The Anime Industry’s Problem Is That It’s Full Of Anime Fans Mirroring the echo chamber of games referencing games – Miyazaki on getting out and referencing real life....
A Comprehensive Collection Of Pixel Art Resources “Here is a collection of various links that will probably come in handy from time to time.”...
Synchronizing Gameplay And Animation With Music “If an animation’s prominence builds over a few frames, triggering it before the beat can provide a better...
A Look At Riot Games’ Keyframe Animation For League Of Legends “We settled on this technique years ago… because it’s integral to maintaining our in-house style and helps us...
Multi-Resolution Facial Rigging “No one wants to have different character skeletons on each hardware platform.”...
Five Guidelines For Effective VR Design Called it. “[VR] renders a host of visual and storytelling techniques cribbed from cinema almost obsolete.”...
Anatomy In Games: An Evolution Of Realism To what lengths video-games producers should go when striving for anatomical realism in their animations?...
ArtStation Could Be The First Decent Portfolio Site For Animators Just signed up for the ArtStation Beta. Beautiful layout. Could be the first decent portfolio site for animators?...
Stoic Studios On Creating Traditional Animation For The Banner Saga Great post on how Stoic Studios create the fantastic traditional animation for The Banner Saga....
The Learning Value Of Working With Mocap My former colleague Brent George nails the learning value of working with mocap. Agree 100%....
Explaining Frames-Per-Second (And Motion Blur) “Frame rate and motion blur are important aspects of video quality. This demo helps to show the visual...
Write-ups Of GDC 2013 Animation Bootcamp Talks Cracking write-up of my (and others’) GDC animation bootcamp talks by procedural animation programmer David Rosen....