Task-based Locomotion Focussing more on NPC navigation over the player, this approach prioritises footsteps for more natural motion during the all-important...
A Deep Learning Framework For Character Motion Synthesis And Editing The presentation below from the University of Edinburgh already looks like the next evolution beyond motion-matching. “We present...
Artist-Directed Dynamics For 2D Animation Of interest to 2D animators currently using tools like Spine, this presentation shows a fairly robust solution for getting more...
Terrain-Adaptive Locomotion Skills Using Deep Reinforcement Learning This next paper seeks to provide better adjustment of procedural character to adapt to complex terrain. “…Building on...
Spectral Style Transfer for Human Motion between Independent Actions Another advance on motion-synthese, this approach attempts to take motions and apply their style to others, creating entirely...
Efficient Dynamic Skinning with Low-Rank Helper Bone Controllers A simple solution for dynamic deformation entirely possible on real-time game rigs. “Dynamic skin deformation is vital for...
Uncharted 2: Creating An Active Cinematic Experience This 2010 talk from Naughty Dog’s Neil Druckmann and Bruce Straley explores how Naughty Dog used The Active...
5 Things I Learned As A Game Animator Some great tips from Riot Games’ art director Alex M. Lehmann....
Motion-Matching in Ubisoft’s For Honor My most-anticipated talk of GDC 2016, Simon Clavet was our physics mastermind on Assassin’s Creed III and began initial...
Interview With Ninja Theory Animator Francesca Salvatore Interview with Ninja Theory animator Francesca Salvatore (google-tranlated from original Italian)....
How Cuphead‘s Cartoon Graphics Are Made Cuphead lead artist Chad Moldenhauer gave TIME an exclusive look behind the scenes of how the studio animates the...
An Interview With Alexander Bereznyak “Alexander Bereznyak came to Ubisoft Toronto from Ukraine to focus on the development of new animation technologies. This...
Mortal Kombat Story Mode This 2013 talk from NetherRealm’s Adisak Pochanayon covers some of the technical challenges and the implementation process when...
50 Game Camera Mistakes In this GDC 2015 talk, John Nesky, the dynamic camera designer for thatgamecompany’s award-winning PSN title Journey, takes...