Game Anim Spotlight: Kristjan Zadziuk Kristjan Zadziuk (@KrisZadziuk) is currently animation director at Ubisoft Toronto and is the first in a new series of game...
Creating An Emotionally Engaging Camera For Tomb Raider This 2013 GDC talk from Crystal Dynamics’ Remi Lacoste offers insight to the programming and design of Tomb...
Motion Matching Explained(ish) Ubisoft Toronto animation director Kristjan Zadziuk has graciously uploaded videos from his and programmer Michael Buttner’s work on Motion...
Perfect Dark Zero: Animation Lead Jon Mummery From the original Perfect Dark Zero site comes this 2006 interview with Perfect Dark Zero animation lead and multiple...
Insomniac Games: Animation, Real-Time Cinematics & Managing Complexity Insomniac Games lead engine programmer Jonathan Garrett explains the animation technology and production processes used at Insomiac during their recent...
Platinum Games: Integrate Animations Before Polishing This great Platinum Games post is a reminder that you should get your anim working in game before...
We Are Game Devs: Animator Interviews Website We Are Game Devs, whos mission is “to celebrate the diverse talent of the video game industry” has...
Motion Graphs For Unstructured Textured Meshes Essentially motion-matching on motion-captured meshes rather than rigged skeletons. Like L.A. Noire for the full body. “We analyze...
Behind The Cinematic With Marianne Hayden New game cinematic website Behind The Cinematic has a great interview with my colleague Marianne Hayden on her career...
Capturing And Animating Skin Deformation In Human Motion A novel approach to motion capture that includes secondary motion. “During dynamic activities, the surface of the human...
Animator Interview Series Assassin’s Creed Syndicate animator Sebastien Dussault has a fantastic series of video interviews with animators covering projects ranging from...
FaceDirector: Continuous Control Of Facial Performance In Video This approach allows for eery blending between similar videos, much like we would between animations. We present a...
Ninja Theory GDC 2016 Presentation + Breakdown “…This remarkable project came together in just 8 weeks. To achieve this the team used the most cutting...
Autodesk Interview With Gwen Frey Interview with The Molasses Flood animator Gwen Frey on going indie after successful AAA games such as Bioshock Infinite....