stories with fewer actors that have an unprecented depth of character.</p>
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