Agents of Mayhem: Animating an Agent In this re-recording of their original GDC presentation (also below), Volition Sr Animator Mike Jungbluth, Technical Animator Evan...
2D Animation At Klei Entertainment In this 2014 GDC session, Klei Entertainment outline their specific goals in relation to animation quality, some of their...
Believable Humans (In Video Game Animation) In this 2015 GDC talk, Sony Computer Entertainment America’s Michael Mumbauer and University of Auckland researcher Mark Sagar...
The First Person Animation Of Overwatch In this 2017 GDC talk, Blizzard’s Matthew Boehm (@mattheweboehm) dives into the artistic and technical challenges of creating personality...
The Art Of Destiny’s First-Person Animation In this 2015 GDC session, then Bungie’s (now Riot’s) David Helsby (@david_helsby) shows how the team created high...
Anatomy Of A Hit Reaction Agents of Mayhem animation lead Mike Jungbluth (@lightbombmike) breaks down all of the different approaches to convey the...
Animation Style and Process for Broken Age In this GDC 2015 session, Double Fine’s Raymond Crook presents detailed walkthrough of creating what Double Fine terms...
Animating Cameras for Games In this 2014 GDC talk, Simon Unger (@Simonunger) gives a primer in cameras and composition, with a focus...
Animation Exchange 2017 For those unable to attend GDC’s animation bootcamp, on Tuesday that week there was a whole day of game...
Blizzcon 2016: Making The Overwatch Animated Shorts Blizzard’s cinematic artists share a behind-the-scenes look at how they bring some of Overwatch’s most iconic heroes to...
BlizzCon 2016: In-Game Cinematics – The Cutscenes of Legion The in-game cinematics team give a behind-the-scenes look at creating cutscenes for the Broken Shore, the Demon Hunter, and...
Motion Matching: The Future of Gameplay Animation Today Ubisoft Animation Director Kristjan Zadziuk has shared his complete GDC 2016 talk on the future tech of motion-matching....
BlizzCon 2016 Lightning Talk: In-Game Animation Philosophies From a BlizzCon 2016 presentation, principal animator Non Thareechit visualizes and shares some of the challenges and philosophies behind...
The Emotional Character Control Of Shadow Of The Colossus In this GDC 2006 session, a panel from the development team who created 2001’s Ico deliver a postmortem...
The Motion Capture Pipeline Of The Last of Us My former colleague Damon Shelton (@damonshelton) takes GDC 2015 attendees through the mocap pipeline of The Last of Us....