Archive for the ‘pixar’ tag
Pixar Technical Notes
I just discovered this nice little treasure-trove of technical notes from Pixar covering animation and rendering topics used in their film productions.
As ever, we can’t directly use anything from film in our games due to the huge discrepancy in rendering times (30 frames per second vs 30 hours per frame), but they do appear to be leaning towards shortcuts for hair that avoid complete simulations.
Layers of Pixar Polish
The final Adapt Presentation Notes Session, providing information for animators regarding character and rig development, peer-review processes and general acting tips.
Pixar: How Pixar Animation Studios Brings Characters To Life
Andy Schmidt – Animator on Ratatouille

This was an incredibly valuable lesson in the workflow for polishing an animated feature, which has some lessons we can directly employ for our own peer-review processes. The initially self-deprecating yet entertaining Andy Schmidt took us through the challenges of creating the characters for Ratatouille, (namely, how to turn vermin into an appealing character) before moving on to Pixar’s general approach to taking a scene through various levels of polish.
The biggest element of the talk that struck me was the difference between an animated film and videogame cutscene schedule – two supposedly similar projects in concept, with the key being when voice-over is recorded. Below is a comparison between Pixar and what is my experience of the norm for large-scale videogame project storytelling, taking a direct comparison with only the elements shared across mediums.

