The Last of Us – Cinematic Journey It’s currently tapped for several game of the year awards so now is a good time to write...
Watch_Dogs Mocap Process Now that the busy holiday period is over, here are my belated notes from my colleague Colin Graham’s 2013...
Seamless Mocap Cycles Tutorial This tutorial was originally featured in issue 58 of 3D Artist Magazine and is kindly republished with their permission. The...
The Game Animation Reel This is a post I’ve been waiting years to write as whenever I’m knee-deep in demo reels I’m...
Final Fantasy XIII Cutscene Process Once again, the Japanese Softimage site has posted information on another showpiece title – and they spend a...
Cinematics Sans Cutscenes Due to the heavy reliance on video examples it was insufficient to simply post slides of the session...
Metal Gear Solid 4: Facial Rig & More I’ve been feeling for some time now that Japanese developers have been falling behind their western counterparts in...
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...
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...
Uncharted Mocap Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline Jeremy Yates & Judd Simantov – In-Game Animation...
Halo 3’s Cinematic Tool In the last few weeks I’ve been getting out to a handful of various presentations, beginning with the...
Shadow Of The Colossus: Various Systems Every so often the internet turns up a gem. It may have been around for some time now...