Making The [Spoiler] Of INSIDE In this 2017 GDC talk, Playdead lead animator Andreas Normand Grontved (@andreasng____) and other team members layer physics,...
IK Rig: Procedural Pose Animation In this 2016 GDC talk, Ubisoft’s Alexander Bereznyak (@kenhennen)Â breaks down the basics of IK Rig technology for animators,...
The Last Guardian: Procedural Animation Below is a write-up of GenDesign animation director Masanobu Tanaka’s CEDEC (Computer Entertainment Developer’s Conference) 2017 presentation on the...
Unsynced: The Last of Us Melee System In this 2014 GDC session, my colleague Anthony Newman (@BadData_) shares an overview of the design and implementation...
Animation Complexity In UFC 2 Through Procedural Techniques In this 2016 GDC session, EA Canada’s Geoff Harrower (@GeoffHarrower) and Jeremy Mathiesen (@JeremyMathiesen) share a look at...
Realizing Responsive High Fidelity Character Movement in Just Cause 3 In this 2015 GDC talk, Avalanche Studios’ Jeet Shroff and Alex Crowhurst demonstrate the techniques used to maintain...
Siggraph 2017 – Real-time Cinematics & Storytelling Adam Myhill, head of cinematics at Unity Technologies, gives us insight into the revolution of real-time cinematics and...
The 2017 Game Animation Microtalks In this GDC 2017 animation bootcamp microtalk session, game animators Lana Bachynski, Shahbaaz Shah, Tim Borrelli, Gwen Frey,...
Combat Animation In Hellblade Ninja Theory senior animator Chris Goodall (@cgmation) gave this fascinating talk at the Digital Art Conference Frankfurt about...
Animating Dauntless: Slaying AAA Animation On The Indie Scale In this GDC 2017 session, Phoenix Labs‘ Simon Unger (@Simonunger) explains the animation best practices they’ve learned so...
Realistic Performances In Games In this 2017 GDC session, my colleague Ryan James (@RMJames) shares some of the methods used to create...
Cuphead’s Animation Process And Philosophy In this 2017 GDC bootcamp, Studio MDHR’s Jake Clark (@JakeClarkDude) explains his design and animation processes for the game...
The Witcher 3 Dialogue System In this 2016 GDC session, CD Projekt Red’s Piotr Tomsinski explains the process for creating the dialogue animation...
Animating Quadruped Characters In The Flame in The Flood In this 2016 GDC talk, The Molasses Flood co-founder Gwen Frey illustrates techniques for effortlessly creating high quality...
The Rain World Animation Process In this GDC 2016 Animation Bootcamp session, Rain World animators Joar Jakobsson and James Therrien break down the...