Procedural Cinematography In Homeworld Shipbreakers This talk discusses the cinematic tools and procedural camera systems used to create beautiful cut-scenes of actors with...
Unity Game Engine Animation “Most 3d animators tend to swear by their preferred tools of the trade. Be it 3ds Max, Maya...
5 Tips For Making Great Animations For 2D Games “In this era dominated by 3D games, when even the latest versions of Street Fighter and Super Mario...
Tips For Making Your Animation Demo Reel Stand Out “Animation reels come in all shapes and sizes. These days, most studios expect your reel through a link...
Game Feel: Why Your Death Animation Sucks “This game feels awesome but I don’t know why!” This interactive death animation walkthrough goes from the first...
Insight Into The Life Of A Games Animator Lionhead’s Harvey Newman discusses his role and the various types of animations. Read the full interview here....
Compressing Skeletal Animation Data in League of Legends “League of Legends has more than 125 champions, each with their own set of unique animations. These movements...
The Challenge Of Having Responsiveness And Naturalness In Game Animation “This post is trying to consider the animations in terms of responsiveness while trying to discuss some techniques...
Disney Research: Real-Time High-Fidelity Facial Performance Capture “The core idea is to enhance a global real-time face tracker, which provides a low-resolution face mesh, with...
Interview with Brandon Fernandez, Tomb Raider Animation Director “While motion capture is a great tool to help us create our characters, the majority of an animator’s...
Robust Articulated-ICP for Real-Time Hand Tracking A robust method for capturing articulated hand motions in realtime using a single depth camera. Paper here....
Fullbright Animator Noël Clark On Advancements in Animation Fullbright Animator Noël Clark Talks Small Companies vs. Freelance, Challenging Experiences, & Advancements in Animation...
Ubisoft Toronto’s Motion Fields Technology Prototype video of Ubisoft Toronto’s Motion Fields, an implementation of a locomotion system using reinforcement learning to synthesize...
Deconstructing The Animation Of Ori And The Blind Forest At GDC 2015, Campo Santo developer and animator of Moon Studios’ Ori & The Blind Forest, James Benson,...
Hybrid Skeletal-Surface Motion Graphs For Character Animation “We present a novel hybrid representation for character animation from 4D Performance Capture (4DPC) data which combines skeletal...