Smash Bros Character Conformity Right from the off, this GDC ’08 talk was notable for the novel, (to the West anyway), approach...
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...
Grand Theft Euphoria I had hoped to post about the fantastic leaps forward in ingame animation brought about by the highly...
Uncharted Mocap Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline Jeremy Yates & Judd Simantov – In-Game Animation...
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...
Turok Knife Animations Cameron Fielding has uploaded this excellent video highlighting some of his work on the recent Turok from Vancouver-based...
It’s In The Details During game development, we often refer to fighting games as the best example of where real-time animation can...
Street Fighter IV Ingame Footage Capcom have released two ingame videos of their upcoming Street Fighter IV. Anybody who knows me will understand...
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...
Halo 3’s Cinematic Tool In the last few weeks I’ve been getting out to a handful of various presentations, beginning with an...
Shadow Of The Colossus: Various Systems Every so often the internet turns up a gem. It may have been around for some time now...
Body Worlds 2 On Sunday, I finally got around to visiting the fantastic Body Worlds 2 exhibit down at the Montreal...
Team Fortress 2: Heavy Weapons Guy It isn’t Pixar quality, but it sure is close. Here is the latest game/source-engine promo for Valve’s upcoming...
NBA Live 06 Animation Blending As pointed out by one of his colleagues, the first instance of a prediction by the alsoran has...