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,...
Guilty Gear Xrd’s Art Style : The X Factor Between 2D and 3D “While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System...
Blending Cinematics and Gameplay Animation in The Order 1886 Ready At Dawn Studios developed next-gen engine technology which allowed us to seamlessly blend gameplay and cinematics in...
GDC 2015 – Women Are Not Too Hard To Animate Our GDC 2015 panel Women Are Not Too Hard To Animate is now available to view for free...
Destiny’s Runtime Animation Rig Destiny animation team shares their tech (runtime rig, anim layers, action system and more)....
Animating Elizabeth In Bioshock Infinite With a focus on animation, animation director Shawn Robertson talks about the various systemic and narrative techniques that...
Character Heads Creation Pipeline and Rendering in Bungie’s Destiny “In Face Animation Retargeting in Destiny, the authors explain how they were able to achieve high-quality face animation...
Living Crowds: AI & Animation in Assassin’s Creed Brotherhood My amazing colleagues Aleissia Laidacker and Nicolas Barbeau talk about the living crowds in Assassin’s Creed Brotherhood....
Ellie: Buddy AI in The Last of Us In this GDC 2014 talk, Naughty Dog’s Max Dyckhoff discusses the techniques used to generate a believable “buddy”...
Call of Duty: Control Amidst The Chaos Call of Duty: Control Amidst The Chaos – Animation talk at IGDA Montreal. https://vimeo.com/88615943...
Fast And Efficient Facial Rigging In Gears Of War 3 Slides from Epic technical animator Jeremy Ernst’s GDC 2011 talk about the piepline for creating facial rigs on...
Creating First Person Movement for Mirror’s Edge DICE have given a GDC presentation on the creation of their first-person animations which, with the camera, combine to...
The AI Systems of Left 4 Dead Valve have posted the slides of Mike Booth’s recent Stanford AIIDE-09 conference presentation. While only the first section...