Simple And Powerful Animation Compression In this 2017 GDC talk, Eidos-Montreal’s Nicholas Frechette (@nfrechette6) explains how animation compression systems can evolve to match...
Pixel Art And Animation In The Hi-Bit Age In this 2020 GDC Summer talk, Tyriq Plummer (@FourbitFriday) goes over some techniques and best practices for approaching...
Physical Animation In Star Wars Jedi: Fallen Order In this 2020 GDC Summer session, Respawn Entertainment’s Bartlomiej Waszak (@bartwaszak) explains how Star Wars Jedi: Fallen Order...
Character Control With Neural Networks And Machine Learning In this 2018 GDC talk, Ubisoft’s Daniel Holden (@anorangeduck) shows how data-driven systems can vastly reduce the complexity...
Robust Motion In-Betweening From Ubisoft’s technical blog comes development in authoring animation from only a few key poses. I can see...
Spyro Reignited: Animation Process Another great presentation from the 2019 Animation Exchange, lead gameplay animator Dave Huddleston and lead cinematic animator Andy...
The Combat Of Assassin’s Creed Kristjan Zadziuk (@KrisZadziuk) breaks down the process of defining the stunning combat animation in the original Assassin’s Creed...
The Art And Animation Of Celeste Miniboss artist and programmer Pedro Medieros de Almeida (@saint11) discusses the art and animation of Celeste at the...
Local Motion Phases for Learning Multi-Contact Character Movements Sports games are the ideal test-bed for motion-matching and similar machine-learned approaches to interactive animation. Here we see...
Expanding Animation And Design Capabilities In Post-Launch Battlefield 1 In this 2018 GDC session, Ryan Duffin (@AnimationMerc) discusses two specific examples of taking the resources the animation...
High Resolution Pixel Art And Animation In this 2018 GDC talk, Firaxis Games’ Kyle Bunk (@KyleBunk) demonstrates the process of creating high-resolution pixel art...
The Eyes Have It: An Integrated Eye and Face Model for Photorealistic Facial Animation Impressive eye motion capture and reconstruction for Facebook’s avatars. Interacting with people across large distances is important for...
Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows Interesting research beneficial to anyone looking to create procedurally automated dialogue systems. “Automatic synthesis of realistic gestures promises...
The Five Fundamentals Of Video Game Animation Animator and Youtuber Dan Root (@Rootayable) has uploaded the final video in his series looking at the Five...
Creating A Shovel Knight Character Sprite Shovel Knight developer Yacht Club Games goes into some depth describing and illustrating the very involved creation process...