Disciplines

Posts specific to the various disciplines within video game animation

Prince of Presentation

In the absence of an embedded video, here's a link to my buddy Dave Wilkinson's fantastically composed Prince of Persia presentation at the recent E3 trade show...

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 (or engine) for Square Enix. Despite the he...

Smash Bros Character Conformity

Right from the off, this GDC '08 talk was notable for the novel, (to the West anyway), approach to staffing up for this sequel. Charting the production of SSBB,...

Lost Odyssey’s Cutscene Consistency

Next up, in the first of three animation-related GDC '08 presentations giving us an insight into modern-day Japanese game development, here are my notes from th...

Grand Theft Euphoria

I had hoped to post about the fantastic leaps forward in ingame animation brought about by the highly publicised (in the gaming press anyway) integration of Nat...

Uncharted Mocap

Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline Jeremy Yates & Judd Simantov - In-Game Animation Lead & Lead Cha...

Political Game Animation Promo

Here's an interesting video via gamepolitics.com depicting an overtly videogame-like rendering of one of American candidate Ron Paul's speeches. https://www....

Turok Knife Animations

Cameron Fielding has uploaded this excellent video highlighting some of his work on the recent Turok from Vancouver-based Propoganda Games. I've only played the...

It’s In The Details

During game development, we often refer to fighting games as the best example of where real-time animation can be pushed due to the genre typically concentratin...

Street Fighter IV Ingame Footage

Capcom have released two ingame videos of their upcoming Street Fighter IV. Anybody who knows me will understand that this is incredibly exciting, especially as...

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 blend shapes Laurent Abuca...

Halo 3’s Cinematic Tool

In the last few weeks I've been getting out to a handful of various presentations, beginning with the IGDA BioShock presentation and most recently a week-long f...