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?...
Call of Duty: Control Amidst The Chaos Call of Duty: Control Amidst The Chaos – Animation talk at IGDA Montreal. https://vimeo.com/88615943...
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....
On Taking Chances & Being Pushed Out of Your Comfort Zone A retrospective interview I gave with Gamesauce after completion of Assassin’s Creed III. Read the interview here....
The 2D Animation Of Ubisoft’s Upcoming Child Of Light My colleague Marie-Agnes Guy akes us through the 2D animation of Ubisoft’s upcoming Child of Light....
Thin Skin Elastodynamics I’ve achieved similar results once by animating UVs back over moving bones to represent skin moving over muscle....
The Learning Value Of Working With Mocap My former colleague Brent George nails the learning value of working with mocap. Agree 100%....
Implicit Skinning: Real-Time Skin Deformation With Contact Modeling “The technique is a post process applied over a geometric skinning (such as linear blending or dual-quaternions) which...
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...
GameInformer Interview With Sucker Punch Animation Director Billy Harper “The animation director for Infamous Second Son from Sucker Punch talks about what he has learned from his...
Motion Fields For Interactive Character Animation “We propose a structureless representation of motion data and control that enables intelligent characters with both highly agile...